Last updated on June 9, 2010
• Strengths •
+ The most versatile projectiles in the game.
+ Special attacks are not complicated to pull off.
+ Weapon switching makes all normals very safe.
+ Can avoid chip damage and projectiles entirely with the shield.
+ Level 1 Hypers are very strong and utilizable.
+ Can get some really damaging combos going with weapon switching.
+ Is probably the best Capcom character to fight the Giants with.
+ Has good foot speed, dash speed and dash distance.
• Weaknesses •
- Below average stamina.
- Keeping up a wall of projectiles can be very difficult.
- Holding the wrong weapon at the wrong time can get you killed fast.
- Your special moves are limited entirely by weapon switching, not available to you all at once.
- Is a very execution heavy character.
MegaMan Volnutt is very versatile with many options and playstyles open to him. He's a solid character that excels in whatever style the player chooses to play him with.
That being said, he is somewhat complicated to use since his high damage output depends heavily on weapon-switch combos.
MegaMan needs to be played with quick thinking in terms of weapon use, but the rewards are very well worth it considering that he is a great team character with very few weaknesses.
MegaMan Voltnutt is very versatile in Tatsunoko vs. Capcom. His arm cannon can be changed to give him different attacks. The various weapons he can equip change his normal moves that are done with the Medium Attack Button.
MegaMan is good at fighting up close, or even when keeping his distance, it just depends on which arm you're using.
Doing a Weapon Change command and pressing an attack button will switch MegaMan to the following:
Light Attack: Machine Gun Arm. Fires a three-shot laser which travels through projectiles.
Medium Attack: Shield Arm. You will not take chip (block) damage when you have the Shield Arm equipped. Your shield can also bounce people off of the walls.
Hard Attack: Drill Arm. Gives MegaMan the ability to lunge forward with his drill. Works great in combos and even has a solid anti air move to go with it.
To go Unarmed: Do a Weapon Change command press the same strength attack button for the Arm you currently have equipped. For example, if you're using the Drill Arm and you do a Weapon Change with the Hard Attack button, you'll go Unarmed.
Going Unarmed gives you a set of punches with the Medium Attack button.
Canceling into a Weapon Change: You can Cancel some of your moves into MegaMan's Weapon change which lets him set up some great combos, or can simply reduce the recovery time of a move.
Pressing the Medium Attack button and holding your joystick in these directions will cause MegaMan to fire a burst of rounds at the opponent in the designated direction.
These are really fast and hard to avoid, and aid in MegaMan's keep away game. If you use it in the air you can stop your aerial descent.
A word of warning is that regular projectiles such as Ryu and Morrigan's fireballs can eat right through all of these bullets.
It's best to train yourself to know the angles in which these bullets travel so you know where your dead zones are.
MegaMan's shield arm can reflect projectiles and nullify chip damage. The only problem is that you can't hold it up for an indefinite amount of time.
Still, if you manage to hit an opponent with this shield it will do a wallbounce setting up extra damage for you. Ideally, you should land the shield at the end of an air combo so you get maximum damage from your relaunch.
• Drill Slide •
Makes MegaMan slide along the ground with his drill, hits low. This is unsafe on block so don't use it outside of combos.
• Drill Uppercut •
MegaMan performs sort of a Drill Shoryuken. The hitbox on this move is quite dominant and it will beat out a lot of attacks, but it is very unsafe on block.
This is MegaMan's assist, and it is really good because of its large, active hitbox.
Inputting any of the three commands below will switch MegaMan's weapon. This weapon change has short recovery time and can be used to extend combos. It can also be used to make unsafe normal moves safe again.
All three of these commands can also be done in the air.
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• Weapon Change (Forward) •
Executing this makes MegaMan roll forward slightly and switch his weapon. When done in the air, he hops diagonally up-forward.
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• Weapon Change (Backwards) •
MegaMan will roll slightly backwards and change his weapon. Like all of his weapon changes, this can also be done in the air.
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• Weapon Change (Neutral) •
Same as the other two weapon changes, exception MegaMan won't move.
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(Can be aimed, and can be done in the air)
• Mega Buster (Charge Shot) •
Pressing and holding the Hard Attack button will charge your Mega Buster. The longer you charge it, the more damage it does.
This is another tool to help MegaMan with his keep away game since you can still fire Machine Gun shots and charge this move at the same time. If you manage to hit the opponent with the fully charged version it does a huge amount of damage for a projectile.
If you decide not to charge the move you can just press the button to fire small Mega Buster shots. These projectiles don't do much stun or damage but they are really tough for a lot of characters to get around. You can change the direction they are fired using the joystick.
This is aimed the same way your Machine Gun Arm attack. Basically, whatever direction you're holding, MegaMan will fire this at, but if you do it from the ground while crouching he'll aim diagonally upward-forwards which works as anti air.
