Date: Wed, 17 Feb 1999 23:41:20 EST /***** /****** /*********** /****** /****** /****** /******* /*********** /******** /******** /******* /******** /*********** /**** /**** /****//**** /***/**** /*****/*** /****/////// /**** /***** /**** //**** /*** /**** /***** /*** /**** /**** ////// /**** /**** /*** /****/***** /*** /******** /**** /************ /*********** /*** /******** /*** /******** /**** /****** /************ /*********** /*** /****** /*** /****//// /**** /****** /************ /*********** /*** /**** /*** /**** /**** ///**** /****////**** //////////// /*** ///// /*** /*********** /*** **** /**** /**** /*** /*** /*********** /*********/ /**** /**** /*** /*** /*********** /*******/ /**** /**** //// //// //////////// /////// ///// ///// /***** /****** /****** /****** /*** /****** /******* /******** /******* /*** /******* /******** /****//**** /******** /*** /***/**** /*****/*** /**** //**** /********* /*** /*** /**** /***** /*** /**** /**** /***/****** /*** /*** /****/***** /*** /************ /***/******* /*** /*** /******** /*** /************ /*** /******* /*** /*** /****** /*** /************ /*** /*******/*** /*** /**** /*** /**** /**** /*** /********** /*** ///// /*** /**** /**** /*** /********* /*** /*** /**** /**** /*** /******** /*** /*** /**** /**** /*** /******* //// //// ///// ///// //// /////// ________________ -=New Versions=- ________________ Version 2.0 Updated the move section! And a few other minor things! Rewrote a whole lot of stuff! Redid the Character Specific Strategy section completely. New Webpage ==> http://arturo.ml.org/irish Version 1.5 Put some more combos up and finished the Strategy section. I know I said that updates would be frequent but what can I say I lied about that. No actually the only reason I am even updating this Faq is so I can tell you about my website that I did instead of updating this Faq. You can find my website at--> http://www.geocities.com/timessquare/ring/2088 or http://arturo.ml.org/irish. The second one is better. Please go and let me know what you think!! Oh I also changed some stuff I had wrong or wasn't sure about, so thanks to those people who told me where I fucked up! Version 1.0 Set up the basic look of the Faq and did some of the strategies. I also put up some combos but there should be more at some time. I should be updating frequently! _________ -=Email=- _________ Feel free to email me day or nite at IrishRagan@aol.com! Help is much appreciated! ____________ -=Contents=- ____________ Basic Info Legend Basic Moves Super Moves Combos Basic info on playing Megaman Character Strategy Copyright Credits ______________ -=Basic Info=- ______________ He's small, annoying but fun. If you play him good and win he is fun to use, but if you get beat badly you will get frustrated because you will think if you used somebody bigger you might have had a better chance. Don't get mad just keep with it, if you do you will be rewarded with wins. OK for you people that never played a Megaman (Rockman) Platform game, I will tell you Megaman's History! Megaman was the Mechanic Bot for Dr. Light and Dr. Wiley but Dr. Wiley went crazy and took all the bots that he could make into bots that could do massive damage to stuff. He left Megaman and Roll, who he thought were useless which they were before Dr. Light changed them!! Dr. Light knew he had to stop Dr. Wiley so he made Megaman into a combat effective bot. So it came to that Megaman became the Man and continually saved the day!! And if you ever played a Megaman Platform game you would probably know that! __________ -=Legend=- __________ LP Light Punch MP Medium Punch HP Heavy Punch LK Light Kick MK Medium Kick HK Heavy Kick PPP All Punches KKK All Kicks C Crouching J Jumping F Forward B Back U Up D Down DS Dashing Dash F,F Roll B,DB,D+P Super Jump D,U or KKK Push Block PPP While Blocking _______________ -=Basic Moves=- _______________ Mega Buster: HP This is the most useful move that Megaman has. It is useless uncharged however because it does NO BLOCK DAMAGE. The more you charge it the more hits and damage you do and the longer you have to go into a super move. If you get good at your timing, you can run in and launch them into an air combo, to do this you have to either hit the set up to the laucher or the laucher itself just after the last hit of the MB. So as it hits as a combo! With about a 10 sec charge you can set up any super you want, I recommend the Rush Drill! Mega Upper: F,D,DF+P All this is, is Megaman's version of the Dragon Punch. If you miss your screwed because it is just like any other Dragon Punch move if you miss. All though you trade recovery time for damage so use this move carefully! It is pretty good air defense but because of the recovery time, I recommend something else, like the Tornado hold, or an uncharged MB! But in anycase your opponent probably won't be expecting the Mega Upper so you can use it, every once in awhile, just like any move don't abuse it! Item/Weapon Change: D,DB,B+K Fliptop from his platform games runs out and throws out a