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    MegaMan by t-bob

    Version: 0.9 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    |MEGAMAN FAQ  v0.9 |
    |by Tyler "t-bob"  Hauck   |  
    |soconnor@mail.javanet.com |
    Last update: March 9, 1998.
    -fixed bit about not being able to block while charging the Mega-Buster.
    -added bit about keeping your opponent blocking with the charged Mega-Buster.
    -see the Shout-Outs for who credit is goin' to for this!
        I  Disclaimer
       II  Info Resources
      III  Intro
       IV  Basic Moves/Super Combos
        V  Combos
       VI  Strategies
      VII  Shout-outs
    I - Disclaimer
    Marvel vs. Capcom is copyright (c) by Capcom.  Megaman, Rush, and Beat are
    copyright (c) by Capcom.  All rights reserved.
    I have written this FAQ with the intention that it be distributed freely on
    the Internet.  Do not charge people for this document, else I will come to
    your house and bust yo' ass.
    II - Information Resources
    These web sites have excellent information on Marvel vs. Capcom, for all
    those who are interested:
    Marvel vs. Capcom: The Site!    http://www.geocities.com/Area51/Vault/5027/
    The MadMan's Cafe               http://mmcafe.telnet.or.jp/
    GameFAQs                        http://www.gamefaqs.com/
    III - Intro
    I first encountered Megaman when I played Megaman 2 for the NES, back in the
    days.  It remains one of my all-time favorite games.  When Marvel vs. Capcom
    came out, and I discovered that Megaman was a character, I figured I try him
    out just for the hell of it.  As it turns out, he's one of the better
    characters in the game (in my opinion,) and is my favorite fighter as of now.
    I wrote this FAQ mostly because there wasn't one in existance at the time I
    wrote it.  It's not very in-depth; it'll probably be of most use to the
    beginning Megaman player.
    The notation I use in this FAQ will probably be familiar to virtually every
    player out there.  If you're unfamiliar with the shorthand you see here,
    refer to any FAQ to a game in Capcom's "VS." series.
    By the way, please excuse any spelling and/or grammar errors in this FAQ.  I
    wrote it rather hastily, and most of it wasn't proofread.
    IV - Basic Moves / Super Combos
    Megaman's normal punches and kicks aren't particularly noteworthy, save two:
    HP and HK.  HP fires the Mega-Buster (see below), and HK is his launcher.
    If you are familiar with Chun-Li's or Wolverine's HK, then you are already
    familiar with Megaman's HK; they're really the same thing.  For those of you
    who don't know, it's a vertical press kick.  Megaman does a handstand,
    thrusting both legs into the air.  It's his launcher, and it will trade hits
    with jumping attacks.  It's great air defense, second only to the Mega Upper
    (see below.)
    Wall Cling: Hold the joystick away from the wall as you touch it.  Megaman
    will slowly slide downward, and he can fire his Mega-Buster from there.
    Mega-Buster: HP - Yep!  A fireball with just one button.  Megaman can fire
    the Mega-Buster in the air as well, and there can be two on the screen at a
    time.  Tapping HP releases a small shot, but you can charge it up by holding
    HP down and then letting go to release the shot.  You *can* move around and
    block while charging the Mega-Buster.  The Mega-Buster always travels
    The 'Buster is probably Megaman's best move for a variety of reasons:
    1. It's easy to shoot: There's no joystick motion.  Just hit HP!
    2. Two at once: There can be two on the screen at once, unlike most fireballs.
    3. It can charge: This is the most important asset of the Mega-Buster.  Since
       you can block, move around, etc. while you are charging, it's a no-risk
       move.  Also, if it's charged enough, even if your opponent blocks it,
       you'll have time to switch characters, bring out a helper, do a super,
       taunt, whatever.  If you're doing nothing else, you should be charging the
    Mega Upper: F,D,DF + P - Bascially a Dragon Punch.  It's more or less like
    Ken's Dragon Punch, except it goes forward a miniscule amount and then
    straight up.  Because of this, it's not much of an offensive move.  However,
    it's excellent air defense; even if your opponent blocks, they will be
    knocked too far out of range to connect with a counter.  However, make sure
    this move hits, as Megaman is extremely vunerable after executing this move.
    Item Change: QCB + K - This move summons Fliptop, Megaman's buddy, and he
    will drop an item on the ground for Megaman to pick up.
    LK - Megaball
    MK - Whirlwind
    HK - Leaf Shield
    The item you start with is the Whirlwind.  Once you have an item, you can
    use it an infinite number of times.  You only need to summon Fliptop to
    *change* which item you have.
    Item Use: QCF + P - This will activate whatever item you have.  You begin
    with the Whirlwind item.
    Megaball: Hit this with a kick when you drop it and it will bounce around
    the screen until it hits 4 walls or your opponent.
    Whirlwind: Megaman will shoot a little pod, and a column of wind, as tall as
    the screen, will appear where the pod hits the ground.  The punch button
    pressed determines the distace the pod is thrown.  This move can OTG.
    Leaf Shield: Once activated, the Leaf Shield will give Megaman one-hit Super
    Armor until you shoot the shield by pressing a direction plus a punch button.
    It will also dissipate once Megaman is hit or after about 6 or 7 seconds.
    The shield will travel horizontally and hit seven times when fired.
