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 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 or 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 Ⓩ Mega Buster, with the version having him approach the opponent, and the version having him dash further back from the opponent. He has two throws alongside these, activated using Ⓨ+Ⓩ or Ⓑ+Ⓒ while holding or ; the Ⓨ+Ⓩ throw is a more traditional "slam throw", and the Ⓑ+Ⓒ throw is a high 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 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 Ⓒ attack, which is mainly used as his , 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 [ ] 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 Ⓩ after holding
Level 1 Charge
Level 2 Charge
Level 3 Charge
Weapon Moves
Command Input
Properties
Tornado Hold equipped
Copy Vision equipped
Lightning Bolt equipped
Tengu Blade equipped
Flame Thrower equipped
Rock Smash equipped
Charged Weapon Moves
Command Input
Properties
Only usable when Charge Buster charge is at Level 3
This character does not have any victory quotes, meaning it uses the screenpack's default.
Videos[]
Mega Man Robot Master Mayhem (Mugen)-0
Y300 MUGEN - DCL Megaman(Me) vs. Gallade
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.