-Pull the Trigger, and you're gonna get Shot- Megaman Basics

tried some of this last night.

I tried it on Alex. I have no idea what makes it character specific, but that makes me sad its not. So I guess it only works on heavy chars.

anyway 16 hits is the magic number for Clean Hit DU on Alex. This will put Alex in a falling state, and allow you to combo back into another Clean Hit DU. However this isn’t as easy at it seems.

You have to wait for Alex to fall to reach the perfect height to hit Clean Hit DU again and…

As Alex falls, the game will “mix you up” on which way he falls so if you stand still 50% of the time he falls behind you, and 50% of the time he falls in front of you.

One of the other trickier things is the retarded input system of this game, 50% of the time if he falls behind you, you still have to input 623AB as if he was in front of you, 50% of the time you have to reverse it and do 421AB to get the DU to come out again.

now if you do the input 6236 AB, you’ll either get DU or Machine Gun Super, so this way it ensures you get extra damage no matter what.

anyway,
Now if you get 3 DU’s in a row, this basically makes Megaman better than his Level 3, and deals 30k+ which is huge damage and leaves it open for an air combo finish or if you have 4+ meter, more supers.

If you get 1 DU and 1 Machine Gun super, its not so bad and does around 22k+ damage, which is still better than his Lv3.

You can combo into Clean Hit DU on Alex with 2A-5B-623AB

Anyway I think this is huge find for Mega, cause now with 2-3 Meter hes super dangerous.

I have not gotten more than 3 DU’s in a row, but I am betting if you get 5 Clean Hit DU’s in a row, its going to kill the opponent, and its a 100% combo.

that’s so dirty!!!

it’s a shame it’s character specific. must try this out…

what if you do a clean DU then do 5B to catch them as they fall and combo into DU? that way you can tell which way you are facing.

So like, j1n. Are you going to test it on all the characters today as well? Try it on the giants too since they can be juggled after a Level 3.

Also, how hard do you think it will be to correctly do the DU in the right position.

I think it’s pretty obvious Giants can be juggled for the hits due solely because they’re such huge targets.

The game has different “gravity” values for different characters. Bigger, heavier characters fall faster (and are bigger targets), than smaller characters who fall slower. This is why some corner jab infinites work only on Roll and Joe. So it’s only logical that this will work for bigger characters.
It’s still a good find, but I don’t know that it’s very practical. I know what j1n’s referring to, regarding the crummy input issue in this game, and if it’s character-specific, that limits it right there, some. I think if you can work out the positioning, it could be practical, for those characters. I’ll have to give this a try myself.

This would make sense…If ippatsuman was not effected and daimo was affected instead. So ya its more like random? But whatever, I think people are sleeping on megaman to much. Everybody is so focused on karas right now, have to come up with some new rock beastness.

Edit: TK WC (Weapon Change) is hawt shit. Quick instant overheads from it, into dumb shit! I think a rush down megaman could be very dangerous with this.

So there’s be alot of talk about V. Counter. Just how useful is Megaman’s? If not all of them are equal, can his be used? Especially against Karas?

I havn’t been put in a situation in which I can say how useful it is because CPUs dont use their partners to shield a V. Counter. :confused:

Using partners to sheild V.counter actually doesn’t work as well as I originally thought it did.

In fact, calling your partner to sheild you is a bad idea. If the opponent’s V.counter hits both you and the partner at the same time, then you both get launched and your partner takes damage for no reason.

It’s just that some vcs have short range or can be avoided in other ways.

For example, Polymar’s VC can be avoided by ducking.

But yeah, summoning your partner to shield doesn’t work all that well, lol. It just seemed like it did.

As for Megaman’s, I think you should focus on figuring out WHAT you can do to Karas if your V.C move hits him. Being Megaman, I’m sure there’s no problem with juggling him after. You really want to make the VC count when it hits, and take off as much of Karas’s life as you can so you don’t have to deal with him later.

Considering Megaman’s V. Counter doesnt launch that far into the air, I think its safe to say you can follow up with 3C to an aerial rave. Also V. Counter hitstun lasts until they hit the ground, so you can follow up into a 9B Shield gun to Dash to 3C then aerial rave. You can also do a Drill super, Shining Laser, or machine gun. Or switch to drill, 5B to 6B to Drill super. He’s got options and plenty of them.

Sounds pretty good! I don’t play Megaman enough to know his juggle profficiency, but it sounds like you’ll be able to make good use of it.

Now it’s just about how good his V.counter move is.

That’s what I want to know.

