Tatsunoko vs Capcom: Ultimate All Stars/Megaman Volnutt: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Megaman Volnutt|content=
==Introduction==
Volnutt decided to take a vacation from the moon to chill with the Tatsunoko heroes. It's the blue bombe-er, uh digger at it again.
==Gameplay==
{{Content Box|content=
Proto-Amaterasu but cooler
{{ProConTable
|pros=
* Can completely ignore incoming chip damage
* Extremely good zoning
* Very good Anti-air super
* Very solid normals
* Really good Assist
* Can change his playstyle on the fly to fit the current situation
* Very easy combo route that can be adjusted as needed
* Outrageously meter efficient for both baroque and meter
|cons=
* Weapon Change mechanic can be overwhelming for newer players
* The direction weapon change moves doesn't always follow inputs when airborne
* Lvl 3 is the weakest in the game and gets hurt even harder from damage scaling
* Machine gun super has the potential to whiff and leave Volnutt in extremely unsafe situations
* Literally unplayable in simple mode if you want to call that a negative
}}
}}
}}


=Moves List=
=Move List=
==Normal Moves==
*Arm attack-When in arm mode, 6B (this move can also be done in the air)-Megaman lunges forward with his arm and smacks the enemy, causing a stagger (when the enemy is on the ground). You can use this in a ground combo. The air version is nice to use as part of your air combo, especially in the corner/and when you switch weapons right in the middle of your air combo. The air version of this move looks odd, but chances are, your hit will count during an air combo.
*Buster Shot-Press and hold C (this move can also be done in the air)-Megaman's trade mark normal move. Pressing C will make Megaman shoot out a small energy ball that does 2 hits. The nice thing about this normal move is that you can charge it for more damage; however, the drawback is that you lose the ability to change weapons into your drill arm and you also lose the ability to launch your enemy into the air for an air combo (3C). The trick is to do the Buster Shot charging AFTER you either change your arm into the drill arm or AFTER you launch your enemy into the air to start your air combo. Charging the Buster Shot has different damage and number of hits: 3 second charge will have Megaman's Buster arm create a small energy ball, and, if you release it, you will do 3 hits and around 3,200 Billion Damage. After 6 seconds of charging, the energy ball will increase and have its own "aura," or glow around the energy ball; and, if you release it around this time, you will do 4 hits and around 7,100 Billion Damage. And finally, if you continue to hold down C, your energy ball will start to show energy lines around the large energy ball; if you release it, you will do 4 hits and will do around 9,300 Billion Damage. Crouching C (2C) will make Megaman do a 45 degree angle incline shot (and the charging properties still apply), while jumping C has two alternatives: shoot with just jumping C (with the same charging properties) or while jumping, press 3C-Megaman will shoot at a downward 45 degree angle (again, same charging properties). You can use Buster Shot (and its charge) in a combo (both ground and air).


==Special Moves==
*6B (ground and air)special arm use-Depending on what arm you have equipped with Megaman Volnutt will determine what you do. Megaman's normal arm (read above) will lunge at the enemy and stagger the enemy. The A version change (see below on how to change arms) is a bullet gun arm. The bullet gun arm shoots 4 rapid bullets out of his bullet gun arm. When you are on the ground, you can shoot straight across the screen (6B), or at a 45 degree angle incline (3B). When you are in the air, you can shoot straight across the screen (6B) or at a 45 degree angle decline (3B). The B version is his shield arm. While either on the ground or the air, you can use his shield (6B). If this hits the enemy, it will cause a wall slam (wall bounce), in which you can continue your combo. However, if you try to use the shield right after the first hit (and wall slam/bounce), the shield will not cause that effect, but instead, cause the enemy to be in a fast glide of recovery. The C version is his drill arm. When you are on the ground, you can either do his vertical (and anti-air) drill attack (3B) or his ground dashing drill attack (6B); when you are in the air, you can use his vertical drill arm attack (6B).
*Weapon Change (Forward)-236A/B/C (this move can also be done in the air)-Megaman dashes forward to change his arm. The A version will give you his bullet gun arm, the B version will give you his shield arm, and the C version will give you his drill arm. You can return to your normal arm by inputting the same command with the appropriate buttons (for example, 236B gives you the shield arm, if you want to revert back to his normal arm, input 236B). Of course, you can input 22B (from the example) or 214B to return to his normal arm. As long as you use the same button, you can return to Megaman's normal arm. You can use Weapon Change (Forward) in the air during his air combo; this is much easier to use than air dashing in the middle of his air combo and it gives you the ability to increase your damage output options. You can change weapons twice in the air. You can change weapons as much as you want when Megaman Volnutt is on the ground. 
*Weapon Change (Standing)-22A/B/C (this move can also be done in the air)-Megaman dashes backwards to change his arm. Same rules still apply as stated above (as well as both ground and air changes)
*Weapon Change (Backward)-214A/B/C (this move can also be done in the air)-Megaman stays where he is at to change his arms. Same rules still apply as stated above (as well as both ground and air changes).


