MegaMan.EXE

Side Special
 Up Special
 Down Special
 Final Smash
 Extra Skill
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Character Info**

MegaMan.EXE is an Internet Navigator, or NetNavi for short. Created by Dr. Yuichiro Hikari for his son Lan, MegaMan.EXE is known to be an incredibly powerful Navi, much more so than most other customized Navis. MegaMan.EXE and Lan to each other quite well bonding together instantly. Lan and MegaMan.EXE enjoy participating in Net Battles against other Navis in shows of arena combat and are also quite skilled at taking down viruses as MegaMan.EXE travels through the internet. During Lan’s elementary school years several nefarious organizations such as World Three and Nebula sprouted up and where most kids would run to safety, Lan and MegaMan.EXE stepped up to be the heroes that the world needed… even if it meant getting scolded by Lan’s parents later.

## **General Information**

### **Entrance**

A beam of cyan energy shoots down onto the stage as a “phshoo” sound is heard and the energy reforms itself into MegaMan.EXE who spins around in place a couple times before he’s ready to fight

### **Kirby Hat**

Kirby will wear MegaMan.EXE’s helmet over his body.

### **Taunts**

**Up Taunt:** MegaMan.EXE’s body will glow with a faint turquoise light as if he were accessing Hub Style as he crosses his arms in front of him and swings them forward. As he does the glow fades and MegaMan.EXE returns to the fight.

**Down Taunt:** MegaMan.EXE faces the camera and holds his Mega Buster off slightly to the side as he quickly changes its form into the four Mega Busters of his Style Changes with those being a Heat Shot cannon, Tornado fan, Bubbler cannon, and finally Zap Ring electrical coils before turning his arm cannon back into its Mega Buster forming and facing back towards the fight.

**Side Taunt:** MegaMan.EXE will point his Mega Buster forwards as a slight glow can be seen inside of it and says, “Battle routine set!”

### **Victory Poses**

1. MegaMan.EXE will be seen spinning in place a couple of times as he transforms into a cyan ball of energy that flies up off screen as Lan says, “Jack out!! MegaMan!”
2. MegaMan.EXE will face the screen and pump his arm cannon up into the air as Lan says, “Great work MegaMan!”
3. Facing off to the left, MegaMan.EXE will fire off a Vulcan attack then turn towards the right for a Sword swipe, before finishing off with a Cannon attack back towards the left.

## **Moveset**

### **Standard Special**

**Battle Chips:** The following is a list of attacks that MegaMan.EXE can utilize through the use of his Chip Folder and this Special Move. For more details about how MegaMan.EXE’s unique gimmick Chip Folder works please look in the Unique Traits section below.

