Mega Man (SSBU)
- This article is about Mega Man's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeMega Man.
| Mega Man inSuper Smash Bros. Ultimate | |
|---|---|
| Universe | Mega Man |
| Other playable appearance | inSSB4 |
| Availability | Unlockable |
| Final Smash | Mega Legends |
| Tier | B- (47) |
Mega Man (ロックマン,Rockman) is a playable character inSuper Smash Bros. Ultimate, being officially confirmed on June 12th, 2018 alongside the rest of the returning roster. Mega Man is classified asFighter #46. He reuses the sounds that were used inSuper Smash Bros. 4.
Mega Man is ranked 47th out of 82 on the currenttier list, placing him towards the center of the B- tier. Despite being buffed, this is a small downturn from his previous placement inSSB4, being ranked 27th out of 54. Mega Man is a projectile-heavy fighter, with a myriad of built-in projectiles in his normal moveset. Such examples include his Mega Buster (neutral attack, forward tilt and neutral aerial), forward smash, and up and down aerials, with all his non-projectile normals serving other effective purposes, such as setups (back aerial) or being outright powerful (down smash and up tilt). His specials wrap up his projectile game nicely, with effective setup tools inMetal Blade andCrash Bomber and defensive disruption inLeaf Shield. He also has a great recovery and strong survivability due to his strong aerial mobility, above average weight and a long-distanced recovery option inRush Coil that doesn't make himhelpless. Combined, Mega Man has an outstanding zoning game, allowing for a strong camping playstyle.
Despite these numerous strengths, Mega Man has several flaws. He is one of the easiest characters to combo and juggle due to his weight and status as a fast-faller, and difficulty landing due to having few effective combo breakers. Mega Man's overreliance on projectiles also means he struggles against characters who have small hitboxes, rushdown gameplans, and especiallyreflection andabsorption abilities, who can greatly hinder or shut down his entire gameplan. While Mega Man has fast air mobility, his lacklusterdashing speed limits his options on the ground, and his strongest attacks suffer from generally high startup or ending lag, which make them quite risky. Finally, some of his moveset can be inconsistent with connecting, with examples such as up smash, Leaf Shield and Mega Buster normals being prone to dropping opponents early, adding to his already lacking close range options.
Overall, Mega Man can apply a lot of pressure with his various projectiles and his strong zoning game; however, he often struggles when his defenses are broken. Early results from Mega Man were strong thanks toKameme, who placed highly at several majors and supermajors. Although Mega Man's representation suffered after Kameme switched toSora, dedicated mains such asPeabnut,MPg andRepo have continued to produce solid results for him.
How to unlock[edit]
Complete one of the following:
- PlayVS. matches, with Mega Man being the 42nd character to be unlocked.
- ClearClassic Mode withPikachu or any character in its unlock tree, being the 4th character unlocked afterR.O.B.
- Have Mega Man join the player's party inWorld of Light.
Mega Man must then be defeated onWily Castle (theΩ form is used in World of Light).
Attributes[edit]
Mega Man is a short,heavyweight character who deviates himself in terms of attributes compared to his fellow heavyweights. He has slightly above-averagewalking speed, averagedashing speed, the 19th fastest air speed (tied withDuck Hunt,Sheik,Cloud,Lucas, andBowser), is tied withWario for the 26th highest gravity, low traction, the 11th fastest falling speed (tied withYoung Link,Roy,Chrom,Wolf, andFalco), and is tied withRosalina for the 6th fastest air acceleration. Thus, he is aerodynamic in terms of movement and for his weight has decent mobility. As in his home series, Mega Man's moveset relies heavily on variousprojectiles, giving his attacks unusual functions and characteristics. This extends beyond his special moves and into his standard moveset. For his neutral attack, he fires shots from his Mega Buster, and for his forward tilt, he fires shots from his Mega Buster while walking. His up tilt, the Mega Upper, orShoryuken as called by commentators, is a jumping uppercut, and his down tilt is a forward slide.
Despite having an unusual set of moves, Mega Man shines inapproaching while spacing opponents at midrange and disrupting any approaches, for he has two projectiles that can cause opponents to react predictably:Metal Blade's ability to be thrown in eight directions and trapping opponents in highhitstun makes it a fantasticmindgame andshield-baiting tool, whileCrash Bomber can cause panicky opponents to run towards Mega Man or shield the explosion. Both projectiles easily lead to a grabpunish 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 easily once he grabs an opponent. He does not have much trouble KOing once his opponents are damaged either, for he has many finishing options ranging from his up tilt to his forward and back aerials to his projectile-based forward smash, which can be used toedgeguard. His other projectiles are terrific, notably his aerials; up aerial can rack up damage very quickly and KO early if an opponent is high up, and his down aerial is one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantasticspacer: 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, while also keeping the opponent away from him. He also has a great grab and throw game, with down throw being a reliable combo starter, up throw being useful for pressuring and juggling, and a back throw with great power, KOing reliably. Due to his amazing pressuring ability and grab game, characters without a projectile or with lowreach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man isa semi-heavyweight character, weighing only slightly less thanRyu, meaning he is more likely to survive potentially lethal blows that could KO a lighter character, especially with properDI and his good recovery move,Rush Coil, which does not leave him helpless.
Regardless of his good grab game and punishing options, Mega Man still has some flaws to counter his strengths. Since his projectiles are imperative in initiating combos, he suffers against opponents withreflectors or other methods to render his projectiles ineffective, such as theVillager andIsabelle'sPocket. His low speed and ending lag on his non-projectile moves significantly limit his approach. He lacks options in keeping away foes up close, with no actual melee jab or quick standard attacks to knock them away. Because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works best at mid-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.
In essence, Mega Man is a very versatile, medium-ranged projectile fighter who has no trouble spacing opponents, though KO attempts can be risky for him as he suffers slightly at close range due to the lag of his attacks. He has to use his effective spacing and grab punish options to rack up damage at medium range while keeping his distance until the opponent is weak enough to risk using one of his slow yet powerful finishing moves. This causes Mega Man to be patient in his gameplan, with him having to wait for one opening to take out stocks effectively.
