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X Buster 2% (shot), 1% (buster) Mega Man X fires up to three shots from his X Buster, which have a fairly long range but do little knockback, especially at longer range. The move has a sweetspot around the X Buster itself. This move can also be charged up, but not stored.

Forward tilt X Buster 2% Behaves identically to Mega Man X's neutral attack, except the X Buster itself has no hitbox, and X fires while running forwards. Jumping after firing twice will immediately transition to neutral aerial, and can combo consistently as well. This move can also be charged
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Up tilt Strike Chain 17% (clean), 12% (mid), 3% (late) A quick rising chain. For a tilt, it has incredible power, 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 starting lag but very high ending lag and little horizontal range. This attack can reach up and bring X towards the surface he grabbes. Based on a maneuver of the same name Mega Man X received in Mega Man X2.

Down tilt Dash 8% (clean), 5% (late) Mega Man X's signature dash kick attack. He dashes forward with a kick that has very little startup. The hitbox lasts all the way until the dash is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused. The actual dashing ability was introduced in Mega Man X.

Dash attack Speed Burner 1.4% (first 7 hits), 4.8% (last hit) X boosts forwards surrounded with flame, damaging anything he touches. His speed nearly doubles.

Forward smash Crystal Hunter 11.5%-14.95% Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst that functions like a Smash Attack. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance, though this distance was buffed in Ultimate. The longer it is charged, the further the resulting shot will go, and its size, damage and knockback also increase significantly when it is fully charged. Fully charged, this is the longest-reaching forward smash in the game, although it has travel time to compensate. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards, but resembles its appearance in Mega Man 5.

Up smash Spark Shock 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. It is overall useful due to its large hitbox, anti-air properties and quick startup, though it has noticeable ending lag. Based on Spark Man's weapon from Mega Man 3, though it is more based on how Spark Man uses the weapon.

Down smash Flame Blast 17% (clean), 9.5% (mid), 9% (late) Mega Man plants both arm cannons into the ground, causing two vertical flaming pillars to erupt from the ground either side of him which launch the opponent upwards. It has quick startup, but notoriously long endlag that leaves it highly punishable if not landed. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. It boasts incredible power, being one of the strongest down smashes in the game. It is based on Flame Man's weapon from Mega Man 6, though it is more based on how Flame Man uses the weapon.

Neutral aerial Mega/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 a sweetspot on the Mega Buster. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches. This is the only aerial attack in the game with no autocancel threshold, as to seamlessly combo into neutral attack or forward tilt.

Forward aerial Flame Sword 8% (clean), 8.5% (clean tip), 5% (late) Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. It is a very useful combo move, and can net KOs fairly well at the edge of the stage. It is based on Sword Man's weapon from Mega Man 8.

Back aerial Slash Claw 3% (hit 1), 4% (hit 2), 5% (hit 3) Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback and high speed, 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 from Mega Man 7.

Up aerial Air Shooter 3% (early hits), 2% (middle hits), 1% (later hits), 2% (latest hits) Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It is based on Air Man's weapon from Mega Man 2. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. However, it will meteor smash Mega Man himself if it is reflected.

Down aerial Hard Knuckle 14% (clean), 12% (late) Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only meteor smash. Mega Man can move himself left or right slightly during the first few frames before launching the fist. Has a weak floating effect before firing.

Grab Super Arm Mega Man grabs his opponent with one hand and lifts them over his head. Decently fast, but has one of the shortest ranges in the game.

Pummel Super Squeeze 1.3% Mega Man squeezes his opponent with his Super Arm.

Forward throw 8% Throws the opponent forward. Low base knockback
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Back throw 11% Mega Man 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 7% Throws the opponent upward. Can KO opponents at high percentages.

Down throw 4.5% Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw.

Floor attack (front) 7% Sweep kicks in a circle around himself.

Floor attack (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) 5% Mega Man kicks both feet out while spinning.

Edge attack 7% Mega Man jumps up and performs a kick in a similar fashion as his down tilt.

Neutral special Metal Blade 5% (usage), 3% (as item) A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item, though it deals less damage upon being thrown a second time. 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 from Mega Man 2.

Side special Crash Bomber 1% (loop), 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 a Gooey Bomb, it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. Can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. 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 in Mega Man 2.

Up special Rush Coil 0% Mega Man briefly summons his robotic dog companion Rush. 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 from Mega Man 3.

Down special Leaf Shield 1.5% (circling), 3.7% (thrown) Mega Man 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 from Mega Man 2.

Final Smash Mega Legends 3% (init), 41.2% (attack) Mega Man fires a Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, in front of him. After it explodes, it can suck opponents in. If anyone gets sucked in, then Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, all protagonists of their own spin-off series, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash.
     
 
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