* **Bubbler** - MegaMan.EXE will fire out an amorphous bubble of water for what is essentially a Water-element variant of his Shot Gun attack. Like Shot Gun, this attack will create a shotgun-like effect after it hits a target which can cause damage and knockback to what or whoever was immediately behind the initial target. The only difference between Shot Gun and Bubbler is that Bubbler deals Water-based damage.
* **Buster Up** - When MegaMan.EXE activates Buster Up, his Mega Buster Side Smash will get more powerful. It does this by increasing the damage and knockback of the attack as well as reduces the amount of time needed to fully charge the Smash Attack. In a single stock, Buster Up can be used up to three times to increase the power of MegaMan.EXE’s Mega Buster. This is reset however when MegaMan.EXE is KO’d.
* **Cannon** - MegaMan.EXE’s arm cannon will transform into the head of a Cannon chip as he fires a pink energy projectile forwards with it. If this projectile hits an opponent they’ll be knocked up into the air with considerably more damage than what the base Shot Gun attack is capable of. This move does have a bit of lag however on MegaMan.EXE’s end as it takes him a slightly extended amount of time to convert his arm cannon into the Cannon and back again.
* **Copy Damage** - MegaMan.EXE will fire a miniscule white pellet from his arm cannon which flies at a blindingly fast speed. If this manages to hit an opponent they’ll take no damage or knockback, but they will have a glowing circle superimposed over them matching the color of whatever slot the Player is putting them under the Copy Damage effect. The next damaging attack that MegaMan.EXE lands on any other opponent within the next 10 seconds will deal the same amount of damage it dealt to the initial target to the opponent afflicted with the Copy Damage effect. If the target was hit with a Multi-hit attack, only the first hit will be copied over to the second opponent. Knockback is not copied over and once an attack is struck the effects of Copy Damage will end.
* **Drill Arm** - MegaMan.EXE’s arm will transform into a large drill as MegaMan.EXE lunges forward and thrusts with the drill. This attack can get MegaMan.EXE some good horizontal distance, but more importantly it’s a multi-hitting attack. Not much knockback, but opponents who are hit by it are likely to be trapped in with the rest of the attack. The first hit is the strongest with each successive hit (maximum of three) getting progressively weaker.
* **Fire Hit** - MegaMan.EXE’s two fists will become enwreathed in flames as he delivers a quick one-two punch in front of him. If an opponent was caught by the second punch then MegaMan.EXE will follow up the attack with an uppercut knocking the opponent up into the air.
* **Gaia Blade** - A large stone sword wrapped in vines forms in MegaMan.EXE’s hands as he swings it with great force. While this move is high in knockback, it’s damage is entirely dependent on the strength of the last special move that MegaMan.EXE used. Whatever amount of damage that previous attack was capable of doing, the Gaia Blade will do as well. It’s wise to only use this attack when your most recent special move was high in damage.
* **Guts Punch** - MegaMan.EXE will rear back as his fist enlarges looking like the mighty fist of GutsMan.EXE himself. When the fist is fully formed MegaMan.EXE will swing it forwards for a dead-on punch. This is one of MegaMan.EXE’s strongest options for his Standard Special and when it sends opponents flying they go in almost a straight line instead of up into the air.
* **Heat Shot** - MegaMan.EXE will fire out a small flame for what is essentially a Fire-element variant of his Shot Gun attack. Like Shot Gun, this attack will create a shotgun-like effect after it hits a target which can cause damage and knockback to what or whoever was immediately behind the initial target. The only difference between Shot Gun and Heat Shot is that Heat Shot deals Fire-based damage.
* **Holy Dream** - Holy Dream is the Giga Chip for MegaMan.EXE’s Standard Special and features MegaMan.EXE striking a wide-stance as sparkling white energy builds up in his arm cannon for a couple seconds referencing Serenade.EXE’s holy powers. Once the energy is done being charged, a large laser rips forward as it stretches across the stage. This laser is in a way a weaker version of the Daybreak. It can trap opponents in it, but doesn’t deal as much damage or knockback. After a couple seconds the laser peters out and dissipates with one final attack hitting any opponent caught in it which can send them flying off to their death.
* **Ice Ball** - A frosty ice-cold ball materializes in MegaMan.EXE’s hand as he lobs it forward. With quick timing a playing can alter the angle that MegaMan.EXE throws the bomb. When it hits, the bomb will cause a burst of ice to erupt from the ground which will stay in place for a few seconds. The initial hit causes good damage to any fighters that were nearby with anyone else running into the ice after the fact taking less damage. If the Ice Ball hits an opponent midair, then no additional ice will be generated and they’ll just take the one hit.
* **Interrupt** - MegaMan.EXE will fire a miniscule black pellet from his arm cannon which flies at a fairly fast speed. If this manages to hit an opponent they’ll take no damage or knockback, but whatever attack or motion they were in will be interrupted. This move is the ultimate choice for interrupting an opponent’s attack and flinching them. The sole exceptions are that Interrupt does no damage to shields or other shielding/reflecting/absorbing moves such as Falco’s Reflector or the Villager’s Pocket.
* **Lava Ball** - A flaming burning-hot ball materializes in MegaMan.EXE’s hand as he lobs it forward. With quick timing a playing can alter the angle that MegaMan.EXE throws the bomb. When it hits, the bomb will cause a burst of fire to erupt from the ground which will stay in place for a few seconds. The initial hit causes good damage to any fighters that were nearby with anyone else running into the fire after the fact taking less damage. If the Lava Ball hits an opponent midair, then no additional fire will be generated and they’ll just take the one hit.
* **Mini Bomb** - A small blue ball materializes in MegaMan.EXE’s hand as he lobs it forward. With quick timing a player can alter the angle that MegaMan.EXE throws the bomb. When it hits, the bomb will explode with a small aoe damaging anything in its range.
* **Ratton** - MegaMan.EXE will pull out a small robotic looking mouse on wheels that speeds along the platform it was placed on running back and forth. If an opposing player is on the platform the Ratton will chase after them like a Red Shell. If it manages to hit an opponent it’ll smack into them with an explosion and knock them away. Rattons will never fall off the platform they were spawned on. They can be attacked and destroyed, but otherwise will only disappear if they either hit an opponent or have been on the stage for 8 seconds. If the Ratton was used while MegaMan.EXE was in the air, then the rat will fall downwards and will continue it’s motions after it lands on a platform. Only one Ratton can be on the stage at a time. If a second were to somehow be placed, the original would disappear.
* **Shock Wave** - MegaMan.EXE will take out a digital miner’s pick and slam it into the ground. If an opponent was in melee range of this attack and got smacked by the pick they’ll end up grounded in the stage with damage. Otherwise, a slight shockwave will travel along the stage capable of trapping opponents trapped in it as the shockwave moves along the full length of the platform. This shockwave ends where the platform does and does not continue forward, however the longer the travels the more hits it will deal as it travels across the stage.
* **Shot Gun** - MegaMan.EXE will fire out a small energy shot from his arm cannon which quickly flies forward. If this attack hits an opponent or some other form of obstacle it will cause a shotgun-like burst of energy to emanate from behind the target which can damage anything immediately behind them as well. The initial hit deals no knockback and a small amount of damage. In comparison the shotgun-like attack will deal more damage and will send the secondary target flying through the air.
* **Sword** - MegaMan.EXE’s arm cannon will transform into a short-ranged sword which MegaMan.EXE will quickly swing forwards horizontally. This attack comes out quick, but isn’t as powerful as other options.
* **White Capsule** - An attack that’s not quite an attack. When MegaMan.EXE uses White Capsule this actually just works as a modifier. Whatever the next Battle Chip is that MegaMan.EXE uses will carry with it a paralyzing effect allowing MegaMan.EXE a chance to chain another attack against his opponent. If the next Battle Chip used doesn’t hit an opponent then this effect will be wasted. As a helpful reminder to the player, when they use White Capsule and haven’t yet followed it up with another Battle Chip attack, a small image of a white medical capsule will display next to their percentage.
* **Zap Ring** - MegaMan.EXE’s arm cannon will transform into a pair of electric coils as a ring of electricity sparkles and is quickly fired through the air. This attack deals a small amount of damage, but has a chance of stunning opponents and leaving them vulnerable to additional attacks.