Changes fromSuper Smash Bros. 4[edit]
Mega Man has seen a mix of buffs and nerfs in the transition fromSSB4 toUltimate. Though he has seen a general improvement to his moveset, he has lost the main tools he had to accumulate damage in the previous game; gameplay changes compound both the good and bad points.
Mega Man'sprojectile game has been generally improved. His Mega Buster shots (neutral attack,forward tilt andneutral aerial), a staple of hisneutral game, cover a longer distance, allowing him to apply more pressure from afar, andforward smash has longer range and much less ending lag, enabling it to be used much more safely as a disjointed KO option.Crash Bomber travels faster and has had its knockback reduced to the point where combos led from it are more consistent at a wider array of percentages (though this does come at the cost of its KO power), and it now exploded on contact with enemies when it latches on to a surface, improving its use as a pressure option.Leaf Shield activates significantly faster, hits opponents at a quicker rate (thus dealing more damage), and the leaves no longer disappear on hit.
His close-up game has been improved as well, as hisdash attack deals more damage and connects more reliably, and hisforward aerial has decreased landing lag with considerably more knockback, allowing it to combo at lower percents and KO reliably at higher percents, while also making it safer on shield. Other buffs include those toRush Coil, which no longer incurs a high amount of landing lag, noticeably improving Mega Man'srecovery mixups, as he can now safely land onstage with the move instead of having to grab the ledge.
However, Mega Man is not without a few direct nerfs. His forward smash has much less power when fully charged, which makes it a less rewarding option and compensates for its improved ease of use. Mega Man can no longershield,grab, throw items or hang from ledges while using Leaf Shield, making it riskier to use offstage and reducing its versatility.
The universal gameplay changes bring both improvements and downgrades for Mega Man, but halt him overall. The reintroduction of directional air dodges improves Mega Man's already good recovery, as Rush Coil's lack of a helpless state lets him use a directional air dodge afterwards for additional distance. The ability torun-cancel with any ground attack gives him more opportunities to land his powerfulup tilt. The nerfs toair dodges allow him to challenge and pressure opponents more effectively with his projectiles, especially hisup aerial to juggle them, but also make his disadvantage state worse due to his lack of options to break out of combos. While the general increases in mobility allows Mega Man to close in on opponents easier to harass them, this also allows them to overcome him if not played carefully, made worse by, again, his vulnerability to combos. However, the biggest nerf comes from the changes tofootstools, as the ability totech them make his well-known footstool combos andjab lock and KO setups much less consistent.
Altogether, Mega Man's entire arsenal is generally more potent at racking up damage, and his zoning capabilities remain strong, but this has come at the cost of his famous footstool combos, and the game's faster pace favors more aggressive playstyles, allowing faster characters to more easily overcome him, meaning he must keep playing carefully to avoid letting the opponent catch up to him. Game updates have also brought nerfs to Mega Man, which did affect his early performance. When combined with game updates' changes to other characters and the introduction of other powerful DLC characters, while Mega Man doesn't perform better or worse than inSSB4 as a standalone character, he is slightly worse relative to the cast inUltimate.
Aesthetics[edit]
Due to the aesthetic used inUltimate, Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced, and his armor has a more realistic metallic sheen.
Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present inMega Man 8,Mega Man & Bass, andMega Man 11.
Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth whileshielding.
Mega Man has a new shield break animation.
Mega Man emits sparks whenever he takes damage. This is shared withSamus,Dark Samus, andR.O.B., all of which are mechanical-based fighters.
All of Mega Man'svictory animations have been changed in some way:
The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.
The victory animation where he strikes his title screen pose fromRockman has been reanimated to be slightly slower.
Mega Man now shoots thrice instead of twice in his standing victory animation.
Unlike other characters, who reuse their NTSC English title in all versions ofUltimate, Mega Man'sBoxing Ring is now "The Blue Bomber" from the PAL version ofSmash 4 across all English versions, rather than "Blue Metal Hero" from the NTSC version.
When KO'd by reaching 0 HP during his final stock inStamina Mode, Mega Man no longer emits his orbs immediately; he now only does so after a short while when he isn't the last victim, alongside the regularinstant KO effect.
Attributes[edit]
Like all characters, Mega Man'sjumpsquat animation takes 3 frames to complete (down from 4).
Mega Manruns faster (1.456 → 1.602).
Mega Man's initialdash is significantly faster (1.5 → 1.958).
Mega Manwalks slightly faster (1.078 → 1.132).
Mega Man'sair speed is slightly higher (1.1 → 1.155).
Mega Man'straction is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.
Forwardroll has less ending lag (FAF 31 → 30).
Forward roll grants lessintangibility (frames 4-17 → 4-15).
Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
Spot dodge has less ending lag (FAF 28 → 26).
Spot dodge grants less intangibility (frames 3-18 → 3-17).
Air dodge grants more intangibility (frames 3-28 → 3-30).
Air dodge has more ending lag (FAF 34 → 46).
The reintroduction of directional air dodges improves Mega Man's recovery more than other characters', as due toRush Coil not causinghelplessness, he can get additional distance with a directional air dodge after using it.
The ability totech aerialfootstools inUltimate hinders Mega Man's KO setups at high percents.
Ground attacks[edit]
- Neutral attack/Forward tilt:
Neutral attack and forward tilt's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
Both moves deal lessshield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).
Mega Man centers his eyes for a bit after using his forward tilt.
- Up tilt:
The ability to use any ground attack out of a run inUltimate benefits up tilt's usage, as combined with its sheer knockback and Mega Man's faster ground movement, it can catch landings andpunish opponents much more effectively for KOs.
- Down tilt:
Down tilt's clean hit has more base knockback (80 → 92), but less knockback scaling (70 → 60). This makes it safer on hit at low percents, but hinders its KO potential.
- Dash attack:
Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.
It's faster (frame 8 → 7) with the same endlag (FAF 61 → 60).
Its linking hits have a lowerhitlag multiplier (1× → 0.5×), and one of their hitboxes has lowerset knockback (65 → 36), making them harder toSDI out of and allowing them to connect more reliably.
One of dash attack's looping hitboxes is bigger (1u → 3u).
The last hit has gained ashieldstun multiplier of 2.1×, making it safer on shield.
The final hit has a larger hitbox (6u → 8u).
