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PTX-40A: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
February 3, 2010 at 8:20 a.m. PST


PTX-40A: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Strengths
+ Powerful corner and wall pressure.
+ Fantastic Super Armor against hitstrings.
+ Can attack straight through non-cinematic Hyper and normal moves.
+ A great mixup game.
+ Subtle special moves.
+ Many ways to land his Level 3 Hyper off of one move.
+ One of the only three characters with a Snapback.

Weaknesses
- Low health for a Giant.
- Lots of recovery time on some of his normal moves.
- Has trouble with defensive players who abuse Baroque.
- Has issues against easily landable Level 3 Hypers (Jun's Flame Phoenix)
- Combos that land through Super Armor cause him problems.
- Characters with quick recoveries on their projectiles. (Yatterman's Kenda Magic)
- Grapplers that have command grabs with quick startup time. (Morrigan's Vector Drain)
- Fast multi-hitting moves that slow PTX down. (Chun-Li's Lightning Legs)
- Cinematic moves or auto-combo moves. (Jun's Dancing Swan)
- Some really bad matchups.

Tatsunoko vs. Capcom Button Move Key

PTX-40A is a Giant character in Tatsunoko vs. Capcom. Giant characters do not have partners and therefore cannot perform partner-specific gameplay techniques. However, they can still Baroque, Mega Crash, and Advance Guard like everyone else.

Giants such as PTX have large amounts of Super Armor that make them invulnerable to hitstun. While being struck does slow the Giants down animation-wise, they have the unique ability to counter-attack through hitstrings. They can still block if they choose, but they are not invulnerable to the blockstun of moves.

Playing PTX-40A involves keeping the pressure on at all times using the movelist of long-range attacks that PTX has at his disposal.

He has the unique ability to punish people who run away from him using his arsenal of weapons, eliminating the need to constantly pursue opponents who jump away. He has a strong mixup game with a large amount of rewards as well, forcing defensive players to stay on their toes constantly.

Being a Giant comes with its disadvantages, however. PTX is very vulnerable to moves that either involve a cinematic undefendable maneuver or a fast multi-hitting attack that slows him down.

If you are using a Giant and you happen to be stuck in a combo string, you can use Baroque to cancel yourself back into a defensive blocking position. This only works if you Baroque between hits.

When your opponent gets three levels of Hyper meter — play a lot more defensively. Your enemy will more than likely wait for a chance where you can't use Baroque to save yourself from one of your normal or special moves with big recovery time and hit you hard.

Next, beware of command grabs. All of the command grabs in the game work on the Giants without exception. If you notice a grappler getting close to you, just jab them out of range.

The Giants are the only characters in the game that can be stunned from being hit too many times. The only time this usually happens is if you happen to get caught in a big multi-hitting non-cinematic Hyper such as a giant laser. When this occurs, you lose your Super Armor and can be launched and juggled just as much as any other normal character.

If you are ever caught in a scenario where you are stunned and your opponent has a powerful combo waiting, just Mega Crash to escape the stun. It's possible to mash your way out of the stun, but there's simply not enough time to do it in this game before someone hits you.

The difference between Gold Lightan and PTX-40A Giant-wise is that PTX relies very heavily on his special moves and special normals to achieve victory. Many of his moves put opponents in a juggle or wallbounce state. Also, PTX has a much faster mixup game than Lightan and doesn't have to worry about people trying to run away unless he is at a significant health disadvantage. When compared strength-wise, PTX is a much more viable character against the cast of Tatsunoko vs. Capcom except for Gold Lightan, who can outplay him with better normals and more health.

List of Special Moves to watch out for

• Tekkaman Blade's Hard Attack Projectile
• Casshern's Flying Drill
• Casshern's Friender Summon (Medium version)
• Tekkaman's Space Lariat
• Chun-Li's Lightning Legs
• Ken's Eagle Rush
• Jun's Dancing Swan
• Morrigan's Vector Drain
• Alex's Powerbomb
• Frank West's Great Swing

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Shotgun
5.9 B
M. Gun
6.5 B
Missile
7.2 B

Joystick Joystick Joystick or Joystick Joystick Joystick Joystick Joystick
Shoulder Arsenal
Inputting the first command causes PTX to fire the weapon from his right shoulder, and the second command causes PTX to fire from his left. This is a really great move because you can use it to build meter safely and lay the pressure on players who try to run away from you.

PTX has three different weapons that can be on his shoulders at any time; Shotguns, Machine Guns and Missile Launchers. You start the match with a Machine Gun and a Missile Launcher. The three weapons are detailed below.

Shotgun: Has quick startup and great spread for attacking characters from all angles. It doesn't do a lot of damage, so it is mostly for defensive use.

Machine Gun: PTX's regular offensive weapon. You can use it to punish people who run away from you both in the air and on the ground. It has slow startup, but it burns through projectiles once it starts firing.

Missile Launcher: Hands-down PTX's best weapon. It fires an unblockable homing missile that lets you combo into your Level 3 Hyper. It takes a little while for the missile to home in and it is possible for your opponent to avoid the missile, but it is very tricky. Keep in mind that while the missile does multiple hits, only the first hit is unblockable. Make sure that the missile doesn't hit the ground or anything else before it gets there.

