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

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{{TVC Character Intro|char=Megaman Volnutt|content=
{{TVC Character Intro|char=Megaman Volnutt|content=
==Introduction==
==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
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==
==Gameplay==
{{Content Box|content=
{{Content Box|content=
Line 14: Line 14:
* Can change his playstyle on the fly to fit the current situation
* Can change his playstyle on the fly to fit the current situation
* Very easy combo route that can be adjusted as needed
* Very easy combo route that can be adjusted as needed
* Outrageously meter efficient for both baroque and meter
|cons=
|cons=
* Weapon Change mechanic can be overwhelming for newer players
* Weapon Change mechanic can be overwhelming for newer players
* The direction weapon change moves doesn't always follow inputs when airborne
* 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
* 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
* 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
}}
}}
}}


=Move List=
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Volnutt 5A.webm|thumb|{{TvCInput|5A}}]]
|startup=6
|active=1
|recovery=16
|blockadv=-
|damage=800
|properties=-
|notes=Fairly fast jab
}}
}}
{{TvCOverview
|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
}}
}}
{{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
}}
}}


==Move List==
{{TvCOverview
===Normal Moves===
|move=[[File:Volnutt 2B.webm|thumb|{{TvCInput|2B}}]]
{| class = wikitable style="text-align: center;"
|startup=9
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|active=3
|recovery=-
|blockadv=-
|damage=1040
|properties=Low
|notes=Pretty good low, decent distance, reaches far.
}}


|-
{{TvCOverview
|[[File:Volnutt 5A.webm|thumb| '''5A''']] || 6 || 1 || 16 || - || 800 || - || Fairly fast jab
|move=[[File:Volnutt 6B Fist.webm|thumb|{{TvCInput|6B}}]]
|-
|startup=14
| [[File:Volnutt 2A.webm|thumb|'''2A''']] || 6 || 2 || 15 || - || 640 || Low || Low kick, reaches decently far
|active=5
|-
|recovery=-
| [[File:Volnutt 5B.webm|thumb|'''5B''']] || 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
|blockadv=-
|-
|damage=1280
| [[File:Volnutt 2B.webm|thumb|'''2B''']] || 9 || 3 || - || - || 1040|| Low || Pretty good low, decent distance, reaches far.
|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
|[[File:Volnutt 6B Fist.webm|thumb| '''6B(Fist)''']] || 14 || 5 || - || - || 1280|| Stagger|| Megaman winds up and gives a right hook. Causes massive amount of stagger. Does not cancel/chain into other normals, must '''''Weapon Change''''' or link '''''5A''''' afterwards. <br>'''''Usable in air'''''
}}
|-
| [[File:Volnutt 6B Gun.webm|thumb|'''6B(gun)''']] || 17 || - || - || - || 2772|| - || Megaman Stops and fires a few bullets. Very annoying to deal with. <br> '''''When used in air, 6B shoots forward'''''
|-
|[[File:Volnutt 3B gun.webm|thumb|'''3B(gun)''']] || - || - || - || - || 3647 || Anti-air || Meganman fires 4 machine gun bullets at about a 60 degree angle upwards that hits super jumping opponents. <br> '''''When used in air, 3B shoots diagonally down'''''
|-
|[[File:Volnutt 6B Shield.webm|thumb| '''6B(Shield)''']] || 21 || 17 || - || - || 2040|| Wall Bounce/Projectile Reflect || Megaman pulls his shield out and shoves it forward, on hit it causes wallbounce. Reflects one projectile. <br>'''''Useable in air'''''
|-
|[[File:Volnutt 6B Drill.webm|thumb| '''6B(Drill)''']] || 19 || - || - || - || 4722 (4062 OTG)|| Low/OTG || Megaman slides his drill along the ground, unsafe even on weapon switch.
|-
| [[File:Volnutt 3B Drill.webm|thumb|'''3B(Drill)''']] || 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. <br>'''''Usable in air'''''
|-