- Forward smash:
Forward smash has much less ending lag (FAF 70 → 55), significantly improving its utility as a projectile and long range KO option.
The shot travels faster, allowing it to cover more distance.
It deals less damage when fully charged (19.5% → 14.95%), reducing its maximum KO potential.
- Up smash:
Up smash's last hit has increased base knockback (30 → 34).
Up smash's looping hits have a new hitbox, improving its consistency.
- Down smash:
Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.
the clean and mid hit sweetspots are bigger (5.5u → 6.4u), placed lower (Y offset : 5.0 → 4.2) and closer to Mega Man (Z offset : 8.5 → 7.7). This improves the move's range in all direction, but most notably downwards.
Aerial attacks[edit]
- Neutral aerial:
Neutral aerial's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
The move deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
- Forward aerial:
Forward aerial has lesslanding lag (19 frames → 11). Combined with its launch angle, this grants it combo ability into itself from low to mid percents.
It deals significantly more knockback (23 base/90 scaling → 48/118), now KOing reliably below 170% from the center ofFinal Destination, compared to being unable to KO below 250% under the same circumstances.
- Back aerial:
Back aerial's first two hits launch grounded opponents vertically instead of horizontally along the ground, allowing them to connect more reliably.
The move has slightly more ending lag (FAF 43 → 45).
The third hit has altered knockback (30 base/180 scaling → 20/183), hindering its overall KO potential, although its KO potential from across the stage is slightly better.
- Up aerial:
The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.
It has one frame more landing lag (19 frames → 20).
Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longerauto-cancel in a full hop.
The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.
- Down aerial:
Down aerial has less landing lag (24 frames → 14).
The shot lasts longer (11 frames → 13), allowing it to cover more distance and thus increasing its range.
The late hit against grounded opponents has more base knockback (5 → 40), but less knockback scaling (90 → 70), slightly hindering its KO potential.
Throws and other attacks[edit]
- Grabs:
All grabs have slightly longer range (Z2 offset: 8.4 → 8.9 (standing), 10.5 → 10.6 (dash), -14.4 → -14.8 (pivot)).
All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
The speed of Mega Man's throws is no longer weight-dependent. This reduces down throw's combo potential on lightweights, but increases it on heavyweights.
Mega Man's throws are all reanimated to be less stiff.- Pummel:
Pummel deals more hitlag (5 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 29 → 7), shortening its duration. This makes it much more reliable for racking up damage.
It deals much less damage (3% → 1.3%).
- Edge attack:
Edge attack deals more damage (7% → 9%).
Special moves[edit]
- Metal Blade:
Metal Blade deals less shield damage.
Its damage outputs have been reversed: it deals more damage per hit when spawned (3% → 5%), but less when thrown as an item (5% → 3%).
Metal Blade wobbles once it sticks to the ground or another surface.
Mega Man now appears surprised if the move fails to spawn a Metal Blade.
- Crash Bomber:
Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.
The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.
The projectile travels faster (speed 2 → 2.4), but doesn't last as long (60 → 51).
Crash Bomber visually flashes more intensely.
- Rush Coil:
Rush Coil no longer incurs 30 frames of landing lag, allowing Mega Man to land onstage with it much more safely without having to grab the ledge.
- Leaf Shield:
Leaf Shield has significantly less startup (frame 50 → 9) and ending lag (FAF 54 → 36) when activated, making it much safer to use.
The leaves spin faster around Mega Man, do not vanish upon hitting opponents, and deal more knockback (14 base/22 scaling → 35/20) with a faster rehit rate (18 frames → 11). This allows the move to protect Mega Man much more effectively, with the hits of the circling leaves now comboing opponents in range until the shield is thrown.
This also increases the move's overall damage output, despite each hit from the circling shield dealing less damage (2% → 1.5%).
The shield can be thrown much faster after its activation (frame 22 → 13).
However, the throw's total duration has not been fully compensated (FAF 56 → 54), increasing its ending lag by seven frames.
Leaf Shield no longer allows Mega Man toshield,grab, or hang ontoledges while the shield is active. This prevents him from dealing extra damage to grabbed opponents with the leaves.
The shield has a shorter maximum duration, and Mega Man always throws it automatically after it ends, potentially leaving him open to punishment if the shield's duration ends when he is close to opponents.
Leaf Shield requires holding the special move button for it to spin around Mega Man; otherwise, it will be thrown automatically.
The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier toDI, but gives Mega Man more time to follow up.
- Mega Legends:
BothProto Man andBass now appear alongside the Mega Legends to attack the target.
Perhaps as a result, the middle portion of the attack deals more damage (27% → 31.2%), increasing the move's maximum damage (40% → 44.2%).
The final hit has lower knockback scaling (140 → 130), and a higher minimum angle (40˚ → 45˚) weakening its KO potential overall.
Update History[edit]
Mega Man has been given buffs and nerfs, but was nerfed overall in game updates. Update 2.0.0 made it so Mega Man could no longer use his special moves when jumping and using his neutral attack/forward tilt. Update 3.0.0. made his neutral attack, forward tilt, neutral aerial, and Metal Blade deal less shield damage. His Leaf Shield was also slightly nerfed, giving it more startup and ending lag, on top of making it so Mega Man cannot throw items while Leaf Shield is active, lowering its damage and combo potential. On the flip side, his up smash was buffed, giving the last hit more base knockback.
In update 8.0.0, his rolling tech was given one more frame on ending lag, making it standardized with the rest of the cast.
Update 13.0.1, the final character adjustment patch, gave Mega Man a small amount of buffs. His dash attack was given one frame less startup and ending lag, down smash was granted more downward range, and Crash Bomber deals more damage.
Overall, Mega Man does fare worse than how he did at the beginning ofUltimate, but nonetheless continues to gain good results and remain a viable character.
Special moves can no longer be used when jumping and using neutral attack/forward tilt.
Neutral attack, forward tilt and neutral aerial all deal lessshield damage (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).
Up smash's last hit has increased base knockback (30 → 34).
Metal Blade deals less shield damage (0 → -2.5/-1.5 (initial throw/item throw)).
Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.
Rolling techs have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.
- Dash attack
Dash attack has less startup (frame 8 → 7) with its total duration reduced as well (FAF 61 → 60).
