Mega Man

Mega Man is tied for best keep away character in the game since he can throw out the fire balls just by hitting the FP button. His ability to charge the Mega Buster has always been a good thing to have since he can do massive damage with it. He's shorter than most of the other characters. This comes in advantage since most of the standing punches thrown by the other characters will fly over his head allowing him to take advantage with a nice combo. His slower than average speed is his only downfall.


Special Attacks

Mega Buster Fire - FP
Charged Mega Buster Blast - Hold FP, release FP (Every 2 seconds give one more hit until 15 seconds when every second adds in one more hit.)
Mega Uppercut - DPM+P
Special Weapon Change to Rockball - QCB+WK Special Weapon Change to Tornado Hold - QCB+MK Special Weapon Change to Leaf Shield - QCB+FK Special Weapon Use - QCF+P


Super Attacks

Hyper Megaman - QCF+2P
Rush Drill - QCF+2K
Beat Plane - QCB+2K


Combos

D+LK, D+FK, QCF+WP, QCB+2K
In this simple combo, do one hit into a sweep, then after, hit them back up with a weak Tornado Hold. Make sure that the special weapon is the Tornado Hold ot the combo won't work. After that, use the Beat Plane and ram the buttons while directing right at them. Once you line up perfectly, ram like crazy to do some massive damage.

FK, U+WP, WK, QCF+2P
This is a basic air combo. First launch them then do 2 hits. Once the 2 hits are done, use a Hyper Megaman. As he gets bigger, he'll hit them straight into the beam that he fires.

FK, U+WP, WK, QCF+2P, QCB+2K
This combo takes 2 supers and you need to be able to cancel supers. This is the simple launch into the 2 hits then the Hyper Megaman, only this time instead of letting the Hyper Megaman hit them, cancel the Hyper Megaman into the Beat Plane after you hit with one hit on the Hyper Megaman. This can do some damage, but it's not a combo that you should use too often.

Hold FP for 20 seconds or more, FK, WP, WK, MP, MK, release the FP, QCF+2P
In this combo, you have to charge the Mega Buster. After it's been done, launch them and then do 4 hits. Make sure that you start a bit higher then you normally would so that the fireball that's released drills them instead of sending them hopping off it to the other end of the screen. Then, go into a Hyper Megaman. 1 of 2 things will happen, either you'll nail them head on with the beam and they'll be stuck in the fireball still, or you'll hit them a bit up with the start of the Hyper Megaman and then hit them with the beam. Either way, they'll be stuck in the fireball and take some serious damage.

Hold FP for 20 seconds or more, FK, WP, WK, MP, MK, release the FP, QCB+2K
This is the same as the last combo, only just use a Beat Plane, direct it straight at them and ram the buttons like crazy.

D+WK, D+FK, QCF+WP, QCB+2P
This is a odd combo since you can only do it on the home versions. First you do one hit into a sweep, then pick them back up with a Tornado Hold. Then use a Magnetic Shockwave. If it's timed right, you'll hit for 10 hits doing massive damage. If the Magnetic Shockwave isn't timed right, you may only get 8 or 9 hits. The last hit does about twice the amount of the rest, so only getting the 8 or 9 hits isn't as good.


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