Megaman
"I need more power! Maybe if I beat you..."


In the beginning, there was no Megaman. There wasn't a need for one. Doc Wily and Doc Light lived together in a pad and had a whole bunch of robots attending to their every need. However, Doc Wily went bad and took all of the best robots with him. The only two left were Rock and Roll, the housekeeping bots. Doc Light had no choice but to use one of the two remaining robots to foil the plans of his evil partner and modified Rock to become(drum roll please) Megaman! His current mission is to beat the crazed, robot look-alike named Onslaught. With Rush at his side, he rushes off into battle. Many of you veterans who used to play the old side-scrollers will feel right at home using him cause Capcom has decided to take a lot of elements from those games and put it into this one! ^_^

Move Commands

Mega Buster HP
Megaman holds out his arm cannon and fires out a projectile at his opponent. Holding the punch button charges it for a more powerful attack. Megaman is able to move while charging, making this move comboable and very safe. As far as I know, he can charge infinitely and is capable of doing an unknown number of maximum hits. He can beat anyone at fireballing now since they're so darn fast and easy to perform. However, it's best to use this attack charged and in a combo. Keep in mind that the non charged versions do no chipping damage so it's impossible to cheese an opponent to death with it.

Mega Upper +P
This is Megaman's Dragon Punch move from the platform games. He flies upward while surrounded by a blue aura, looking a lot like a huge Mega Buster projectile. It does insane damage but leaves him vulnerable like any other Dragon Punch if he misses. Use it for air defense.

Item/Weapon Change +K
One of Megaman's robot pals, Fliptop, warps down, pops his top and drops an ball on the ground. Megaman then has to run up and get the item in order to use it. The kick button used determines what kind of item he'll drop. Short is for a Rockball, Forward gets you Tornado Hold and Roundhouse gets you the Leaf Shield. If you're fighting either another Megaman or Roll, they can steal your item and vice versa.

Item/Weapon Use +P
This motion has Megaman using whatever item he has equipped at the moment. Here's a brief description of each one:

Rockball - Megaman drops a ball onto the floor which he can kick at his opponent. It will rebound off the walls and disappear after it either hits the opponent or hits the walls a certain amount of times. It's not particularly useful.

Tornado Hold - This is the default iten that Megaman has at the beginning of every round. He throws a propeller at the ground which erupts into a vertical column of wind about the height of the screen. The punch button used determines how far away he throws it. It acts sort of like Blackheart's Inferno and has the ability to OTG!

Leaf Shield - When activated, the Leaf Shield will act as a barrier that protects Megaman from a single physical attack. He'll be able to take one hit without taking damage as long as the leaves are surrounding him! He can also shoot the Shield at his opponent to hit them multiple times. In my opinion, this is his best item because it can be linked into an air combo. This is greaty because, like a charged Mega Buster, it will juggle the opponent long enough for him to follow up with a super. It disappears after 6-7 seconds after activation or if he gets hit.

Supermove Commands

Hyper Megaman +2P(Level One)
Megaman morphs into a huge robot and fries his opponent with a huge laser beam and rockets. It's great for countering missed moves and it's comboable in the air. The best thing about it is that the actual transformation which Megaman goes through will hit his opponent and knock them upward into the beam. This move does insane damage. I can't believe how powerful it is. The fact that it can be used as an AC Finisher is simply unfair. It's also very hard to counter even if he misses because all of the robot birds and dogs running around will track his opponent. Definitely his best super, use it whenever you can.

Rush Drill +2K(Level One)
After this super is initiated, Rush the dog becomes a drill car. The Blue Bomber then hops in and drills his opponent to death. You can control Megaman's horizontal direction, allowing him to hit opponents that get behind him. Hitting all three kick buttons will make the Rush Drill hop up slightly. It OTG's and is a very good chipping super. Both Megaman and Rush are completely invincible for the duration of this move. Team counters, beam supers and even Onslaught's mightiest attacks will not penetrate. However, the recovery lag on this move sucks, making him vulnerable to counter attack if blocked.

Beat Plane +2K(Level One)
Megaman hops into Beat, and air strikes his opponent with fireballs and bombs. His flight around the screen is controllable with the joystick and his attacks are fired with the buttons. Hitting the punch buttons shoots out fireballs straight forward and the kick buttons drop bombs on the ground. It can be started in the air and very good Megaman players will be able to use it as an AC Finisher. Be careful cause unlike the Rush Drill, Megaman is not invincible and can be knocked out of this super with a single attack.

Team Counter

Mega Upper HP+HK(Level One)
A great counter for physical attacks and close fireballs. It can even counter multi hitting supers like Berserker Barrage X cause he's invincible during start up. Don't try it on beam supers though.

Team Super

Hyper Megaman HP+HK(Level Two)
This is a great back up team super because of it's range and damage potential. It also has minimal recovery time and is a great super to use as a switching decoy. The fact that he can uppercut his opponents into the beam lets him set up the team super nicely. Just make sure that you have a partner that can hit the opponent high.

 
Combos Strategies

� 1998 Migs Rustia: [email protected]
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