"Smash Moveset for MegaMan.EXE" By NudeBeach (https://pastebin.com/u/NudeBeach) URL: https://pastebin.com/QQW8JXJW Created on: Tuesday 25th of August 2020 04:50:44 PM CDT Last edit on: Tuesday 25th of August 2020 05:37:54 PM CDT Retrieved on: Saturday 31 of October 2020 03:53:03 PM UTC MEGAMAN.EXE NAVIGATES INTO SMASH! Note: MegaMan.EXE is built around a gimmick called Program Advance, where every time he uses a special, an icon relating to that special appears in his HUD, and any icons already relating to different attacks vanish. If he gets three of the same icon, using that special again will instead result in its advanced version, which is in some way superior to the original version. He loses his current Program Advance upon using a different special. Up+B: GreenRope/GreenLance - For GreenRope, MegaMan floats upwards while a green energy ring appears around him. After a moment or two, this ring turns into low-poly spiked vines that writhe and pulsate for a second, then vanish. This hits all around him for decent damage and knockback. The ascent is controllable horizontally, but its vertical speed cannot be affected, and it cannot be ended early. Causes helplessness. GreenLance works similarly, but the vines have more spikes, the initial energy ring is more elaborate, the move does not cause helplessness, and as the vines around him vanish, MegaMan will fire three short-medium length vines in a spread pattern in whatever direction the stick is currently being moved in (downwards if neutral). Neutral B: Bubbler/BubSpread - Bubbler has MegaMan's arm gun change shape (into this https://www.mobygames.com/images/promo/l/27379-mega-man-battle-network-screenshot.jpg ) and he fires a small blue bubble projectile forward at a fast speed. Upon hitting anything, including other projectiles, it will burst open into a large froth of bubbles (slightly smaller than a bob-omb explosion), with a second identical froth immediately behind it. These froths cause minor damage and good knockback. BubSpread works similarly, but it creates nine such bubble masses in a 3x3 grid around where the initial shot hit, each one causes more damage than the original, and lingers for a few more frames. There's no hard limit for how many projectiles this move can put on screen at once, but since it travels quickly, and MegaMan needs a moment to reset to neutral after using it, it's difficult to have more than two shots active at once. Side+B: ElecSword/LifeSword - For ElecSword, MegaMan slashes forward with a yellow laser blade that has electricity swirling around it, which comes out of his arm cannon. This has poor horizontal range, but a large vertical hitbox that actually hits above and below MegaMan, causing modest damage and a stun on hit. LifeSword works similarly, but has a slightly larger vertical range, and much more horizontal range (roughly four times as wide as the ElecSword variant), and, if inputted like a smash attack, will have MegaMan teleport forward slightly before using it, which ignores gravity when used in the air (though only once per jump). Down+B: TimeBomb/TimeTotem - MegaMan holds a high-tech bomb roughly the half the size of himself in his hand in front of him and drops it. The bomb has a large LED screen that starts counting down from 3 and will explode when it hits 0, going at a pace just slightly faster than one digit per real-world second, and beeping every time it decreases. The explosion is fairly large (maybe 1/3 the width of FD), and causing good damage and strong knockback. The bomb itself will deal mild damage and slight knockback to any enemy it hits while falling. It can be destroyed by enemy attacks and has about 18% HP. TimeTotem replaces the bomb with a single head from a totem pole, which shoots a fireball forward every time it counts down, and replaces the LED with three team-color feathers on its side that vanish with each tick. The fireballs travel at a decent speed with no range limit and do not go through walls, but stop projectiles, and cause decent damage with little knockback. Only one Bomb or Totem can be active at a time; trying to create a second bomb will fail, while creating a second Totem will destroy the first. Being hit with a fire attack will immediately set off the explosion. Final Smash: MasterStyle - MegaMan's buster turns into a large fan and he shoots a green tornado with about as much mass as three fighters forward a set distance. If it hits, the enemies affected are spun around and lifted up while the entire battlefield is overtaken in green energy. It clears a second later, revealing that MegaMan and the affected enemies are now in an area that looks like the fight area from Mega Man Battle Network (with digital text in the background that says things about the condition of the fight, such as the relative lives/scores, how many enemies were affected by this attack, what team MegaMan is on, etc.). MegaMan then turns white and splits into four versions of himself, each in a different style - HeatGuts, AquaCust, ElecTeam, and WoodShield. HeatGuts leaps up and punches the enemy downwards into the ground with an enlarged fist, at which point all four styles take turns teleporting to the enemy and hitting them with similar punches, quick kicks, or sword attacks. After every style has attacked twice, MegaMan returns to his normal style and begins charging energy while cycling through different colors - both of which end with him unleashing a huge explosion that dominates the area and obscures the screen, sending everyone back to the original stage. Heavy damage and backwards knockback that scales strongly, but somewhat hard to hit with. MegaMan.EXE is an all-rounder with the option to specialize into one playstyle if you can demonstrate using that style well. He can zone with Bubbler, do tricky melee with his swords, nimbly escape and use hit'n'run tactics with his vines, or focus on traps and pressure with his bombs/totems - but he can only do one of these at once, and it can prove challenging to get his best stuff going, since you can't really do so without broadcasting your intentions to your enemies, and you have to sacrifice three of his four PAs to use his third jump. His normals are likewise versatile, with different ones having above-average speed, power, or range, but none having more than one of these, and most of them suffering in the areas they aren't good in. His jab and nair are both weak hitscan projectiles. He's very average in terms of speed and weight. His different skins are all based on his Double Souls from Battle Network 4-6.