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Don't cry, Kung Fu Man
This article is missing images or animations, or is in need of new or updated images or animations for the following reason(s):

  • Dodge, Wall Jump, Charge Buster, and Charged Weapon Moves need completed animations.

Please help the MUGEN Database by uploading an image for this article.

For his first version of everyone's favorite blue robot, DarkCipherLucius made a unique "clone" out of his Marvel vs. Capcom appearance, equipped with some new weapons, mechanics and Hypers. His fast, long-range projectiles could make for good zoning, but his A.I. only moderately takes advantage of them.

Megaman Clone (Eternity of Heroes: Rockman Copy)
DCLRockPort
Character portrait

Creator

DarkCipherLucius

Download

DCL's Mugen

Resolution

Low

Gameplay[]

Yesman

Megaman Clone is a six-button character with gameplay vaguely similar to Marvel vs. Capcom 2: New Age of Heroes, including a Push Block, a Super Jump, and the wall-jump ability Mega Man had in the game, performed using Left or Right at the corner of a stage in-air, depending on the direction Megaman Clone is facing. However, Megaman Clone's mechanics do not just stick to just what was in that game, and also include a unique Dodge, which can be used mid-air rather than just on the ground, alongside an Alpha Counter. Megaman Clone also has a switchable Mega Buster, alongside switchable Weapon Moves. The former can either switch between a rapid-fire "X" Buster or the more traditional "Mega" Buster seen in his official Marvel vs. Capcom appearances; the latter can switch between specific weapons from Mega Man & Bass, original weapons, and the Tornado Hold also seen in his official Marvel vs. Capcom appearances. Megaman Clone also has two extra versions of his Z Mega Buster, with the Down-Right version having him approach the opponent, and the Left version having him dash further back from the opponent. He has two throws alongside these, activated using Y+Z or B+C while holding Right or Left; the Y+Z throw is a more traditional "slam throw", and the B+C throw is a high Move causes opponent to bounce off the wall throw that could be used to start a combo.

Megaman Clone uses the standard Magic Series chain comboing system from the Marvel vs. Capcom series, being able to chain his Normals into either other Normals, Specials, or Hypers. Despite this, however, he has more of a defensive playstyle, relying more on his variable projectile and approach moves than he does combos and pressure. For example, his Tengu Blade and Copy Vision rely on firing three projectiles with long pushback, which can be used as means of distancing himself and the opponent, and his Tornado Hold and Rock Smash fire upward, which can be used as an anti-air that doesn't get too close. Some of his Weapon Moves can also vary when charging his Mega Buster, whereas the mentioned Tornado Hold can be used as an approaching projectile in this state, alongside the Flame Thrower, which is normally a fast beam-like attack, being changed into the fast approach option of Fire Tackle, and the Lightning Bolt gaining a homing property as opposed to its regular random location property; the only weapon that doesn't change in this state is the Tengu Blade, which does nothing when the Down, Down-Right, Right A, B, or C command is inputted. Two thirds of his available Hypers also focus on his defensive-keepaway playstyle; his Rapid Fire Machine Buster fires multiple projectiles at the opponent that distance himself from the opponent when close, alongside Hyper Megaman being a "typical beam attack" that also knocks the opponent down during its startup frames and sends out extra projectiles to keep good distance during the super.

Alongside his mainly projectile-based Weapon Moves, Megaman Clone also has options for melee-based combat, mainly in his Plasma Uppercut Special and Rockman Assault Hyper. Plasma Uppercut, while being a good anti-air, is also highly punishable whether or not it hit, and Rockman Assault, while being a good combo-ender, is dependent on the distance the opponent is at, and can whiff if said opponent jumps over it. Another disadvantage Megaman Clone has is his standing C attack, which is mainly used as his Move launches the opponent upwards to initiate an air combo, not being able to connect if combo-ed into; this detracts heavily from his close comboability, and more or less encourages keepaway play.

Megaman Clone has a custom A.I. that is similar to the engine default. It does random moves at random times and constantly Super Jumps and blocks, but a noticeable change is that it will constantly charge up and release Charge Buster.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Charge Buster
Command Input Properties
Release Z after holding Move is attributed as a projectile
RockDCLShot RockDCLShot RockDCLShot
Level 1 Charge Level 2 Charge Level 3 Charge
Weapon Moves
Command Input Properties
Down, Down-Right, Right X, Y, or Z Move is attributed as a projectile
RockDCLShotRockDCLHold RockDCLShotRockDCLCopyDCLRockShot RockDCLBoltingRockDCLLightning
Tornado Hold equipped Copy Vision equipped Lightning Bolt equipped
RockDCLCopyRockDCLBlades RockDCLShotRockDCLFlame RockDCLSmash
Tengu Blade equipped Flame Thrower equipped Rock Smash equipped
Charged Weapon Moves
Command Input Properties
Down, Down-Right, Right A, B, or C Only usable when Charge Buster charge is at Level 3
RockDCLShotRockDCLHold RockDCLShotRockDCLCopyDCLRockShot RockDCLBoltingRockDCLLightning
Tornado Hold equipped Copy Vision equipped Lightning Bolt equipped
RockDCLShotRockDCLFlame RockDCLSmash
Flame Thrower equipped Rock Smash equipped
Plasma Uppercut
Command Input Properties
Right, Down, Down-Right X, Y, or Z Uses 1000 Power
RockDCLRokUpPah
ZERO COUNTER [sic]
Command Input Properties
Left, Down, Down-Left X, Y, or Z during blockstun Uses 1000 Power
RockDCLRokUpPah

Hypers[]

Rapid Fire Machine Buster
Command Input Properties
Down, Down-Left, Left X+Y, X+Z, or Y+Z Move is attributed as a projectile
Uses 1000 Power
RockDCLRapidfireDCLRockShot
Rockman Assault
Command Input Properties
Down, Down-Right, Right A+B, A+C, or B+C Move knocks down opponent on hit
Uses 1000 Power
RockDCLAssult
Hyper Megaman
Command Input Properties
Down, Down-Right, Right X+Y, X+Z, or Y+Z Move is attributed as a projectile
Move knocks down opponent on hit
Uses 3000 Power
RockDCLHyper

Others[]

Wall Jump
Command Input Properties
Left or Right at a corner Move can only be used while airborne

Weapon Change
Command Input Properties
Down, Down-Left, Left X, Y, or Z/A, B, or C
Rockdclweaponswap
Buster Change
Command Input Properties
Down, Down-Left, Left Start
Rockdclweaponswap
Dodge
Command Input Properties
X+A Move can be used while grounded or airborneMove grants full invincibility*

Palette Gallery[]

DCLMegamanpal1
Button-a
DCLMegamanpal2
Button-b
DCLMegamanpal3
Button-c
00 9 10
DCLMegamanpal4
Button-x
11

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

  • Megaman Clone's idle animation changes when his life is either equal to or under 250.
  • In M.U.G.E.N 1.0, Megaman Clone's long internal name will cause a bug in the engine that will either kill him or set his life to 1. This can be fixed by changing the internal name to something different, and was fixed in a later upload by DarkCipherLucius himself, although this could result in problems with characters that use the exact internal name as an identification trait.
  • Megaman Clone has multiple unused Specials and Hypers. It is unknown if these were ever to be used at a point, especially considering that a few of them look completed.
    • A command for the Konami Code is also unused alongside these Hypers. It probably wasn't meant to be used at all, considering a text string that says "Just cause =P"[sic] in a non-serious matter accompanies it.

Edits[]

This character has not been edited.
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