Neutral Special 1 (Metal Blade)Megaman's default neutral, the Metal Blade, can be thrown in 8 directions, travels about halfway through the screen and is a multihit projectile, doing about 3% damage a hit and negligible knockback.
It will stick in the ground if it collides with a surface and can be picked up and thrown again, other players can also catch it if you throw it at them and use it against you, so it's a pretty weak projectile.
Neutral Special 2 (Hyper Bomb)- Spoil de perso ici:
Megamans second NSpecial is the Hyper Bomb from the first Megaman game, it can be thrown in 8 directions still but will always have some form of vertical movement, giving it an arcing motion.
Does 8% damage on hit and more knockback than the Metal Blade but it's a bit harder to aim, it won't explode until it hits something so it can be useful as a edgeguarding tool.
Neutral Special 3 (Shadow Blade)- Spoil de perso ici:
Megamans third Neutral special, the Shadow Blade, acts just like it does in Megaman 3, instead of going in a straight line, it has a boomerang effect, returning to the same position it was thrown from.
It can still be thrown in 8 directions and does only 2% damage per hit, but it doesn't stick in the ground and it can't be caught and used against you.
Side Special 1 (Crash Bomber)Megaman's default Side Special is the Crash Bomber from Megaman 2, it fires in a straight line and can latch onto players or surfaces, 2 seconds later, it explodes, doing around 8% damage and low, diagonal knockback.
The explosion does decent shield damage if they try to block it and the bomb acts like the sticky bomb from Brawl, transferring to another player if they walk past each other.
Side Special 2 (Ice Slasher)This customisation lets Megaman use the Ice Slasher from Megaman 1, it does less damage than the Crash Bomber, dealing only 4% a hit, but it pierces enemies and will also freeze the enemy above a certain threshold, somewhat based on their weight (Jigglypuff froze at 20%, Bowser froze at 24%).
It's nothing really to write home about, it has decent vertical knockback but Freezing effects have never been that good in Smash because they never last long enough.
Side Special 3 (Danger Wrap)- Spoil de terrain ici:
I'd say Megaman's third Side special, the Danger Wrap from Megaman 7, is probably his best variation, it shoots out an explosive wrapped in a bubble that floats upwards, exploding if it comes into contact with anything.
The explosion is multi-hit and does 13% damage and pretty good knockback, at higher percentages the knockback is perfect for just using the move again because it will rise straight to them and get them a second time if you can catch them sleeping.
You can have Danger Wrap and Air Shooter on screen at the same time, so it gives you pretty good coverage for someone trying to return to the stage, the only sacrifice with this move is that you have no horizontal range with it other than a few centimeters.
Up Special 1 (Rush Coil)The Rush Coil from Megaman 3 (?) is his default recovery, it's equivalent to Sonic's spring jump, giving some great vertical distance and not putting you into special fall, if you use the move whilst grounded, Rush will stay there and can be jumped on a second time (either by you or an enemy) for an even higher jump.
Rush Coil also has the ability to get you out of weak hitstun, so it can be used as a combo breaker of sorts.
Up Special 2 (Tornado Hold)- Spoil de perso ici:
Megaman uses the Tornado Hold from Megaman 8 as his second recovery, dropping a fan on the ground that pushes anyone caught in the cyclone upwards, it damages enemies on the way up, dealing about 1-2% a hit for a total of around 6% damage, you can use your aerials at the height of the recovery, so you can use it to combo into flame sword or Slash Claw but it's not guaranteed. This move also doesn't put you into special fall.
Using the move in midair causes the fan to fall as it pushes you up, you can use this above on stage opponents to delay their rise and give you more time to use an aerial or you can use it off stage to force a recovering opponent to recover high.
As a recovery it doesn't give you much horizontal or vertical distance compared to Beat or Rush Coil.
Up Special 3 (Beat)Megaman's third recovery is Beat, who first appeared in Megaman 5, using this move will spawn Beat (complete with NES-esque whistle sound), who will carry you upwards and allow you to get greater horizontal distance than either Rush Coil or Tornado Hold, the drawback to this being that Beat moves slower than Rush Coil launches you so you are slightly more vulnerable.
Like the others, this one doesn't put you into special fall.
Down Special 1 (Leaf Shield)Probably Megaman's worst special, the Leaf Shield from Megaman 2, it has very slow startup and can be used to block projectiles or collide with an enemy for 2% damage per leaf.
Projectiles can still hit you if they slip in between the leaves and if a leaf blocks a projectile or hits an enemy, it gets destroyed.
The move stops you from doing anything other than throwing the shield straight ahead or grabbing an enemy, when thrown it does 3-4% a hit. The knockback on every hit is non existant, to get the most out of the move it's best to use it and then just grab them and let the leaves hit them.
Down Special 2 (Skull Barrier)- Spoil de perso ici:
The Skull Barrier from Megaman 4 makes it's appearance as Megaman's second down special customisation, it does no damage whatsoever whilst circling Megaman but it will push people back ever so slightly and reflect projectiles rather than block them.
When thrown, it travels less distance than Leaf Shield and does 2% a hit.
Like Leaf Shield, all you can do whilst this move is active is throw it or grab.
Down Special 3 (Plant Barrier)- Spoil de perso ici:
The Plant Barrier from Megaman 6 is the final Down Special customisation, in this variation, the petals surrounding you will not disappear when hit, instead staying for the entire duration of the move, does 3% damage a hit whilst circling and 4% when thrown.
Travels less distance than Leaf Shield and moves slightly slower than Leaf Shield, each hit also gives slight knockback compared to Leaf Shield.
Again, like Leaf Shield, all you can do whilst this move is active is throw it or grab.
Source : http://smashboards.com/threads/367796/