Tatsunoko vs Capcom: Ultimate All Stars/Megaman Volnutt: Difference between revisions
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|move=[[File:Volnutt jC.webm|thumb|{{ | |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}}]] | ||
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|move=[[File:Volnutt Weapon Change neutral.webm|thumb| | |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}}]] | ||
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|move=[[File:Volnutt 5C Charge.webm|thumb|{{ | |move=[[File:Volnutt 5C Charge.webm|thumb|Megabuster <br>{{TvCInput|holdC}}]] | ||
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|move=[[File:Volnutt Machine Gun sweep.webm|thumb| | |move=[[File:Volnutt Machine Gun sweep.webm|thumb|Machine Gun Sweep <br>{{TvCInput|214XX}}]] | ||
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|move=[[File:Volnutt Drill Uppercut.webm|thumb| | |move=[[File:Volnutt Drill Uppercut.webm|thumb|Max Power Drill Uppercut <br>{{TvCInput|623XX}}]] | ||
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|move=[[File:Volnutt Shining Laser.webm|thumb| | |move=[[File:Volnutt Shining Laser.webm|thumb|Max Power Shining Laser<br> {{TvCInput|236XX}}]] | ||
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Revision as of 12:19, 10 January 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 |
---|---|
|
|
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.
The strength determines what weapon comes out.
|
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.
|
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 | ![]() Megaman Volnutt |
![]() Morrigan |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
ICE | ![]() Megaman Volnutt |
![]() Tekkaman |
youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
MagnomanX | ![]() Casshan |
![]() Megaman Volnutt |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Mik/Earthbound360 | ![]() Megaman Volnutt |
![]() Saki |
Youtube |