little bubble that looks like what the items he got came in from the days of his platform games, the bubble has the new item in it. Depending on which kick you use you will get a different item. Short gets you the Rockball, forward gives you the tornado hold, which you start with, and roundhouse gives you the Leaf shield. The Rockball is the most useful in my opinion followed closely by the tornado hold. Now don't get me wrong all of the items are useful as long as you can figure out how to call the item out safely! Item/Weapon Use: D,DF,F+P This will use whatever you have equipped as your item. You will use that item until you change to a different one. You start with the Tornado Hold, and can switch your item at any time while you are on the ground! You can also only use the Item on the ground, except for the Leaf Shield, which has to be activated on the ground, but then it can be shot anywhere! Rockball: He throws the ball out, it lays on the ground, until you kick it! You can use any button to kick the ball, and depending on the situation there is a time and a place for each kick to be used! I recommend the Short or the Forward, only crouching kicks of course! They do not have the recovery of C.Roundhouse, and the S.Roundhouse won't kick the ball! Only use the C.Roundhouse if you are close enough to make them block! Other wise you will suck up a super, which I found out the hard way! Tornado Hold: This is what you start with every round. He throws a Tornado Ejector out onto the ground and it shoots up a column of wind. The column of wind is a lot like Strom helper attack! It hits multiple times, the only difference in the two is that Megaman's doesn't move forward as it goes. The distance he throws it depends on which button you use, you will get a greater distance with the stronger buttons. This is a great move if you want to play keep away or you need something to set up the charged Mega Buster. Also the jab version can OTG after a C.Roundhouse! Leaf Shield: This is a very useful item if you want to do fat damage or you are getting your butt kicked by a hack and slash character. You can take anyone hit, with the shield around you, whether you are blockign or not! If you block the hit, the shield will stay with you, if you take the hit, it will disappear! This is good because it gives you free time to get in there and hit them out of the combo because you have time to launch or something while they are hitting the shield. If you don't shoot the shield and it doesn't get hit away, it will just disappear! It takes about 5 seconds for that to happen! This item can be shot anywhere you want, but you still have to be on the ground to activate it! _______________ -=Super Moves=- _______________ Hyper Megaman: D,DF,F+2P (Level One) Megaman turns into a gaint robot! From there he unleashes a huge beam which covers almost the whole screen! He also shoots missles and this bubble things, which look at lot like the item change bubble! If your opponent gets hit by the transformation stage of this super they will be put directly into the path of the beam! Its a lot like the War Machine Super in that way! Except for the fact that they can run into Megaman from behind and still get put into the beam! This can be comboed, but I will get to that later! Rush Drill: D,DF,F+2K(Level One) Rush from the later Platform games jumps into the playing field, turns into a drill and Megaman hops in! You are invincible during this super, and you can plow through a lot of supers, there are some you can't but not sure which ones you can and can't! The only way you can combo this super is off of a Mega Buster, it takes about 10 seconds of a charge to get it to hit for sure! If they get hit you will push them into the corner and on the last hit they will get shot up into the air, which gives Megaman time to recover from the super, which he needs! From there you can OTG into an Air Combo, unless your opponent rolls! This super does great damage! Use it when you hit a Charged Mega Buster and have a Super Meter to kill! Oh yeah and if you hit the punches it gives him little burst of speed. Beat Plane: D,DB,B+2K(Level One) Megaman's bird Beat flies in and turns into the Beat Plane and Megaman jumps in. You control it and can shoot fireballs with the punchs and drop bombs with the kick buttons! This super does great chip damage and can be activated anywhere you want! I recommend to do it during a super jump so you can be away from your opponent! There are a few ways to combo it but as I said earlier I will get to combos later! __________ -=Combos=- __________ Ground Magic Seris: Stronger Jump Magic Series: ZigZag Superjump Magic Series: ZigZag D.S.Jab, S.Strong, Mega Buster You can charge the Mega Buster to do more damage! It can also be used in a good way if blocked, but I will get into that later in the faq! C.Short, C.Forward, C.Roundhouse, (OTG)Tornado Hold(Jab) Pretty simple! Just dash in a hit them. If they block the tornado hold should protect you until you recover. S.Short, S.Roundhouse /\ S.J.Jab, S.J.Short, S.J.Strong, S.J.Forward, Mega Buster Once again you can Charge the Mega Buster for more damage! Basic Air Combo! Just a zigzag pattern! Do it the same as any AC, just release the MB if you are charging it. Same thing! Charge Mega Buster, C.Roundhouse-->Mega Buster Release(OTG) OTGs just the same as the Jab Tornado Hold! The MB will set up any super as long as it is charged long enough! You can do the Rush Drill, the Hyper Megaman or the Beat Plane! I recommend the Rush Drill because you can do more things off of it in the corner! Activate Leaf Shield, D.S.Short, Roundhouse /\ S.J.Jab, S.J.Short, S.J.Strong, S.J.Forward, Leaf Shield The hardest part of this combo is to actually activate the leaf shield and launch them into the combo in the short time you have! The rest is easy as long as you can put a fireball motion into an air combo fast enough to have it hit! If you can do that it will be simple once you get it activated and launch them! D.C.Short, C.Forward, C.Roundhouse, (OTG) Rush Drill Sounds simple, right? Wrong! The timing on this super to do it is sooo hard, that it really isn't worth the trouble! If you get it to hit which I have only ever done in the corner it does good damage, probably not as much as the Chargerd Mega Buster into a Rush Drill but it does good damage! D.S.Short, S.Rounhouse /\ S.J.Jab, S.J.Short, Hyper Megaman(air) Ohhh yes! A Super Combo that does incredible damage! Almost as much as that damn Air Demon combo of Chun Li's! If you have a chance to hit this combo DO NOT HESITATE to do so! This combo as turned the game around for me soo many times! This combo is a must for Megaman! So USE IT! In corner only: Tornado Hold, S.Roundhouse/\ SJ.Jab, SJ.Strong, SJ.Forward-->Mega Buster/Roundhouse/Leaf Shield Just for you people that couldn't figure it out you have to have already activated the Leaf Shield to use it! But that is self explanitory! This combo does good damage, but you might as well just do the regualer AC that can be done anywhere, the damage is about the same! _________________________________ -=Basic Info On Playing Megaman=- _________________________________ Like all the characters in the game, there are many different ways to play with them. Now with Megaman I have only seen two real effective ways to use him. One is using the rockball trap, and the other is relying on the tornado hold to keep the guys off of you. I myself personally started using the hold but then found out, with the help of a friend, how much better the rockball is. I will tell you how to use both in a strategy since I know how to use both. -=With the Rockball=- With the Rockball you have to be able to do a lot of little charging with the Mega Buster. I usually wait for my opponent to jump in to me for a Collusus, or I just throw a helper out there and switch my items. While I do this I am charging a Mega Buster. From there I usually rush my opponent so they are stuck in the corner. I use short charger Mega Busters, helpers, and the stronger seris of Crouching kicks to allow me to get my rockballs out to use them. Works great once you figure it out for yourself. Kinda hard to teach through words, kinda have to see it to understand it completely. -=With the Tornado Hold=- Now with the Tornado Hold I think you are a little more reliant on a screw up by your opponent. Now they usually happen, but against a good opponent you really can't win a lot by them screwing up. But in anycase, with the Hold you will throw some out to kinda zone them away from you, using uncharged Mega Busters to help you with this. If you don't have any luck with that, go get in their face and sweep them into Jab Holds, if they are in the corner go for an Air Combo. That's basically it with the Tornado Hold! Well, I will soon have a strategy part for the Leaf Shield so if anyone can help me out with that please let me know. Also I really recommend the Rockball because it is a little safer and you don't have to rely on your opponent screwing up. __________________ -=Basic Strategy=- __________________ Megaman has a few basic strategies! One that is used most is the keep away strat! But from what I have seen Megaman doesn't have that great of a game of keep away. He is much better at a zone, which is like keep away but instead of staying as far away as possible you stay within a certain range to do it. There is another way which I find much easier to do and much safer. It is to charge the Mega Buster, run and then hit them where it hurts! _______________________________ -=Strategy Against Characters=- _______________________________ Hulk: Computer Hulk: Don't even worry about this guy, the computer plays him like crap anyways. It is soo easy to get the computer Hulk stuck in the Rockball trap of Megaman's it is scary, just try to do that most of the time and most off all keep away from him. If you let him get too close you are screwed, because yoy won't be able to hit him enough and quick enough to get past that damn super armor. Player Hulk: Actually this is about that same