MEGA MAN ============================================================================== Game: Marvel vs. Capcom 2: New Age of Heroes Mega Man Character Guide FAQ V.1.3, 7/25/00 by Dan "PhatDan81" Finch, dan@finch.com Unpublished work Copyright 2000 Daniel D. Finch Updates: 1.1 Fixed some typos, touched up a few things, added some things to Section VII (General Strategy) and included his special feature in Section VIII 1.2 Added a Combo Tree to all my FAQ's--a special thanks to 3pwood (mayfield_john@hotmail.com) for the concept 1.3 Added more combos thanks to shoryuken.com, revised the combos section, touched up a few things ============================================================================== CONTENTS I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff ============================================================================== I. BACKGROUND ============================================================================== Who is Mega Man? For those of you who don't know, Mega Man (Rockman in Japan) is a creation of Dr. Light. Mega Man's first appearance was in a self-titled, side scroller game for the NES in 1987 where he travels around around shooting enemy robots. He was originally created to be a janitorial robot for Dr. Light and Dr. Wily, along with his sister, Roll. When Dr. Wily went crazy and decided to try to take over the world, he re-programmed all the robots except Mega Man (he was actually named Rock before he got re-programmed by Dr. Light) and Roll. Dr. Light decided to re-program Rock to stop Dr. Wily's foolish plan for world domination. Mega Man was successful at doing so. Over time, Dr. Wily made seven more attempts at taking over the world (five attempts on Game Boy), but was defeated each time by Mega Man. With every attempt Dr. Wily made, he would create eight robots, each time they would become more high-tech, but all of them were defeated by Mega Man. At every attempt Dr. Wily made to take over the world, Mega Man would gain more and more upgrades. He would also gain allies throughout the series, such as Rush the robot dog, Proto Man, Eddy and Beat the robot bird. Mega Man has appeared in a very large number of games since 1987. ============================================================================== II. LEGEND ============================================================================== U Up D Down B Backward F Forward C Crouching S Standing J Jump/Jumping SJ Super Jump/Jumping P Punch K Kick AC Air Combo A Assist OTG On The Ground; an attack being performed while the opponent is lying down LP Light Punch Jab MP Medium Punch Strong HP Heavy/Hard Punch Fierce LK Light Kick Short MK Medium Kick Forward HK Heavy/Hard Kick Roundhouse ---------------------------------------- UNIVERSAL COMMANDS LP + LK Calls in second partner HP + HK Calls in third partner A1 Calls in second partner, who steps in and does an attack A2 Calls in third partner, who steps in and does an attack Snapback D, DF, F + A, forces the opponent out if they get hit (one HC level) Variable Counter B, DB, D + A (while blocking); tags in partner who jumps in and does a designated attack Crossover Combination A1 + A2 All three characters do one specific super (Hyper Combo) then the two secondary characters step out and do their supers (one to three levels; two levels causes only two players to come out while one level has just the primary character do his super). ============================================================================== III. REGULAR ATTACKS ============================================================================== ----------------------------------------------------------------------- PUNCHES ----------------------------------------------------------------------- JAB 1. Standing A standard standing LP, it's used for starting combos. 2. Crouching Same as the standing version, it's about as useful as any other low jab. 3. Jumping Same as the standing version, it's used for starting air combos. ----------------------------------------------------------------------- STRONG 1. Standing/Crouching Mega Man does a small jump forward while doing an uppercut. Despite its appearance it does not launch in any way, but it can be used to combo into special moves. It has pretty good range but has a slight recovery delay. He does the same motion standing or crouching. 2. Jumping Same as the standing/crouching version, it's used as an AC filler. ----------------------------------------------------------------------- FIERCE 1. Standing Mega Man fires a Hadouken-sized fireball that rivals Cyclops' Optic Bullet. They travel slow, but they're easy to combo into. The recovery isn't very good. Don't abuse these. 