Xavix
Smash Journeyman
Original Matchup Thread
Introduction
For anyone who remembers classic Megaman, they remember this screen: where Megaman chooses the Rules/Structure
- On Sundays discussion will begin on characters dependent on relevancy in the meta.
- Each character discussion will last one week until the next Friday, moving onto the next character in the list.
- Discussion should be about how the two characters movesets help them in the matchup, advantages each has over the other, good stages to pick for the matchup, etc.
- I will update the OP with the current character of discussion, a characters matchup post discussion (including first post and notable posts.), and after the first round where every character is covered, I will upload (and appreciate help with!) a spreadsheet with each individual matchup on a table.
- The most notable posts concerning Mega's strategies for the neutral, offense, defense, mixups, and stage selection will be quoted in the post discussion area for each matchup, so focus on those is encouraged. Trying to make this easier for everyone to see the best of that week! (discontinued because my laptop sucks, but these types of posts are still encouraged)
- Along with the global smashboards rules, please be civil on your opinions compared to others, and do not flame others for their thoughts on a matchup and how they are "wrong" (matchups are opinions, and opinions cannot technically be wrong or right)
Current Matchup discussion
Week 1:
from 2/26/16 to 3/4/16 Week 2: from 3/4/16 to 3/11/16
Week 3: from 3/11/16 to 3/18/16
Week 4: from 3/18/16 to 3/25/16
Week 5: from 3/25/16 to 4/1/16
Week 6:(unfortuanately a randall icon doesn't exist ) from 4/1/16 to 4/10/16
Week 7: from 4/10/16 to 4/17/16
Week 8: / from 4/17/16 to 4/29/16
Week 9: from 4/29/16 to 5/8/16
Week 10: *this was when dates became a bit confusing*
Week 11:
Week 12: /
Week 13:
Week 14:
Side notes:
- quotes for notable advice for discussions won't happen anymore so I don't destroy my computer (it's not very good and the more I type the more it lags), but I will leave it up for Ryu
- If someone can show me how to make a link with the first posts that would be appreciated
First post: Scroll down
BugDoctor said:Luckily, we have a lot of tools for dealing with Ryu. All forms of hadoken will be stuffed by one pellet, making his main long distance damage tool nearly useless unless he uses it unpredictably. Many Ryus also like to use Focus attack to come back to the stage while doing damage, countering an attack, or dashing out of it...but fortunately for us, Focus attack is canned by multi-hitting attacks, which Mega Man has a ton of. Metal Blade, Air Shooter, Slash Claw, Top Spin, Crash Bomb, Spark Shock, and even two quick pellets will knock him out of Focus and leave him open for other follow ups. Leaf Shield will do this as well, but since there is a decent amount of time between hits, I don't like to rely on it for this purpose since Ryu can release his Focus Attack in between the 1st and 2nd hit. That being said, Leaf Shield is still great for just keeping him from starting his combo game, as with many of the combo-heavy characters, so don't be afraid to use it a little more than usual
Megamang said:Something to note, the ryu does have options. A Ryu well versed in item usage can hit you with a rising aerial that will also grab the metal blade. A rising airdodge at the ledge can all grab the grounded metal blade, and a quick throw is a lagless and powerful getup option. Of course, to grab the blade means they have to wait a little for it to descend, so you can be ready with pellets to beat the blade and then combo the pellets into nair to reset the situation. I like it, developing ledge traps is a solid part of increasing a character's meta potential, considering 'trouble killing' is the flaw of 95% of the cast and top tiers always put extreme pressure at the ledge.
p1ay6ack said:Im usually playing the neutral by keeping him out with crashbomber, thrown leaf shield, and waiting in hand with my metal blade and finding the right time to open. yes pellets do help, but i wouldn't rely on this too much considering how ryu can shorten the distance easy if you get predictable.
CopShowGuy said:If Ryu needs to recover horizontally, that's usually a good time for us to finish him off. Tatsumaki isn't a very safe move and it makes his movement easily predicted. Focus dash cancelling can be intercepted. Just don't mess with Shoryuken.
Megamang said:Being able to connect Uair is a solid indicator of if the MU will go well. It just does so much damage, 2 uairs actually outdamages most of Ryu's BnB, which is insane. It can snatch his foot for trying Fair as an approach. Usually if you have the time, eat the aerial if you know it will trade for uair. Not only will it stop his combo game from starting on the hit, it will put him in a bad situation since his air accel is pretty terrible.
BugDoctor said:A lot of Ryu's attacks have a decent amount of lag, and leave him open for kill options. If he is charging Focus on the ground and is at kill percent, go for a Z1GMA Upper as the blade will knock him out of the charge (unless he cancels out of it). Hadokens have a decent amount of lag as well, so if a Ryu is trying to use them to create space, jump to dodge one of them and use that opportunity to go for a Blade to Upper. F-Smash is also quite vulnerable to this approach.
BugDoctor said:This all being said, when a Ryu gets in, it's bad news and we take a lot of damage as a result. Mega Man is pretty heavy, which means he'll last a little bit longer against the inevitable command Shoryuken, but pretty much any combo starter can lead into it, so playing keep away is the most important part of this battle. However, if Mega Man is using his tools properly to create space and avoid significant damage, I find this matchup to be in Mega Man's favour
MegaSpider said:As I mentioned, Ryu can do heavy damage to us when he gets past our defenses, so when that happens, do everything you can to win back neutral, since Ryu's neutral is really good when he's in control. His Hadokens are weak and are cancelled by our trusty lemons. Honestly, the only Street Fighter combo that scares me is the True Shoryuken, which is crazy powerful and can kill super early.
Megamang said:Make SURE you know how to SDI his utilt chains, my friend mains Ryu and nothing is dumber than watching him beat people that just sit there in the utilt tornado. You should be able to get out after 2 utilts, and he should never TRSK you from the tilts.
Drarky said:Final Destination is big, flat and a good place to run away. If Ryu want to keep it up, he's going to have to be running a LOT to catch us, and the Blue Bomber has a lot of room to prepare his projectile game.
Battlefield and Lylat Cruise both follow the same logic: Juggles. Air Shooter is a fantastic tool against Ryu's landing options and messes him up a lot. Not only that but thanks to the platforms, performing falling aerials becomes harder for him and so we have stopped one approaching option for free!
Dream Land works too but the rather low ceiling can be dangerous against Ryu's Shoryuken kills.
Both SV and T&C are okay options, since the few platforms that appear and the moving platform in SV can help Ryu to move around into our zone, and the possibility of getting Shoryuken is rather high.
The general consensus is that the matchup is 60:40
First Post
This matchup is generally considered 50:50
This matchup is generally considered 50:50
First Post
This matchup is generally considered 50:50
This matchup is generally considered 50:50
First Post
This matchup is generally considered for Yoshi to win. (Nobody really gave ratios for this discussion)
This matchup is generally considered for Yoshi to win. (Nobody really gave ratios for this discussion)
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