### **Side Special**

**Battle Chips:** The following is a list of attacks that MegaMan.EXE can utilize through the use of his Chip Folder and this Special Move. For more details about how MegaMan.EXE’s unique gimmick Chip Folder works please look in the Unique Traits section below.

* **Air Hockey** - MegaMan.EXE will throw a large hockey puck onto the stage which will quickly slide across whatever surface it is thrown on. This hockey puck acts like a stronger version of the Green Shell item as it moves faster and hits harder. Also like the Green Shell it will bounce off of anything it hits however it is prone to flying off of platforms if there is nothing to stop its path.
* **Aqua Sword** - A watery sword with a wide reach will manifest over MegaMan.EXE’s arm as he swings it forward. This sword’s range is deceptive at first as from its length you might not expect it to have good range, but as its swung it almost seems to lengthen as it reaches about 1.5x Bowsers away for a single swing before disappearing. As a water variant of MegaMan.EXE’s Wide Sword, this attack is affected by customization items that affect the strength of water-based attacks.
* **Aqua Tower** - MegaMan.EXE will place his palm against the stage as a jet of water bursts out in front of him roughly equal to his own height. This water will not just damage opponents who are hit by it, but they will also be sent straight up into the air. When the water recedes, a second jet of water will appear a very short distance next to the original one. This water will only rise up to half of MegaMan.EXE’s height and deals less damage and knockback.
* **Aqua Whirl** - A swirling vortex of water will surround MegaMan.EXE as it carries him forward in the direction of the side special. If MegaMan.EXE is able to make contact with a fighter then they will get sucked into the vortex along with him and be hit by multiple small amounts of damage and carried for as far as MegaMan.EXE is being carried. The range of this move is about half of Battlefield’s length and if an opponent is trapped in the vortex by it’s end then they’ll get knocked away up into the air for one final hit.
* **Big Hook** - Big Hook is the Giga Chip for MegaMan.EXE’s Side Special and features MegaMan.EXE throwing two hooked punches forwards based off of Duo's massive fists. These punches aren’t the real attack however. As MegaMan.EXE performs the first punch a gigantic mecha fist will come in from the background and swing into the foreground followed by a second fist that swings in from the foreground and into the background. These fists are both the size of Bowser and deal a significant amount of knockback. The area where the fists hit slightly overlap each one with the first fist starting a short distance in front of MegaMan.EXE and the second fist starting in at roughly the latter third of the area that the first fist swung through making it possible for an opponent to be hit by both fists before being launched away.
* **Blizzard Ball** - With this attack MegaMan.EXE will kick out a large snowball which seems to have some junk sticking out from inside of it including such things as a pair of skis, a stray battle chip or two, and a broken PET. If this snowball runs over any items or fighters it will pick them up and add them to its mass which increases the size of the snowball and the eventual damage it will deal at the end of the attack. Things that get picked up by the snowball will be seen poking out of it on the edges. Items that are picked up by the snowball will also be removed from the field after this attack is over, however there are some items like real Smash Balls that cannot be affected by the snowball. When this snowball either makes contact with a solid wall, reaches the edge of a platform or travels as long as Battlefield’s length, it will explode, dealing damage and knockback to any fighter who was trapped in it. This damage scales with how many things and how large the snowball picked up and starts out at a minimum of 6% damage and up to a maximum of 40% damage.
* **Boomer** - For this move MegaMan.EXE will throw a large metal boomerang which cuts through the air with force. This boomerang is slow as it flies forwards before circling back to MegaMan.EXE’s initial position, but it’s speed does make up for the high amount of damage it can deal a fighter on impact. If MegaMan.EXE isn’t there to catch the boomerang on its return trip it will clatter against the stage and skid for a moment before disappearing.
* **Dash** - A virus known as a Fishy will appear above MegaMan.EXE as he holds onto it with both hands. This Fishy virus will rapidly zoom in a straight line which can be influenced by the control stick at the start of the attack just like the Bullet Bill item. This attack though is quite a bit weaker than the Bullet Bill however, but it's a great tool for MegaMan.EXE’s mobility while also being able to deal a good amount of damage to opponents with a ramming attack.
* **Elec Sword** - An electrical sword with a wide reach will manifest over MegaMan.EXE’s arm as he swings it forward. This sword’s range is deceptive at first as from its length you might not expect it to have good range, but as its swung it almost seems to lengthen as it reaches about 1.5x Bowsers away for a single swing before disappearing. As an electric variant of MegaMan.EXE’s Wide Sword, this attack is affected by customization items that affect the strength of electric-based attacks.