2. Crouching Same as the standing version, the only difference is he fires the projectile while crouching. It's about as useful as the standing version. 3. Jumping Same as the standing version, this is used only for finishing AC's. ----------------------------------------------------------------------- KICKS ----------------------------------------------------------------------- SHORT 1. Standing A basic standing LK, Mega Man swings his leg out. It has the same range and priority as his S/C.Jab. 2. Crouching A basic low LK, it has the same uses as the standing version, only this attack hits low. 3. Jumping Same as the standing version, this is used as an AC filler. ----------------------------------------------------------------------- FORWARD 1. Standing Same as a S.Short, except it has better range and does more damage. Use it to combo into a Mega Buster or Mega Upper. 2. Crouching Mega Man extends his leg out. It has the same range and uses as the standing version, only it hits low. 3. Jumping Same as the standing version, this is used as an AC filler and to combo into AC finishers. ----------------------------------------------------------------------- ROUNDHOUSE 1. Standing This is Mega Man's launcher. It looks much like Hulk's S.Roundhouse. Mega Man does a handstand and extends his legs out at about a 60-degree angle. It combos easily off any standing jab or short. It's his best and safest anti-air attack. 2. Crouching Mega Man slides forward, knocking down his opponent when it connects. It has good range but a bad recovery. If it's blocked, cancel into a Tornado Hold or Mega Buster to avoid getting hurt. 3. Jumping Mega Man extends his nearer leg out downwards at about a 45-degree angle. It can be used to finish AC's, but is best used as a jump-in attack. ============================================================================== IV. SPECIAL MOVES ============================================================================== A (*) means that the move can be done in the air A (H) means that the move can be cancelled into a super MEGA BUSTER (*)(H) Hold HP to charge, release HP to execute Here's a move that Mega Man's known for. By holding HP, he charges up his projectile attack. For every second of charging, it will do one more hit. It can be charged up infinitely and is easy to combo into. It also beats out single-hitting projectiles. It's mainly used for starting combos, ending air combos or comboing into supers. It has a bad recovery to it, so be careful when to use it. MEGA UPPER (*)(H) F, D, DF + P This is Mega Man's version of a dragon punch. Mega Man does a mostly standard, single-hitting dragon punch. It's comes out pretty fast and beats out a lot of rushing supers, dash attacks and any jump-in attack. It's also easy to combo into. He can now do this move in the air, mainly to be used as an AC finisher. It has the same tragic flaw as other dragon punches, that awful recovery delay. Use it wisely just like all other dragon punches. WEAPON CHANGE D, DB, B or D, DF, F or F, D, DF + K Mega Man calls in Eddy, who teleports onto the playing field then walks over to Mega Man and when he gets next to Mega Man, he stops, opens his top, then gives Mega Man a weapon enhancement. The joystick command determines the weapon that Eddy will give you. D, DF, F + K: Rock Ball F, D, DF + K: Tornado Hold D, DB, B + K: Leaf Shield WEAPON USE D, DF, F + P Depending on the weapon selected, Mega Man uses thatt particular weapon. Each weapon does something different. Rock Ball: Mega Man drops a ball onto the playing field (no pun intended). Pressing a kick button causes the ball to bounce around the screen. The kick used determines the angle the ball travels. After the ball bounces off the walls a couple times it goes off the screen. Use this as a distraction to your opponent. Throw one out, then dash up to your opponent and throw them or try attacking them while they're trying to block the ball. Tornado Hold (H): Mega Man fires a capsule that hits the ground and erupts into a tornado. This is the weapon he has at the beginning of every fight. The tornado causes a juggling effect when it connects. Use this in ground combos or for keep-away. The punch button used determines where the tornado will erupt. The stronger the punch button the farther away it erupts. The damage sucks and it doesn't do any block damage as well. If Mega Man gets hit before the capsule hits the ground, the tornado won't erupt. Leaf Shield (*)(H): Here's a weapon from