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(Can also be done in the air)
• Machine Gun Sweep (Level 1) •
MegaMan fires a rapid stream of Machine Gun Arm shots, this is a really good Hyper move.
At close range it's incredibly easy to combo into and it lasts for a very long time. The hitting effect also pushes the opponent far away from you. You can also control the path of the bullets with the joystick to bait Advance Guard attempts. The damage is also pretty good and it isn't affected much by damage scaling.
After this move is complete MegaMan will be equipped with his Machine Gun Arm.
In Crossover Combinations this works well if your partner has a Hyper that ends early. That way, they can attack and continue a combo while MegaMan is still firing.
• Max Power Drill Uppercut (Level 1) •
A very damaging Hyper uppercut that's just as easy to combo into as Machine Gun Sweep. It has quick startup, so you can use it as an anti-air. It also has the same priority as the non-Hyper Drill Uppercut, so it will beat out a lot of moves.
After you finish this move, MegaMan will have his Drill Arm equipped.
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• Max Power Shining Laser (Level 3) •
MegaMan will attempt to punch his enemy. If this lands, he'll launch them up into the air and nail them with a big laser, after wards you can juggle the other fighter as they're coming down. Spinning the joystick and mashing the buttons while this is hitting will increase the damage.
It's a worthless Hyper move though. Easy to combo into, but you have to mash like a madman to get as much damage as possible and even then it doesn't do that much. Totally destroyed by damage scaling. Just avoid it.
After you do this, MegaMan will be Unarmed.
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• Launcher •
This will launch your opponent up into the air.
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(Can also be used in the air)
• Rock Crusher •
MegaMan takes a step forward and slams the opponent. This isn't an overhead attack, but it does quite a lot of stun. You can only do this if you are unarmed.
| Partner Assist | Variable Counter | Variable Combination |
| Drill Uppercut | Down-Toward + Hard Attack (Launcher) | Machine Gun Sweep |
An excavator who makes his living digging for ancient ruins, MegaMan Volnutt never backs down from a fight, regardless of his opponent’s size or strength.
His unwavering courage supplements his wisdom in battle. His weapons are the Mega Buster cannon equipped on his left arm and a detachable right arm that can be swapped for a variety of battle-proven attachments.
MegaMan Volnutt used to be known as Mega Man Trigger. His job at that time was a protector of the Master System. The Master System was essentially a giant computer that watched over human kind.
Mega Man Trigger was given a command by The Master to destroy the Master System, he followed orders but was so badly damaged in the battle that his memory had to be wiped so his body could be restored.
Mega Man Trigger was repaired, but sealed away with his memories removed. Later, he was discovered by Barrell Caskett. Having no memory of his past life, Barrell adopted him and gave him the name MegaMan Volnutt. They live and work together along with Barrell's granddaughter, Roll, who's also a playable character in Tatsunoko vs. Capcom.
MegaMan Volnutt is much like the original Mega Man in that he will only fight as a last resort and has a very noble and honorable side, but trouble tends to find him regardless.
Contributions to this guide by Gnik, New Era Outlaw and Error1.
Posted by FlashKick on May 25, 2009 at 6:51 a.m. #1
Sounds interesting. I always did like using Megaman in previous Marvel vs. Capcom games.
Posted by Smexy Millz on May 25, 2009 at 6:53 a.m. #2
They need to put volnutt in marvel vs capcom 2
Posted by IvanEva on May 25, 2009 at 7:28 a.m. #3
"They live and work together along with Barrell's granddaughter, Roll, who's also a playable character in Tatsunoko vs. Capcom."
The Roll in Tatsunoko vs. Capcom isn't the same Roll as the one featured in Megaman Legends.
Posted by Yeah on May 25, 2009 at 10:11 a.m. #4
In Legends she has a hat. Different!
But is also older and as tall as MegaMan Volnutt.
This kid Roll is from whoever knows where. MvC series carryover probably. Or just Japan chibi/kid characters standard.
Posted by Megaman on May 27, 2009 at 9:50 a.m. #5
@Yeah
Wow... either you're young, or a very brazen troll...
The Roll character in Tatsunoko is the original Roll from the NES through PSX Megaman classic series.
If you seriously believe that she showed up in Marvel Vs. Capcom originally, I'm sorry... of course, if you're a troll, I'm sorry too.
Posted by Thanks Megafan on May 28, 2009 at 1:32 p.m. #6
correct, but bad taste in pointing out a mistake and saying "ohnoes troll" so many times - but those weren't fighting games. Roll was not playable, and not even factored into anything gameplay wise or story. Maybe trading bolts for equips later on, saying good job Megaman in credits. Not much.
So there's a girl/daughter to Dr.Light. Wow. Big whoop.
Carryover from the MvC series as a playable fighting game character, yes.
Was she in that Power Fighting game hardly anyone knows too?
Why have 3D Megaman Volnutt and kid Roll again, not the older one from the same series of games? Its not MvC series anymore, but a new game, namesake IP.