* **Fire Sword** - A flaming sword with a wide reach will manifest over MegaMan.EXE’s arm as he swings it forward. This sword’s range is deceptive at first as from its length you might not expect it to have good range, but as its swung it almost seems to lengthen as it reaches about 1.5x Bowsers away for a single swing before disappearing. As a fire variant of MegaMan.EXE’s Wide Sword, this attack is affected by customization items that affect the strength of fire-based attacks.
* **Fire Tower** - MegaMan.EXE will place his palm against the stage as a blast of fire bursts out in front of him roughly equal to his own height. This fire will not just damage opponents who are hit by it, but they will also be knocked away to the side. When the fire diminishes, a second blast of fire will appear a very short distance next to the original one. This fire will only rise up to half of MegaMan.EXE’s height and deals less damage and knockback.
* **Magnetic Bolt** - MegaMan.EXE’s hand will transform into a large magnet as an electromagnetic field surrounds it and attempts to pull in any fighters or items that are nearby towards MegaMan.EXE. This electrical-based vacuum effect’s range is relatively equal to the range of a Smart Bomb and if an opponent is pulled in close to MegaMan.EXE’s magnet they’ll be damaged and knocked into a crumple state. Additionally, if there is any opponent on the field who is currently under the Metal effect, then the range for this attack becomes universal for them. No matter where they are, they will be pulled towards MegaMan.EXE with greater force than other opponents and they will receive much greater damage than non-Metal enemies. This added effect does not apply to any metallic items (even the Metal Box) or characters that are naturally metal like R.O.B. Only characters under the actual Metal status effect are affected by this added effect.
* **Moloko Rush** - A sheep (Moloko) about the size of Kirby will appear in front of MegaMan.EXE. After a moment, the Moloko will run straight forwards where it will ram into any opponents in its way. The Moloko is not intelligent and will run off any platforms its on and will disappear if it hits a solid obstacle. Molokos can be attacked and defeated, however their fur will take up the entire impact for the first attack that hits them. After that, they’re free to hit for any damage.
* **Rolling Log** - An odd looking bush with a face will manifest over MegaMan.EXE’s fist as it spits out a small log which rolls down the platforms. After a second, the bush will spit out a second log which follows behind the first one. There’s roughly a Kirby-sized gap between the two logs. Neither of these logs do a high amount of damage or knockback, they’re more used for deterrent than anything else. That said these logs are capable of spiking opponents if a log rolls off of a platform and falls on their head.
* **Salamander** - Flames will rise up around MegaMan.EXE and surround his entire body as he launches himself forwards with the flames around him transforming to look like a dragon. MegaMan.EXE flies quickly for a couple seconds in a straight line, however the player can control the flight path with the control stick if they have the skill to pull it off. If MegaMan.EXE makes contact with an opponent there will be a small explosion of fire as both MegaMan.EXE and the opponent are knocked away from each other. While MegaMan.EXE is only slightly sent back, his opponent gets knocked back quite a bit further.
* **Step Sword** - With this attack MegaMan.EXE will teleport in a straight line forwards up to a distance 2.5 Ridleys away and slash forward with a Sword attack equal in range and damage to the Wide Sword Battlechip. If an opponent is closer to MegaMan.EXE than what his full range can meet, MegaMan.EXE will stop his teleport in front of them and perform the sword slash there.
* **Wide Shot** - MegaMan.EXE will point a launcher forwards and fire out a large arch-shaped slice of water which flies forward. This water-attack is just a little bit shorter than MegaMan.EXE himself, but as it travels it degrades from the top and bottom becoming smaller until it finally peters out. Additionally, as the wave of water gets smaller, the damage and knockback potential of the attack decreases proportionally.
* **Wide Sword** - A sword with a wide reach will manifest over MegaMan.EXE’s arm as he swings it forward. This sword’s range is deceptive at first as from its length you might not expect it to have good range, but as its swung it almost seems to lengthen as it reaches about 1.5x Bowsers away for a single swing before disappearing.
* **Wood Tower** - MegaMan.EXE will place his palm against the stage as a large spike of wood rises out in front of him roughly equal to his own height. This wooden spike will not just damage opponents who are hit by it, but they will also be sent diagonally away up into the air. When the wooden spike disappears, a second wooden spike will appear a very short distance next to the original one. This wooden spike will only rise up to half of MegaMan.EXE’s height and deals less damage and knockback.
* **Yo-Yo** - A large bladed yo-yo will fire out from MegaMan.EXE’s hands as it flies forward in a straight line about half the distance of Battlefield. This Yo-Yo can deal multiple hits of damage, but deals minimal knockback. After the Yo-Yo has traveled its max distance it will turn immediately back and continue to hit anything in its way as it makes its way back to MegaMan.EXE potentially hitting the same opponent multiple times.