The final hit deals more base knockback (60 → 70).
Down smash has more downward range, hitting below the stage more reliably.
Crash Bomber deals more damage (hits 1-4: 1% → 1.5%, total: 8% → 10%).
However, this results in the multi-hits dealing more knockback at high percents, making them more likely to knock opponents out of range of the rest of the hits.
Moveset[edit]
- Mega Man canwall jump.
For a gallery of Mega Man's hitboxes, seehere.
Note: All numbers are listed as base damage, without the1v1 multiplier.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Mega Buster (ロックバスター,Rock Buster) | 2% (shot), 1% (buster) | Fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback. The pellets have very high priority, being able to even nullifyCorrin'sDragon Fang Shot in one go. The move has asweetspot around the Mega Buster itself. | |
| Forward tilt | Mega Buster (ロックバスター,Rock Buster) | 2% | Behaves identically to Mega Man's neutral attack, except the Mega Buster itself has no hitbox, and Mega Man fires while running forwards. Jumping after firing twice will immediately transition to neutral aerial, and can combo consistently as well. | |
| Up tilt | Mega Upper (ロックアッパー,Rock Upper) | 17% (clean), 12% (mid), 8% (late) | A quick-rising uppercut. For a tilt, it has incredible power and vertical range, with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 80%. It has little startup lag at frame 6 but extreme ending lag (55 frames), a small sweetspot and little horizontal range. Grants his entire body intangibility on frames 5-7. Based on a maneuver of the same name Mega Man received inMega Man 2: The Power Fighters, which became hisShoryuken-styled move in theMarvel vs. Capcom series. | |
| Down tilt | Sliding (スライディング) | 8% (clean), 5% (late) | Mega Man's signature sliding kick. Has very little startup at frame 5 and has sex kick properties. It has amazing range, since the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move and approach option, but only if not overused. Mega Man's legs are intangible at frames 3-12. The actual sliding ability introduced inMega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon inMega Man 5. Additionally, it could be based on theLeg Breaker maneuver Mega Man can use in the secret fighting game mode inMega Man 7. | |
| Dash attack | Top Spin (タップスピン) | 1.2% (hits 1-7), 4% (hit 8) | Boosts forwards while spinning, damaging anything he touches. Good priority and long-lasting, equivalent toLuigi's dash attack. Useful for mindgames against shields due to its high shield stun, which often makes opponents drop their shield too early. Small noticeable ending lag. Based on Top Man's weapon fromMega Man 3, though it is more based on how Top Man uses the weapon. | |
| Forward smash | Charge Shot (チャージショット) | 11.5%-14.95% | Charges up energy in his Mega Buster, before firing off a bigger and more powerful burst. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance, though this distance was buffed inUltimate. 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 and it is also the weakest forward smash in the game knockback-wise, as the fully charged attack doesn't KO until around 100% from center stage. Based on the Super Mega Buster's Charge Shot fromMega Man 4 onwards, and most specifically resembles its appearance inMega Man 5. | |
| Up smash | Spark Shock (スパークショック) | 2% (hit 1),1.5% (hits 2-6),6% (hit 7) | 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 hitboxes, making it a great anti-air, and has quick startup at frame 8 and good knockback, though it has 38 frames of ending lag, making it very punishable if not used carefully. Based on Spark Man's weapon fromMega Man 3, though it is more based on how Spark Man uses the weapon. | |
| Down smash | Flame Blast (フレイムブラスト) | 17% (clean),14% (mid),9% (late) | 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 extreme end lag (46 frames of lag and it's only interruptible at frame 79) that leaves it highly punishable if not landed and the hitbox actually comes out at frame 17, only a few frames after Mega Man slams his Mega Busters to the ground, so it also has high startup and the animation can be misleading. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fullycharged. It boasts incredible power, being one of the strongest down smashes in the game. It is based on Flame Man's weapon fromMega Man 6, though it is more based on how Flame Man uses the weapon. | |
| Neutral aerial | Mega Buster (ロックバスター,Rock Buster) | 2% (shot),2% (buster) | 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 sweetspots that cover the Mega Buster and the area in front of Mega Man that does good knockback. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches. | |
| Forward aerial | Flame Sword (フレイムソード) | 8% (clean),8.5% (clean tip),5% (late) | Summons a flaming sword to his hand and quickly swings it downwards in front of him. Comes out decently quick at frame 9 with below-average ending lag. It is a very useful combo move and can net KOs fairly well at the edge of the stage. As a result, is extremely versatile. It is based on Sword Man's weapon fromMega Man 8. | |
| Back aerial | Slash Claw (スラッシュクロー) | 3% (hit 1),4% (hit 2),5% (hit 3) | Quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback, yet very fast startup at frame 4, the fastest of Mega Man's aerials. Due to its good knockback, it's able to net KOs when edgeguarding, and can chain into itself at low percents. Cancelling it into the ground before the third hit connects can allow Mega Man to get a grab or even an up tilt KO. It is based on Slash Man's weapon fromMega Man 7. | |
| Up aerial | Air Shooter (エアーシューター) | 3% (hits 1-3),2% (hits 4-6),1% (hits 7-11),2% (hit 12) | Points the Mega Buster upwards and fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. The hitbox comes out on frame 11. It is based on Air Man's weapon fromMega 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. Excellent for damage racking and has a huge windbox. Autocancels in a double jump. If Mega Man generates a second tornado while the first one is still active, it will despawn early. | |
| Down aerial | Hard Knuckle (ハードナックル) | 14% (clean),12% (late) | 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 afterward, it turns into an aerial-onlymeteor smash. Very slow, only coming out on frame 23, but it is a safe meteor smash thanks to its range and the fact it counts as a projectile. Mega Man can move left or right slightly during the first few frames before launching the fist. Autocancels in a double jump. It is based on Hard Man's weapon fromMega Man 3, and is also similar to the Mega Arm from Mega Man V for the Game Boy, as in this game, his charge shot is replaced by an attack where he fires his fist forward. The move disables Mega Man'sgravity for frames 5-22 if he is moving downwards, creating a hovering effect when used at the peak of a jump. | |