I mean, all I’m saying is going off the assumption that V. C doesnt launch too high, and the stun lasts as long as wall bounce stun does. If I’m right on both parts, that means with meter, he can easily V. C to DU Super on character that he can re-drill super for alot of damage.

I don’t have access to my game right now, but if you want to test the invulnerability, do a V.counter against a rapid-hit move like Joe’s Mach Speed.

To do a V. C, you have to press 412 P while blocking right?

No. Forward + P while blocking.

Okay. Does the DU tech work on Alex? Because I’m only able to do it twice before he gets out of the early hit stun. :confused:

What is the trick to this thing because I’m not getting it.

Also, you can Weapon Dash back after the DU so you can do the same input as the first.

You assumed way too quickly that repeated drill uppers would work on Karas.

Your best bet if you get a variable counter is to Lv3, then relaunch. Probably the most you can do off that type of juggle. 5B, 6B drill wouldn’t work, you can’t juggle an airborne opponent from 5B into 6B, and even if you could, the opponent will bounce off the 6B drill after 1 or 2 hits unless you were in the corner.

Wait what? I’m talking about Alex. I already knew they didnt work on karas.

Ah. Right right. I forgot. Sorry about that.

Tidbits ahoy.

Another reason why 9B Normal > 6B Normal. When they AG a 6B, it pushes Megaman only a small distance away, keeping them within their range to counter attack. When they AG a 9B though, Megaman goes FLYING away. The AG pushes him back like 60-70% of the screen which is pretty far, and considering its a 9B, Megaman has less ending lag and can block sooner making the 9B stupid safe on AG.

Video because I’m silly like that - [media=youtube]dHmIu4BdgNQ[/media]

Just posing a general question, just to make sure.

You guys know that 6B Drill can OTG right?

EDIT2: You can 214 Machine Super right after a Lv 1-2 Buster shot during an Aerial Rave, but you can only 214 Machine Super after a Level 1 shot on the ground. You cant do so after a Lv 3 or Lvl Max.

You can also call a partner during any of the Charge Shot levels ie 1-4, so you can probably null the distance they go flying. This is probably common knowledge though.

EDIT3: Lolwut. Weapon Dashing isnt limited to 2? Well. I’m late as fuck.

…Well it isnt on the ground, in air it is.

EDIT4: If you Megacrash with your opponent in the corner and you do the 214 Machine Super right after as soon as possible, you’re guaranteed the super will hit, IF I’m correct to assume 214 Machine has Invincibility Frames.

EDIT5: Well this is an odd glitch. When you’re charging your buster, if you do a Weapon Dash back or foward and let go of C at the start of the animation, you’ll lose your charge and megaman will fire a Level 1 shot. I have an idea of what happens but its hard to explain. It’s bad because not only do you lose your charge, but you cant cancel into a super.

EDIT6: 9B Shield > 6B Shield. You can’t Arm Cancel the ending animation of the 6B Shield, leaving you really vulnerable. But you can pretty much Weapon dash a 9B nearly instantly because of how quickly you land. **This is more than likely old. I just want to put emphasis on using 9B Shield over 6B as I do with 9B Normal over 6B. **

EDIT7: 9B Shield can move into a Dash > 3C OR 236C (Drill Arm) > 6B which I think is cool, because you can do the 6B early and hit normally and cancel into DU Super, OR you can wait a split second and 6B OTG, whic can do some nice damage if you have Cash-Earned as your partner.

EDIT8: oh shiiiiiit. That’s hot. If you 9B Shield into a 236C so you can 6B OTG, you can BBQ that 6B and do another 6B to extend your OTG combo. Even more potent if you have Cash-Earned as an assist. I was able to do 10063 dmg with 20% BBQ with that OTG Combo. Only sad part about it is that since its OTG, I cant do anything after.

EDIT9: Just for shits and giggles, I tried the OTG Combo with Cash-Earned with a 20% BBQ and I got 19 hits with 14328 points of damage. Which is okay for a small combo like that.

EDIT10: Level Max 2C Charge shot can lead to 6B Drill OTG combo because it sends them up into the air, but it’s corner only.

Oh wow. I did an 18hit 19k combo. 5A 5A 5B BBQ20% 5A 5A 5B 2B 2C into OTG 6B Drill. That’s hot. Cash-earned could of easily made that combo break 20k.

EDIT11: Hahaha. Too good. Corner Combo 5A 5A 5B BBQ20% 5A 5A 5B 2C into Normal 6B Drill canceled into a DU Super to be DHC’d into Cash-Earned 626 Energy Pillar Special does a whooping 29k for only 2 and 20% BBQ, that an its pretty much only 37 hits including the Supers, so its quite short and doesnt build all THAT much of their meter.

