As an avid MM player, I've seen a lot of players come and go. However, I've noticed a little something that bugs me. A lot, actually.
MvC2's been out for over 10 years now, and I'd like to think that is more than enough time to really flesh out our skills with the characters we like to play. As it turns out, though, this is not the case with Mega Man.
It seems like 90% of the time my opponent picks Mega Man, he adopts the run and gun method of playing. You know....jump back, FP, jump back, FP, etc, etc.
And then I promptly kick his ass three ways till Sunday because he forgets that Mega Man has more in his arsenal than just running like his ass is on fire going, "PEW PEW" all day.
And so now, I humbly present my list to the SRK community, to better help their MM gameplay: "How to tell if your MM sucks."
1) You forget that his Special Weapons exist.
I'm talking about Rock Ball, Tornado Hold and Leaf Shield. Leaf Shield's my favorite because it's a good surprise against jump-ins, sets up combos and goes through projectiles. Rock Ball is good too because it comes in handy against flyers, and it zones nicely.
A common mistake MM player make is to keep hanging back and firing shots, all the while not realising that the oncoming Leaf Shield is still
heading towards him, and will now set him up for an oncoming combo.
2) The only Super Combo you know is Hyper Mega Man.
Seriously? I have NEVER seen any other player attempt to use his other two Super Combos to their advantage, and that's a damn shame, because Beat Plane is a damn good way to inflict damage and setup for a hell of a lot of DHCs.
Now you may be wondering, "But Beat Plane has slow startup and I'll get punished!"
Only if you play like a dumbass.
You can use Beat Plane in a combo. Try these on for size:
- Charge Buster, Jump-in, LK, LK, Standing LK, LK, Release, Beat Plane XX ???
- Leaf Shield, LK, HK, Jump, LP, LK, LP, Leaf Shield XX Beat Plane
Also good for flying over and punishing a few moves as well. Ever got above Doom's Photon Array? BEAT PLANE.
I wouldn't advise using Rush Drill, though. It sometimes whiffs and allows your opponent to block what HC you're cancelling into next.
3) The only button you know exists is Fierce Punch.
As a result, you never learn how great of an Anti-Air FK can be, or how it sets up his many combos. Try this on for size, because if you're serious about MM at ALL, you'd be using this a lot:
FK, Jump, LP, LK, Hyper Mega Man.
That's probably his best punisher. If you didn't know this, NOW YOU KNOW.
Also, his crouching LK, LK, FK is awesome. In addition to chaining to Tornado Hold, If Tron (Proj) is your partner, you can call her immediately after the chain, pop your opponent for an extra hit, hit FK, and use his punisher for almost 50% DAMAGE.
I open many of my matches like this, and it puts my opponent at a huge disadvantage from the start.
4) You only use FP for running away.
Sound, since is decent, but whatever happened to zoning? FP isn't just a running tool, it's also a good way to make approaching an opponent safer. What do I mean?
Leap towards you opponent, fire FP in the air and dash forward quickly. Your opponent may not see this coming, and he'll probably get hit, allowing you to move in and punish. If he blocks it, he'll either be pushed slightly away or be in block stun long enough for you to get closer. Either way, this is a good way to be offensive with Mega Man.
5) You are unaware that charging your Mega Buster exists.
Which is just plain stupid, because it's the strongest projectile in the game, bar none. Of course, this depends on if you're capable of holding that button for a long time. I've trained myself to do just that. Here are a couple of videos showing the potential of it.
(Forgive the crappy music, by the way.)
Understandably, this can cancel out and even pass through projectiles depending on the charge, which can put you at an advantage if you get caught in say, Iceman's Arctic Attack and you release the charge just as you get hit. The fireball with hit him out of it AND stun him long enough for you to punish with Beat Plane.
And this is THE number one reason why I beat so many wannabe MM players online. They keep spamming FP at this big fireball heading towards them, and then they absorb the hits like a sponge, leaving me free to do with them as I see fit.
6) You don't know which characters to charge against, and which to lob free Buster Shots at.
Certain characters require different strategies. For one, I NEVER charge against Storm. Air FP is a great counter to Hail Storm. The same for Magneto... FP stops his Triangle jumps cold.
However, against others with less than stellar air ability, charging is decent, because it's a good way to get a huge advantage on them as soon as an opening presents itself. Juggernaut, for example, although spam FP works well against him, too.
7) You don't know how to multi-task.
As in, you don't know how to use Mega Man's other weapons while charging. I use Leaf Shield to cover myself while doing so, or an Assist when I'm going in.
To be blunt, if all you know how to do is "EY! EY! EY! EY!", don't come crying when a million weapons are heading your way all at once. LEARN TO MULTI-TASK WITH MEGS.
8) You think his only good Assist is Mega Buster.
Guess again. His Anti-Air works well, too. Not to the same extent as Ken, but he has a little OTG property with it that allows an additional hit if the opponent hits the floor. See this video:
And that's all I've got to say about that. I'm hoping to see some decent MM players out there. And if you're just going to play like a mook anyway, believe me, I will find you. And I'll crucify your Megs with mine.