    Hyper Megaman: QCF + 2P - Megaman's beam super.  After a quick delay, he
    gains in size tremendously, and fires a multitude of homing-missile-like
    projectiles.  About half a second after that, he cuts loose with the beam,
    which covers the upper portion of the screen (don't worry--the beam will hit
    any character.)  If you execute the Hyper Megaman right next to your
    opponent, Megaman will uppercut them directly into the beam's path as he is
    getting bigger.  I don't know if this causes more damage.
    Rush Drill: QCF + 2K - Megaman's faithful sidekick, Rush, turns into a
    car with a huge drill on the front.  Megaman hops in, and they barrel
    forward.  While this is your standard "rushing super," it has a couple of
    special features:
    -it can change direction.  Just move the joystick in the opposite direction
    you are currently travelling, and Megaman will pause, and then turn around.
    -Megaman cannot be hit out of it.  If you are hit by an attack while in the
    Rush Drill, Megaman will take damage and stop momentarily, but will continue
    onward.  This is particularly useful, because even if your opponent sees you
    coming, they will have to block because they can't stop you and if they jump
    over you, you can turn around.  The best part is, the Rush Drill does good
    chipping damage.
    Beat Plane: QCB + 2K - Beat flies onscreen (Megaman's duck robot sidekick,)
    and Megaman hops in.  You can control Beat's movement with the joystick.  Drop
    bombs directly in front of you by pressing K, or fire bombs in a forward arc
    by pressing P.
    V - Combos
    Megaman's Magic Series are as follows:
    Ground: Stronger
    Air: ZigZag
    Super Jumping: ZigZag
    Launcher: standing HK
    Air Combo Finishers: HP, HK, Leaf Shield shoot, Mega-Buster release
    I don't really know any specific combos for Megaman (I just sorta make them
    up from the Magic Series as I go,) but there's a few tricks you should keep
    in mind.
    -charge the Mega-Buster.  Begin charging the Mega-Buster prior to when you
    initiate your combo.  Then, finish the combo by releasing the Mega-Buster. If
    your combo was of decent length (I usually go to air combo for this,) the
    Mega-Buster should be charged enough to hit 5-7 times.
    -use the Whirlwind.  If your opponent gets caught in the Whirlwind, you have
    time to pull off a move while they're getting smacked around, i.e. a Hyper
    Megaman, a launch, or a Mega-Buster release.  You can either initiate a
    combo with this method or finish one up by OTG'ing your opponent with the
    Whirlwind, but it doesn't really work in mid-combo: there's too much delay
    from when the pod is thrown to when it activates.
    -use the Leaf Shield.  Activate the Leaf Shield before a combo.  Then, jump
    in and do a combo, air or ground.  Finish the combo with the Leaf Shield for a
    nice 7-hit finish.  You can link this to the Hyper Megaman just like with the
    Whirlwind.  The Leaf Shield can also be used to finish an air combo; the
    Whirlwind cannot.
    VI - Strategies
    Keep-away: With the ability to fire two fireballs in rapid succession, having
    an attack that forms a screen-tall barrier, and a Dragon Punch clone, Megaman
    can play a nasty game of Keep-away (not quite as cheap as Cyclops in X-Men vs.
    Street Fighter, though.)  Use the Mega-Buster to keep them at bay.  If they
    jump in, hit 'em with a Mega Upper or a LP Whirlwind.  At large distances, use
    the Whirlwind liberally.  Better players will be able to get around this
    tactic without a great amount of difficulty though, so watch out. Your
    keep-away game is only as good as you play it.
    Air defense: As mentioned above, the Whirlwind and the Mega Upper are good
    air defense.  Megaman's launcher (HK) is also an excellent air defense.  It
    will trade hits with your opponent, if not beat them out entirely.
    The Whirlwind: Some people like the Leaf Shield, but I personally prefer the
    Whilrwind as an item.  Learn to know its distances and OTG you opponent
    whenever possible.  If you get them trapped in the Whirlwind, cut loose with
    a Super, a Mega-Buster, or initiate a combo.  The Whirlwind can also keep 'em
    blocking, when used in conjunction with the Mega-Buster.  You can pretty much
    keep a steady stream of projectiles and full-screen barriers headed their way
    if you want to.
    Charge the Mega-Buster: Always charge the Mega-Buster before initiating a
    combo (unless you're planning on finishing with a Leaf Shield, Whirlwind OTG,
    or Super.)  It does good damage, and you can finish any combo with it (see
    also the combo section.)  Use it to keep your opponent occupied or getting
    pounded too! (see the basic moves section.)
    VII - Shout-Out's
    What would a FAQ be without greetz!?!?!
    Mad props ta:
    -Migs Rustia: maintainer of MvC: TS (mentioned in section II).  DOPE SITE!
    -Kao Megura: for his excellent MvC FAQ.  Check out his page:
    -Ariel: lots-a-luv, girl!
    -JaSiE: SUPZ!
    -ohseven: as usual.
    Special respect ta:
    -anyone reading this FAQ.
    -Prinza featuring The Demolition Man: for recording "Fire."  Undoubtedly one
     of the best Jungle recordings I have ever heard.
    X-TRA special respect ta:
    -Nicholas Bergelin: He pointed out the bit I had about not being able to
     block while charging the Mega-Buster.  Oops!  That prompted me to hit the
     arcade, and, well, he was right, goddammit.  You CAN block!  Also, his
     pointer on using the charged 'Buster to occupy your opponent while you
     switch out was an excellent tactic too.  I hadn't noticed that either.
    Peace all, I'm out.

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