"Only a few bumps and scrapes, and I hardly wasted any ammo."
TATSUNOKO VS CAPCOM BIO:
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 originated in MegaMan Legends. He was found and raised by Professor Barrell Caskett alongside his granddaughter Roll, and he is named after Roll's favorite videogame character. He soon grows up to be a digger, searching for adventure and providing for his family.
Eventually it is revealed that he was once known as MegaMan Trigger, a Purifier Unit on Elysium and protector of the Master System. MegaMan Trigger was ordered to destroy the Master System but was so badly damaged in the battle that he had his memory erased to save his body. It was then that he was discovered by Professor Barrell Caskett, adopted, and raised by the Professor and Roll.
On the surface, Megaman Trigger looks like a pure projectile-oriented character who lacks the ability to combo and deal damage. However in the wacky world of TvC, one should never judge a book by it's cover. With a unique set of specials which allow him to customise his moveset on the fly, Volnutt is one of the most versatile characters in the game, but also one of the most technical. Once a player has mastered his weapon switch he becomes a fearsome combo machine capable of fighting at any range. His versatility balances well with his poor defense and short melee range, but for someone who is willing to put in the time and effort to learn him and has the required execution to handle his constant weapon switching, the rewards are well worth it.
Style: Tactical adaption
Defensive power: His HP is poor and so he takes a lot of damage, but with the shield gun and runaway tricks he can retreat from the opponent with ease and shut down direct offense. Both his level 1 hypers are also very useful for defense.
Offensive power: In terms of single hits he's very weak, but with the right combos his damage output is incredible. His combos seem to go on forever and deal very respectable damage, but they are quite difficult to perform. He can also deal a lot of passive damage just by running and poking with his projectiles.
Approach strength: Unfortunately his melee range is quite short, so he has trouble advancing on an opponent. Volnutt has no problem pressuring from across the screen with his haze of bullets, so it's often better to try to use his superior mobility to force the opponent to make a mistake and then take advantage of any openings that present themselves.
Combo ability: Volnutt's combo opportunities are almost endless. With weapon switch he can flow from attack to attack, changing his normals and then cancelling them into weapon switch to perform a series of speedy links. However the player needs to keep track of a lot of variables while using him due to the nature of his moves, so sometimes it can be difficult to understand what to do next.
Meter Usage: Volnutt builds passive meter alarmingly fast with his keep away and his combos. In general he uses his meter for his speedy Hypers and for Megacrash.
Key Techniques: The primary technique he'll be using is weapon switch to create links in combos. However, there is also an advanced pattern of movement which is known as 'Rock Spam' in which Volnutt uses carefully placed H shots and weapon switches to barrage the opponent with uncharged buster shots while retreating. It's also important to learn how to 'tiger knee' his aerial F+M moves, since it significantly cuts the recovery and makes some intense pressure possible. Players using a classic controller may probably want to adjust their settings in a way that will make it easy for them to charge his buster shot while doing other moves.
Partner Options: For the keep-away Volnutt player, a projectile assist such as Morrigan's or Ryu's would be helpful. He gets along quite well with Tekkaman, who's assist is useful in combos and who's powerful Hypers are great in Hyper Combinations