Don't pretend Japan doesn't like chibi/kid characters.
Posted by Megafan on May 28, 2009 at 9:40 p.m. #7
You're right, I apologize for my conduct. Hopefully there's no hard feelings, I just got carried away. I took the comment in the wrong context (thinking the statement was "Roll came from a fighting game first") instead of taking it as intended.
Posted by HolySerpent on June 21, 2009 at 3:28 p.m. #8
The Roll in TVC is actually from Megaman Powered Up for the PSP, which was a remake of the original Megaman for the NES. Roll was an unlockable playable character in Powered Up.
The biggest proof would be because of her weapon in TVC, the broom. In Powered Up, instead of using the Roll Buster she was given a broom called the Roll Sweep.
Posted by PSN GreyLynx on September 25, 2009 at 6:04 p.m. #9
Reason for volnutt is is because in the Legends series(which they seriously need to go back to and tweak becuase I found it refreshing change of pace though the camera did annoy the F*** out of me) He had different origins and wasn't Roll Barre's(yep BARREL ROLL) brother. it was like what they did to movies the restarted with new Origins. and going back to why Legends version of Roll isn't in TVC if you notice T.Bonne a Legends character was in MVC2 she was the only one as her Legends self. Watch them do a EXE(NT Warriror) version of Roll in the next "Versus Capcom" game and have the normal Normal Megman or X and have T Bonne from Legends
Posted by codytravers89 on November 11, 2009 at 1:54 p.m. #10
I rather dislike the fact they used MegaMan Volnutt and the more irritating version of Roll in this game. They already have Zero, just toss MegaMan X in it, sheesh. Hell, throw in Vile too if you want to replace Roll. Megaman X series never got a chance to shine outside it's own games. X is way better than Megaman could ever hope to be.
Posted by Avocado on February 1, 2010 at 10:02 p.m. #11
I'm ready for Bass and Protoman to be in a fighting game. It made me sick to my stomach when I found out Roll was a character on here. They could of filled that spot with anyone else from the Megaman universe and I would of been satisfied :P
Posted by Rockman X on February 2, 2010 at 12:27 p.m. #12
I wholeheartedly agree with codytravers89. X is by far the best and toughest Mega Man in all the series. It's a shame that he hasn't been in a single fighting game yet. I'm happy that Zero did get a chance to shine though.
Posted by Corybell on February 3, 2010 at 5:13 p.m. #13
I agree with you guys. Megaman X was the first game Ive ever played, (I was 3.) and even with its difficulty at first, it really shows how awesome it is compared to the original. While I do have to ask myself the question, "why not X?", at least they put in Zero who is badass on his own. At the same time though, you have to think... How would X play? Like Cable? Sure he has the charge shot, but his rapid fire always comes to mind. Maybe they couldve used his shot similar to the way Volnutt uses it....
(anyways, Inafune personally made the X series to have Zero in it. He designed Zero while his assistant made X. To him, X was just an excuse to get Zero in a game.)
I like volnutt playability wise, but as a character I don't.
Hey, if we get lucky, we might get a DLC X?
Posted by Claymizer on February 8, 2010 at 7:42 p.m. #14
I would love to see Vile in it! He was a beast in Maverick Hunter X. As for X, they could add him seeing as there are 2 versions of Tekkaman...that'd be reasonable
Posted by X-fan on February 12, 2010 at 8:17 a.m. #15
Actually, during initial development for the X series, Zero was supposed to be the main protagonist, at least from what I've heard. If someone is more knowlegeable abou this and would like to correct me, by all means please do so.
Posted by thefatguybesideme on February 18, 2010 at 6:10 a.m. #16
Xs supers would be complicated, 1lvl could be a huge blast, the other could be increased armor and stf, and the 3lvl would be when he uses all abilities he got from the bosses to kill his opponent, and his specials would sum of the bosses abilities, and normal attack would be his X buster. I think the X i just made up would be gud enough to play with :)
Posted by Pizza Face on March 3, 2010 at 12:05 p.m. #17
The topic completely got off Volnott...
Posted by SaitoKojima on March 29, 2010 at 9:30 a.m. #18
I'm rather glad that Rock/MegaMan Volnutt is in this game. If they had X, he would likely be a character that everyone would complain about for being overused or spammed.
Plus, the DASH series needs to get more recognition. DASH, Shooting Star, and ZX are three really good series of the Rockman games that for some stupid reason, weren't given the recognition they deserved because "hardcore" fans couldn't accept change or because "it's not classic/X/EXE/Zero".
You know what I say to those retards?
Taste your own medicine: Rockman X sucked because it didn't let you do the slide from Rockman 3 and up (prior to 9 and 10), and wasn't a real Rockman game because it wasn't really Rockman.
See how stupid that sounds? Oh wait, you don't. >_>
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