==Super Moves==
{{TvCOverviewHeader
*Machine Gun Sweep-214+Any two attack buttons (this move can also be done in the air)-Megaman gets out his bullet gun and shoots 41 bullets at his enemy (and does around 9,400 Billion Damage). You can control the directions of the bullets, depending whether you are on the ground or in the air. If you are on the ground, you can control the bullet direction horizontally (straight across the screen) to nearly straight up (vertically). If you are in the air, you can control the bullet direction horizontally (straight across the screen) to nearly straight down (vertically). This is a great super to use at part of either your ground or air combo, and it can guarantee some super swapping set-ups (Team Hyper Combo) or even when you want to have your partner out at the same time during his/her super (Cross-Over Combination).
|header=Normal Moves
*Max Power Drill Uppercut-623+Any two attack buttons-Megaman gets out his drill arm and does a anti-air drill attack (13 hits around 13,000 Billion Damage). This does more damage than the Machine Gun Sweep super; however, you can only use this while Megaman is on the ground. This is good to use to end your ground combos, but if you are looking to switch Megaman out during his super, use Machine Gun Sweep instead (especially if you want to confirm the hits).
|move=[[File:Volnutt 5A.webm|thumb|{{TvCInput|5A}}]]
*Max Power Shining Laser (Level 3 Super, 236+Any two attack buttons)-Megaman gets out a special arm, then pokes at the enemy, lifting the enemy above his head, and shoots out a massive laser. The damage ranges (because you can mash this level 3 super for more hits and damage). This super is hard to combo into (especially the hit box is deceiving), but if you do manage to land this during your ground/air combo, you can continue to combo right after the level 3 super finishes (usually with a 5B-2 hit kicker -> 3C).
|startup=6
|active=1
|recovery=16
|blockadv=-
|damage=800
|properties=-
|notes=Fairly fast jab
}}


=As An Assist=
{{TvCOverview
Megaman Volnutt jumps out and does his anti-air drill attack. His assist attack does 6 hits, and causes a very odd but unique (and fast) aerial stun. You can combo into or after his assist. This is good to use as an anti-air, or as a surprise attack.
|move=[[File:Volnutt 2A.webm|thumb|{{TvCInput|2A}}]]
|startup=6
|active=2
|recovery=15
|blockadv=-
|damage=640
|properties=Low
|notes=Low kick, reaches decently far
}}


=The Basics=
{{TvCOverview
|move=[[File:Volnutt 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=9
|active=-
|recovery=23
|blockadv=-
|damage=2020
|properties=-
|notes=Big FAT kick, hits two times, hitbox goes higher than the animation shows. You can link {{TvC-Colors|yellow|6B Drill}} -> {{TvC-Colors|green|Weapon Change Forward}} -> {{TvC-Colors|yellow|5B}} -> {{TvC-Colors|red|3C}} from it, that's how insane it is
}}


=Advanced Strategy=
{{TvCOverview
|move=[[File:Volnutt 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=9
|active=3
|recovery=-
|blockadv=-
|damage=1040
|properties=Low
|notes=Pretty good low, decent distance, reaches far.
}}


