AdaptiveTrigger
Smash Journeyman
- Joined
- Apr 7, 2014
- Messages
- 289
- NNID
- AdaptiveTrigger
- 3DS FC
- 4055-4954-5664
So I've been playing the demo for the past few days now and the main character I've been playing is Mega Man. At first, I've had many difficulties just beating the level 9 computer controlled Mario (hard time adjusting to 3DS as well). The wins that I did achieve were almost always sudden death since it feels difficult to score kills with the Blue Bomber.
Utilizing the Pellets in a certain way, I've started seeing better results.
Mega Man's pellets (jab, ftilt, and nair) are extremely safe attacks provided they are used properly. Mega Man can easily transition from jab to ftilt to jumping nair between or after pellet shots. With a lot of practice, I've been poking at the opponent's shield by shooting 3 pellets (either standing or moving forward with ftilt) then jump cancelling with a short hop (this part is important) then maneuvering backwards away from my opponent (Mega Man will continue facing the direction he shot at). Transitioning into jumping from ground pellet shots appear to have less recovery, as I can move backwards then start the animation to throw my metal blade before landing (it takes longer if you recovered from the ground). Continuously doing this while weaving forward and backwards constantly harasses the opponent, makes it difficult for them to approach, baits grab attempts (whiffed due to jumping away), and provides mix up opportunities. Pellets also collide with projectiles that have about 10 damage (more than that probably beats the pellets). It also stops items from being tossed. In addition, reflected pellets will collide with one another and you can weave backwards out of the range of your reflected pellet.
Alternatively, you can jump forward if you are close enough to maneuver yourself to the backside of your opponent's shield (where you can't get grabbed) then following up with a bair before landing.
Also, if you happen to not short hop (in order to leave as few openings as possible) you can use the jump height to maneuver yourself in the air just as easily, but this could provide the opponent with breathing room as opposed to just short hopping backwards with this technique.
Next, if you manage to score hits with the pellets you can knock the opponent away in such a way that resembles other jabs (but with more range). While approaching with ftilt, hit with the first two pellets then short hop jump cancel into the third pellet (ftilt, ftilt, nair combo). If you are close enough, the third pellet will hit the opponent harder than the usual pellets. This will knock the opponent away. At low percentages, it will knock them to the ground a certain distance away. Predict their tech option and punish it from there. Options include slide attack, dash attack, fsmash, dsmash, usmash, or continuous pellet shots (if they don't tech, then you can potentially set up a jab lock).
Feels like this might be Mega Man's metagame. Give it a try.
Utilizing the Pellets in a certain way, I've started seeing better results.
Mega Man's pellets (jab, ftilt, and nair) are extremely safe attacks provided they are used properly. Mega Man can easily transition from jab to ftilt to jumping nair between or after pellet shots. With a lot of practice, I've been poking at the opponent's shield by shooting 3 pellets (either standing or moving forward with ftilt) then jump cancelling with a short hop (this part is important) then maneuvering backwards away from my opponent (Mega Man will continue facing the direction he shot at). Transitioning into jumping from ground pellet shots appear to have less recovery, as I can move backwards then start the animation to throw my metal blade before landing (it takes longer if you recovered from the ground). Continuously doing this while weaving forward and backwards constantly harasses the opponent, makes it difficult for them to approach, baits grab attempts (whiffed due to jumping away), and provides mix up opportunities. Pellets also collide with projectiles that have about 10 damage (more than that probably beats the pellets). It also stops items from being tossed. In addition, reflected pellets will collide with one another and you can weave backwards out of the range of your reflected pellet.
Alternatively, you can jump forward if you are close enough to maneuver yourself to the backside of your opponent's shield (where you can't get grabbed) then following up with a bair before landing.
Also, if you happen to not short hop (in order to leave as few openings as possible) you can use the jump height to maneuver yourself in the air just as easily, but this could provide the opponent with breathing room as opposed to just short hopping backwards with this technique.
Next, if you manage to score hits with the pellets you can knock the opponent away in such a way that resembles other jabs (but with more range). While approaching with ftilt, hit with the first two pellets then short hop jump cancel into the third pellet (ftilt, ftilt, nair combo). If you are close enough, the third pellet will hit the opponent harder than the usual pellets. This will knock the opponent away. At low percentages, it will knock them to the ground a certain distance away. Predict their tech option and punish it from there. Options include slide attack, dash attack, fsmash, dsmash, usmash, or continuous pellet shots (if they don't tech, then you can potentially set up a jab lock).
Feels like this might be Mega Man's metagame. Give it a try.
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