Mega Man's second adventure on the NES. The first time you do this move, leaves come out and orbit around Mega Man and protect him from single hitting attacks. The second time you enter the move command, he fires the shield straight ahead--not to mention it travels slowly across the screen. The punch button used determines how fast the shield will travel. The stronger the punch button, the faster it will travel. It's great for ground and air combos, but the activation part has a bad startup and the execution part has a bad recovery delay, so be careful about when you use it. This is definitely his most effective weapon move. You can cancel into a super as you're releasing the Leaf Shield. ============================================================================== V. SUPERS (HYPER COMBOS) ============================================================================== HYPER MEGA MAN (*) D, DF, F + 2P Mega Man morphs into a giant robot and fires a giant beam and a bunch of heat seeking missiles at his opponent. It does very good damage and block damage as well. Mash on the buttons to make more rockets come out and to make the super inflict more damage. This combos off of a SJ.Short in air combos. It will also cancel off of a 10+ hit Mega Buster or also off a Leaf Shield. The opponent can get hit while Mega Man is morphing, which will cause the opponent to get knocked into the beam. Don't throw this out at random if the opponent is near you, unless of course you're finishing off an opponent with next to nothing left on their life bar. The recovery time is long enough for an opponent to punish you with a quick super or some beam supers. If you do this in the air, Mega Man will not be able to do anything while he's coming back down to the ground until he lands. While he's in the process of doing the super, any attack can knock him out of the super. The ground version starts up slow enough to give your opponent enough time to super jump over the beam and rockets, so make absolutely sure that the super at least gets blocked by your opponent. RUSH DRILL D, DF, F + 2K (Press U to jump, press P or K to dash, use joystick to move around.) Mega Man commands his dog Rush to turn into a drill car. Mega Man then hops inside and drills away at his opponent. Mega Man is completely invincible during the entire super. It cancels off of a 10+ hit Mega Buster or off of a Leaf Shield. Never throw this super out at random, unless you want to silence an opponent with almost nothing left on their life bar. The recovery time is awful and will cause to eat a super or nasty combo if its blocked. BEAT PLANE (*) D, DB, B + 2K (Press P to shoot fireballs and K to drop bombs, use joystick to move.) Mega Man calls in Beat who morphs into a bigger bird with a propeller and a seat. Mega Man hops in and fires away at his opponent. Pressing punch rapidly makes Beat spit out fireballs. Pressing kick makes Beat drop bombs. This super has been toned down in this game and now starts up painfully slow, so slow you can't combo into it off any regular attacks anymore. In this game, this super's totally useless. If you do decide to use this super, always go to the far end of the screen when the super is ending while firing out a bunch of fireballs to be safe. ============================================================================== VI. COMBOS ============================================================================== MAGIC SERIES Ground Stronger Jumping Stronger Super Jumping Zigzag ----------------------------------------------------------------------- Launcher S.Roundhouse Strikes None Knockdown C.Roundhouse Snapback S.Roundhouse AC Finishers SJ.Fierce, SJ.Roundhouse, Mega Buster, Mega Upper, Leaf Shield, Hyper Mega Man, Fierce Air Throw ----------------------------------------------------------------------- Assists Variable Counter _ A Mega Buster (2-Hit) Mega Buster (2-hit) \ B Mega Upper Mega Upper |-Hyper Mega Man C Mega Buster (2-Hit) Mega Upper _/ When starting a combo with a J.Roundhouse, it may be necessary to dash in afterwards, then continue the combo accordingly. J.Roundhouse may be replaced with J.Short, J.Forward. S.Jab may be replaced with S/C.Short. S.Strong may be replaced with S/C.Forward. In an air combo, Hyper Mega Man will combo only off of a SJ.Short. 1. S.Jab, Mega Upper 2. S.Short, Mega Upper 3. S.Jab, S.Strong, Mega Upper 4. S.Jab, S.Strong, Mega Buster 5. C.Short, C.Forward, Mega Buster 6. J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Mega Buster(OTG) 7. C.Short, C.Forward, C.Roundhouse, jab Tornado Hold(OTG) 8. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield 9. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, release Leaf Shield 10. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, C.Roundhouse, release Leaf Shield(OTG) 11. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward [AC Finisher])] 12. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 13. J.Roundhouse, S.Jab, S.Strong, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 14. S.Jab, S.Strong, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 15. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, Mega Buster(10+Hit), release Leaf Shield 16. J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), Hyper Mega Man 17. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, release Leaf Shield, Hyper Mega Man 18. Activate Leaf Shield, C.Short, C.Forward, Mega Buster(10+Hit), release Leaf Shield, Hyper Mega Man 19. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Mega Buster(10+Hit), Hyper Mega Man) 20. Activate Leaf Shield, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, release Leaf Shield, Hyper Mega Man) 21. Activate Leaf Shield, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Mega Buster(10+Hit), release Leaf Shield, Hyper Mega Man) CORNER COMBOS 22. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce), C.Short(OTG), C.Roundhouse 23. S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce, Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse 24. Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce, Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse 25. Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 26. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 27. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield, S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 28. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 29. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 30. J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce, Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse 31. C.Short, C.Forward, Mega Buster(10+Hit), Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 32. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield, Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Roundhouse, Roundhouse(OTG)), S.Short, S.Strong, S.Fierce 33. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield, Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) 34. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), release Leaf Shield, Rush Drill, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Roundhouse, Roundhouse(OTG)), S.Short, S.Strong, S.Fierce 35. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), release Leaf Shield, Rush Drill, S.Short, S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man) ----------------------------------------------------------------------- COMBO TREE Thanks to 3pwood (mayfield_john@hotmail.com) for this concept. This is basically a tree of what attacks combo into other attacks. This does not list every possibility but is basically to give you an idea of what attacks to do according to the attacks you start with. START [Activate Leaf Shield] | | J.Roundhouse | | ----------------------------------- | | | | S/C.Jab/S.Short C.Short | | | | --------------------- ------------------------------- | | ---->| | | | | | | | | | | Mega Upper | | S.Roundhouse Mega Upper C.Forward | | | | _________| | | | | | SJ.Jab | | _________| SJ.Short | | | | | | | | | | | ----------------------- | | | | | | | | | | | |___ | | | Hyper SJ.Strong | | | | Mega Man SJ.Forward | |_ | | [AC Finisher] | | | |____________ | | |_______ | ------------------------ | | | | | | | | | | | S.Strong | Mega Buster--------------->Release | | | (10+Hit) Leaf Shield | ---------->|_______ | | | | | | | ------------------------ | | | ------------- |______ | | ------------------------ |_____ | | | | | | | Hyper | | | | | | Mega Man | | S.Fierce, Mega Buster---->Release | | | Mega Upper (10+Hit) Leaf Shield | | | | | | | | | | | | | ------------- | | | |______________| | | | | | Hyper _________________| | Mega Man, | | Rush Drill, | | Crossover C.Roundhouse | Combination | |___________________________________________| | | Jab Tornado Hold TEAM HYPER COMBOS Rush Drill and Hyper Mega Man are Mega Man's most useful supers for THC's. Both of them can be a THC starter filler or ender. If you find any possibilities as far as THC's go and it's not listed here, e-mail me and I'll put it up. I'll give you credit for it as well. 1: first partner's super 2: second partner's super 3: third partner's super A. 1. (Mega Man) Rush Drill 