This is for Mega Man.
OK time for an expanation for the moveset.
Mega Man has made his late arrival to the Brawl!

He falls at a very high speed, even by PM standards. This makes it easier to get back on the ground after aerials, but makes it hard to recover. Be sure to DI high when being sent sideways.
He weighs a bit more than Sonic currently. His jump height and running speed is also higher than Ness's was.

The slide is his dash attack. Where the opponent is sent away depends on where the attack hits. If it hits the tip of the foot, the opponent will be sent at a low horizintal angle. The rest of the foot will send the foe at a slightly higher angle, and the hip sends people upwards. He can use it to slide off of ledges.

Utilt is a fast uppercut.
Not strong or damaging, but it leads to other attacks, has deceptive range, and is a good ant-air move.
Even though I animated it from scratch, it sort of reminds me of PM Snake's utilt.......

Dtilt is a quick sweeping kick Ala MVC. It chains into utilt and other attacks.

The forward smash is not to be trifled with despite it's lack of vertical range.
That one kick can send people quite a ways offscreen if you aren't careful.
Usmash is kind slow but strong. It can be charged now but damage and KB don't increase........


Uair is a very strong air move.
Like in SSBC, this is one of his best kill moves in the air.
Fair is a quick light hit that chains into itself or other attacks.
It's hitboxes are almost like Toon Link's bair.

His new Bthrow is very strong becuase he briefly uses the Guts arm for the throw.
This only applies to Bthrow.
The neutral B is the Mega buster.
It is chargable, but you cannot move while charging or store the charge.
If you don't charge it, you get 2 tiny shots.

If you charge it only a little, you will get one slightly bigger shot.

Charge it fully and you will get a powerful blast.

That blast transcends priority so it won't clank with other projectiles or attacks.
You can cancel the charge by Pressing the shield button.
It also sends target at a horizontal trajectory like in SSBC.
His Up B is similar to his Up B in SSBC. It's like a hadouken.

The graphics I use for this move fluctuate consantly.
His Forward is the Robot Master Powers.
Let's go through them one by one:
Top spin can only be used in the air.
It's a high spinning move that traps foes in the air and can be used to help with recovery when used at the right time.

This currently has unlimited uses.
Flash stopper slows down time for a short time.

This can only be used once per rotation. More on that later.
Slash Claw is a Melee move that does extra damage on shields.

You can only use this 8 times per rotation.
The Black Hole Bomb currently works a bit like PK flash, but that will change soon.

Images do not do the effect justice.
You get 10 uses normally, but charging it may only allow 9 uses.
It's hitbox lingers for a bit.
Down B
This is the Power switch.
This allows you to switch between the Robot master powers and during the move, Mega Man will glow a color depending on the power being switched to.
It always starts off with Top spin, but will always go in this order:
Top Spin
Flash Stopper
Slash Claw
Black Hole Bomb
repeat.



Misc Pics for BV placeholder here.



The Final Smash has not yet been modified, but it still works.
Known IssuesThe Bunny Hood does not increase his running speed.
While Usmash and Dsmash can be charged, damage and KB doesn't increase.
[COLOR="DarkRed"]
[SIZE="5"]Change List[/SIZE][/COLOR]
[collapse=V3(Coming Soon)]
Better looking model
More recolors created/included
Usmash and Dsmash can charge now(No damage or KB added though)
Jab 1 links better to jab 2
Aerial A move animations tweaked
Fsmash and ftilt animations tweaked
Dair animation tweaked - pushes Mega Man upwards a bit like Snake's fair
??? ???? ?????????
??????????????????????????
[/collapse]
[collapse=V2]
Fixed a stupid Ledge related TransN bug
New ftilt(May change again)
General Hitbox and animation tweaks
Flash Stopper duration increased
Flash stopper now usable once per stock
Top spin has horizontal mobility
Top spin hitboxes more sensible
Fsmash range fixed, knockback and damage tweaked
Usmash faster
Bair sweet spot has slightly less KBG
Dtilt sweetspot now does 7%
Utilt given slightly more lateral range
[/collapse]
Credit to Link1213 for the CSPs.