| Grab | Super Arm (スーパーアーム) | — | Reaches out with one hand. Grabbed opponents are lifted over Mega Man's head. Decently fast with average range, and its grabbox extends over Mega Man's hand, so it has more range than it seems. It is based on Guts Man's weapon from the originalMega Man. | |
| Pummel | Super Arm Grip (スーパーアームグリップ) | 1.3% | Squeezes the grabbed opponent. Average power and speed. | |
| Forward throw | Super Arm Throw (スーパーアームスルー) | 8% | Throws the opponent forward. Low base knockback. | |
| Back throw | Super Arm Back Throw (スーパーアームバックスルー) | 11% | Turns around and throws the opponent behind him. It is a very solid KOing throw, being able to KO middleweights at around 110% at the edge. | |
| Up throw | Super Arm Top Throw (スーパーアームトップスルー) | 7% | Throws the opponent upward. Can KO opponents at very high percentages, but it's mostly used for pressuring with up air. | |
| Down throw | Super Arm Bottom Throw (スーパーアームボトムスルー) | 4.5% | Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw. | |
| Forward roll Back roll Spot dodge Air dodge | — | — | ||
| Techs | — | — | ||
| Floor attack (front) Floor getups (front) | 7% | Sweep kicks in a circle around himself. | ||
| Floor attack (back) Floor getups (back) | 7% | Does the same sweep kick as his front floor attack, but hits behind Mega Man first instead of his front. | ||
| Floor attack (trip) Floor getups (trip) | 5% | Mega Man kicks both feet out while spinning. | ||
| Edge attack Edge getups | 9% | Mega Man jumps up and performs a kick in a similar fashion as his down tilt. | ||
| Neutral special | Metal Blade | 5% (spawn), 3% (item throw) | 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, though it deals less damage upon being thrown a second time. If item dropped, the blade will deal multiple hits on its way down, allowing for followups. Mega Man cannot throw 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 fromMega Man 2. | |
| Side special | Crash Bomber | 1.5% (hits 1-4), 4% (last) | 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 aGooey 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. It can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. When stuck to a wall, it will detonate as soon as a player gets near it. The move is based on Crash Man's weapon inMega Man 2. | |
| Up special | Rush Coil | — | Briefly summons his robotic dog companion Rush, who activates a coil on his back to throw him in the air. 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. It's possible to get incredibly early KOs by forcing an opponent into the air and following up with an up air. The move is based on the Rush Coil fromMega Man 3. It provides good distance and doesn't make Mega Man helpless, similarly to Sonic's Spring Jump. | |
| Down special | Leaf Shield | 1.5% (circling), 3.8% (thrown) | Summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles and can be held around Mega Man for a set time. The move is based on Wood Man's weapon fromMega Man 2. | |
| Final Smash | Mega Legends | 3% (init), 41.2% (attack) | Fires a Black Hole Bomb, Galaxy Man's weapon fromMega 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, MegaMan Volnutt, and Geo Stelar, all protagonists of their own spin-off series, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash. | |
Stats[edit]
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 102 | 1.958 – Initial dash 1.602 – Run | 1.132 | 0.094 | 0.05 | 1.155 | 0.01 – Base 0.1 – Additional | 0.107 | 1.8 – Base 2.88 –Fast fall | 3 | 32.8 - Base 11.49 -Short hop | 32.8 |
Announcer call[edit]
| This article could use additional or higher-quality audio files. The editor who added this tag suggests:Needs announcer calls from other languages. If you have a good audio file for this article, upload ithere. |
On-screen appearance[edit]
- Warps onto the stage from above, akin to how he does in his older games.
Taunts[edit]
- Up Taunt: Poses withhis opposite arm in its cannon form while facing the screen, then pumps said arm to his side. The cannon reverts back to his fist afterward. If his leading arm is in its cannon form, he reverts it when performing this taunt.
- Side Taunt: Turns his back to the screen and poses with his leading arm in its cannon form.
- Down Taunt: In a kneeling posture, he punches the ground with his opposite arm and warps out. He then warps back in. The posture he assumes when warping back has him kneel on his opposite leg.
Idle poses[edit]
- Taps his elbow on his palm while his hand transforms into its cannon form.
- Looks around himself.
Crowd cheer[edit]
Victory poses[edit]
- Left: Teleports on to the screen and imitates the pose from the Japanese title screen ofMega Man (Rockman), also appearing in theWily Wars (Mega World) version of the game and on the cover of theLegacy Collection.
- Up: Fires three shots from his Mega Buster from right to left, and finally poses.
- Right: Dashes forward, points his Mega Buster up in the air, and finally poses.
Incompetitive play[edit]
Most historically significant players[edit]
See also:Category:Mega Man players (SSBU)
Kameme - One of the greatest Mega Man players of all time and the best in the early metagame. He was the first Mega Man player to win a major and the only one to win multiple, having wonUmebura Japan Major 2019 and2GG: SwitchFest 2019, the latter of which remains the largest event won by a Mega Man player. He was also one of the few players to defeatMkLeo before top 8 at a major during theFall 2019 PGRU season, doing so atEVO 2019, and was ranked at 11th during the season, which stood as the highest ranking for a Mega Man player for several years. He has since relegated Mega Man to a secondary in favor ofSora.
Kasmir - Formerly known as "yeti", he was the best Mega Man player in North America during the game's early months, ranking 34th on theSpring 2019 PGRU and placing 9th atGENESIS 6 and 25th atSmash 'N' Splash 5,Super Smash Con 2019, andShine 2019. His activity declined following the fall 2019 season, largely due to controversies surrounding his conduct.
Komugiko - Regularly places top 16 at Chūbu events, including winningKarisuma SP 13 overDIO and placing 9th atToyota Grand Slum 14. Although less consistent at a major level, he has still seen some success, such as placing 9th atMaesuma TOP 6.
MPg - The second-best Mega Man player in North America in the post-COVID-19 pandemic metagame, best known for his performances from late 2022 to mid-2023, including his run to 3rd atApex 2022, where he also defeatedGackt,Syrup, andyonni, and his run to 5th atBATTLE FOR THE SOUTH 2023, where he defeatedLima. Although less successful at majors compared to other Mega Man players, he still notably placed 17th atLet's Make Big Moves 2023 andGet On My Level 2023, and would mark his first full-year global ranking in 2025, ranking 147th onUltRank 2025.
