Mega Man (SSB16)

Mega Man is a playable character in Super Smash Bros. OC 2016. Mega Man does not widely use hand-to-hand combat, but relies on his large arsenal of weaponry. This is somewhat analogous to, but to a further extent than, in Super Smash Bros. Brawl and in Super Smash Bros. OC 2016. His sound effects are reused from the vast number of retro Mega Man games he's appeared in.
==Attributes==
With an arsenal of weapons that surpasses even 's, Mega Man dives into Smash fully prepared for many situations. He possesses a somewhat gimmicky moveset in the form of having a massive amount of projectiles; this, however, does not hinder him, and in fact gives him arguably one of the most reliable combo abilities in the game. Mega Man's moveset can be considered unorthodox -- he is the only fighter to have a projectile-based jab, along with aerials that shoot projectiles making his playstyle unlike any other fighter in the series. All his moves act like a special attack, having wildly varying functions compared to most fighters. Even his ground moves are unusual, as he does not possess an actual jab due to his Mega Buster, and many of his ground moves are reversed: his up tilt acting like a typical up smash or his down tilt acting like a weak dash attack, for example. This can make Mega-Man frustrating for a new player, as it takes some time to get used to his moveset. Despite having an unusual set of moves, Mega Man shines in approach|approaching while spacing opponents at midrange and disrupting any approaches, for he is blessed with two projectiles that can cause opponents to react predictably: Metal Blade's ability to be thrown in 8 directions and trapping opponents in high hitstun makes it a fantastic mindgame and shield baiting tool, while Crash Bomber can cause panicky opponents to run towards Mega-Man or shield the explosion. Both projectiles easily lead to a grab punish -- as Mega Man owns a great grab combo ability, having a fast grab and many of his attacks connecting reliably after a throw, this allows him to rack up damage absurdly easily once he grabs an opponent. He doesn't have much trouble KOing once his opponents are damaged either, for he has many finishing options: from his lightning-fast up tilt to his projectile based forward smash which can be used to edgeguar, it can be difficult to predict how Mega Man will finish you off. His other projectiles are terrific, notably his aerials, up aerial KOing early if an opponent is high up, and his down aerial being one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic spacing too: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low |reach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is actually a heavyweight for his size, meaning he is more likely to survive lethal smashes that could KO a lighter character, especially with proper DI and his good recovery move, Rush Coil.
However, of his good grab game and punishing options, Mega Man still has his flaws. His approach without projectiles is limited as his ground speed is not the best, along with his non-projectile moves having too much ending lag to be dependable. Because of his moveset, Mega Man suffers against characters with a reflector due to his over-reliance of projectiles to start combos and bait out reactions. He can also be put into many situations where his gimmicky attacks cannot get foes off his chest -- a lack of an actual jab or fast standard attack prevents Mega Man from fighting too close without being knocked around, for example. Finally, because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works better at medium range where his attacks can connect safely, though at the cost of giving opponents a good amount of time to react to any of his attacks, somewhat making his finishers predictable.
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	Mega Buster 	2%-1% 	Mega Man fires up to three shots from his arm cannon, 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 cannon itself does slightly more damage when combined up close with the shots fired.
Side Tilt 	Mega Buster 	2% 	Behaves identically to Mega Man's neutral attack, except the cannon does no damage, and Mega Man fires while running forwards.
Up Tilt 	Mega Upper 	17% 	A jumping uppercut. Based on the move of the same name from 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 a reliably KO medium-light characters under 90%. It has little starting lag but very much ending lag and little horizontal range.
Down Tilt 	Slide 	8% 	Mega Man's signature sliding kick attack; he slides approximately 4 character lengths forward with a kick. Very little startup lag; 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, and has low knockback. Partially based on the Charge Kick, Charge Man's weapon from Mega Man 5.
Dash Attack 	Top Spin 	1%-3% 	Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.
Side Smash 	Charge Shot 	11.5%-19.5%	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. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards. Interestingly, despite doing electrical damage, the buster shot only deals one freeze frame on hit.
Up Smash 	Spark Shock 	2%-1.5%-6% 	Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from Mega Man 3.
Down Smash 	Flame Blast 	17% 	Mega Man plants both arm cannons into the ground, causing two flaming pillars to erupt from the ground either side of him which launch the opponent upwards. Great knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. This move has very long endlag. It is based on Flame Man's weapon from Mega Man 6.
Neutral Ariel 	Mega Buster 	2%-3% 	Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback.
Forward Ariel 	Flame Sword 	8% 	Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. It is based on Sword Man's weapon from Mega Man 8.
Back Ariel 	Slash Claw 	3%-4%-5% 	Mega Man quickly turns around and swings his arm, generating two crescent-shaped energy trails behind him. It is based on Slash Man's weapon from Mega Man 7. Has decent knockback and can surprise opponents when edgeguarding.
Up Ariel 	Air Shooter 	3%-1%-2%-1%	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. Can easily Star KO opponents when around mid-high percentages, especially if the opponent tries to jump out of it.
Down Ariel 	Hard Knuckle	14%-12% 	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.
Forward Throw 	 	8% 	Throws the opponent forward. Low base knockback.
Back Throw 	 	11% 	Mega Man turns around and throws the opponent behind him.
Up Throw 	 	7% 	Throws the opponent upward. Can KO opponents at high percentages.
Down Throw 	 	4.5 	Throws the opponent downward. The opponent flies straight up after hitting the ground. When done at low percentages, this can combo into many other moves.
Neutral Special	Metal Blade 	3% 5% 	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 like a regular item. Mega Man cannot throw another Metal Blade until his previous one disappears. The move is based on Metal Man's weapon from Mega Man 2.
Side Special 	Crash Bomber	1%-4% 	Fires a grappling bomb attached to a drill that latches on to any surface or player it touches, before exploding a few seconds later. Much like a Gooey Bomb, it can be transferred between players before it detonates. The drill can travel a good distance until it dissapears. The move is based on Crash Man's weapon in Mega Man 2.
Up Special 	Rush Coil 	0% 	Mega Man briefly summons his trusty robot dog, 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. The move is based on the Rush Coil from Mega Man 3.
Down Special 	Leaf Shield 	2% 	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 with the Super Arm to deal additional damage. The move is based on Wood Man's weapon from Mega Man 2.
Final Smash 	Mega Legends	3%-39% 	Mega Man fires a Black Hole Bomb, based on Galaxy Man's weapon from Mega Man 9, which explodes in front of him. If anyone falls into it, the Final Smash begins. Mega Man is joined by Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, who combine the strength of their respective busters to create one massive laser blast, targeting whoever fell into the black hole.
===Taunts===
*Up: Mega Man changes his outstretched hand into a cannon, then pumps his cannon arm.
*Side: Mega Man spins around and strikes a pose with his back facing the camera.
*Down: Mega Man warps out and immediately back on the stage, similar to his warping animation in the classic Mega Man games.
===On-Screen Apperance===
*Warps into the stage, similar to his warping animation in the classic Mega Man games.
===Idle Poses===
*Looks both ways
*Puts a hand on his Arm cannon while smiling
===Victory Poses===
*Warps in doing a pose
*Shoots out 2 mega busters and poses
*Lands on the ground pointing his arm cannon upwards then the side of him
==In Competitive Play==
===Match ups===
==Alternate Costumes==
==Trivia==