Super Smash Bros. Obliteration/Mega Man

Mega Man is the Main Protagonist/Mascot of the Mega Man series of games, and a Unlockable Character in Super Smash Bros. Obliteration. Since his debut in Capcom's Mega Man back in 1987, Mega Man has repeatedly been tasked with defeating the evil Dr. Wily and his army of robots by using the robots own powers against them. Utilizing his special Mega Buster arm cannon, and his ability to copy a defeated robot's Special Weapon, Mega Man must travel the world and traverse harsh environments in order to bring Wily's menace to an end. With the help of his creator Dr. Light and his assorted robotic companions, Mega Man's eventual goal is to one day achieve "everlasting peace". Now back, and armed 
with his weapons, robotic pride and fighting spirit, Mega Man is ready to Crash Bomb the competition and Blast his way to the top of the Mountain os Smashers. Equipped with a very diverse moveset based around Mega Buster, Uppercut, Punch, Kick, Electric, Sword, Claw, Drill, Shield, and a signature Mega Legends Final Smash, Mega Man is ready to crash-bomb it up against any opponent who dares to cross him, in a true fight for the ages.
==Attacks==
Type 	Name 	Damage 	Description
Neutral 	Mega/Rock Buster	(2% = shots 1-5, 1% = Mega/Rock Buster, 11% = total). 	Mega Man fires up to five shots from his Mega Buster (AKA Rock Buster in Japanese), which have limited range and do less knockback at longer range. He lacks a proper forward tilt and neutral air due to his ability to shoot while walking forwards or jumping, though the moves do have minute differences. The Mega Buster itself does slightly more damage when combined up close with the shots fired.
Forward Tilt 	 	(6%) 	Behaves identically to Mega Man's neutral attack, except the Mega Buster itself does no damage, and Mega Man fires while running forwards, much like in his own series.
Up Tilt 	 	(17% = clean, 12% = mid, 8% = late) 	A quick rising uppercut. Based on the move of the same name from Mega Man 2: The Power Fighters, Marvel vs. Capcom and Street Fighter X Tekken, which is itself a tribute to the Shoryuken from the Street Fighter series. For a tilt, it has incredible power (in fact being stronger than his uncharged up smash), with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 90%. It has little starting lag but very high ending lag and little horizontal range. It also pushes Mega Man forward a slight distance; if Mega Man uses the move near a ledge, he will fall off and grab the ledge.
Down Tilt 	 	(8% = clean, 5% = late). 	Mega Man's signature sliding kick attack; he slides approximately four character lengths forward with a kick. Very little startup with low knockback; the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused. The actual sliding ability introduced in Mega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon in Mega Man 5.
Forward Smash	Charge Shot 	(16.5%) 	Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst that functions like a Smash Attack. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance,The longer it is charged, the further the resulting shot will go, and its size, damage and knockback also increase significantly when it is fully charged. Fully charged, this is the longest-reaching forward smash in the game, although it has travel time to compensate. Based on the Super Mega/Rock Buster's Charge Shot from Mega Man 4 onwards, Interestingly, despite dealing electric damage, the Charge Shot has a hitlag multiplier of only 0.3x.
Up Smash 	Spark Shock 	(2% = hit 1, 1.5% = hits 2-6, 6% = hit 7, 11% = total).	Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. It is overall useful due to its large hitbox, anti-air properties and quick startup, though it has noticeable ending lag. If an opponent is made tiny by a Lightning Bolt, it's possible to OHKO them. Based on Spark Man's weapon from Mega Man 3.
Down Smash 	 	(17% = clean, 14% = mid, 9% = late). 	Mega Man plants both arm cannons into the ground, causing two vertical flaming pillars to erupt from the ground either side of him which launch the opponent upwards. It has quick startup, but notoriously long endlag that leaves it highly punishable if not landed. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. It boasts incredible power, It is based on Flame Man's weapon from Mega Man 6.
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(2% = shots 1-5, 2% = mega buster, 12% = total). 	Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air much like in his original games. The move has a sweetspot on the Mega Buster that has high base knockback and can serve as a surprise KO option when edge-guarding. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches.
Forward	Flame Sword 	(8% = clean, 5% = late). 	Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. Unlike Mega Man's other aerials, this aerial has few unique features, allowing it to be used as an all-purpose tool. It is based on Sword Man's weapon from Mega Man 8.