as the computer Hulk. Except that your staying away from him is even more important, because a players judgement isn's as predictable as the computers Hulk. And usually, the players combos are longer and therefor more damaging! So be careful, whether or not he is a serious threat or not is up to you, but at least take this match serious, if you don't it could end a great streak like nothing. Zangief: Computer Zangief: Real simple to beat, do the same thing to him as you would to Hulk, keep him away, and run if he gets too close. Although being, the fact that Zangief has to get a lot closer to you than Hulk to deliver his damage you can allow him to get a little closer to you. And remember that this guy doesn't have super armor all the time, so you can dash in a hit him a lot safer than Hulk! =O) Player Zangief: At one time, I didn't Zangief serious at all, but now I know better. The Zangiefs, that are good, are few and far between but in anycase you never know when one will show up! So keep player Zangiefs a lot further away than the computer Zangief, as a player might know about the triple option which is basically just an infinite, but a little different. I like to use the Tornado Hold against him, just for the fact that it is a little easier to keep him blocking with it, and he really can't get a good strike in on you! =O) Ryu: Computer Ryu: At times they will do something amazing, but not usually. Because of some of his combos, I recommend leaning towards the keep away tactic. In playing keep away you can use many Mega Busters along with Tornado Holds. Or you can zone him with short Mega Buster Charges and the Rockball, now of course when you kick the Rockball you would use the crouching short. You should do this in case the computer throws out a wild Shinku Hadoken, which it does at times. The short Charges are usually long enough to go throw a fireball, and still hit 2 to 3 times. If you are lucky you go through the fireball and hit him while he is in the block stun. The good thing about about the Rockball in this methode is, if they do super jump you can go with him and try to get the RockBall to connect in the air. Player Ryu: When a person uses Ryu he is either real good or real scruby. You of course have to be careful long enough to decide for yourself, but in anycase I play him the same because I feel Megaman is a Ryu killer. Or at least mine seems to take down the good Ryu's around here on a regular bases. I usually play a keep away or zone game with the Rockball on player controlled Ryu's, I feel like I have more control over what happens! Maybe that is just me. Ken Mode (Player or Computer): Ken mode in my opinion is the most dangerous. Ken tends to be played as a ground opponent so watch out for dashing crouching shorts. These set up almost all of his damaging combos, including his big super combo. Other than that, you just need to try and keep him out of fireball range, his is shorted than Ryu's, so if you can keep him there, and out he is really worthless in my opinion. Akuma Mode (Player or Computer): Wouldn't really know, I have never played anyone that used Akuma mode worth a damn. So I would say just play him more like Ryu as that is what he is closer to. And most of all don't get hit by that damn Raging Demon! =O) Morrigan: Computer Morrigan: Yeah, ok, if you have to worry about this computer opponent you suck. Now on a serious note, she can be deadly, but I have to say I don't think I have ever had a problem with her, and I alse play her just like Ryu, being she is just a shoto clone. =O) Player Morrigan: Most of all she is annoying, people super jump throw fireballs and then dash across the screen when you get near her, and start again. It sucks and its annoying, and this is what beats a lot of people. If you get mad, you will lose, so you better stay focused and not let this kind of stuff get on your nerves. She can also be deadly on the ground, she does have a super combo, its not the Soul Eraser at least. She has pretty basic ACs but they come out fast and are a lot of hits, but thankfully they don't do a lot of damage. Just try to either get in her face or stay back, I prefer to get in her face, being she can stay in the air longer than most. Captain Commando: Computer CapCom: Yeah, he sucks, just like most Computer controled characters. Just get in his face and overwhelm him. Player CapCom: He's a great player if you play him right, and many have. Therefore he can be a tricky opponent. But most people using him try to play keep away, but Megaman does it better. If they try to play keep away with you like they probably will, just do Charged Megabusters and the Rockball and sit back and do it over and over again. When they finially do decide to attack you, super jump, all jump get to the other side and go for some combos. This should easily lead you to victory. Captain America: Computer CapAm: He is a lot like Ryu, especially when the computer uses him, look out for stray moves, just like the computer will do. I have found you can do just