### **Up Special**

**Battle Chips:** The following is a list of attacks that MegaMan.EXE can utilize through the use of his Chip Folder and this Special Move. For more details about how MegaMan.EXE’s unique gimmick Chip Folder works please look in the Unique Traits section below.

* **Air Shoes** - This Battle Chip applies a passive buff to MegaMan.EXE doing two things. The first and perhaps more useful effect is that MegaMan.EXE will now be hovering a very short distance above any platform he is “standing” on. The point behind this is that while in this state MegaMan.EXE is unaffected by any ground-based traps such as Isabelle’s Lloid Rocket, the Muk Poke Ball, and the Banana Peel item. Additionally, Air Shoes buffs MegaMan.EXE’s jump height by a small amount. This buff lasts until MegaMan.EXE is KO’d.
* **Air Shot** - With an air cannon now on his hand, MegaMan.EXE will fire out a blast of air downwards as it propels him up into the air a short distance. As MegaMan.EXE reaches the height of this jump he’ll fire a second Air Shot which can be tilted with the control stick and launch himself in the opposite direction similar in execution to Robin’s Elwind.
* **Aqua Blade** - A watery sword longer than MegaMan.EXE’s Sword and Wide Sword Battle Chips will manifest over MegaMan.EXE’s arm as he leaps up into the air. As he jumps up MegaMan.EXE will swing this sword twice, once about midway through the jump and the second at the height of his jump. The first swing is more horizontal with its swing and will knock opponents to the side while the second swing goes more vertical and will knock opponents up. As a water variant of MegaMan.EXE’s Long Sword, this attack is affected by customization items that affect the strength of water-based attacks.
* **Area Steal** - When this move is activated MegaMan.EXE’s body will flash as his body seems to invert all of its color before he disappears in a flash. MegaMan.EXE will reappear after a moment in whatever direction the player is tilting the control stick at the time making this an omnidirectional teleport. MegaMan.EXE is even capable of disappearing and reappearing in the same spot if the player so chooses.
* **Double Jump** - This is another passive buff similar to Air Shoes with a different effect. When Double Jump is active MegaMan.EXE is capable of performing an extra jump in the air which looks like a relatively small jump with a tiny burst of air coming out of MegaMan.EXE’s boots. Like Air Shoes, this buff lasts until MegaMan.EXE is KO’d.
* **Elec Blade** - An electrical sword longer than MegaMan.EXE’s Sword and Wide Sword Battle Chips will manifest over MegaMan.EXE’s arm as he leaps up into the air. As he jumps up MegaMan.EXE will swing this sword twice, once about midway through the jump and the second at the height of his jump. The first swing is more horizontal with its swing and will knock opponents to the side while the second swing goes more vertical and will knock opponents up. As an electric variant of MegaMan.EXE’s Long Sword, this attack is affected by customization items that affect the strength of electric-based attacks.
* **Escape** - This move has MegaMan.EXE disappear in a small puff of smoke and reappear about 3 Bowsers away in the opposite direction of where he was previously facing/moving. This means that if MegaMan.EXE was currently jumping up in the air then Escape would cause him to move straight down while if he was standing still and facing towards the left, he would suddenly be far off to the right. If a hard obstacle or platform is in MegaMan.EXE’s way when he uses this move then he will stop in front of it. As an added effect, if MegaMan.EXE was holding an item at the time he used this Battle Chip that item will be dropped in the place he was previously at. For items like the Ray Gun or Fire Bar, this won’t mean much. But if MegaMan.EXE was holding a Deku Nut or X Bomb it will be activated upon being dropped by MegaMan.EXE. Great for hit and run tactics with certain items!
* **Fire Blade** - A flaming sword longer than MegaMan.EXE’s Sword and Wide Sword Battle Chips will manifest over MegaMan.EXE’s arm as he leaps up into the air. As he jumps up MegaMan.EXE will swing this sword twice, once about midway through the jump and the second at the height of his jump. The first swing is more horizontal with its swing and will knock opponents to the side while the second swing goes more vertical and will knock opponents up. As a fire variant of MegaMan.EXE’s Long Sword, this attack is affected by customization items that affect the strength of fire-based attacks.
* **Fountain** - With Fountain, a geyser of water will sprout out from below MegaMan.EXE as it launches him and anybody next to him up into the air. Anyone besides MegaMan.EXE that gets carried up into the air won’t go as high up in the air as MegaMan.EXE goes, but they will take a small amount of damage and will be in a state where they can easily be followed up on for a brief second.