Back 	Slash Claw 	(3% = hit 1, 6% = hit 2, 7% = hit 3, 16% = total). 	Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. It is based on Slash Man's weapon from Mega Man 7. Has high knockback and high speed, able to net KOs when edgeguarding, and can chain into itself at low percents.
Up 	 	(3% = early hits, 2% = middle hits, 1% = later hits, 2% = latest hits).	Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It is based on Air Man's weapon from Mega Man 2. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. However, it will meteor smash Mega Man himself if it is reflected.
Down 	Hark Knuckle	(18% = clean, 15% = late, 3% = shockwave). 	Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only meteor smash. It is based on Hard Man's weapon from Mega Man 3. Mega Man can move himself left or right slightly during the first few frames before launching the fist, this attack has an additional shockwave which can damage adjacent opponents upon landing.
==Other Attacks==
Type 	Name 	Damage 	Description
Floor Attack (Front)	 	(7%) 	Sweep Kicks In Both Forward/Back Directions, Near The Ground.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Sweep Kicks In Both Forward/Back Directions, Near the Ground.
Ledge Attack 	 	(8%) 	Jumps up and performs a kick in a similar fashion as his down tilt, while climbing up.
Dash Attack 	Top Spin	(1% = hits 1-7, 4% = hit 8, 12% = total).	Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority and long lasting, equivalent to Luigi's dash attack. Useful for mindgames against shields due to its moderate shield stun, which often makes opponents drop their shield too early. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent With A Super Arm.
Pummel 	Super Squeeze	(3%) 	Mega Man squeezes his opponent with his Super Arm,
It is among the slowest pummels in the game,
Forward	 	(5% = hit 1, 3% = throw, 8% = total). 	Throws the opponent forward and punches them, for low base knockback,
Back 	 	(7% = hit 1, 5% = throw, 12% = total).	Mega Man turns around and throws the opponent behind him, then smashes them
with the barrel of his Megs Buster, It can be used to KO at high percentages, 
especially near the ledge,
Up 	 	(5% = hit 1, 2% = throw, 7% = total). 	
Throws the opponent upward and shoots them, can KO opponents at high percentages, 
even though its Mega Man's weakest throw.
Down 	 	
(9% = hit 1, 5% = throw, 14% = total).	Throws the opponent downward. The opponent flies straight up after hitting the ground,
His primary combo throw at low percentages, this is Mega Man's strongest throw.
==Taunts==
Up = Mega Man changes his outstretched hand into a Mega Buster, then pumps his Buster arm.
Side = Mega Man turns and strikes a pose with his back facing the camera as he smiles.
Down = Mega Man warps out of and immediately back onto the stage, similar to his teleporting 
animation in the classic Mega Man games. While it looks like it can dodge attacks, it can't 
even if hit at the exact frame of disappearing
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Metal Blade 	(7% = move usage, 5% = as item) 	A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players likea regular item, and it deals greater damage upon being thrown a second time. Mega Man cannotthrow another Metal Blade until his previous one disappears. Its fair amount of utility makes this Mega Man's most useful tool for edgeguarding, approaching and spacing, and can even initiate shield break combos. The move is based on Metal Man's weapon from Mega Man 2.
Side Special 	Crash Bomber	(2% = loop, 4% = last, 6% = total). 	Fires a grappling bomb attached to a drill that latches on to any surface or fighter it touches, before exploding a few seconds later. Much like a Gooey Bomb,it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. Can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding or extend Mega Man's own recovery. The move is based on Crash Man's weapon in Mega Man 2.
Up Special 	Rush Coil 	(N/A) 	Mega Man briefly summons his robotic dog companion Rush, who acts similar to Sonic's Spring Jump. A second bounce will make Mega Man jump even higher than the first bounce. Other players will also be able to bounce on Rush, even if he is in the air. Mega Man is unable to summon Rush again until he lands, or is hit by an attack after using it. The move is based on the Rush Coil from Mega Man 3.
Down Special 	Leaf Shield 	(2% = circling, 4% = thrown, 6% = total).	Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be fired forwards by pressing an attack button to land multiple hits,or used to deal additional damage to a grabbed enemy. The move is based on Wood Man's weapon from Mega Man 2,
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Mega Legends	(5% = initial hit, 45% = attack, 50% = total).	Mega Man fires a Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, in front of him. After it explodes, it can suck opponents in. If anyone gets sucked in, then Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, all protagonists of their own spin-off series, will join Mega Man to fire
their Mega Busters in unison in a cinematic Final Smash.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Mega Man (series)
Category:Mega Man Characters
Category:Robots