about anything you want to the computer CapAm, and still pull a win off. Just try not to get hit by the Final Justice, that kinda puts your mind set off. Go figure. Player CapAm: Now as for a player uses him, it can be a lot like Ryu, they are either real good, or real scrubby. Now usually they are pretty good being it doesn't take much to learn how to use him good. If it is close in end of the match I would recommend trying to keep him away from you due to his rather damaging, yet rather scrubby AC. If you get hit by that combo alone I would say there goes about 10% to 15% of your life like that. It sucks doesn't it. In the beginning I would recommend also keeping him away because of that same AC, but being it is early in the match you can do whatever and still be rather safe. Spiderman: Computer Spiderman: This can actually be a challenge for you, just for the fact that is it Spiderman. He is fast, has more priority than you and has a more damaging basic AC. So I recommend not holding back on this guy, if you do you might just lose. Go full attack. Or full Defensive, either work, just decide which is better for you. Player Spiderman: I don't even know if I should give Strategy against this guy, as much as I get beat by people using him. Well, all I do is go full offensive and then if I am ahead on life I start to run away. That seems to work pretty damn good if you ask me. Now of course if you are behind on life towards the end you probably ought to try to go for the Hyper Megaman combo. That does good damage and is almost impossible to screw up. If you hit them with this it should turn the tides of the match in your favor. Chun Li: Computer Chun Li: Well, what can I say, its a pretty simple fight for you. You don't have to worry about that Air Demon AC, you really don't have to worry about the kick super combo on the ground, lets face it, the computer doesn't use any of the good things that she has. All they do it jump around so little wussy combos that tickle more than anything. And most of all it seems like they let you hit them. Player Chun Li: Yeah now you get to see all of them skillful super combos. Oh what a thrill. What can I say, don't get launched, roll after every sweep, and don't get hit by a crouching Fierce. Yeah that is about right, if they launch you expect the Air Demon or the semi infinite. If you get swept expect the kick super, but if you roll they are screwed, and if you get hit by a Crouching Fierce you will probably get hit by the Kick Super, and if you do, I recommend rolling afterwords just in case. But in anycase, don't try to go attack her, and don't try to beat her in the air. Use the Rockball a lot and you should be ok. Being that this will knock them out of the air, and hopefull you will get lucky and it will hit them out of AC before you take an Air Demon in the ass. In other words "Good Luck!" Strider: Computer Strider: Hehe, this fight is basically a joke, they don't do any of his damaging combos and if they do, they are few and far between. Just go and attack him, to take advantage of his little wussy body. If you hit him with just about anything that does good damage against most characters, you will really and I mean really hurt him. Player Strider: Now this is one of the harder fights for Megaman, I really don't think that Megaman has anything on Strider. But in anycase, I recommend trying, and I mean trying, to keep him away from you. If he gets into you, you are screwed, you really can't do anything to get him off of you, due to his priority and speed. But if he does try to chip you, you do have one advantage, a super that you are completly safe in, sure, he throws a bunch of kitties at you, but you are in a drill and you just plow through them, and then hit him, with enough of a super to do some serious damage on this little wuss. =O) I like that! Wolverine: Computer Wolverine: He's a lot like fighting the computer Strider. So as it is, I play him the same. Player Wolverine: Now, if you want to talk about a character that gets used like a cheapass, this is the guy to talk about! I am not saying that Wolverine himself is cheap in anyway, but in anycase people use him cheap as hell in my mind. But then again Wolverine doesn't seem to have too much against him now does he. So keep him off your ass, or just get on his ass. For some odd reason the later of the two seems to work better and be a lot easier. I think that has something to do with them not being used to going defensive. =O) Thats even better! Venom: Computer Venom: Yet another one not to worry about. This holds true unless you do something stupid like get hit by either super of his. Player Venom: This can be an irriating guy, especially due to his size and strength. A lot of people use him to just counter and keep you away. They do this by doing Crouching Fierces canceling into Jab Fangs. The Fang will counter just about anything. Now because of this you might want to dash in and block and also dash in and attack, that will make them do a little more guessing. Now in