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Mega Man

Last Updated:
February 15th, 2021

Notes on the Young Link vs Mega Man MU

Attributes

Air Acceleration: 0.11 (#6)

Air Speed: 1.155 (#20)

Fall Speed: 1.8/2.88 (#13)

Dash Speed: 1.958 (#36)

Run Speed: 1.602 (#58)

Walk Speed: 1.132 (#40)

Weight: 102 (#29)

Wall Jump: Yes

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Mega Man's Win Conditions:
Wall
Young Link out by beating out his projectiles, and using his low-start up moves to cover his approaches. Maintain stage until Young Link is cornered and offstage, then edgeguard.

Young Link’s Win Conditions:
Get around Mega Man's projectiles, cover an approach with projectiles, and get into close quarters combat and combo him. Once Mega Man is cornered, restrict his space and punish his laggy moves out of shield on whiff.

Out of Shield

Jab, FTilt and NAir (-25 Cannon, -23 Close, -30 Far)
GSA (Frame 9)
Grab (Frame 16)
UTilt (Frame 19)
DTilt (Frame 20)
DSmash (Frame 20)
(Heavy projectile usage. You'll likely not punish this directly, since he can continue moving while using it)

UTilt (-49):
FSmash (Frame 26)

DTilt (-33):
FSmash (Frame 26)

Dash Attack (-16):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

FSmash (-18):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(Can be spaced out)

USmash (-32):
FSmash (Frame 26)

DSmash (-50):
FSmash (Frame 26)
(Can even charge the attack a little)

FAir (-7):
NAir (Frame 7)
(Can be spaced out)

BAir (-17):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

UAir (--):
--

DAir (+1):
Unpunishable
(Super safe on shield)

Metal Blade (-17):
Unpunishable
(Projectile usage)

Crash Bomber (--):
--

Rush Coil (--):
--

Leaf Shield (~-30):
USmash (Frame 10)
FSmash (Frame 26)
(Can be spaced out)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Jab/FTilt/NAir, Metal Blade, Leaf Shield, FAir, BAir.


  • Kill Moves: FAir/BAir/DAir in offstage situations, UTilt, Smash Attacks.


  • Kill Confirms: Metal Blade, thrown or Z-dropped into FAir/BAir/UTilt/Usmash. Close range Jab/FTilt/NAir into tech situations around 80%. BThrow.


  • Pellets and Metal Blade clank with all our projectiles, which puts a lot of horizontal pressure on Young Link. He can’t play long range very much, and grounded Fire Arrow/Boomerang is not very useful.


  • Young Link has to try and get in, usually at some diagonal angle, though FAir and BAir are quick moves that Mega Man can use to cover that. A good option is to try and cover that approach with a projectile like Bomb or jump + down angle Boomerang. You can also use ZAir, which can outspace Mega Man's FAir and BAir.


  • Once Young Link manages to get into close quarters combat, he can apply a lot of pressure and combo Mega Man, as he is small but heavy. He has decently fast options and combo/zone breaking tools, but they are usually laggy, and can be punished hard if baited out.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • He can box with his FAir and BAir, which come out very fast then drift back.


  • Mega Man wants to use his huge aerials, including UAir, to keep us in the corner or in the air.


  • He can also use the various angles of his Meta Blade to catch your movement in disadvantage and push it further.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • FAir and BAir in particular, but also UAir. Never jump out of UAir.


  • USmash can cover platforms and kill.


Landing

(How do they cover it? What are my best options?):


  • Mega Man has fast grounded options to cover landing, such as Dash Attack, DTilt, short hop aerials, and also USmash that can be sent from afar and won’t clank.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • It can be difficult to come back, as FAir and BAir can call out high recoveries, while DAir can spike low recoveries.


  • You need to use the range limit of DAir, along with the fall speed of Mega Man to bait the usage of his DAir and avoid it.


Ledge/Corner:


  • He can catch you stalling in the corner with FSmash, if you're throwing too many projectiles from the corner.


  • He’ll try to catch your jump preemptively with his fast aerials, or react to your jump with UAir.


  • He can use his fast grounded options or Pellets to catch and disrupt our movement.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Mega Man can land with Leaf Shield, which can’t be contested, but he needs time to pull it out (9 Frame start up).


  • His usually fast aerials (NAir, FAir, BAir) are also very disruptive.


  • As usual, projectiles and ZAir can outrange his fast options and push advantage further.


  • He can be juggled vertically with UAir, though he falls fast and may be hard to catch.


  • In the corner, he can fight out using Pellets and his quick aerial or grounded moves, or even quickly go in the air using Rush Coil to try and bypass grounded pressure.


  • If you can bait an option out of him, you can usually punish it hard.


Offstage:


  • Always keep in mind that Mega Man can keep on moving after Rush Coil giving him many options including safe-ish high recovery.


  • His recovery is exploitable, but he can mix up low and high recovery very effectively. Since he’d love to just avoid a recovery by using Rush Coil early and landing on stage, it can be baited.


  • He has quick aerials from ledge, FAir or Pellets.


  • He can also Leaf Shield from ledge.


  • He can quickly Rush Coil from ledge to get a lot of height and fight his way back onto stage.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: None

Note: FTilt reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 117, 108


  • FD FThrow @ Ledge %s: 188, 159


  • FD Milkshake %s: 107-151, 94-128


  • Mega Man Kill Throws: BThrow

Stages

  • Battlefield:
    Indifferent. Gives us approach tools, but he has good platform pressure.


  • Final Destination:
    Indifferent. The lack of platforms helps us keep him in advantage, but it becomes harder to establish advantage in the first place.


  • Smashville:
    Indifferent. This stage makes both advantage better and disadvantage worse for both characters.


  • Town & City:
    Bad. Too much space for him to maneuver around us.


  • Lylat Cruise:
    Good. Slants disrupt him more than us, and we can keep him in disadvantage effectively with platforms.


  • Pokémon Stadium 2:
    Indifferent. Mega Man has a lot of space, but platforms are well positioned for us to establish pressure in center stage and take control.


  • Kalos Pokémon League:
    Terrible. He has too much space to zone us out here, and platforms help his recovery and edgeguarding.


  • Yoshi’s Story:
    Good. Slants and platforms help us quite a bit, though he has platform pressure and UAir to kill us off of the top.

Sets & Resources

Hivesteel’s Young Link vs Mega Man VOD Playlist: Megaman vs Young Link