Tatsunoko vs Capcom: Ultimate All Stars/Megaman Volnutt: Difference between revisions
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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
*Arm attack-When in arm mode, 6B (this move can also be done in the air)- | *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)- | *Buster Shot-Press and hold C (this move can also be done in the air)-Megaman's trade mark special 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 have a small energy ball appear, 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 releasing it will do 4 hits and around 7,100 Billion Damage, and if you continue to hold down C, your energy ball will start to show energy lines around the large energy ball, and finally, 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== | ==Special Moves== | ||
*Weapon Change (Forward)-236A/B/C (this move can also be done in the air)- | *Weapon Change (Forward)-236A/B/C (this move can also be done in the air)- |
Revision as of 20:02, 18 May 2010
Introduction
Moves 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 special 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 have a small energy ball appear, 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 releasing it will do 4 hits and around 7,100 Billion Damage, and if you continue to hold down C, your energy ball will start to show energy lines around the large energy ball, and finally, 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
- Weapon Change (Forward)-236A/B/C (this move can also be done in the air)-
- Weapon Change (Standing)-22A/B/C (this move can also be done in the air)-
- Weapon Change (Backward)-214A/B/C (this move can also be done in the air)-
Super Moves
- Machine Gun Sweep-214+Any two attack buttons (this move can also be done in the air)-
- Max Power Drill Uppercut-623+Any two attack buttons-
- Max Power Shining Laser (Level 3 Super, 236+Any two attack buttons)-