Boss Doggie
all my loli wolf companions are so moe
Changes:
New stages.
New characters.
Online play.
Original music.
Tweaked mechanics and statistics.
New mini-game.
Official English Site
Official Japanese Site
IRC stuff:
Milabrega said:IRC:
Server: irc.globalgamers.net
Channel: #gaf_wfc
For those without IRC clients: http://www.globalgamers.net/?p=webchat
US - January 26th, 2010 - $49.99
JP - January 28th, 2010 - ¥3990
EU - January 29th, 2010 - £29.99
AU - February 4th, 2010
Boxart:
US
EU
JP
Bundle:
Madcatz Stick + Tatsunoko vs. Capcom bundle
(Import)Tatsunoko vs. Capcom Ultimate All Stars + Audio CD
Audio tracks contain:
1.Across the Border 2010
2.Where The Wind Blows (English version of Kaze Yo Tsutaete)
3.Across the Border (Cross Generation of Heroes)
4.風よ 伝えて '08 (Kaze Yo Tsutaete '08)
Last two are sung by asami.
(Import) Tatsunoko vs. Capcom Ultimate All Stars + Audio CD + Capcom's 27th Secret Files: Tatsunoko vs. Capcom
Gamespy: Best E3 2009 - Fighting Game of Show
1UP: Best OF E3 Fighting Game
Game Critics Award 2009: E3 Game Critics Award Best Fighting Game
IGN: Best of E3 Fighting Game
XPlay: G4TV Best Fighting Game
multiplayer.it: Best Beat'em Up
Reviews:
Nintendo Power - 9/10
Official Nintendo Magazine - 91%
Game Informer - 8/10
Edge - 7/10
IGN - 9/10
G4 - 5/5
GameTrailers - 9/10
Trailers:
E3 Trailer
TGS 2009 Trailer
Tekkaman Blade's Gameplay
Frank West's Gameplay
Zero's Gameplay
Joe the Condor's Gameplay
Jump Festa 2009 Trailer
Yatterman 2's Gameplay
Ultimate All Shooters!
Interviews:
IGN interviews Ryota Niitsuma
Seth K. tells about TvC before the release date
Seth and Justin teach you!
Unboxing the Beast!
Note: peripherals aren't region locked.
(Import) Wii Hori Fighting Stick
(Import) EXAR Tatsunoko vs. Capcom Stick
(Import) Neo Geo 2 Wii Stick
Madcatz Tatsunoko vs. Capcom Stick - buy from CAPCOM / EBGames / GameStop / GameShark / Amazon
(Import) Classic Controller PRO (For European players)
Arcade Fighter Stick for Wii
TATSUNOKO
(Note: Clicking the title of the anime will reveal the OP/ED of the anime they are featured in. Despite having the same anime origin, like say Ken, Jun and Joe, they'll have different vids.)
Ken the Eagle - Science Ninja Team Gatchaman
Cashhan - Neo Human Casshan
Tekkaman - Space Knight Tekkaman and SPACE LANCE
Yatterman 1 - Time Bokan Series' Yatterman
Polimar - HaRiKen Polimar
Gold Lightan - Golden Warrior Gold Lightan
Doronjo (and Boyacky and Tonzra) - Time Bokan Series' Yatterman (villain)
Karas - The Karas
Jun the Swan - Science Ninja Team Gatchaman
Ippatsuman - Time Bokan Series' Turn-About Ippatsuman
Tekkaman Blade - Space Knight Tekkaman Blade
Joe the Condor - Science Ninja Team Gatchaman
Yatterman 2 - Time Bokan Series' Yatterman
CAPCOM
Ryu - Street Fighter
Chun Li - Street Fighter II
Batsu - Rival Schools: United by Fate
Alex - Street Fighter III
Morrigan - Darkstalkers
Kaijin no Soki - Oni Musha Dawn of Dreams
MegaMan Volnutt - MegaMan Legends
PTX-40A (VS Ivan) - Lost Planet
Roll - MegaMan
Saki - Quiz Nanairo DREAMS
Viewtiful Joe - Viewtiful Joe
Frank West - Dead Rising
Zero - MegaMan X
Character-specific strategies coming soon!
BASICS:
The active (or point) character is the one that is currently fighting. His life bar is the one on the top.
The partner is the one whose life bar is below. He or she sits out on the fight, but he or she can be called to tag in or do various assists. Note that your partner is still vulnerable to attacks. And also, after performing any form of assist will have your partner temporarily disabled until you hear the ASSIST OK! sound trigger.
The timer will determine the length of the game. Obviously, if the time runs out, the victor is the one whose YELLOW health total has more than the opponent.
The level tells how much stocked levels you have. If the meter goes full, a stock is added and the meter is reset. However, you can only have up to 5 stocks. Levels are used for many things.