reality you might want to try to take Venom in the AC, there you have a better chance, unless of course they throw you. But you are faster, but have less range so you want to be careful, and most of all mix it up. War Machine: Computer WM: In reality he is one of the hardest computer opponents to beat. His Should Cannon, does 7 hits or something, there for you can't have a short charged Mega Buster to beat it out. And the damn thing does good chip damage. And he has a good priority Air to Ground move. But he lacks in close fighting, therefore get on his ass and stay there. Player WM: Yeah, no WM can be a problem if in the hands of a master like he normally is and belongs. If they try to chip you with Should Cannons, slide under high ones and jump forward over low ones. Most of all don't release a Mega Buster to go through them, cuz it is just stupid, and anyways if you are close enough and he throws a low one you will probably land in time to hit him with one. If they go to the air just keep super jumping and throwing uncharged Mega Busters out at him to try and bring him back to the ground. Now you can also use the RockBall to do this and then superjump up to let the ball get to him, this will keep them concentrating on not getting hit and not from attacking you, this will keep you safe for some time. You can also super jump and do the Beat Plane if they are not expecting it, this will allow you to move around if the block unlike the Hyper Megaman which leaves you shit out of luck if you miss them. Jin: Computer Jin: He's a joke. As long as you don't get hit by a super because you are stupid or you are screwing around. Player Jin: Now he should not at any time be taken lightly. If you get hit my all kinds of moves you can and probably will get hit by a Blodia Punch. Its a fact. If you get swept I recommend rolling, basically if you get hit by anything that knocks you down roll. If you block his sweep hold block until they either do the Dynomite thing, or don't do it. If you try to attack after a blocked sweep you will probably eat it. Now I have seen two kinds of Jins, the I'm gonna dash in with all kinds of Jabs trying to get you to fuck up so I can give you the Blodia Punch Combo, or I am going to jump around with Roundhouses so you can't get in and hit me. I use the later of the two and my friend uses the other. Just push block the jabs and try to counter the roundhouses when they get too close. Gambit: Computer Gambit: Yeah, he is like one of the better computer controled characters. For some reason he actually does the AC and he actually blocks supers that you throw out of nowhere. So you actually need to concentrate on this fight. Player Gambit: Yeah my favorite character. He may not beat you but he will lose in style. You have to watch out for all kinds of things with him, he can keep you away with Kinetic cards, Trick Cards and Jab Cajun Slashs. He can also get on your ass and combo you to death, or he can throw you and combo you, or super you. It works good like that. You basically have to fight him your own way because even my Strategy is different from Gambit to Gambit. Megaman: Computer Megaman: Just beat him, nothing to it. Player Megaman: Because of the three items of his, there can be a few different ways to play him. But usually people rely on one Item, which means if you can throw an item out there and trick him into picking it up you should have an advantage, because that makes them have to change their Strat in the middle of the fight. Other than that try and keep your Strat the same if you can do this you should be able to come out on top. If you can hold true to your Strategy and fuck up theirs you should be fine, and remember, sometimes the best strategy is to be able to switch around to keep things different. _____________ -=Copyright=- _____________ This FAQ was written by me not you! So if you use it, give me some credit! And just so you know this can't be sold, copied or anything like that! You can use the info on this FAQ as long as it stays in whole and you give me, the author, full credit! ___________ -=Credits=- ___________ Let us see, I want to thank Fluff for driving my ass down to the arcade before I had a liscense, and also for kicking my ass on a regular basis! I would also like to thank him for getting me into Megaman in the first place! And mine is better Fluff! I would like to thank Jinmaster for showing me the light and getting me away from that damn Tornado Hold! And for picking me up and driving me to the arcade when I can't get a car because people at my house are dicks! And even if your Megaman is still a little better I can still take you down with Gambit! To everyone else that wrote a FAQ that I read before I had the cash to just go to the arcade to play and learn things on my own! And lastly to all of those people that have either beat me or have been beaten by me, in all of those arcades all around the Bay Area! And of course to those people that said Megaman sucked, which made me want to use and get good with him more!