• 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.
• Weapon Change (Forward) •
Executing this makes MegaMan roll forward slightly and switch his weapon. When done in the air, he hops diagonally up-forward.
• 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.
• Weapon Change (Neutral) •
Same as the other two weapon changes, exception MegaMan won't move.
(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.
(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.
• 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.
• Launcher •
This will launch your opponent up into the air.
(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.