=Match-Ups=
{{TvCOverview
|move=[[File:Volnutt 6B Fist.webm|thumb|{{TvCInput|6B}}]]
|startup=14
|active=5
|recovery=-
|blockadv=-
|damage=1280
|properties=Stagger
|notes=Megaman winds up and gives a right hook. Causes a massive amount of stagger. Does not cancel/chain into other normals, must {{TvC-Colors|green|'''Weapon Change'''}} or link {{TvC-Colors|blue|'''5A'''}} afterwards. Usable in air
}}
 
{{TvCOverview
|move=[[File:Volnutt 6B Gun.webm|thumb|{{TvCInput|6B}} (Gun)]]
|startup=17
|active=-
|recovery=-
|blockadv=-
|damage=2772
|properties=-
|notes=Megaman stops and fires a few bullets. Very annoying to deal with. When used in air, {{TvC-Colors|yellow|'''6B'''}} shoots forward.
}}
 
{{TvCOverview
|move=[[File:Volnutt 3B gun.webm|thumb|{{TvCInput|3B}}(Gun)]]
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=3647
|properties=Anti-air
|notes=Megaman fires 4 machine gun bullets at about a 60-degree angle upwards that hit super jumping opponents. When used in air, {{TvC-Colors|yellow|'''3B'''}} shoots diagonally down.
}}
 
{{TvCOverview
|move=[[File:Volnutt 6B Shield.webm|thumb|{{TvCInput|6B}}(Shield)]]
|startup=21
|active=17
|recovery=-
|blockadv=-
|damage=2040
|properties=Wall Bounce/Projectile Reflect
|notes=Megaman pulls his shield out and shoves it forward, on hit it causes wall bounce. Reflects one projectile. <br>'''''Usable in air'''''
}}
 
{{TvCOverview
|move=[[File:Volnutt 6B Drill.webm|thumb|{{TvCInput|6B}}(Drill)]]
|startup=19
|active=-
|recovery=-
|blockadv=-
|damage=4722 (4062 OTG)
|properties=Low/OTG
|notes=Megaman slides his drill along the ground, unsafe even on weapon switch.
}}
 
{{TvCOverview
|move=[[File:Volnutt 3B Drill.webm|thumb|{{TvCInput|3B}}(Drill)]]
|startup=12
|active=-
|recovery=-
|blockadv=-
|damage=2400
|properties=-
|notes=Megaman does a little shoryuken with his drill. Can be cancelled only within the first few hits. If cancelled super early (like ridiculously early), Volnutt will get a "Magnet" effect and can jab characters infinitely. <br>'''''Usable in air'''''
}}
 
{{TvCOverview
|move=[[File:Volnutt 5C.webm|thumb|{{TvCInput|5C}}]]
|startup=11
|active=-
|recovery=-
|blockadv=-
|damage=1280
|properties=Tiny Projectile
|notes=Pew Pew
}}
 
{{TvCOverview
|move=[[File:Volnutt 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=11
|active=-
|recovery=-
|blockadv=-
|damage=1200
|properties=Tiny Projectile
|notes=PEW PEW but anti air.
}}
 
{{TvCOverview
|move=[[File:Volnutt jA.webm|thumb|{{TvCInput|j.A}}]]
|startup=6
|active=6
|recovery=-
|blockadv=-
|damage=640
|properties=Overhead
|notes=Air jab
}}
 
{{TvCOverview
|move=[[File:Volnutt jB.webm|thumb|{{TvCInput|j.B}}]]
|startup=9
|active=3
|recovery=-
|blockadv=-
|damage=1120
|properties=Overhead
|notes=Air kick, use it mostly for combos
}}
 