* **Hot Body** - Rings of flame will enwreathe themselves around MegaMan.EXE as he’s propelled upwards into the air. Any opponent who makes contact with MegaMan.EXE during this time will be knocked away from MegaMan.EXE and hit with a decent amount of fire damage.
* **Long Sword** - A sword longer than MegaMan.EXE’s Sword and Wide Sword Battle Chips will manifest over MegaMan.EXE’s arm as he leaps up into the air. As he jumps up MegaMan.EXE will swing this sword twice, once about midway through the jump and the second at the height of his jump. The first swing is more horizontal with its swing and will knock opponents to the side while the second swing goes more vertical and will knock opponents up.
* **Mole** - When MegaMan.EXE activates this Battle Chip he’ll spring up high into the air with a shovel held in his hands. Holding this shovel allows MegaMan.EXE to swing it with a standard attack and if it's able to make contact with an opponent it will hit them for a heavy amount of damage and knockback, relatively equivalent to hitting someone with the Home-Run Bat. This attack comes out fast and you only get one shot at it so time it well.
* **Omega Rocket** - Omega Rocket is the Giga Chip for MegaMan.EXE’s Up Special and features a rocket just a bit taller than MegaMan.EXE, once used by the proto-internet Alpha., appearing next to MegaMan.EXE. After a bit of startup lag, MegaMan.EXE will latch onto the rocket and grip onto it like his life depends on it. The rocket will then quickly take off and fly up a short distance in the air before exploding with a large aoe of damage to hurt surrounding players. This battle chip isn’t used for it’s recovery potential so much as its valued for its ability to deal heavy damage to opponents who are trying to come at MegaMan.EXE from above.
* **Quake** - MegaMan.EXE will leap into the air and when he reaches the apex of his jump a Powie virus will appear in front of MegaMan.EXE in its weighted form as MegaMan.EXE grips onto its side. MegaMan.EXE and the Powie will then rapidly descend towards the ground and slam into both it and any opponents caught in their path. Opponents who are hit from below by the Powie will get meteor smashed and when the Powie slams into the ground it will bury any other fighters who were beneath it as well as causing a small less damaging shockwave to its sides. The Powie is also capable of instantly destroying breakable platforms like those on Reset Bomb Forest as well as other destructables like the fleshy blobs on Brinstar.
* **Ring Zap** - Rings of electricity will surround MegaMan.EXE as he’s propelled upwards into the air. Any opponent who makes contact with MegaMan.EXE during this time will be knocked away from MegaMan.EXE and hit with a decent amount of electric damage.
* **Rope** - MegaMan.EXE will take out a large rope-like vine from a Viney virus and swing it upwards quick as a whip. While this attack can damage opponents, it prioritizes grabbing onto the ledge of a platform. If MegaMan.EXE can attach the rope to a platform he can quickly pull himself up to it. Meanwhile if MegaMan.EXE hits an opponent with this they’ll be spiked downwards.
* **Tank Cannon** - A massive cannon will appear in MegaMan.EXE’s hands and mounted over his shoulder. MegaMan.EXE will aim the cannon down in front of him and fire it causing a large blast to occur in front of him as well as propel him backwards up into the air like Master Chief’s rocket jump maneuver.
* **Tornado** - A small tornado will surround MegaMan.EXE’s lower body and will whirl around him quickly before it fires MegaMan.EXE straight up into the air. If an opponent is next to MegaMan.EXE at the time the tornado will deal a few weak hits of damage to them.
* **White Web** - A sturdy-looking spiderweb will appear beneath MegaMan.EXE’s feet and bounce him up into the air. This will work whether MegaMan.EXE is on the ground or in the air, but is more effective when in the air. After MegaMan.EXE jumps off the spiderweb it will appear to lose some of its sturdiness, but will remain in place for up to 5 seconds. This spiderweb is good to be jumped on one more time, whether that be by MegaMan.EXE or another fighter, but once a second jump has been performed on the spiderweb it will crumble away into nothing.
* **Wind** - A Windbox virus will materialize below MegaMan.EXE with its fan pointed up into the air. For the next 10 seconds the Windbox will blow up a jetstream of air that can lift up any character or item upwards, it can even affect Assist Trophies or Pokeball Pokemon who run over it. If MegaMan.EXE uses this battle chip while he’s in the air, the Windbox will fall downwards and can meteor smash anyone who was below it. With this usage the Windbox will not start blowing out wind until it hits solid ground. The Windbox can be attacked and has roughly 30% health. If destroyed, the wind it was blowing peters out early.

