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
|cons=
* Weapon Change mechanic can be overwhelming for newer players
* The direction weapon change moves depends on where volnutt is facing which can be confusing
* Lvl 3 is the weakest in the game and gets hurt even harder from damage scaling
* Machine gun super can easily ruin Volnutt's day if a single thing goes wrong.


=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 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==
==Move List==
*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).
===Normal Moves===
*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. 
{| class = wikitable style="text-align: center;"
*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)
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
*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==
|-
*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).
| '''5A''' || 6 || 1 || 16 || - || 800 || - || Fairly fast jab
*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).
|-
*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).
| '''2A''' || 6 || 2 || 15 || - || 640 || Low || Low kick, reaches decently far
|-
| '''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
|-
| '''2B''' || 9 || 3 || - || - || 1040|| Low || Pretty good low, decent distance, reaches far.
|-
| '''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'''''
|-
| '''6B(gun)''' || 17 || - || - || - || 2772|| - || Megaman Stops and fires a few bullets. Very annoying to deal with. <br> '''''When used in air, 6C shoots forward and 3C shoots diagonally down'''''
|-
| '''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'''''
|-
| '''6B(Drill)''' || 19 || - || - || - || 4722 (4062 OTG)|| Low/OTG || Megaman slides his drill along the ground, unsafe even on weapon switch.
|-
| '''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'''''
|-


=As An Assist=
| '''5C''' || 11 || - || - || - || 1280|| Tiny Projectile|| Pew Pew
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.
|-
| '''2C''' || 11 || -|| -|| - || 1200 || Tiny Projectile ||  PEW PEW but anti air.
|-
| '''j.A''' || 6 || 6 || - || - || 640 || Overhead || Air jab
|-
| '''j.B''' || 9 || 3 || - || - || 1120|| Overhead || Air kick, use it mostly for combos
|-
| '''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. <br> '''''j.2C shoots it downward'''''
|}


=The Basics=
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''VAR starter''' || 14 || - || - || - || 3200 || - ||
|-
| '''Counter Tag''' || 26 || - || - || - || 2400 || - || uses the 3c animation
|-
| '''Forward Throw''' || - || - || - || - || 4800 || Throw ||
|-
| '''Back Throw''' || - || - || - || - || 5600 || Throw || have to oki.
|-
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw ||
|-
| '''Air Back Throw''' || - || - || - || - || 5600  || Throw ||
|}
 
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Weapon Change''' <br> 214X/22X/236X || 5 || - || - || - || - || Transform || Volnutt changes his arm, changes the function of 6B. Input determines the direction he moves when changing
*236 moves forward
*214 moves backwards
*22 provides no movement
The strength determines what weapon comes out.
*A brings out machine gun arm
*B brings out Shield
 
*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.
|-
| '''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 3 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
 
|-
| '''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'''''
|-
| '''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, you can attempt to '''''5B''''' but just keep it in mind
|-
| '''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 basically a hitgrab, 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.
|}


=Advanced Strategy=


=Match-Ups=


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

Revision as of 11:24, 3 November 2021

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
  • Weapon Change mechanic can be overwhelming for newer players
  • The direction weapon change moves depends on where volnutt is facing which can be confusing
  • Lvl 3 is the weakest in the game and gets hurt even harder from damage scaling
  • Machine gun super can easily ruin Volnutt's day if a single thing goes wrong.
TVC Megaman Volnutt Art.png

Move List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 6 1 16 - 800 - Fairly fast jab
2A 6 2 15 - 640 Low Low kick, reaches decently far
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
2B 9 3 - - 1040 Low Pretty good low, decent distance, reaches far.
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.
Usable in air
6B(gun) 17 - - - 2772 - Megaman Stops and fires a few bullets. Very annoying to deal with.
When used in air, 6C shoots forward and 3C shoots diagonally down
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.
Useable in air
6B(Drill) 19 - - - 4722 (4062 OTG) Low/OTG Megaman slides his drill along the ground, unsafe even on weapon switch.
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.
Usable in air
5C 11 - - - 1280 Tiny Projectile Pew Pew
2C 11 - - - 1200 Tiny Projectile PEW PEW but anti air.
j.A 6 6 - - 640 Overhead Air jab
j.B 9 3 - - 1120 Overhead Air kick, use it mostly for combos
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.
j.2C shoots it downward

Universal Mechanics

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

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Weapon Change
214X/22X/236X
5 - - - - Transform Volnutt changes his arm, changes the function of 6B. Input determines the direction he moves when changing
  • 236 moves forward
  • 214 moves backwards
  • 22 provides no movement

The strength determines what weapon comes out.

  • A brings out machine gun arm
  • B brings out Shield
  • 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.
MegaBuster
[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 3 damage. Shooting it raw is usually unsafe so it's followed by a super or BBQ.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Machine Gun Sweep
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.
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.
Usable in air
Max Power Drill Uppercut
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, you can attempt to 5B but just keep it in mind
Max Power Shining Laser
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 basically a hitgrab, 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.


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