The life bar is important - it is composed of the yellow health and red health. The yellow health goes down whenever your character gets hit, and when it is fully depleted, the character gets KO'd. Sometimes, it will leave a red health. When you tag out, the now resting character has the yellow health slowly recover up to the amount of red health he or she has. However, when tagging in, the character will lose all red health but will maintain the yellow health he or she has accrued. Note that the red health has some other uses.
ASSIST RELATED:
Note: All assist-related moves won't work when one of the characters are KO'd.
Variable Assist
By pressing the Partner button, you will call your partner character to do an assist. The character will jump in, do the assist, taunt, then jump away. Note that you can call your partner any time - during on combos, while standing, etc. The only time you can't call them are when you're crouching, performing a hyper move or when you're super-jumping. These are the assists of all the characters.
Ken the Eagle - Bird-Run (doesn't return)
Cashhan - Zaniwa Chop
Tekkaman - Tekka Whip
Yatterman 1 - Kendamagic
Polimar - Tsunagiashi Katana Kick
Gold Lightan - no assist
Doronjo - taunt (blows a kiss)
Karas - Kumo Soto Kagami
Jun the Swan - Bind Bomb
Ippatsuman - Justice Liner
Tekkaman Blade - Zanga Kazaguruma
Joe the Condor - Angle Shoot
Yatterman 2 - Electric Stick
Ryu - Hadouken
Chun Li - Tenshoukyaku
Batsu - Guts Upper
Alex - Slash Elbow
Morrigan - Soul Fist
Kaijin no Soki - Tetsu Sai Hazaki
MegaMan Volnutt - Drill Arm
PTX-40A (VS Ivan) - no assist
Roll - Roll Splash
Saki - standing forward fierce attack (swings her gun)
Viewtiful Joe - Shocking Pink
Frank West - Camera Flash
Zero - Ryuuenjin
Tag/Variable Switching
By pressing Back + Partner at the same time, you call in your partner and your point character switch places with him or her. Note that the partner will come in with an attack then taunt for a bit before you fully control him or her. This is the most basic switching of characters, but it isn't safe to do unless you have knocked the enemy off. As noted before, the character's red health vanishes when they tag in.
Variable Counter
By pressing Forward + Partner while blocking and having at least 1 stock of level, your character will immediately tag out while blocking, and your partner will tag in with an attack that would knock out the enemy in the air helplessly. This is a safe tagging method, as your characters are both invincible while they are glowing (however, the character coming in has little invincibility time and will get hit if you're in a middle of an incoming attack). Also, the partner's red health is maintained, meaning you can restore it later or perform baroque.
Variable Air Raid
By pressing Hadouken Motion (Down, Down Forward, Forward) + Partner, or even just Forward + Partner, while in mid-air and having at least 1 stock of level, your character will glow and perform an attack. If this connects (whether it hits or gets blocked), your character will switch with his or her partner. The beauty about this tagging method is that not only is it safe, but it also allows the combo to continue. Like Variable Counter, the red health is maintained.
Delayed Hyper Cancel/Variable Cancel
By inputting any hyper move motion of your partner while the active character is performing a hyper move, the screen freezes for a bit as your character tags out, and your partner tags in while doing the hyper move of the motion you inputted. While this costs at least 2 levels, it is another safer way of tagging in, as you are in a hyper move. If you feel lucky, you can even cancel your partner's hyper move into a hyper move of the character you just tagged in. Like the previous two, the red health isn't removed when you tag with this method.
You can only do up two Delayed Hyper Cancels (meaning three hyper moves total). Not all hyper moves are cancelable too. For instance, basic hyper moves can be canceled by another any hyper move. An auto combo hyper move (a hyper move that requires it to hit the enemy to continue the rest of the hyper move) can be canceled by any hyper move before it actually connects. A level 3 hyper move cannot by canceled at all.
Variable Combination/Crossover Combination
If you have at least 3 stocks of level, you can peform Variable Combination by inputting any hyper move while pressing Partner button along with it (for instance, Ryu's Shinkuu Hadouken is Down, Down Forward, Forward + any two attack buttons. You can perform a Variable Combination with Shinkuu Hadouken by pressing Down, Down Forward, Forward + any two attack buttons along with Partner button). This will make your partner jump in and perform the hyper move along with the active character. Note that the partner will perform a specific hyper move.