2. Any beam super, any rushing super, any dragon punch super, Captain Storm, Omega Destroyer Weapon X, Fatal Claw, Venom Web, Death Bite, Head Crush, Ultimate Web Throw, Gamma Wave, Gamma Quake, Blodia Punch, Blodia Vulcan, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku 3. Third partner's super B. 1. (Mega Man) Hyper Mega Man 2. Any beam super, Captain Storm, Weapon X, Venom Web, Head Crush, Cajun Explosion or Blodia Vulcan; if close: any rushing super, any dragon punch super, Omega Destroyer, Blodia Punch, Death Bite, Fatal Claw, Kikou-Shou 3. Third partner's super C. 1. (Mega Man) Hyper Mega Man (SJ version) 2. Captain Sword, War Destroyer, Gamma Quake, Gamma Crush, Super Optic Blast, Blodia Vulcan, Arctic Attack, Super Dive, Cajun Explosion, Photon Array, Shinkuu-Hadouken (Sakura's version), CODE: T-002, Lightning Strike or Magnetic Shock Wave 3. Third partner's super D. 1. Any rushing supers, any dragon punch supers or Sonic Hurricane or Gamma Crush; in corner or up close: any beam supers, Venom Web, Weapon X, Fatal Claw, Shinkuu-Gadouken, Blodia Punch or Gamma Quake 2. (Mega Man) Rush Drill 3. Any beam super, any rushing super, any dragon punch super, Captain Storm, Omega Destroyer Weapon X, Fatal Claw, Venom Web, Death Bite, Head Crush, Ultimate Web Throw, Gamma Wave, Gamma Quake, Blodia Punch, Blodia Vulcan, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku E. 1. First partner's super 2. Any rushing supers, any dragon punch supers or Sonic Hurricane or Gamma Crush; in corner or up close: any beam supers, Venom Web, Weapon X, Fatal Claw, Shinkuu-Gadouken, Blodia Punch or Gamma Quake 3. (Mega Man) Rush Drill (OTG afterwards if in corner) ============================================================================== VII. GENERAL STRATEGY ============================================================================== Mega Man is a combo/keep away player character. His ground combos are about as equally effective as his air combos. He is also good at playing keep away. You should always be charging up your Mega Buster as much as possible. This is a key move for starting combos, ending combos or canceling into a Hyper Mega Man or Rush Drill. Even though Mega Man is a good keep away player, don't expect to win battles by standing at the other end of the screen firing a multitude of uncharged Mega Busters. Uncharged Mega Busters don't do any block damage and you'll be in serious trouble if your opponent finds a way around this lame strategy. It also shows that you don't have a clue as to what you're doing. Mega Man plays much better near his opponent than he does far away. Mega Man's certainly not the best keep away player. His projectile attacks are very slow and are not very good at surprising your opponent. Another thing is that most other keep away players will out-prioritize him. Mega Man's keep away game just doesn't stand a chance against those of Captain Commando, Cyclops, Cable or War Machine, just to name a few. Fight close to your opponent as much as possible. When playing close, mix up your Tornado Holds, high and low attacks, jump-in attacks and launcher attack. Occasionally throw out a Mega Upper to surprise your opponent. If your opponent blocks a S/C.Roundhouse, cancel into a jab Tornado Hold if you can. If you don't have Tornado Hold don't throw out a C.Roundhouse unless you're absolutely sure that it will connect. S.Roundhouse should always be used to counter jump-in attacks. It beats out almost any jump-in attack and it has a pretty quick recovery. Mega Upper is not a very good choice. It can leave you open for attack if it's blocked or it misses. The air is not a very good place for Mega Man to be fighting. His attacks don't perform very well in aerial confrontations. If you want to try to stand a chance in the air, use Mega Buster or Leaf Shield. If your opponent is below you use J/SJ.Roundhouse. Leaf Shield should be used as much as possible. It is Mega Man's most effective weapon. It's easy to combo into and it's compatible with his Mega Buster and it cancels into a Hyper Mega Man or Rush Drill. When you activate Leaf Shield do it when you are at a safe distance or while your opponent is in the middle of a super jump. While the Leaf Shield is activated, Mega Man cannot pick up another item until the Leaf Shield is released or it dissolves. Don't throw this move out at random. It's easy to jump over and Mega Man will be wide open for attack. Use this only in combos or against single-hitting projectiles. It will go through the projectile and hit your opponent. Mega Man is vulnerable to