Competitive Uranus Strategies

Uranus Overview
Add A overview related to Uranus Gameplan on Comp scene.

Charge Advisory List

 * Guts Man - If it's a short burst charge near walls it's fine to grab him, try to catch him while he's picking up a rock so he can't punch you, though.)
 * Dr. Wily - Skull Suit shots hurt, and he can shoot a lot of them at you while he's grabbed. Armour won't save you. He doesn't always have the ammo, though.
 * Sniper Joe - His Grenade and Truck can and will maul you, just throw rocks.
 * Fire Man - If you're at full charge ammo you can out-DPS him but you'll take a lot of damage. Weigh this carefully.
 * Elec Man - He can just dash out of your Charge/Range, and his Thunder Beam hurts. See if you can catch him offguard.
 * Air Man - Not the most dangerous, but be careful about that shotgun of his, as it'll let him rack up some damage.
 * Heat Man - You can charge him but it's better to just throw rocks, since he can act quickly out of dashes as well as just dash out of your grab.
 * Needle Man - Not only does his mainfire hurt, (especially with that extreme RoF,) but he can cancel it instantly into Needle Hammer. He can punish you greatly for even trying, just throw rocks and keep your distance
 * Hard Man - (can't punish you that bad for trying, but he's beefy and can deal large damage to you at all times. only go for it if you know it'll kill him (ie after throwing some rocks at him))
 * Toadman - (like hardman, beefy. rain flush can chip away at you, better just to throw rocks)
 * Skullman - (just burn his skull barrier before trying)
 * Napalmman - (wait until he's on cooldown so that he cant bomb you while you charge him)
 * Blizzardman - (bowl is scary! wait for him to burn it first)
 * Swordman - (generally just not a good idea, you'll win way more often if you just run away and throw rocks)
 * Clownman - (will melt you with thunder carnival if you charge him. throw rocks)
 * Frostman - (like gutsman, fine with short bursts. however being close to him can be difficult due to icewave stuns, so keep your distance most of the time)
 * Evil Robot - Extremely high risk and reward. If Evil Robot activates his Rage Mode you can absolutely destroy him as he takes extra damage during that state, but if he uses his Giga Flame Sword you you're getting hurt badly. Try it if you dare
 * Groundman - (his drill tank form actually hurts a lot. be careful when charging)
 * Magmaman - (that shotgun hurts, watch out)
 * Commandoman - (be very careful when charging him- it's a great tool in the matchup but watch out for mines and such)
 * Acidman - (be wary that your charge might not do as much damage as usual if he has his shield up)
 * Quint - (his m2 is scary, don't grab him while he's on sakugarne)
 * BBA Megaman - (be careful if he has plasmarifle, rockets, or bfg)

General Problem Matchups

 * Protoman - (Shield blocks rocks, dash means you're basically never going to land charges, and charge shot hurts. Rough matchup but winnable)
 * Yellow Devil - (his shotgun is scary, and he can usually out dps you in most scenarios... somehow)
 * Bubbleman - (not a huge problem, but he can poke you from farther than you can poke him and he has anti-charge tool in bubble lead. only slightly favoured)
 * Woodman - (has pocket invuln and strong cqc in slam, invalidates cattle charge with just those two things. run away and throw rocks as much as possible)
 * Drillman - (can easily dodge charges with his dig invuln, and drill bomb hurts badly. painful but still winnable due to hp advantage)
 * Starman - (you can actually do decently with rocks, and can charge him if he's used up all his ammo, but be careful: he can melt you)
 * Darkman1 - (i've never actually played this matchup but it sounds difficult)
 * Yamatoman - (generally good cqc, his m1 hurts too. rough but winnable)
 * Junkman - (never charge him ever, only ever use it to run. armour is rough too. just poke with rocks and hope he misses his projectiles)
 * Tenguman - (difficult but winnable. keep him on the ground as often as possible)
 * Searchman - (this one used to be decent but his new leap makes it way harder. stay on your toes and just power through his chip damage, try to charge him often)
 * Pirateman - (not awful, but he can effectively lock down a single area making it difficult to get in. a well timed and well positioned charge can break his walls, just throw rocks from there.)
 * Concreteman - (both of you have tools to annihilate eachother- he just has better ones)
 * Tornadoman - (flies around and is a general annoyance, but if you can catch him with a charge you're good)
 * Nitroman - (like tornadoman, but a little harder)
 * Mercury - (not horrible, but he can outmaneuver you effectively. all you need to do is catch him a few times but that's easier said than done)
 * Jupiter - (really rough, you're constantly taking damage and he's always in a better position than you)
 * Saturn - (be very careful with what you throw out, if he gets armor it's tough)
 * Hyper Storm H - (beefy! can push you away too and has effective cqc tools.)

Abysmal Matchups

 * Waveman - (incredible mobility, water wave sucks to fight. you'll basically never hit him if he just runs away and pokes, requires insane multi-room charge reads and great aim)
 * Gyroman - (requires great aim, will just poke you to death)
 * Chargeman - (like starman but worse because charge has higher single-target damage)
 * Knightman - (that shield is awful, and he can poke you from a long way since you're slow)
 * Plant Man - This is Uranus' worst matchup. The chances of you winning this matchup are practically zero.
 * Shade Man - Uranus' second worst matchup. His Shade Grab is amazing, and you will never break through the armour it gives unless you have a lot of ammo and spam rocks. You must respect everything Shade Man does and throw rocks
 * Enker - (entirely based on player skill. if played effectively, Enker can destroy Uranus in seconds with his incredible DPS- he can also just keep his distance. punishing stance with charge is usually impossible)