If you mash the commands fast enough, you can have it so that the weapons on both shoulders fire at the same time.

The button that you press determines the angle at which you fire your weapons, which is very important. Light Attack fires at a downward angle, Medium straight ahead, and Hard at an upward angle.

Don't get fooled into thinking that because the Missile homes in that it doesn't matter what button you use to fire the Missile with; Medium and Hard are the best angle shots for Missiles to hit standing and jumping opponents. Try to be accurate and know where the dead zones are for your weapons.

You can fire the Shotguns and Machine Guns three times and the Missile Launcher once before the weapons discard themselves. To get a random weapon back, simply do the motion again. Keep in mind that this rearming motion is unsafe! Lastly, the Missile is the rarest weapon to receive and you don't have too many chances to reload, so keep that in mind before you fire it recklessly.

Light
6.9 B
Medium
9.5 B
Hard
11.6 B

Joystick Joystick or Joystick Joystick
Chainsaw Slash (Caliber Execution)
PTX pulls out a chainsaw and swings it upward. It has great vertical and horizontal range and does a lot of damage. The startup animation of this move is really subtle and hard to see coming, and the Medium and Hard versions knock the opponent down. Light is the safest version with the least damage and Hard is the opposite.

This move does a lot of damage by itself and controls a lot of space in front of PTX. Most players stick with the Medium version since it comes out fairly fast and achieves the same knockdown and juggle that they want.

You can Cancel into your Critical Chainsaw Hyper while the chainsaw is striking the opponent or after the chainsaw launches your enemy into the air in the corner. The second Cancel requires stricter timing but nets more damage.

You can also Cancel the chainsaw's final hit into L-P Buster (Level 3 Hyper), anywhere on the screen. Keep in mind all of these cancels only work with the Medium and Hard versions of the chainsaw. Lastly, not all hits of the chainsaw are guaranteed. Opponents may get pushed away from the last hit of the Medium and Hard chainsaws while being struck.

Light
2.0 B
Medium
2.4 B
Hard
3.2 B

Joystick Joystick or Joystick Joystick
VS Tackle
PTX braces himself and then charges forward. A really great move for closing the distance between you and your opponent. Also, while PTX is tackling, he creates an auto-guard with his shield that makes him invulnerable to projectiles. Combine that with the fact that the hitbox stays active the entire time PTX is dashing (therefore making it impossible for the opponent to attack you normally during the dash either) and this ends up being one of PTX's best moves.

The recovery of this move is one of the best choices for Baroque if it is blocked.

The Light version performs a wallbounce, has the quickest startup time and is the safest on block. The Medium version does more damage along with a wallbounce but is more risky. The Hard version does a Snapback and is the most unsafe. To understand Snapbacks and other gameplay mechanics, check out the basic gameplay guide.

Hyper (Super) Moves

15 B

Joystick Joystick Joystick Joystick Joystick
Critical Chainsaw (Level 1, Tactical Caliber)
This move has quite a bit of startup time but you can combo it from the Medium VS Tackle and the Medium and Hard Chainsaw Slashes. If this whiffs you can be punished badly though.

Also, even if you manage to land this Hyper, it is unsafe on hit! PTX will be in a recovery animation after your opponent is finished standing, giving them a chance to punish. With this knowledge in mind, try to use Critical Chainsaw as a finishing Hyper or on an opponent who doesn't have a good fast Hyper punish or 3 levels of Hyper meter.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Arsenal Barrage (Level 1)
The usefulness of this Hyper depends entirely on the weapons on your shoulders. If you have two shotguns, a shotgun and a machine gun, or two machine guns, then this Hyper is totally worthless.

If you have a missile launcher then it becomes a lot better. The reason is because when this Hyper is activated PTX fires three rounds of whatever weapon happen to be armed. This means that three missiles are fired instead of just one, racking up a lot of unblockable damage. Lastly, having an unblockable missile land on the opponent means that they fall into a knockdown state where they get chipped by your cluster missiles.

Having two unblockable missiles on your shoulders makes this Hyper incredibly damaging for only one level of Hyper meter. It also virtually guarantees that the opponent will be pinned by the cluster missile explosion which gives you time to rearm or reposition yourself. If you attempt to fire this Hyper with only machine guns and the shotguns on your shoulders, not only will you get pitiful damage on the initial blast, but you'll leave yourself open to every form of punishment available in the game.

This Hyper is best activated full-screen with your opponent close to the wall. That way it is almost impossible to avoid the missile barrage. Also, Arsenal Barrage has a big startup spin to let opponents know what is coming, so keep in mind that good players will be watching for it.

23.6 B

Joystick Joystick Joystick Joystick Joystick
L-P Buster (Level 3)
PTX's best Hyper move and very damaging. This move is barely affected by damage scaling which makes it ideal for comboing into. The combos that end in L-P are listed below.

