Tatsunoko vs Capcom: Ultimate All Stars/Megaman Volnutt: Difference between revisions
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|[[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 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''''' | ||
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| [[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 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''''' | ||
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|[[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''''' | |||
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|[[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 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''''' |
Revision as of 22:37, 2 March 2023
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 |
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Move List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 1 | 16 | - | 800 | - | Fairly fast jab | |
6 | 2 | 15 | - | 640 | Low | Low kick, reaches decently far | |
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 | |
9 | 3 | - | - | 1040 | Low | Pretty good low, decent distance, reaches far. | |
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 | |
17 | - | - | - | 2772 | - | Megaman Stops and fires a few bullets. Very annoying to deal with. When used in air, 6B shoots forward | |
- | - | - | - | 3647 | Anti-air | Meganman fires 4 machine gun bullets at about a 60 degree angle upwards that hits super jumping opponents. When used in air, 3B shoots diagonally down | |
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 | |
19 | - | - | - | 4722 (4062 OTG) | Low/OTG | Megaman slides his drill along the ground, unsafe even on weapon switch. | |
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 | |
11 | - | - | - | 1280 | Tiny Projectile | Pew Pew | |
11 | - | - | - | 1200 | Tiny Projectile | PEW PEW but anti air. | |
6 | 6 | - | - | 640 | Overhead | Air jab | |
9 | 3 | - | - | 1120 | Overhead | Air kick, use it mostly for combos | |
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 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 |
---|---|---|---|---|---|---|---|
5 | - | - | - | - | Transform | Volnutt changes his arm, changes the function of 6B. Input determines the direction he moves when changing
The strength determines what weapon comes out.
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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
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 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 | |
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.
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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. Useable on giants. |