{{TvCOverview
|move=[[File:Volnutt jC.webm|thumb|{{TvCInput|j.C}}]]<br>  [[File:Volnutt jC spam.webm|thumb|{{TvCInput|j.C}}({{TvCInput|214X}} or {{TvCInput|236X}}){{TvCInput|j.C}}]] <br> [[File:Volnutt Spam 2 (trimmed).webm|thumb|{{TvCInput|7}}/{{TvCInput|8}}/{{TvCInput|9}} -> {{TvCInput|iad}} {{TvCInput|j.C}}]]
|startup=13
|active=-
|recovery=-
|blockadv=-
|damage=1280
|properties=Projectile
|notes=Volnutt shoots out a tiny little projectile, which isn't really worth much, except when combined with weapon switch it becomes potentially the most annoying projectile in the game. A flow of <br> [{{TvC-Colors|red|j.C}} -> {{TvC-Colors|green|Weapon Switch}} --> {{TvC-Colors|red|j.C}} --> jump --> repeat] <br> can litter the entire screen with bullets that almost remind you of Astral Vision from MvC3. Alternatively, by holding 7 or 9 and doing an IAD as soon as possible you can do a ghetto bullet spam, it doesn't cover max jump height but can still be annoying.
 
j.{{TvC-Colors|red|2C}} shoots it downward
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move={{TvC-Colors|green|'''VAR starter'''}}
|startup=14
|active=-
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=
}}
 
{{TvCOverview
|move={{TvC-Colors|green|'''Crossover Counter'''}}
|startup=26
|active=-
|recovery=-
|blockadv=-
|damage=2400
|properties=-
|notes=uses the {{TvC-Colors|red|3C}} animation
}}
 
{{TvCOverview
|move={{TvC-Colors|#default|'''Forward Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=
}}
 
{{TvCOverview
|move={{TvC-Colors|#default|'''Back Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=have to oki.
}}
 
{{TvCOverview
|move={{TvC-Colors|#default|'''Air Forward Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=
}}
 
{{TvCOverview
|move={{TvC-Colors|#default|'''Air Back Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Volnutt Weapon Change neutral.webm|thumb|Weapon Change Neutral <br> {{TvCInput|22X}}]] <br>[[File:Volnutt Weapon Change back.webm|thumb|Weapon Change Back <br> {{TvCInput|214X}}]]<br>[[File:Volnutt Weapon change forward.webm|thumb|Weapon Change Forward <br> {{TvCInput|236X}}]]
|startup=5
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Transform
|notes=Volnutt changes his arm. This changes the function of {{TvC-Colors|yellow|6B}}. Input determines the direction he moves when changing.
*236 moves forward
*214 moves backward
*22 provides no movement
The strength determines what weapon comes out.
*A brings out the machine gun arm
*B brings out the Shield. While the shield is active, Megaman no longer takes chip damage, however, for every hit the shield takes, the meter will drain
*C Brings out Drill
*To get the fist back, change into the form you currently are, for example, if you are in drill, perform a weapon change with C and Volnutt will gain his fist back.
}}
 
{{TvCOverview
|move=[[File:Volnutt 5C Charge.webm|thumb|Megabuster <br>{{TvCInput|holdC}}]]
|startup=11
|active=-
|recovery=33/33/44/44
|blockadv=-
|damage=1280/3280/7084/10903
|properties=-
|notes=Megaman's pew pew gets pew pew'ier. Holding C provides 4 levels of strength signified by the size (and the sound effect it makes). The fully charged buster matches the damage of most Character's level 1 damage. Shooting it raw is usually unsafe so it's followed by a super or BBQ.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Volnutt Machine Gun sweep.webm|thumb|Machine Gun Sweep <br>{{TvCInput|214XX}}]]
|startup=1+1
|active=-
|recovery=-
|blockadv=-
|damage=9734
|properties=f1-4 invincible (arm force to gun)
|notes=Volnutt shoots out 41 shots, very good in combos. Extremely good in DHC and crossover combinations. Using it in neutral is your gamble, at full screen it can be low profiled by almost everyone and if you use it in the air it's super easy to super jump or dash under. <br> That being said, it's invincible on startup and can beat a LOT of attacks clean, use it as a panic super. <br>Volnutt can control the angle of the gun which lets you ignore people trying to push block as you can get them to accidentally backdash and hit them with the super. <br> '''''Usable in air'''''
}}
 