Only reason why I’m messing with Cash-Earned was for OTG reasons. If you want, you can probably do a 214 Machine Super instead of the DU Super and DHC into something like Ryu’s Shinku Hadoken.


EDIT: INFO REGARDING WALL OF TEXT INFO BELOW

I’m going to need you guys to test teh fuck out of this to confirm if these things are legit or not because I don’t trust myself. Rofl.

The more testers, the merrier, and if all this is late, I fucking apologize.

Also, I wonder if anyone else notice this, but shield gun can set up the corner infinite too, both 6B and 9B, though I figure just like 6B Drill OTG is common knowledge. It’s pretty hard though. It is possible, you just need good positioning. I was able to get up to 22 hits before fucking up. 6B/9B Normal are is alot easier to set it up, but if you happen to have the Shield gun out and your in a corner, its possible to start it up.

If anyone wants a video, Ill post up some shitty attempts. :3


Oh. You can also set up the infinite if you happen to BBQ in the middle of the 6B Drill arm, but you have to spam 5A as soon as you BBQ. Takes 3 5A before you can do the 5B to 5C. Same thing with Shield Gun, 3 5As before you can do the rest. Both of these are much harder than the Normal Arm starter, BUT they are possible. I cant do more than a few reps because of my controller, which is the same case for the Normal Arm starter, but yea. Ill post vids if requested of the 2-4 reps I can do to show you its possible.


You can also do it on the Machine Gun, but that needs to be BBQ’d. It’s also a bit weird. Once you do 3 5A > 5B > 5C > WD, you have to do 4 5As to a 5B and so on, but then it goes back down to 3 5As.

Soooo.

Normal Arm and Shield Gun do not need BBQ to start up this corner infinite, but Drill arm and Machine gun do, but you CAN do the infinite with any of the weapons. That’s for certain.

Difficulty from Easiest to Hardest in my own opinion. L to R.

Normal Arm > Drill Arm > Machine Gun > Shield Arm.

The Shield arm is the hardest because it can be set up from a small distance away because its a wall bounce, meaning you dont have to have them exactly in the corner. As long as you 9B the Shield Gun and the corner is like a single dash or a bit more away, you can possibly set it up, but the issue with that is how many 5As do you use before you do a 5B. Not only that, but you also need the second hit of 5B to connect or else the infinite will fail. So you have to figure out how many 5As to use before the 5B doesnt work, and even if the 5B hits twice, there is no guarentee the following 5C to WD to 5As will be able to be excuted within the hitstun allotted to you. It’s a really hard obsticle to pass by, but once you actuall master and figure out how many 5As and whatnot to use, it because much more practical and easier. That’s MY thoughts though.

They’re all situational, but with good judgement, you know know when you can and cant. The Drill and the Machine are extremely situational because they rely on BBQ to even give you the opportunity to start up the infnite, but if you can start it up, thats extra damage from the start of your infinite meaning you can do some nice damage before they build up enough Meter to Mega Crash.

When all this is mastered, the over rating of the arms for setting up the infinites are as follows from best to worst, L to R.

Shield Gun > Normal Arm > Drill Arm > Machine Gun.


Oh fuck. You can set up the infinite from SHINING LASER if you BBQ a properly timed 5B when they’re falling from the special. Because you have to BBQ, extra damage while slowly building their meter.

OR, if you want, you can 9B Normal right after you gain control which is ALOT easier since the timing practically fits together as well as a nut and bolt.


You can also use 5A to start the infinite after the level 3, but the timing is really tight, so it’d be alot easier and more worth it to go with the BBQ’d 5B or even better, the 9B.

You can’t use 6B though because of the ending lag. So once again, I proove 9B > 6B.


If you want to be stupid, you can also go Level 3 > Mega Crash > Infinite, but lol 5 meters. Only good things about this is that is easier than the 5B after the super.

I’m pretty sure you can probably use an assist to help start the infinite as well, but I’m just doing Megaman alone because assists = too much work for me.


Late night all-nighter training sessions are fun. Anywho, 5:22 AM. I’m fucking tired. I started on this post around 2 AM. Lol. Enjoy any information that isnt old to you. If this whole post is old, then I’m terribly sorry for wasting your time. >:

I havnt been playing much lately, so Its understandable if I’m late on alot of these things. I dont want to look like more of a scrub than I probably already do. >_<

can i call out a assist toward the end of drill arm 6b? For example 5a5a5b6b§ then if possible relaunch from tekkamans assist.

Yup. Shouldn’t be an issue, well besides timing.

EDIT: Yup. Just tried it. No issue. I was able to get 13 hits with Tekkaman’s assist.