### **Down Special**

**Battle Chips:** The following is a list of attacks that MegaMan.EXE can utilize through the use of his Chip Folder and this Special Move. For more details about how MegaMan.EXE’s unique gimmick Chip Folder works please look in the Unique Traits section below.

* **Anti Damage** - A counter technique, if MegaMan.EXE is attacked when he activates this special move he will disappear in a flash of smoke and then reappear in a position slightly above where previously was. At this point MegaMan.EXE will throw three Kirby-sized shurikens at the attacking foe. Each shuriken can deal around 8-11% on contact and if they happen to hit the stage or an obstacle instead of hitting an opponent they will embed themselves inside wherever they are stuck and remain there for about 3 seconds. Making contact with the shurikens in this state will cause a small amount of damage to whoever touches them.
* **Anubis** - The poison-spewing statue of Anubis appears in front of MegaMan.EXE. A moment later poisonous fumes begin to spew from its mouth and surround the statue. The Anubis statue can be destroyed with enough damage, but until that point it will continue to spew poison for 5 seconds dealing consistent damage every second to any other fighters who stand in the fumes.
* **Attack+10** - When this battle chip is activated, MegaMan.EXE will get a 10% boost to the amount of damage that his attacks do for the next 20 seconds, or until he is KO’d.
* **Barrier** - A translucent blue barrier will surround MegaMan.EXE protecting him from damage. While this Barrier is up, MegaMan.EXE will take no damage or knockback from any attack. The exception to this is anything that causes wind to blow such as Whispy Woods on the Green Greens stage, the Gust Bellows item, or even just the Strong Winds effect that some Spirit Battles have. These windy techniques will completely rip away MegaMan.EXE’s Barrier. This Barrier can also be destroyed by attacking it. The Barrier has 10% health and must be destroyed before MegaMan.EXE can be damaged again. Additionally, overkill damage gets soaked up by the Barrier and won’t hurt MegaMan.EXE. If the Barrier has 3% health left and it gets hit with an attack that deals 7% damage, that extra 4% damage gets soaked up by the attack leaving MegaMan.EXE damage free.
* **Bolt** - Upon activation, a bolt of lightning will strike down from above in a similar manner to Pikachu’s Thunderbolt, but without the cloud. This lightning bolt will strike a short distance in front of MegaMan.EXE, roughly half a Kirby in front of him. Fighters who make contact with the bolt at any point will deal electrical damage. This move can be used as a nice anti-air attack to take care of anyone above you, however it has another purpose. If an obstacle or larger item is struck by the lightning bolt such as the Mobile Sprout on Magicant or a Party Ball, that obstacle/item will become electrified. This means that anyone besides MegaMan.EXE that touches the electrified object/item will be damaged and be sent back. This electricity only lasts for about four seconds.
* **Curse Shield** - A counter technique, this move will have a Dominerd virus appear in front of MegaMan.EXE for about 1 second. If the Dominerd is hit by an attack during this time it will soak of any of the damage MegaMan.EXE would have taken (unless it's an attack with shield piercing properties) and disappear. After a moment the Dominerd will reappear behind MegaMan.EXE’s attacker and bite at them, dealing damage and sending the opponent in a crumpled state.
* **Grass Stage** - A field of lush and luxurious grass will sprout up on whatever platform MegaMan.EXE is currently standing on. This grass will heal any fighter who stands on it at a rate of 2% every second. The downside to the grass is that not only can it be removed with fire-based attacks, but if someone is standing in the grass while they are hit by a fire-based attack then they will take double that fire attacks amount of damage. This move will fail if MegaMan.EXE attempts to use it while he is not on a platform.
* **Guard** - A shield reminiscent of a Mettaur’s hardhat will manifest in front of MegaMan.EXE for a quick moment shielding him from attacks. If the shield is struck by an attack, be it melee or ranged, it will absorb the attack before firing out a shockwave of energy that flies forwards in a straight line. This shockwave deals 1.3x the initial damage of the attack that hit it.
* **Hub.BAT** - Hub.BAT is the Giga Chip for MegaMan.EXE’s Down Special and once its activated MegaMan.EXE will be surrounded by a light blue Super Saiyan-esque which persists for 10 seconds. During this time MegaMan.EXE will be under several different effects including the Air Shoes, and Stone Body battle chips, his attack strength and movement speed increased, and when accessing his Chip menu for any of his Special Moves he will see 8 different options instead of just the normal 5. On top of that MegaMan.EXE’s Chip menus will be refreshed as if he had used his Extra Skill.
* **Ice Stage** - A sheet of ice will appear and freeze whatever platform MegaMan.EXE is currently standing on. This ice will deal a small amount of damage and have a chance to freeze opponents who were on the platform at the moment it was frozen. After that the ice serves to mess with the opponent's movement capabilities as they will slip on the ice and have a chance to trip when running on it. This ice can be removed by fire-based attacks and anyone who is standing on or is just above the lava when they are hit by an electric-based attack will take double the amount of damage from that attack. This move will fail if MegaMan.EXE attempts to use it while he is not on a platform.
* **Invisible** - MegaMan.EXE will vanish on the spot as if he had used the Cloaking Device item. MegaMan.EXE will be invisible for about 10 seconds before reappearing. Players will need to keep a close eye on MegaMan.EXE as even their own player will have a hard time seeing them on the stage.
* **Iron Shield** - MegaMan.EXE will hold up a hand in front of him and conjure a sheet of iron in front of him. Using the control stick this iron shield can be moved to a degree, mostly just in front of MegaMan.EXE and diagonally up in front of him. This shield can reflect projectiles off it which fire back in the direction they came from. Unfortunately MegaMan.EXE is not able to move while he’s holding up this shield and it will disappear after 3 seconds.
* **Lava Stage** - Boiling lave will bubble up on whatever platform MegaMan.EXE is currently standing on. This lava will damage anyone other than MegaMan.EXE on contact and send them up into the air similar to the lava floor effect seen in Spirit Battles. This lava can be removed by water-based attacks and anyone who is standing on or is just above the lava when they are hit by a water-based attack will take double the amount of damage from that attack. This move will fail if MegaMan.EXE attempts to use it while he is not on a platform.
* **Leaf Shield** - A flurry of leaves will spring up in front of MegaMan.EXE in an attempt to quickly shield him from an attack. These leaves won’t protect MegaMan.EXE from knockback, but will reduce any damage he takes from attacks to 0% for 1 second. The only thing that pierces this is Final Smashes.
* **Muramasa** - MegaMan.EXE will whip out a muramasa sword that seems to be dripping with a dark aura. MegaMan.EXE will swing the blade forward quickly at a deceptively longer range. This attack deals damage equal to the amount of damage that MegaMan.EXE has currently taken maxing out at 100%. The more damage this attack is going to deal, the slower the attack will happen giving opponents a little bit of warning to get out of the way.
* **Pawn** - A Pawn chess piece the size of Mario will materialize in front of MegaMan.EXE. This Pawn cannot move and is an effective barrier from attacks, however if it takes enough damage it will break apart. While this Pawn is on the field, anytime MegaMan.EXE makes an attack with the A button this Pawn will slash forwards with a short range sword dealing a small amount of damage. The Pawn will only stick around for 6 seconds before it disappears.
* **Recover 30** - When Recover 30 is activated, MegaMan.EXE will be instantly healed 30% of the damage he’s taken!
* **Rock Cube** - A large cube, a bit bigger than Kirby, will materialize in front of MegaMan.EXE. Unlike the Pawn, this Rock Cube is purely a defensive obstacle and serves no other purpose than to block attacks and serve as a barrier. This Rock Cube has a high amount of hit points that must be depleted before it will break apart. The only other ways the Rock Cube will break is if MegaMan.EXE gets KO’d, tries to create another Rock Cube, or 15 seconds have passed.
* **Shield Guard** - A curved shield (with eyes on it?!) appears in front of MegaMan.EXE and begins to fly forwards in a straight line. This shield does not deal any damage to anything it makes contact with however it does reflect any projectiles that strike the front of it back towards their source with no increase to their damage.
* **Stone Body** - MegaMan.EXE’s body will become encased in stone in an instant to protect him from attacks. Stone Body works in an opposite way to Leaf Shield. While Leaf Shield will protect MegaMan.EXE from taking damage, Stone Body will instead protect MegaMan.EXE from taking any knockback from attacks for 1 second. The only thing that pierces this is Final Smashes.