{{TvCOverview
|move=[[File:Volnutt Drill Uppercut.webm|thumb|Max Power Drill Uppercut <br>{{TvCInput|623XX}}]]
|startup=1+1
|active=-
|recovery=-
|blockadv=-
|damage=15951
|properties=f1-4 invincible, gun forced to Drill
|notes=Volnutt's shin shoryu, absolutely amazing super, if anyone is breathing in your air space, this super wins. After executing, it always leads to a cross-up which you can attempt to {{TvC-Colors|yellow|'''''5B'''''}} but be ready on defense if it gets blocked.
*If used on a giant in a dizzy state you can loop this.
}}
 
{{TvCOverview
|move=[[File:Volnutt Shining Laser.webm|thumb|Max Power Shining Laser<br> {{TvCInput|236XX}}]]
|startup=1+8
|active=-
|recovery=-
|blockadv=-
|damage=14832 (19580 when mashed fully)
|properties=Mashable/Forces Fist Arm
|notes=Possibly the worst use of 3 meters in the game. The super has no range, it's a hit grab so it doesn't ignore the block, it does no damage unless mashed and even that isn't really a lot. But you can combo after it so that's something I guess. <br> '''''Useable on giants.'''''
}}
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = MarvelMatt
| point = Megaman Volnutt
| anchor = Morrigan
| pointportrait = TvC_Volnutt_Face.png
| anchorportrait = TvC_Morrigan_Face.png
| social =
}}
{{TvC-Players
| name = ICE
| point = Megaman Volnutt
| anchor = Tekkaman
| pointportrait = TvC_Volnutt_Face.png
| anchorportrait = TvC_Tekkaman_Face.png
| social = [https://www.youtube.com/@%E3%81%84%E3%81%9B-x6d youtube]
}}
{{TvC-Players
| name = MagnomanX
| point = Casshan
| anchor = Megaman Volnutt
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Volnutt_Face.png
| social = [https://www.youtube.com/channel/UCTYZx3Y1asszhZCLSRNA1mw Youtube]
}}
{{TvC-Players
| name = Mik/Earthbound360
| point = Megaman Volnutt
| anchor = Saki
| pointportrait = TvC_Volnutt_Face.png
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@Earthbound360 Youtube]
}}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 14:05, 6 April 2025

Introduction

Volnutt decided to take a vacation from the moon to chill with the Tatsunoko heroes. It's the blue bombe-er, uh digger at it again.

Gameplay

Proto-Amaterasu but cooler

Strengths Weaknesses
  • Can completely ignore incoming chip damage
  • Extremely good zoning
  • Very good Anti-air super
  • Very solid normals
  • Really good Assist
  • Can change his playstyle on the fly to fit the current situation
  • Very easy combo route that can be adjusted as needed
  • Outrageously meter efficient for both baroque and meter
  • Weapon Change mechanic can be overwhelming for newer players
  • The direction weapon change moves doesn't always follow inputs when airborne
  • Lvl 3 is the weakest in the game and gets hurt even harder from damage scaling
  • Machine gun super has the potential to whiff and leave Volnutt in extremely unsafe situations
  • Literally unplayable in simple mode if you want to call that a negative
TVC Megaman Volnutt Art.png

Move List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 1 16 - 800 - Fairly fast jab
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 2 15 - 640 Low Low kick, reaches decently far
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 - 23 - 2020 - Big FAT kick, hits two times, hitbox goes higher than the animation shows. You can link 6B Drill -> Weapon Change Forward -> 5B -> 3C from it, that's how insane it is
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 - - 1040 Low Pretty good low, decent distance, reaches far.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 5 - - 1280 Stagger Megaman winds up and gives a right hook. Causes a massive amount of stagger. Does not cancel/chain into other normals, must Weapon Change or link 5A afterwards. Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 - - - 2772 - Megaman stops and fires a few bullets. Very annoying to deal with. When used in air, 6B shoots forward.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
- - - - 3647 Anti-air Megaman fires 4 machine gun bullets at about a 60-degree angle upwards that hit super jumping opponents. When used in air, 3B shoots diagonally down.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
21 17 - - 2040 Wall Bounce/Projectile Reflect Megaman pulls his shield out and shoves it forward, on hit it causes wall bounce. Reflects one projectile.
Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 - - - 4722 (4062 OTG) Low/OTG Megaman slides his drill along the ground, unsafe even on weapon switch.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 - - - 2400 - Megaman does a little shoryuken with his drill. Can be cancelled only within the first few hits. If cancelled super early (like ridiculously early), Volnutt will get a "Magnet" effect and can jab characters infinitely.
Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - 1280 Tiny Projectile Pew Pew
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - 1200 Tiny Projectile PEW PEW but anti air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 6 - - 640 Overhead Air jab
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 - - 1120 Overhead Air kick, use it mostly for combos
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