multi-hitting attacks during the start-up. A trick you can do is activate the Leaf Shield, then wait for your opponent to jump in. As soon as they attack, do a Hyper Mega Man. Rock Ball is also a good weapon, but is not made to be used the same way Leaf Shield and Tornado Hold are. As I mentioned earlier Rock Ball is mainly used as a distraction to your opponent. While it's bouncing off the walls, dash up to your opponent and throw them or try attacking them while they're busy trying to block the Rock Ball. It's also a good move for keeping your opponent on the ground. When calling in Eddy to give you a weapon, do it at a safe distance. Mega Man is open to attack while calling Eddy. Also, if you are playing against Roll or another Mega Man, they can take your weapon and vice versa. A cool trick to do when playing against Roll or another Mega Man is call in Eddy to give you Rock Ball or a weapon that your opponent doesn't want. Time it carefully so that when Eddy throws out the weapon, you start walking backwards and your opponent will try walking after you and end up getting Rock Ball. I do this a lot to many opponents since a lot of players don't find Rock Ball very useful. Mega Man's supers do pretty good damage. Rush Drill and Hyper Mega Man are the only two supers that you should use. The best way to get these to connect is to cancel out of a thrown Leaf Shield or cancel a charged Mega Buster into one of these supers. Hyper Mega Man can be comboed into off of a SJ.Short in air combos, which is very effective. Be careful about when to use these supers because neither one has a very good recovery delay. The best time to use these is for punishing mistakes, after throwing out a Leaf Shield or charged Mega Buster, or if your opponent has next to nothing left on their life bar. Assists B and C are Mega Man's best assist attacks. Assist B is for countering jump-in attacks and to help your primary character out of corner pressure. It also serves as a good decoy. Throw it out at random and if it gets blocked, dash up to your opponent and punish them if they foolishly try to attack Mega Man. Assist C is used for helping out a character that doesn't play very well at a distance. It's not as good as other projectile assists, but it works. The other good thing about this is that Mega Man is usually safe while he's doing this. ============================================================================== VIII. MISC. STUFF ============================================================================== ----------------------------------------------------------------------- ADVANTAGES AND DISADVANTAGES ADVANTAGES 1. Decent keep away character 2. Awesome combo character 3. Many combo possibilities 4. High-priority ground and air combos 5. Very effective special moves 6. Highly-damaging supers 7. Plays well both offensively and defensively 8. Small character, tends to give big characters a hard time 9. Fun to use DISADVANTAGES 1. Bad recovery delay on all his special moves and some regular moves 2. Bad recovery delay on all his supers 3. A little difficult to learn 4. Short range 5. Scrub-friendly 6. Slow start-up on some of his key moves ----------------------------------------------------------------------- SPECIAL FEATURES Mega Man has the ability to do a triangle jump. When you're in the air and are against a wall or are jumping towards the wall, press forward or up-forward to jump off the wall. This is a good way of getting out of the corner and for evading beam supers. ACKNOWLEDGEMENTS Kmegura for info on Mega Man's special moves Capcom for making such a cool game 3pwood (mayfield_john@hotmail.com) for the Combo Tree concept shoryuken.com for some combos ============================================================================== IX. LEGAL STUFF ============================================================================== This FAQ is Copyright (c) 2000 by Daniel Finch. No part of this FAQ may be reproduced, or re-posted on the Internet in its original, unedited and unaltered format or redistributed under a different name in any way what-soever. Any Internet, commercial or public use is prohibited without written permission from the author. Profit from this FAQ in any form is also prohibited. Any similarities between this FAQ to another FAQ or another web page are unintended and coincidental. Cable, Cyclops and War Machine are registered trademarks of Marvel Comics. Mega Man, Dr. Light, Dr. Wily, Proto Man, Beat, Rush, Eddy, Roll, Captain Commando, Sakura and Marvel vs. Capcom 2: New Age of Heroes are all registered trademarks of Capcom.