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Mega Man (SSBU)/Neutral attack: Difference between revisions

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(Lemons are more akin to Falco's lasers because they make people flinch on contact.)
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'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Neutral attack deals less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).}}
*{{nerf|Neutral attack deals less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).}}
==Hitboxes==
==Hitboxes==
Pellet hitbox data is shared with {{mvsub|Mega Man|SSBU|forward tilt}} and {{mvsub|Mega Man|SSBU|neutral aerial}}.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Mega Buster|24}}
{{HitboxTableTitle|Mega Buster|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=40
|bk=40
|ks=25
|ks=25
Line 31: Line 34:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Early Lemon|24}}
{{HitboxTableTitle|Clean pellet|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 53: Line 56:
|rebound=f
|rebound=f
|direct=f
|direct=f
|af=1
|reflectable=t
|absorbable=t
}}
}}
{{HitboxTableTitle|Mid Lemon|24}}
{{HitboxTableTitle|Mid pellet|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 76: Line 82:
|rebound=f
|rebound=f
|direct=f
|direct=f
|af=1
|reflectable=t
|absorbable=t
}}
}}
{{HitboxTableTitle|Late Lemon|24}}
{{HitboxTableTitle|Late pellet|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 99: Line 108:
|rebound=f
|rebound=f
|direct=f
|direct=f
|af=1
|reflectable=t
|absorbable=t
}}
}}
|}
|}
==Timing==
==Timing==
Mega Man can shoot up to three pellets. Interruptibility is 36, 48 or 60 depending on the amount of pellets fired.
Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, transitioning to his {{mvsub|Mega Man|SSBU|forward tilt}} or {{mvsub|Mega Man|SSBU|neutral aerial}} (respectively) in the process, 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.
 
{|class="wikitable"
{|class="wikitable"
!Pellets generated
!Loop points
|7, 19, 31
|5-6, 17-18
|-
|-
!Pellets (life)
!Mega Buster hitbox
|1-3, 4-7, 8-24
|7
|-
|-
!Hitbox
!Pellet (clean, mid, late)
|7
|7-10, 11-14, 15-30
|-
|-
!Interruptible (ending animation)
!Interruptible (ending animation)
|19
|36 (19)
|-
|-
!Animation length (ending animation)
!Animation length (ending animation)
|23
|40 (23)
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=17|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=10}}
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=10}}
|-
|-
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|s=LagLoopEPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=10|e=LagLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|s=LagLoopEPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=10|e=LagLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=5}}
Line 127: Line 141:


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|prop=y|loop=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|prop=y|loop=y|interruptible=y}}
==Pellet parameters==
These parameters are shared with neutral aerial.
{|class="wikitable"
!Lifetime
|24 frames
|-
!Travel speed
|2.5
|-
!Shot X/Y offsets
|[0, 8]
|}


{{MvSubNavMegaMan|g=SSBU}}
{{MvSubNavMegaMan|g=SSBU}}
[[Category:Mega Man (SSBU)]]
[[Category:Mega Man (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 20:50, July 26, 2022

Hitbox visualization showing Mega Man's neutral attack.
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Overview[edit]

Mega Man shoots energy-based pellets (often dubbed lemons, from the common nickname used by the Mega Man players) from his Mega Buster, which have a long duration but deal very small knockback. Overall functions similar to Falco's Blaster, but the pellets travel slower compared to Falco's lasers.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Nerf Special moves can no longer be used when jumping and using neutral attack.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Neutral attack deals less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).

Hitboxes[edit]

Pellet hitbox data is shared with forward tilt 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
Mega Buster
0 0 0 1.0% 0 Sakurai angle Forward 40 25 0 HitboxTableIcon(False).png 3.5 arml 3.5 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Clean pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 22 30 0 HitboxTableIcon(False).png 3.3 top 0.0 0.0 0.0 1.0× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 12 10 0 HitboxTableIcon(False).png 2.2 top 0.0 0.0 0.0 0.75× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 8 10 0 HitboxTableIcon(False).png 1.8 top 0.0 0.0 0.0 0.1× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, transitioning to his forward tilt or neutral aerial (respectively) in the process, 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.

Loop points 5-6, 17-18
Mega Buster hitbox 7
Pellet (clean, mid, late) 7-10, 11-14, 15-30
Interruptible (ending animation) 36 (19)
Animation length (ending animation) 40 (23)
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png Icon for lag frames just after a loop point and just before a prop point. Icon for hitbox frames just after a prop point. FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
FrameIcon(Interruptible).png
Interruptible

Pellet parameters[edit]

These parameters are shared with neutral aerial.

Lifetime 24 frames
Travel speed 2.5
Shot X/Y offsets [0, 8]