13 - - - 1280 Projectile Volnutt shoots out a tiny little projectile, which isn't really worth much, except when combined with weapon switch it becomes potentially the most annoying projectile in the game. A flow of
[j.C -> Weapon Switch --> j.C --> jump --> repeat]
can litter the entire screen with bullets that almost remind you of Astral Vision from MvC3. Alternatively, by holding 7 or 9 and doing an IAD as soon as possible you can do a ghetto bullet spam, it doesn't cover max jump height but can still be annoying. j.2C shoots it downward


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 - - - 3200 -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 26 - - - 2400 - uses the 3C animation
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4800 Throw
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5600 Throw have to oki.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


5 - - - - Transform Volnutt changes his arm. This changes the function of 6B. Input determines the direction he moves when changing.
  • 236 moves forward
  • 214 moves backward
  • 22 provides no movement

The strength determines what weapon comes out.

  • A brings out the machine gun arm
  • B brings out the Shield. While the shield is active, Megaman no longer takes chip damage, however, for every hit the shield takes, the meter will drain
  • C Brings out Drill
  • To get the fist back, change into the form you currently are, for example, if you are in drill, perform a weapon change with C and Volnutt will gain his fist back.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - 33/33/44/44 - 1280/3280/7084/10903 - Megaman's pew pew gets pew pew'ier. Holding C provides 4 levels of strength signified by the size (and the sound effect it makes). The fully charged buster matches the damage of most Character's level 1 damage. Shooting it raw is usually unsafe so it's followed by a super or BBQ.


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+1 - - - 9734 f1-4 invincible (arm force to gun) Volnutt shoots out 41 shots, very good in combos. Extremely good in DHC and crossover combinations. Using it in neutral is your gamble, at full screen it can be low profiled by almost everyone and if you use it in the air it's super easy to super jump or dash under.
That being said, it's invincible on startup and can beat a LOT of attacks clean, use it as a panic super.
Volnutt can control the angle of the gun which lets you ignore people trying to push block as you can get them to accidentally backdash and hit them with the super.
Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+1 - - - 15951 f1-4 invincible, gun forced to Drill Volnutt's shin shoryu, absolutely amazing super, if anyone is breathing in your air space, this super wins. After executing, it always leads to a cross-up which you can attempt to 5B but be ready on defense if it gets blocked.
  • If used on a giant in a dizzy state you can loop this.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+8 - - - 14832 (19580 when mashed fully) Mashable/Forces Fist Arm Possibly the worst use of 3 meters in the game. The super has no range, it's a hit grab so it doesn't ignore the block, it does no damage unless mashed and even that isn't really a lot. But you can combo after it so that's something I guess.
Useable on giants.

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
MarvelMatt
TvC Volnutt Face.png

Megaman Volnutt
TvC Morrigan Face.png

Morrigan
Player Name Point Character Anchor Character Social Media
ICE
TvC Volnutt Face.png

Megaman Volnutt
TvC Tekkaman Face.png

Tekkaman
youtube
Player Name Point Character Anchor Character Social Media
MagnomanX
TvC Casshan Face.png

Casshan
TvC Volnutt Face.png

Megaman Volnutt
Youtube
Player Name Point Character Anchor Character Social Media
Mik/Earthbound360
TvC Volnutt Face.png

Megaman Volnutt
TvC Saki Face.png

Saki
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants