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Basic gameplay details for Tatsunoko vs. Capcom

Last updated on Sept. 8, 2009

8 Comments

Basic gameplay details for Tatsunoko vs. Capcom

Guide written by Nyoronoru with edits by EventHubs.com staff

Overview

Tatsunoko vs. Capcom is a 2 on 2 fighting game very much in the same vein as Capcom's previous vs. games like Marvel vs. Capcom and X-Men vs. Street Fighter.

It features characters from the Tatsunoko (a Japanese animation company) universe and from several of Capcom's own video games.

Wii Controllers and Button Configuration

Joystick, GameCube or Classic Controller: This is the preferred way to play the game. Using one of these controllers, the game uses the directional indicator and 4 buttons total. 1 each for Light, Medium and Hard attacks, and 1 button for an assist (character change).

Wii-mote simplified control scheme: You can also use the regular Wii-mote to perform moves. Pressing a direction and button 1 will cause your character to do normal attacks. Pressing a direction and button 2 will cause them to do Special Moves. Pressing both buttons at the same time and a direction will execute a Super Move.

Video: Tatsunoko vs. Capcom basic systems primer and tutorial

Video explaining basic gameplay information for Tatsunoko vs. Capcom.
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Movie by Keits

Techniques, Universal Moves and Features

This section lists some techniques that are part of the game engine that you can use to become a better player at Tatsunoko vs. Capcom. Professional players utilize these techniques quite often. These techniques can give you extra tools to escape nasty situations.

Joystick
Partner Swap
Pressing the partner button once before the match begins (when the characters introducing themselves) switches your primary and secondary character choices. This is good to use when you have a poor matchup.

Joystick Joystick
Super Jump
Like a regular jump but much higher, Super Jumps can save you from many trap scenarios. Press down and then quickly press up to jump at a much higher distance. If it isn't working, do the motion faster. Don't forget that nearly all the characters can jump again after a super jump.

You can also use the diagonal up-back or up-forward positions to Super Jump in those directions instead of directly up.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Advancing Guard
Advancing guard is a technique which pushes the opponent back and almost totally nullifies chip damage when blocking. It also helps you recover faster from block stun. Be careful when using it though, if your opponent suddenly pauses in their blocked combo string and you press the buttons without blocking any attacks, you'll more than likely throw out an attack that leaves you open. Make sure your timing is good. This is also good to use against Hyper moves that you are blocking.

Joystick Joystick Joystick (Can also be done in the air)
Baroque
This move Cancels the current animation of whatever normal or special move you are performing. It also lets you extend combos rather easily.

Baroque can only be activated if you have "red life" in your health bar, because it consumes all of it. The more red life that Baroque consumes, the more damage the subsequent extended combo will inflict.

Keep in mind that red life is the life that you would regain if you had tagged out, so don't throw it away too recklessly. Baroque can also be used to Cancel the animation of "unsafe" moves that have a lot of recovery time.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Mega Crash
Pressing all four buttons executes a Mega Crash. This move requires 2 Hyper bars to perform and also takes away about 10% of your health. Mega Crash is very similar to Burst in the Guilty Gear and Blazblue games in that it will blow away the opponent to the opposite side of the screen, freeing you from their combo string.

It's a great "get off me" move if someone is starting up a big combo. It can also be activated at any time. Mega Crashing at the same time your opponent Mega Crashses will keep you from being knocked away, but they will recover before you do. Don't abuse Mega Crash; know when to use it.

Joystick Joystick Joystick Joystick Joystick (In the air)
Variable Air Raid
While in the middle of an Aerial Combo, do this motion; you should flash blue, your partner will switch in and continue the air combo. It's a 100% safe way of switching in partners, but it costs 1 Hyper bar to execute.

Joystick Joystick Joystick
Variable Counter
Press towards and the Partner button the moment you block an attack (within the frames of block stun) and you will switch with your partner and the partner will attempt a launching attack.

This comes out VERY FAST and is almost impossible to block in time unless the countered move was a Light attack or a long distance move. Keep in mind this also takes one Hyper bar to use. If your opponent likes to use dial combos and keeps repeating the same motions over and over again, this move has a good chance to punish them and switch out at the same time. If the counterattack misses, you are wide open for an attack after wards though.

Hyper Motion Joystick Joystick
Variable Combination
This lets you and your partner perform their Hyper moves simultaneously. When doing a Level 1 Hyper with any character, simply press the partner button as part of the button press for the Hyper. This takes 3 Hyper bars to use. Each character uses a specific Hyper move when called in to do a Variable Combination; for example, Ryu only does Shinku Hadouken and Polymar only does Polymar Drill. You cannot use this technique for Level 3 Hypers.

Delayed Hyper Combo (DHC)
To execute this simply input the move for the Hyper of your partner while your current character is performing a Hyper move.

This technique lets you Cancel the current animation of whatever Hyper combo you are performing with another Hyper from your partner. This should be very familiar with those who have played Marvel vs. Capcom 2. It doesn't cost anything extra to perform this technique other than the Hyper bar(s) you use when you activate your partner's Hyper move. You can also Cancel into Level 3 Hypers to rack up some massive damage.

The character who performed the last Hyper stays on screen, so this is a way to switch characters by using 2 levels of Hyper meter.

Snapback
A Snapback is when a character's move forces the opponent's character to switch out. Only certain characters have a snapback ability, and those are Gold Lightan, PTX-40A and Alex. Snapbacks are useful when your opponent has a character with a lot of red life in the wings, because the forced switch causes the backup character to lose all of their red life.

Posted by Jcool813 on September 8, 2009 at 6:27 a.m. #1

great guide. just what i needed.

 

Posted by video is freaking old. on September 8, 2009 at 7:45 a.m. #2

eventhub -_-.

 

Posted by jordo on September 8, 2009 at 8:25 a.m. #3

bout time someone made a guide
now all i need is the game lls

 

Posted by Blue Lightning on September 8, 2009 at 12:56 p.m. #4

For some quick corrections, hakushoun Daimaou also has a snapback attack, and you can do a DHC twice in a row. For an example, let's take Chun-li and Ryu.

Chun-Li does Kikoushou. You can DHC it into Ryu's Shinkuu Hadouken, and before it ends you can do ANOTHER HC, be it Chun-Li's kikoushou or houyoku-sen. Of course this is a bit useless since it takes away another Hyper bar and by this time in the combo, the damage scaling should make it pretty useless. It's a good way to finish a character off if (s)he has very little HP left.

 

Posted by Nyoronoru on September 8, 2009 at 2:52 p.m. #5

Unfortunately, the magical genie is not in the improved North American/Europe port of the game, so I did not include him.

 

Posted by Anonymous on September 8, 2009 at 3:01 p.m. #6

Does mega crashing work like a combo breaker?

 

Posted by Nyoronoru on September 8, 2009 at 5:49 p.m. #7

Yeah, pretty much.

 

Posted by fgf on November 18, 2009 at 9:29 a.m. #8

sgfd

 

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