Peabnut - One of the greatest Mega Man players of all time. Although active since the game's beginning, he is best known for his performances in the post-pandemic metagame and first broke out by placing 2nd atRiptide 2022. Since then, he has been the only Mega Man player to succeed at the highest level of competitive play across multiple years, finishing top 8 at several large events such as 4th atCirque Du CFL 3 and 5th atSupernova 2025. These performances also include his victories at the A tier eventPatchwork 2025: All Patched Up! and the majorLuminosity Makes Moves Miami 2025, making him the second Mega Man player to win a major. He is known for his prowess in the Steve matchup, boasting positive records overOnin andDDee. He is the first Mega Man player to rank within the top 10 on any global power-ranking, placing 10th on the panel-basedUltRank Delta 2025, and ranking 17th on the full-year rankingUltRank 2025.
Repo - The best Mega Man player in the world in 2021 and early 2022, notably overshadowing Kameme during this period after placing 5th atKagaribi 6, 7th atEastern Powerhouse Invitational 2, and 9th atKagaribi 3 andKagaribi 5. He was never able to reach the same consistency after the early months of 2022, although he still notably placed 3rd atSeibugeki 12, and was ranked 62nd on theUltRank 2022.
ScAtt - One of the best Mega Man players in North America in the early metagame, using him alongsideSnake and ranking 40th on theFall 2019 PGRU with both characters. He used primarily Mega Man to place 9th atSmash 'N' Splash 5 and 13thEVO 2019. He stopped traveling in the post-pandemic metagame, mostly competing at Georgia events with just Snake.
TriM - The best Mega Man player in Europe, best known for placing 5th atVCA 2022, 7th atSLY LAN, and 13th at bothAlbion 4 andUltimate WANTED 2. He was ranked in Europe up until 2024, peaking at 23rd forall of 2022. Although he had limited performances international, he notably placed 49th atGENESIS 8.
Tier placement and history[edit]
Early perception on Mega Man was very positive due to the buffs he received from the transition andUltimate's universal changes, allowing him to remain as a strong zoner character who is most effective at mid-range. Mega Man also saw strong results from several veteran players such askameme,ScAtt, andyeti; kameme especially was a top 20 player and won a major and supermajor while using Mega Man. This has led many to believe Mega Man was a solid high-tier, with some such asESAM believing he could potentially be a top-tier.
However, following the online metagame, Mega Man's representation saw a noticeable decline. Most notably, Kameme's results coming into 2021 were worse than what he had in the early metagame, and he began playing other characters, ultimately settling onSora, while relegating Mega Man to a secondary. Although new Mega Man players such asMPg,Peabnut, andRepo began making waves with the character during this time, none had the consistently high placements that Kameme saw in the early metagame. As such, opinions on Mega Man have since mellowed out: he was initially ranked 38th on the first tier list at the very end of the high-tier, but later dropped down to 48th, one of the largest drops between the first and second tier list, then rose one place to 47th.
However, only a few months after the third tier list's release, Peabnut would begin to challenge Mega Man's placement on the tier list. While a notable player prior to 2025, his performances in the first half of 2025 would see some of Mega Man's strongest results since the pandemic; after a few solid placements at a few superregionals, Peabnut would emerge as a top-level threat, achieving a 17th place finish atKagaribi 13, the most difficultUltimate tournament of all time, and the single strongest performance from a mid-tiered character at the event, tied withReno's placement withByleth. He followed this up with consistent top 16 placements at every major he attended (save forGet On My Level: Forever), and saw various victories over many top players, includingSparg0,Syrup, andOnin. Additionally, he became the second Mega Man player to win a major, doing so atLuminosity Makes Moves Miami 2025. With Peabnut proving Mega Man's viability, it is likely that Mega Man will see a rise on the next tier list.
Classic Mode: Variable Weapons System: Online![edit]
Mega Man's opponents are stylized similar to the many boss fights that are in theMega Man series, (e.g. Dr. Mario beingDr. Wily). Mega Man also fightsGalleom as the penultimate boss. The final battle is againstDr. Mario, and thenMewtwo, who appears upon Dr. Mario's defeat. Each Rounds play a song from theMega Man series (regardless of what universe the stage originates from).
| Round | Opponent | Stage | Music | Notes |
|---|---|---|---|---|
| 1 | Summit (Ω form) | Ice Man Stage | Represents Ice Man. | |
| 2 | Coliseum (Ω form) | Metal Man Stage | Represents Metal Man. | |
| 3 | Kongo Jungle (Ω form) | Wood Man Stage | Represents Wood Man. | |
| 4 | Gamer (Ω form) | Quick Man Stage | Represents Quick Man. | |
| Bonus Stage | ||||
| 5 | Wily Castle | Mega Man 2 Medley | Horde Battle (3 at a time). Items do not appear. References the boss rush near the end of theMega Man series. If the player chooses any of the alternate costumes, the | |
| 6 | Galleom | Base | Guts Man Stage | Represents Guts Tank. |
| Final | Wily Castle (Ω form) | We're Robots (Dr. Wily Stage 2)(Dr. Mario) Mega Man 2 Medley(Mewtwo) | Dr. Mario represents Dr. Wily, and Mewtwo represents Alien Wily, which Dr. Wily "transforms" into upon defeat inMega Man 2. Mewtwo is not announced during the loading screen. | |
Credits roll after completing Classic Mode. Completing it as Mega Man hasMega Man 2 Medley accompany the credits.
Role inWorld of Light[edit]
Mega Man was among the fighters that were summoned to fight against the army ofMaster Hands.
During the opening cutscene, Mega Man was present on the cliffside whenGaleem unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excludingKirby. A puppet fighter cloned from him is later seen, alongside ones cloned fromMario,Shulk,Pikachu,Palutena, and other fighters.
Mega Man can be found near the entrance of theBase sub-area, guarded by the spirit ofSigma.
Fighter Battle[edit]
| No. | Image | Name | Type | Power | Stage | Music |
|---|---|---|---|---|---|---|
| 46 | Mega Man | 7,500 | Wily Castle (Ω form) | Mega Man 2 Medley |
Spirit[edit]
Mega Man's fighter spirit can be obtained by completingClassic Mode as Mega Man. It is also available periodically for purchase in the shop for 300 Gold, but only after Mega Man has been unlocked. Unlocking Mega Man in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork inUltimate.
