Sonic vs Mega Man

Mega Man Matchup (Sonic)

Sonic vs Mega Man

Sonic vs Mega Man is about avoiding the straight lanes controlled by pellets and Metal Blade, shifting those lanes with superior run speed, and converting that movement into ledge pressure without jumping into up smash or back air.

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Matchup Summary (Win Condition and Game Plan)

This matchup is about whether Sonic can keep shifting the horizontal lanes that Mega Man wants to lock down with pellets, Metal Blade, and Crash Bomber. If Sonic tries to force spin straight through the front door, even small hits can stop the spin and hand Mega Man the follow-up into back air, up smash, or up tilt, so the priority is to make the projectile come out first and punish the recovery after it.

The better flow for Sonic is to stay just outside, show feints, bait shield or preemptive back air, and then get one touch with down tilt, dash attack, fair, or grab to carry Mega Man to ledge. Mega Man is not built to win long close-range scrambles over and over, but he is very good at swatting approaches from above with up smash and up air, so grounded burst movement is more stable than repeated jump-ins.

The frame table also shows that jab, forward tilt, down tilt, dash attack, every smash attack, nair, bair, and neutral B can all be punished by Sonic’s up B (4f) and often by faster aerials, grab, or up smash as well. By contrast, fair only yields up B, down air can leave Mega Man advantaged, and side B and down B are not reliable in-place shield punishes, so Sonic has to track the landing and the post-item reset instead of expecting shield to solve every exchange.

For kills, it is cleaner to hold ledge and cover getup or jump with back air, up smash, and forward smash than to extend center-stage scrambles forever. Rush Coil gives Mega Man real recovery distance and he can still threaten with Metal Blade or back air on the way back, so stage control is the win condition here and overchasing is how Sonic gives it away.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSonic OOS Candidate MovesBarely Missed Moves
Jab7/19/31-25/-23/-20
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Forward Tilt7/19/31-25/-23/-20
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Up Tilt6-49/-31/-33
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Down Tilt5-33
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Dash Attack7/10/13/16/19/22/25/35-16
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
Forward Smash19-18
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Up Smash8/11/15/19/23/27/31-32
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Down Smash17-50
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Neutral Air7/19/31-25/-23/-20
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Forward Air9-7/-7/-8
  • Up B (4f)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Grab (+3)
Back Air4/7/10-18/-17/-17
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (+3)
Up Air11…
Down Air23+1/+0
  • None
Neutral B16-17
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (+3)
Side B19**
Up B
Down B9—****
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not stand in front of pellets, Metal Blade, and Crash Bomber for long. Shift the firing lane with pullback steps and re-acceleration, then get in with down tilt, dash attack, fair, or grab.
  • Do not rush in from above. Stay out of the height where up smash, up air, and back air start stacking together, and make Mega Man swing at grounded feints first.
  • After blocking jab, forward tilt, down tilt, dash attack, every smash attack, nair, bair, or neutral B, take the listed punish with up B (4f), fair/uair (8f), nair (9f), grab (10f), or up smash (14f).
  • When Crash Bomber sticks, do not freeze in place. Use movement and spacing changes to make the post-explosion back air or grab miss and deny the second guess.
  • Prioritize ledge trapping over reckless edgeguards, and close the stock by layering back air, up smash, and forward smash onto Mega Man’s getup and landing choices.

Actions to Avoid

  • Do not spin straight into the pellet lane, get stopped, and hand Mega Man a free starter into back air or up tilt.
  • Do not stay in shield when Crash Bomber is already threatening and let the explosion plus grab/back air mixup hit you together.
  • Do not keep forcing jump-ins from above into repeated up smashes or up airs.
  • Do not chase Rush Coil recovery too deep, get reversed by Metal Blade or back air, and give away the ledge pressure you already earned.

Reference Links

Related Pages