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The Mega Buster, known in Japan as Rock Buster (ロックバスター), is Mega Man's neutral special move in Super Smash Flash 2.

Overview[]

When performed, Mega Man holds his Mega Buster, his arm cannon, in front of him and fires a plasma shot forward. Tapping the special input will fire a small, slow plasma bullet in a straight trajectory forward, dealing minimal damage and little to no knockback. Up to three can be fired at once, and they can be fired while walking and jumping. Holding the special move input will charge energy for a bigger and more powerful shot. There are four stages of charge depending on how long the input is held down for:

  • Level 1 (uncharged) fires a small yellow plasma bullet that glows for about half of a second after being fired. It deals 2% damage with flinching to the opponent while glowing, and 1% damage with no flinch while not glowing.
  • Level 2 fires a small blue and white plasma bullet that deals 9% damage and small knockback to the opponent.
  • Level 3 fires a larger blue and white plasma bullet that deals 15% damage and moderate knockback to the opponent.
  • Level 4 (fully charged) fires a massive blue and white plasma bullet that deals 18% damage with strong knockback to the opponent and causes slight recoil on Mega Man.

The player can move around while being able to jump and double jump while charging, but they cannot grab the ledge and will lose the charge upon flinching. They will also turn around in the air if the opposite directional input they are facing in is pressed. The player also will be unable to use their up special for a few frames after using Mega Buster.

Level 1 shots can also be fired while using Mega Man's up special move, Beat Call, where they have the same properties as their normal variants.

Origin[]

MM8 Mega Buster

Mega Man firing a charge shot in Mega Man 8.

The Mega Buster has been Mega Man's default weapon in nearly every game he appears in, ever since the first game in the Mega Man series. The standard energy bullets, known as "Solar Bullets", are weak but can be rapid-fired with up to three appearing on-screen at a time. It was not until Mega Man 4 that Mega Man could charge his Mega Buster for a more powerful "Charge Shot", which could be done by holding the same button used to fire. Mega Man could run, jump, and climb ladders while charging, but in certain games, getting hit while charging will lose the charge. Overall, the Mega Buster functions nearly identically to how it does in SSF2, only in this game shots cannot go through walls and Charge Shots pass through opponents even if they do not defeat them. Additionally, most games in the series do not cause recoil on Mega Man after firing a full Charge Shot, as this is only present with the Charge Shot in Mega Man III and Mega Man IV for the Game Boy, as well as with the Final Charge Shot in Mega Man 11.

Gallery[]

Screenshots[]

Early designs[]

Trivia[]

  • Originally, the Mega Buster allowed only one jump, but with the release of v0.6 of the demo, Mega Man could jump twice before being required to return to the ground.
    • This was reverted back to one jump in Beta 1.0, but it was changed to two jumps again in Beta 1.2.
  • In the earlier demos of the game, when Kirby copied Mega Man's ability with Inhale, he could only fire uncharged Mega Buster shots, but as of v0.8a he can charge them up.
  • Earlier demos allowed Mega Man to crouch while charging Mega Buster, but this has been removed as of v0.9a.
  • Prior to Beta, Mega Man's standard special move was instead Weapon Use, and Mega Buster was one of five special weapons that could be changed into Mega Man's standard special move with Weapon Change. However, Weapon Change has since been replaced with Water Wave, thus removing Weapon Use and making this move his only standard special move.
Mega Man's special moves
Neutral special move Mega Buster
Side special move Crash Bomber
Up special move Beat Call
Down special move Water Wave
Final Smash Mega Legends
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