In Spirit Battles[edit]
As the main opponent[edit]
| Spirit | Battle parameters | Inspiration | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
| 527 | Thundurus (Incarnate Forme) | Pokémon Series | •Mega Man | 4,300 | Pirate Ship (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •The enemy favors up smash attacks | N's Castle | |||
| 596 | Mighty Gazelle | F-Zero Series | •Mega Man | 4,100 | Mute City SNES (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy starts with damage but is more powerful | Red Canyon | |||
| 866 | Bass | Mega Man Series | •Mega Man •MetalDuck Hunt | 9,100 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy is metal | We're Robots (Dr. Wily Stage 2) | |||
| 877 | Guts Man | Mega Man Series | •GiantMega Man | 4,500 | Gerudo Valley (Ω form) | •Earthquake •Item Tidal Wave | •The enemy has super armor and is hard to launch or make flinch •Stamina battle •The enemy favors grabs and throws | Guts Man Stage | |||
| 880 | Fire Man | Mega Man Series | •Mega Man | 4,200 | Norfair | •Hazard: Lava Floor | •The floor is lava •Stamina battle •The enemy favors down smash attacks | Fire Man Stage | |||
| 883 | Metal Man | Mega Man Series | •Mega Man | 3,600 | Wily Castle | N/A | •The enemy's neutral special has increased power •Stamina battle •The enemy favors neutral specials | Metal Man Stage | |||
| 884 | Air Man | Mega Man Series | •Mega Man | 4,400 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect •Stamina battle •The enemy starts the battle with aGust Bellows | Air Man Stage | |||
| 885 | Quick Man | Mega Man Series | •Mega Man | 3,700 | Wily Castle (hazards off) | •Item:Boomerang | •Stamina battle •The enemy is easily distracted by items | Quick Man Stage | |||
| 886 | Crash Man | Mega Man Series | •Mega Man | 3,400 | Wrecking Crew | N/A | •The enemy's side special has increased power •Stamina battle •The enemy favors side specials | Crash Man Stage | |||
| 887 | Flash Man | Mega Man Series | •Mega Man | 3,900 | Wily Castle (Battlefield form) | •Item:Timer | •Timedstamina battle (1:30) •Items will be pulled toward the enemy •The enemy is easily distracted by items | Flash Man Stage | |||
| 888 | Wood Man | Mega Man Series | •Mega Man | 3,600 | Duck Hunt (hazards off) | N/A | •The enemy's down special has increased power •Stamina battle •The enemy shields often | Wood Man Stage | |||
| 889 | Hard Man | Mega Man Series | •Mega Man | 3,500 | The Great Cave Offensive (Ω form) | •Earthquake | •Stamina battle •Periodic earthquakes will shake the stage •The enemy favors down air attacks | Hard Man Stage | |||
| 890 | Top Man | Mega Man Series | •Mega Man Team | 1,700 | Distant Planet (Ω form) | N/A | •The enemy's dash attacks have increased power •Stamina battle | Top Man Stage | |||
| 892 | Spark Man | Mega Man Series | •Mega Man Team | 4,400 | Midgar (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Stamina battle •The enemy favors up smash attacks | Spark Man Stage | |||
| 895 | Dive Man | Mega Man Series | •Mega Man | 1,600 | Great Bay (Battlefield form) | N/A | •Stamina battle •The enemy starts the battle with aSteel Diver | Mega Man 4 Medley | |||
| 899 | Dark Man 4 | Mega Man Series | •Mega Man •Samus | 1,400 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shield has extra durability •Reinforcements will appear after an enemy is KO'd | Dark Man Stage | |||
| 901 | Wind Man | Mega Man Series | •Mega Man | 2,200 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while •Stamina battle •The enemy loves to jump | Air Man Stage | |||
| 902 | Slash Man | Mega Man Series | •Mega Man | 2,100 | Distant Planet (Battlefield form) | •Hazard: Sticky Floor | •The floor is sticky •Stamina battle •The enemy favors back air attacks | We're Robots (Dr. Wily Stage 2) | |||
| 903 | Sword Man | Mega Man Series | •Mega Man | 1,800 | Find Mii (Ω form) | N/A | •The enemy's explosion and fire attacks have increased power •Stamina battle •The enemy favors forward air attacks | We're Robots (Dr. Wily Stage 2) | |||
| 905 | X | Mega Man X Series | •Mega Man | 9,400 | New Donk City Hall (Battlefield form) | N/A | •The enemy's energy attacks have increased power •The enemy has super armor and is hard to launch or make flinch •Stamina battle | Opening Stage | |||
| 907 | Zero (Zero Buster) | Mega Man X Series | •Mega Man | 3,800 | Big Blue (Battlefield form) | •Assist Trophy Enemies (Zero) | •The enemy's energy attacks have increased power •Stamina battle •Hostile assist trophies will appear | X vs ZERO | |||
| 909 | Axl | Mega Man X Series | •Mega Man | 3,800 | Midgar (Ω form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy starts the battle with aRay Gun | Opening Stage | |||
| 911 | MegaMan Volnutt | Mega Man Legends Series | •Mega Man | 9,400 | The Great Cave Offensive | •Hazard: High Gravity •Item: Exploding Types | •Timed battle (2:00) •Your jumping power decreases | Light Plane (Remix) | |||
| 914 | MegaMan.EXE | Mega Man Battle Network Series | •Mega Man | 13,600 | Hanenbow (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Reinforcements will appear after an enemy is KO'd | Shooting Star | |||
| 919 | Model X | Mega Man ZX Series | •Mega Man Team | 1,700 | Moray Towers | N/A | •The enemy favors smash attacks | Opening Stage | |||
| 1,261 | Noise | Kiki Trick | •Mega Man | 1,600 | Hanenbow | N/A | •Only certain Pokémon will emerge from Poké Balls (Meloetta) | PERFORMANCE | |||
| 1,398 | Cuphead | Cuphead | •Mega Man •GiantPeach Team | 9,400 | New Pork City (Ω form) | N/A | •Defeat the main fighter to win •The enemy's ranged weapons have increased power •Stamina battle | Final Results - Wii Party U | |||
| •Mii Gunner •GiantPeach Team | Floral Fury[SB 1] | ||||||||||
