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Mega Man (SSBU)/Forward tilt

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OverviewEdit

Update HistoryEdit

  2.0.0

  •   Special moves can no longer be used when jumping and using forward tilt.

  3.0.0

  •   Forward tilt deals less shield damage (0 → -1).

HitboxesEdit

Pellet hitbox data is shared with neutral attack and neutral aerial.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean pellet
0 0 0 2.0% -1.0   Speed-based 22 30 0   3.3 top 0.0 0.0 0.0 1.0× 0.5× 0%               Punch   All All            
Mid pellet
0 0 0 2.0% -1.0   Speed-based 12 10 0   2.2 top 0.0 0.0 0.0 0.75× 0.5× 0%               Punch   All All            
Late pellet
0 0 0 2.0% -1.0   Speed-based 8 10 0   1.8 top 0.0 0.0 0.0 0.1× 0.5× 0%               Punch   All All            

TimingEdit

Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, and can turn around before the ending portion. The turnaround animation lasts 13 frames, and transitions to either frame 7 or 19 of the move, depending on whether it is done before or after shooting a pellet, adding some extra frames to the move based on timing.

Compared to Mega Man's neutral attack, forward tilt has a shorter animation and can be interrupted slightly earlier, but lacks a physical hitbox on his Mega Buster.

Loop points 5-6, 17-18
Pellet (clean, mid, late) 7-10, 11-14, 15-30
Interruptible (ending animation) 34 (17)
Animation length (ending animation) 33 (16)
                                                                 
                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
  
Prop event

Pellet parametersEdit

Lifetime 24 frames
Travel speed 2.5
Shot X/Y offsets [8, 8]