Rivals of Aether

Rivals of Aether

Mega Man
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Lood  [developer] 12 Jun, 2022 @ 1:00am
Balanced Mega Man's Moveset
Basic info
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He still has his Lemons/Pellets and his Down Tilt slide, but those are the only moves directly copied over from the games & Smash.

Besides that, his other moves are based on lesser known weapons (such as Wild Coil and Electric Shock for an example)

Most of his Special Weapons attacks have noticeably long cooldowns (shown by the weapon bar on his HUD) to avoid spamming them. You're Mega Man, not a Belmont in Smash Ultimate, you actually need to think when to use your Robot Master weapons.


Grounded:
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Jab - Lemons/Pellets (1% Pellet - 1% Sweetspot)
Goes a set distance before disappearing. Nair has the Smash sweetspot launching hit on the buster. Mega Man can shoot these decently fast, but they do minimum damage with no knockback. Has slight hitstun to it.

Up Tilt - Flame Shower (3% - 3% - 4% - 8%)
A slow moving but powerful flame pillar that slowly rising upwards, carrying the opponent with the attack. The last hit is the most powerful, being a kill move.
The hands have scoop hitboxes on them to launch them into the pillar.
Has high endlag and has a cooldown of around a second long.

Down Tilt - Slide (4% Pressed - 6% Held - 4% Aerial)
Same way how it is in Smash Bros. except that there's a small aerial only spike hitbox that goes slightly into the ground.
Can be cancelled if done near a ledge.

Left/Right - Disappearing Block/Yoku Block (9%)
Mega Man puts his hands forwards and summons a disjointed block in front of him as an attack. Has a good bit of endlag to make up for the amount of range and active frames it has.
The actual hitbox doesn't come out immediately to also make up for amount of range and active frames it has.
Outer tip has a sweetspot.

Dash Attack - Pile Driver (16%)
Medium speed start up with a good bit of endlag. Simple dash forward with the weapon.
Meant to be a roll read/confirm kill option as it's strong if it does connect.
Can be cancelled if done near a ledge.


Aerials:
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Nair - Lemons/Pellets (1% Pellet - 1% Sweetspot)
Goes a set distance before disappearing. Nair has the Smash sweetspot launching hit on the buster. Mega Man can shoot these decently fast, but they do minimum damage with no knockback. Has slight hitstun to it.

Uair- Wire (2% - 3% - 4%)
Loosely based on the Wire Adaptor from Mega Man 4.

Dair - Piercing Needle (14% Spike - 9% Sourspot)
Slow but strong spike with one of the Needle hazards from Needle Man's stage.
Hitbox is disjointed but has a good bit of landing lag

Bair - Proto Shield (12%)
Comes out and protects Mega Man around the area of the shield.
Has an anti-projectile gimmick. The hitbox for the attack comes out shortly after the shield summons.

Fair - Silver Tomahawk (8%)
Slow but decent damage/knockback.
Swings in an arc down to up as it travels, meaning you have to time and space it well for it to hit. The attack brings the enemy where the Tomahawk is going, Mega Man can land and move while the Tomahawk is active, making it good for combos.


Specials:
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Neutral - Nuclear Detonator (10%)
Standard Bomb attack. Hits upon contact or blows up after a short while.

Up - Gravity Hold (7% Spike - 3% Rising Hit - 9% Final Rising)
He flips gravity on himself for a set time to move upwards before he stops it, resetting his gravity. Final rising frames has a decently strong hit.
Startup has a 2 frame spike hitbox at his feet.

Ground Down - Tornado Hold (2% - 2% - 2% - 2% - 2% - 3% - 3%)
Mega Man summons a propeller fan platform that hits multiple times.
The last hit can hit above certain platforms. The last also stuns, leading into possible combo/opening strings.

Air Down - Lightning Kick (4% - 4% - 4% - 4%)
Mega Man floats in the air as he kicks 4 times in the air before he falls back down.
The last hit is a strong explosive hit.

Left/Right - Magnet Missile (17%)
Super slow powerful projectile that stuns on hit.
Great at stage control, and good for quick confirms off of it.


Strongs/Smashes:
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Up - (I'm sure it has a name) (3% Scoop - 7% Strong)
Upwards kick attack from Marvel VS Capcom 2
Has a low scoop hitbox that links into the strong hit.

Down - Wild Coil (11% Coil - 1% Upclose)
Summons a Wild Coil projectile on both sides that bounce off the ground.
The backwards coil sends up while forwards sends out.
You can shoot the projectile offstage if positioned right.

Left/Right - Electric Shock (1% Multi1 - 1% Multi2 - 3% Multi3 - 3% Multi4 - 5% Launcher)
High endlag, but is very disjointed. Only hits in-front of Mega Man with multiple hits.
Last edited by Lood; 11 Jan, 2023 @ 9:03am
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Lood  [developer] 12 Jun, 2022 @ 4:15pm 
Balanced Mega Man's Techniques/Mechanics/Gimmicks
Techniques:
- You can cancel Down Tilt and Dash Attack if you do them near a ledge as they push you off and open up quick hitbox coverage as well as possible followups.

- Aerial Magnet Missile / Aerial Down Special allows you to Aerial stall.

- Doing a shorthop fastfall Forward Air allows you to do the move low to the ground to cover space better.

Gimmicks:
- Anti-Projectile Back Air (does not stop "unbashable" projectiles)

- arcing Forward Air projectile

- Jab/Nair are practically the same move

- Down Tilt jump cancels

- Jump cancel Jab

- Side/Down Special stun
Last edited by Lood; 11 Jan, 2023 @ 9:04am
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