| 1,399 | Mugman | Cuphead | •Mega Man | 9,400 | Garden of Hope (hazards off) | •Sudden Final Smash •Item:Screw Attack | •The enemy will suddenly have a Final Smash after a little while •The enemy favors neutral specials •The enemy has increased attack power | Clu Clu Land | Mugman (cyan costume) Cuphead (red costume) | ||
| •Mii Gunner •Mii Gunner | Floral Fury[SB 1] | ||||||||||
| 1,417 | Byte & Barq | ARMS | •Mega Man •MetalDuck Hunt | 1,600 | Spring Stadium | N/A | •Defeat the main fighter to win •The enemy is metal | Buster Beach | Byte | ||
As a minion[edit]
| Spirit | Battle parameters | Inspiration | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
| 561 | Magearna | Pokémon Series | •MetalPeach •ClearMega Man | 9,500 | Wily Castle (hazards off) | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle •The enemy is metal | Battle! (Gladion) | Magearna's gear-shaped head. | ||
| 867 | Dr. Light | Mega Man Series | •Dr. Mario •Mega Man | 10,000 | Wily Castle (Battlefield form) | N/A | •Defeat the main fighter to win •Stamina battle •The enemy tends to avoid conflict | Mega Man 2 Medley | Mega Man | ||
| 868 | Roll | Mega Man Series | •Villager •Mega Man | 9,800 | Living Room | N/A | •Defeat the main fighter to win •Timed battle (2:00) •The enemy heals over time | Mega Man Retro Medley | Mega Man | ||
| 870 | Beat | Mega Man Series | •Falco •Mega Man | 3,900 | Wily Castle (Ω form) | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy favors grabs and throws | Mega Man 4 Medley | Mega Man | ||
| 873 | Dr. Wily | Mega Man Series | •Dr. Mario •MetalMega Man | 12,600 | Wily Castle (hazards off) | N/A | •Stamina battle •Reinforcements will appear after an enemy is KO'd •The enemy is metal | Mega Man 2 Medley | Wily's Robot Masters | ||
| 962 | Lin | Xenoblade Chronicles Series | •Daisy •Mega Man •R.O.B. | 1,600 | Shadow Moses Island | N/A | •Defeat the main fighter to win •The enemy starts the battle with aDrill | Xenoblade Chronicles Medley | Skell | ||
| 1,157 | Harry | Teleroboxer | •Little Mac •Mega Man | 1,900 | Boxing Ring | N/A | •The enemy's punches and elbow strikes have increased power | Tunnel Theme - X-Scape | Harry | ||
| 1,221 | Satoru Amatsubo | Project Hacker: Kakusei | •Shulk •Mega Man | 1,500 | Wily Castle (hazards off) | N/A | •Reinforcements will appear during the battle | Shooting Star | Cyborgs | ||
Alternate costumes[edit]
Gallery[edit]
Mega Man's sidetaunt onWily Castle.
PerformingCrash Bomber in his red and white alternate colors onSummit.
Cooling down after performing Spark Shock onWrecking Crew.
UsingLeaf Shield withIvysaur onTortimer Island.
Performing his final smash,Mega Legends.
Getting hit byPichu'sVolt Tackle onPokémon Stadium.
Mega Man struck byR.O.B.'sRobo Beam onBattlefield.
Mega Man,Peach,Diddy Kong, andBayonetta fighting aroundAlolan Exeggutor onPilotwings.
Mega Man onNew Donk City Hall withDaisy andPit inStamina Mode.
Mega Man,Luigi, andKing Dedede getting attacked by theMoon onPirate Ship Ω.
Fighter Showcase Video[edit]
Trivia[edit]
- Due to an error, Mega Man's character showcase video was originally not accessible onhis fighter page on theUltimate website. The error has since been fixed.
- Mega Man is the only third-party veteran with a new arrangement in their character showcase video, using a new remix of Wood Man's stage music.Snake,Pac-Man, andRyu use arrangements from previous games whileSonic,Cloud, andBayonetta use music ported from their home games.
- Mega Man's pose in his official art is similar to his pose on the North American and European box art forMega Man 7, albeit horizontally mirrored. He also poses similarly duringhis Final Smash.
- Mega Man's stance whenperfect shielding is similar to the original poses fromMega Man 7.
- Mega Man is one of few fighters inUltimate who, excluding throws, floor attacks, and his edge attack, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The other characters who share this distinction areWii Fit Trainer andTerry.
- Mega Man being unlocked in Pikachu's unlock column is a reference to theYellow Devils event infor Wii U, as he fights Pikachu, Pac-Man, and the Yellow Devil as opponents.
- Mega Man can also be unlocked by clearing Classic Mode as either Shulk or R.O.B., referencing theMechanical Menace event infor Wii U, as all three playable characters occupy said event where Shulk fights both Mega Man and R.O.B. as metal giants along withGaur Plain's stage bossMetal Face.
- R.O.B. and Mega Man are both robots who share the same unique boss in Classic Mode (Galleom) and are playable characters infor Wii U's Co-Op eventRobots vs. Dragons.
- While Mega Man's opponents before the boss and final round in Classic Mode predominately reference Robot Masters fromMega Man 2, Ice Man via Ice Climbers can be considered an exception, as said Robot Master originates from the originalMega Man.
- Mega Man is one of the five veterans fromSmash 4 to have theirBoxing Ring alias changed inUltimate, the others beingLink,Kirby,King Dedede, andRyu. In this case, his American and Japanese alias were swapped between both regions.
- Prior to DLC, Mega Man was the only third-party veteran to appear in a CGI trailer. If the World of Light trailer is counted, however,Sonic, Snake and Bayonetta also share this distinction.
- If Mega Man picks up anAssist Trophy whilst walking, he can continue walking with it until he stops. He,Steve,Min Min are the only characters who can walk with an Assist Trophy. Mega Man can also jump and continue walking with an Assist Trophy if he lands during a neutral aerial.
- When Mega Man jumps, his ascension sound effect comes fromMega Man 7. This was also the case inSmash 4.