| [[File:Volnutt 5C.webm|thumb|'''5C''']] || 11 || - || - || - || 1280|| Tiny Projectile|| Pew Pew
{{TvCOverview
|-
|move=[[File:Volnutt 6B Gun.webm|thumb|{{TvCInput|6B}} (Gun)]]
| [[File:Volnutt 2C.webm|thumb|'''2C''']] || 11 || -|| -|| - || 1200 || Tiny Projectile ||  PEW PEW but anti air.
|startup=17
|-
|active=-
| [[File:Volnutt jA.webm|thumb|'''j.A''']] || 6 || 6 || - || - || 640 || Overhead || Air jab
|recovery=-
|-
|blockadv=-
| [[File:Volnutt jB.webm|thumb|'''j.B''']] || 9 || 3 || - || - || 1120|| Overhead || Air kick, use it mostly for combos
|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.
}}


| [[File:Volnutt jC.webm|thumb|'''j.C''']]<br> [[File:Volnutt jC spam.webm|thumb|'''j.C -> Weapon Switch''']] <br> [[File:Volnutt Spam 2 (trimmed).webm|thumb|7/8/9 -> IAD j.C]] || 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 reminds 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<br> '''''j.2C shoots it downward'''''
{{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.
}}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Volnutt 6B Shield.webm|thumb|{{TvCInput|6B}}(Shield)]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''VAR starter''' || 14 || - || - || - || 3200 || - ||  
|move=[[File:Volnutt 6B Drill.webm|thumb|{{TvCInput|6B}}(Drill)]]
|-
|startup=19
| '''Counter Tag''' || 26 || - || - || - || 2400 || - || uses the 3c animation
|active=-
|-
|recovery=-
| '''Forward Throw''' || - || - || - || - || 4800 || Throw ||
|blockadv=-
|-
|damage=4722 (4062 OTG)
| '''Back Throw''' || - || - || - || - || 5600 || Throw || have to oki.
|properties=Low/OTG
|-
|notes=Megaman slides his drill along the ground, unsafe even on weapon switch.
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw ||
}}
|-
| '''Air Back Throw''' || - || - || - || - || 5600  || Throw ||
|}


===Special Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Volnutt 3B Drill.webm|thumb|{{TvCInput|3B}}(Drill)]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| [[File:Volnutt Weapon Change neutral.webm|thumb|'''Weapon Change''' <br>'''22X''']]<br>[[File:Volnutt Weapon Change back.webm|thumb|'''Weapon Change''' <br>'''214X''']]<br>[[File:Volnutt Weapon change forward.webm|thumb|'''Weapon Change''' <br>'''236X''']] || 5 || - || - || - || - || Transform || Volnutt changes his arm, changes the function of 6B. Input determines the direction he moves when changing
}}
 
 
{{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
*236 moves forward
*214 moves backwards
*214 moves backward
*22 provides no movement
*22 provides no movement
The strength determines what weapon comes out.
The strength determines what weapon comes out.
*A brings out machine gun arm
*A brings out the machine gun arm
*B brings out Shield. While shield is active, Megaman no longer takes Chip damage, however for every hit the shield takes, meter will drain
*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
*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.
*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.
|-
}}
| [[File:Volnutt 5C Charge.webm|thumb|'''MegaBuster''' <br> [C]]] || 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.
|-


|}
{{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.
}}


===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverviewHeader
|[[File:Volnutt Machine Gun sweep.webm|thumb| '''Machine Gun Sweep''' <br> 214XX]] || 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 is 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>Volnutt can control the angle of the gun which lets you ignore people trying to push block as you can get them to accidently backdash and hit them with the super. <br> '''''Usable in air'''''
|header=Super Moves
|-
|move=[[File:Volnutt Machine Gun sweep.webm|thumb|Machine Gun Sweep <br>{{TvCInput|214XX}}]]
|[[File:Volnutt Drill Uppercut.webm|thumb| '''Max Power Drill Uppercut''' <br> 623XX]]|| 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 crossup which you can attempt to '''''5B''''' but be ready on defense if it gets blocked.
|startup=1+1
*If used on a giant in dizzy state you can loop this.
|active=-
|-
|recovery=-
| [[File:Volnutt Shining Laser.webm|thumb|'''Max Power Shining Laser''' <br> 236XX]]|| 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 hitgrab so it doesn't ignore block, it does no damage unless mashed and even that isn't really alot. But you can combo after it so that's something I guess. <br> '''''Useable on giants.'''''
|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

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Tatsunoko Characters

Giants