Ken the Eagle - Kagaku Ninpou Bird Smash
Cashhan - Brutal Axe
Tekkaman - Voltekka
Yatterman 1 - Dashing Yatterwan
Polimar - Tenshin Polimar Drill
Gold Lightan - no combination
Doronjo - Zen Tehakokokara
Karas - Zaneijin
Jun the Swan - Scratch Burst
Ippatsuman - Ippatsu Gyakuten Home Run
Tekkaman Blade - Voltekka
Joe the Condor - Feather Assault
Yatterman 2 - Electric Love
Ryu - Shinkuu Hadouken
Chun Li - Kikkoushou
Batsu - Zenkai Kiai Dan
Alex - Boomerang Raid
Morrigan - Finishing Shower
Kaijin no Soki - Joukaken
MegaMan Volnutt - Machine Buster Sweep
PTX-40A (VS Ivan) - no combination
Roll - Roll Sweep TURBO
Saki - Positron Storm
Viewtiful Joe - Six Majin Cannon
Frank West - Real Mega Buster
Zero - Rekkouha
INDIVIDUAL-RELATED
Chain Combo
The bread-and-butter of all things - chain combo is what you call when your attacks naturally cancel with another. The most basic chain combo is Weak -> Medium -> Fierce. Depending on the character, you can cancel them into a special attack, and you can cancel special attacks into hyper moves. You can cancel normal attacks into hyper moves, etc. Note that while attacks may cancel, they may not necessarily hit (for instance - Alex's standing Weak -> Medium -> Fierce will miss at the end due to his Fierce having short range). You can chain a combo while in the air or even while crouching, and you can chain an attack from the air to the ground, etc.
Launcher
By pressing Down Forward + Fierce, your character will perform a launcher. When it hits, you can immediately press Up to do a super jump to follow the launched enemy. Very useful as it sets them up for air combos.
Note that some characters have strange launchers too. For instance, Ken has two launchers - regular one and his standing Fierce. His standing Fierce will only launch enemies that are airborne.
Advancing Guard
Advancing Guard, or Push-blocking, is done by pressing Weak, Medium and Fierce at the same time while blocking. This will create a "zinging" sound effect as you push the enemy off. This will also reduce the block stun (the "stun" effect while blocking) and chip damage (damage received when blocking). This is mandatory to survive attacks that attempt to chip your life.
Mega Crash
By sacrificing 2 levels and a portion of your yellow health, your character will perform Mega Crash. If you've played Guilty Gear XX, then you are familiar with Burst - which Mega Crash is similar to. Hailing from Super Gem Fighter: Mini Max, this move will make the character yell out, releasing a burst of energy, freeing the character from the enemy's attack and putting him in a neutral, controllable state. That means if you're in a tight fix (like say, an air combo), you can simply pull out a Mega Crash to escape. And while you may have lost 2 levels and some of your yellow health, the latter is replaced with red health instead. Mega Crash can also be used to cancel your current attack animation to put you in a neutral state, but not necessarily a safe state (e.g. you'll still get hit by the remaining hits if you Mega Crash within a beam hyper move).
You cannot Mega Crash out of hyper moves. Mega Crash can be blocked (albeit due to its surprising nature it's really hard to do) and Mega Crashes can be canceled with another Mega Crash (that is, if both you and your opponent performed Mega Crash at almost the same time).
Baroque
If you have any amount of red health, then by pressing any Attack button + Partner will activate Baroque. Baroque will make your character flash in a rainbow color. Upon activating, the character's current attack animation will be canceled, putting him or her in a neutral state. With this in mind, you can pretty much extend combos using Baroque. Baroque also improves damage output - the more red health you have when you activated Baroque, the more damage the attack during Baroque will deal. The expended red health will vanish after activating Baroque, however. Like Mega Crash, this is also used defensively as a way to cancel any current attack to avoid being punished.
Baroque ends when your next attack will not chain. So if you performed Baroque and you do a punch, but the punch is blocked, then Baroque ends. Also, you cannot Baroque out of a hyper move, but the effects of Baroque can still go to hyper moves provided that they are part of the chain when Baroque is activated.
Hyper Move
By inputting a hyper move, you expend 1 level and your character performs a powerful attack. This is noticeable as the screen freezes and the character's zoomed in model will appear. This is pretty common in versus games and is generally one of the most important aspects of the game.
MISCELLANEOUS
haunt's Ultimate Guide for Tatsunoko vs. Capcom UAS!
SRK thread of changes from Cross Generation of Heroes to Ultimate All Stars
Keits' Tatsunoko vs. Capcom primer for UAS!
You miss the old Tatsunoko vs. Capcom character themes? Check out my playlist!
And for UAS stage themes!
Wallpapers!
Epic Commercial is Epic!
Hiltz said:According to the ad agency that made this Tatsunoko vs. Capcom tv commercial, it should start airing tomorrow on USA, SyFy and Adult Swim (Cartoon Network).
For the record, they said that it took 60 minutes of work to achieve 1 second of stop-motion animation. Overall, it took around 20 hours to make.