### **Final Smash**

**Program Advance: Life Sword:** Images of the three Battle Chips Sword, WideSword, and LongSword will appear above MegaMan.EXE’s head as his Operator Lan Hikari is heard saying, “Sword, WideSword, LongSword. Program Advance: LifeSword!” At these words a large sword made of crackling cyan energy forms in MegaMan.EXE’s hands as he holds the blade high up in the air. Once ready, MegaMan.EXE will swing downwards in a wide arc capable of covering 3/4ths of the Battlefield stage. Any opponents who are caught in the swing are dealt heavy damage and knockback sending them flying away. The angle they’re knocked back is determined by what part of the sword’s swing they were struck by. Opponents hit head on get sent flying back straight, opponents hit in the early swing get knocked up into the air, and opponents hit towards the end of the swing get sent downwards.

### **Extra Skill**

**Chip Shuffle:** This Extra Skill is MegaMan.EXE’s primary method of changing out his Chip Folder for each Special Move. While they will automatically refresh when MegaMan.EXE loses a Stock, he can do so manually by pressing the Extra Skill. When MegaMan.EXE uses this Extra Skill he will take a quick second to perform a Chip Shuffle on his entire Chip Folder and change out which of the five Battle Chips he has available for each of his Special Moves. While MegaMan.EXE can use this Extra Skill in quick succession, doing so causes the Extra Skill to take a longer amount of time to complete. MegaMan.EXE cannot cancel out of using this Extra Skill however he can be attacked while using it. If he is attacked before the Chip Shuffle can be completed then it will fail and he will have to try using the Extra Skill again in order to shuffle his chips.

For more information about MegaMan.EXE’s Chip Folder, please see the Unique Traits section below.

### **Unique Traits**

MegaMan.EXE has a special feature on him similar in design to Hero’s Command Selection called Chip Folder. However while Command Selection only affects Hero’s Down Special, MegaMan.EXE’s Chip Folder covers all four of his special moves. When MegaMan.EXE goes to use one of his four Special Moves, a menu of five different Battle Chips associated with that Special Move will display. These come from a randomized list of 20 Battle Chips. Unlike Hero, this list does not get refreshed every time MegaMan.EXE uses that Special Move. This allows for players to know what remaining options they have on that Special Move to help them strategize. Like the Command Selection players will have to choose which attack they want MegaMan.EXE to use after opening the menu. After a player uses a particular attack, that same option will be grayed out the next time they try to use that same Special Move.

This list does not auto-refresh after all the attacks for a specific Special Move have been exhausted either. The only way to refresh what choices MegaMan.EXE has for a Special Move is to use his Extra Skill to do so. For the most part, every chip has an equal chance to be randomly selected as an option for each Special Move. Each Special Move though has one attack called a Giga Chip that is an exception as they are meant to be more powerful than each of the other possibilities so they come in at a rarer chance. MegaMan.EXE’s Chip Folder is also automatically reshuffled for each Special Move each time he loses a Stock.

## **Alternate Costumes**

1. **Normal Style [Default]**
2. **Normal Style [Hub Style]** - MegaMan.EXE wears a turquoise version of his default appearance as a reference to his Hub Style form from MMBN2.
3. **HeatGuts Style [Default]** - MegaMan.EXE takes on the form and color of his red HeatGuts Style Change from MMBN2 and 3.
4. **HeatGuts Style [Pink]** - MegaMan.EXE takes on a pink version of his HeatGuts Style Change.
5. **AquaCustom Style [Default]** - MegaMan.EXE takes on the form and color of his blue AquaCustom Style Change from MMBN2 and 3.
6. **AquaCustom Style [Purple]** - MegaMan.EXE takes on a purple version of his AquaCustom Style Change.
7. **WoodShield Style [Default]** - MegaMan.EXE takes on the form and color of his green WoodShield Style Change from MMBN2 and 3.
8. **WoodShield Style [Gray]** - MegaMan.EXE takes on a gray version of his WoodShield Style Change.
9. **ElecTeam Style [Default]** - MegaMan.EXE takes on the form and color of his yellow ElecTeam Style Change from MMBN2 and 3.
10. **ElecTeam Style [Orange]** - MegaMan.EXE takes on an orange version of his ElecTeam Style Change.

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## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this moveset!