The main hero from Capcom’s Mega Man series. An advanced humanoid robot created by Dr. Light, Mega Man was modified from a general-purpose lab assistant into a fighting robot. Fitted with a powerful arm cannon and the ability to gain skills from defeated enemies, Mega Man serves to thwart the evil plans of Dr. Wily and protect the peaceful coexistence between robots and mankind.
Section 1: Character Overview
Mega Man is a strange character: his projectile-based playstyle doesn’t fully translate into a projectile-based amiibo (more on that later), which results in an odd and erratic fighter. Luckily, training him is not an impossible task. In addition to being a heavyweight fighter, Mega Man also has a powerful set of smash attacks that can KO opponents very early if used properly. He also has a number of useful projectiles at his disposal that can help him contend from medium and far ranges.
Mega Man’s placement in the amiibo metagame is rather inconsistent. Mega Man’s AI does not camp very well – it never charges its forward smash and prefers melee encounters. Unfortunately, Mega Man is not designed for close-ranged combat: his jab, forward tilt, and special moves are all projectiles, which leaves him with few viable options against opponents up close.
Mega Man is held back by his unorthodox moveset. Mega Man amiibo cannot take advantage of the complex tactics used by human players, which puts him in an odd place. As far as training goes, Mega Man is hit or miss – in the right hands, he can be a decent contender.
Section 2: Recommended Equipment
Stats & Bonuses
For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.
Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:
+40 Attack / +120 Defense / -40 Speed
- Shadow Blade: Functions as a boomerang-type projectile that can catch enemies off-guard with its second hit. Mega Man amiibo cannot learn to aim their Metal Blade projectiles into the ground to increase their power, so Shadow Blade is a superior option.
- Beat: A highly maneuverable recovery move that is very difficult to interrupt. Mega Man moves slower, but the move grants much more distance than any of his other up specials.
- Plant Barrier: The Plant Barrier’s petals are more durable than the default version of the move, and help protect Mega Man from incoming attacks.
Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.
Section 3: Training Your Amiibo
Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.
To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.
Training Tips (Equipment & Vanilla)
- Neutral options: jab, down tilt, neutral special, and side special. Mega Man’s jab is a quick multi-strike projectile that can be used either out of shield or in a neutral position. Down tilt is a fast sliding kick that moves Mega Man forward. Shadow Blade and Crash Bomber are best used from a distance and help to rack up chip damage from afar.
- Main KO moves: up tilt, forward smash, and down smash. Mega Man’s up tilt is fast, strong, and can catch enemies by surprise. It’s difficult to land, but works well with decisive timing. Forward smash is most effective when used at medium to far range, and is capable of gimping recovering opponents. Down smash is Mega Man’s most reliable close-ranged KO move, hitting on both sides with respectable power and speed.
Training Tips (Vanilla-Only)
- If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.
- Utilize back throw as a secondary KO move. Mega Man’s back throw is fairly powerful, but it’s held back by the character’s slow pummel. Try using back throw without pummeling at all.
When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.
Section 4: Conclusion & Credits
Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.
If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!