This move can hit characters that are in any form of juggle or launched state. Ideally, you want to try to hit a juggled opponent against the wall with this move, because PTX will act as a fall trap in the corner as the opponent is descending.

It has some startup time, so don't try to catch projectile throwers with it; chances are they'll finish recovering before you get there. Lastly, if you want to land this Hyper after a missile lands, activate L-P right as the missile leaves your chamber, so the opponent can't Mega Crash to avoid the attack.

Command Normals

Joystick (In the air)
Thruster Burn
Executing this while airborne makes you hover horizontally, firing your jets downward. The range and damage on this attack is fantastic and it is very difficult to hit PTX while he's performing it. It also does quite a lot of damage for a normal move, and is a good trick to pull when you're about to land from a jump.

The only downside is that to net all the hits and damage requires you to be either directly above or next to your opponent.

Joystick Joystick Joystick
Booster Spin
PTX-40A spins in place while firing his jets. This hits as an on-the-ground, making it very useful to use after any form of knockdown. Expert PTX players like to Baroque this move after the last hit and activate it again for big unavoidable damage.

This move is a great meterless ender to all of PTX's juggle attacks, provided you are close enough to them.

Joystick Joystick Joystick
Robot Punt
PTX pushes his foot out and kicks the opponent. This normal move would be mostly unremarkable except for the fact that it knocks down, allowing you to set up a Booster Spin in the corner. It also has to be blocked low, adding to your mixup game.

Joystick Joystick Joystick       Joystick Joystick Joystick
Chainsaw Slice and Quick Escape
Doing the first motion above causes PTX-40A to yank out his chainsaw and do a slice. This move is an overhead. If, however, you input the second motion before PTX swings his chainsaw, PTX will do a quick dash backwards, his foot boosters hitting low.

The second hit is incredibly important to PTX's mixup and offense game. It acts as PTX's "second launcher", and can be canceled into Tactical Calibur and L-P Buster. With the addition of Baroque, this move gets a lot more damage potential.

Joystick Joystick Joystick
Launcher
PTX's launcher is very, very subtle. The animation frames make it difficult to see coming, and you can Cancel into L-P Buster or a Machine Gun/Shotgun blast if you feel like it. Also, you can cancel into L-P from a Hard Shotgun blast if you want to add extra damage.

Joystick or Joystick Joystick Joystick
Throw
PTX has really slow throws and are really easy to tech. If you magically happen to land one you can do a Booster Spin in the corner after the wallbounce for lots of extra damage. Make sure you throw them to the wall closest to you.

Combos

Down + Medium Attack, Down + Hard Attack, Baroque Cancel, Down + Hard Attack
This combo only works in the corner or relatively close to it. The Baroque adds a lot of extra damage.

Down + Hard Attack, Cancel into Light Chainsaw Slash
Simple combo that can be done anywhere on the screen.

Quick Escape or Launcher, Cancel into L-P Buster
Very easy way to land the Level 3 Hyper. With the Quick Escape the timing is very easy, with the Launcher you have to be fast.

Medium/Hard Chainsaw Slash, Cancel into Critical Chainsaw or L-P Buster Hypers
Great combo, but risky due to Critical Chainsaw's recovery. You can Cancel into Tactical Calibur before the chainsaw is finished attacking anywhere, or after it is finished striking in the corner only. L-P can be landed anywhere, but the chainsaw's attack must be complete.

Light/Medium VS Tackle, Cancel into Critical Chainsaw or L-P Buster Hypers
If you catch someone throwing projectiles at mid-height, this is a great punisher to remind them of your comboability. Critical Chainsaw only works in the corner.

Quick Escape, Baroque Cancel, Light VS Tackle, Cancel into Critical Chainsaw or L-P Buster Hypers
The hardest part of this combo is the Baroque while charging. Other than that, pretty straightforward.

Thurster Burn, Baroque Cancel, Launcher, Cancel into Hard Shotgun, Cancel into L-P Buster
Tricky combo, but very rewarding. Make sure your Thruster Burn is hitting the opponent close to the ground so that the Launcher hits after the Baroque Cancel, and you can remove the Hard Shotgun from the combo if you don't think you are fast enough.

Tatsunoko vs. Capcom Storyline

A prototype VS (Vital Suit), nicknamed Ivan, no other VS comes close to the PTX-40A in terms of power and capabilities.

It is equipped with heavy armaments attached to its shoulders, shotguns for close-up battles, and lighting quick moves never thought possible for its size.

Character origins

PTX-40A is from Capcom's Lost Planet franchise and is a giant mech. There isn't much else known about this character.


Comments

Touhatsu said on October 11, 2010 at 12:48 p.m.

Giants are not good fighters, they are like video game bosses, you just have to find a way around. It might take some time, but after that its easy.

#1
Snow said on October 16, 2011 at 12:59 a.m.

Loved the roster for TvC all the off the wall characters... the whole thing felt way too Japanese which is why I enjoyed it so damn much.
Shame PTX didn't make the transition to MvC3 or Ultimate, but hey at least I can still get some laughs from him and the rest of the cast on the Wii every once in a while.

#2


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