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Tatsunoko vs. Capcom change list for Ultimate: All-Stars Ever wonder what tweaks were made to the cast members of Tatsunoko vs. Capcom: Ultimate All-Stars from the game's original release, Cross Generation of Heroes?

Well, Seth Killian came through with a list that's been translated from Japanese to English, so there's a few rough spots, but overall this is nice stuff to know.

There's also a footnote at the end explaining why one change in particular was made.

Capcom Characters

Alex
• A crouching attack(?) has low-hit detection.
• Hard standing attack is able to Cancel.
• The performance of Slash Elbow has changed, and the Hard version can wall bounce players.
• Not able to dodge Hyper Bomb after a black-out cut-in.

Batsu
• Light standing attack has low-hit detection.
• Guts Bullet is adjusted. (Removing blowing-off attribute, damage-ups, etc.)
• Able to move freely when performing Shooting Star Kick.
• Doesn't do damage while performing Guts Uppercut [until a hittable frame], and the Hard version moves him forward further.
• The amount of Guts Counter's super armor time is shortened.

Chun-Li
• Lighting Legs were adjusted. (Amount of distance opponent travels back when hit, etc.)
• Overall attack power was decreased.

Kaijin no Soki
• More of his attacks cause a longer block/hit stun.
• Head Splitter does more damage, and is able to do combo when opponent is lying down.
• Slam's performance has changed. Light attack does normal damage now and lacks super armor. The Hard version can bounce players off the wall.
• Onimusha Transformation is stronger. Chip damage is added to all attacks. Also it can cancel various special attacks by inhaling souls, and the amount of generating soul is doubled.

MegaMan Volnutt
• Able to cancel Mega Buster to a hyper combo or a baroque combo.
• Machinegun was adjusted. (Removing floating attribute, weakening bullets counterbalance, etc.)
• Max Power Shining Laser does more damage.

Morrigan
• Light standing attack is a low-hit.
• When performing Shell Kick, the flying speed has increased, so it hits opponents easier.
• When appearing from a corner via Valkyrie Turn, pressing up or down can adjust your position.

PTX-40A
• Light standing attack, crouching light attack and VS Tackle have guard points now.
• After Towards + Medium Attack, Back + Medium Attack is a floating spin, and combos can be pulled right after.
• The properties of Caliber Execution have changed. While being hit by Medium and Hard attack, can be pulled with combos(?).

Roll
• Her broom's hit box is larger.
• During charge Roll Power Up, all attacks have stronger damage except for her throw.
• Roll Broom Swing has a blowing off attribute, and it's able to hit back projectiles.
• Able to dash in a mid-air after performing Roll Broom Swing, but only in mid-air.
• Water-on-the-floor's hit detection has increased.

Ryu
• Jodan Sokutou Geri can be canceled by Hyper-Combo-Cancel.
• Doesn't do damage while performing Shinku Tatsumaki Senpukyaku until the move gets to a hittable frame.

Saki
• Standing light attack does less damage.
• Towards + Hard Attack has a dizzy attribute now.
• Hard attack can be canceled, and the hold back feature is better.
• Able to cancel from Experimental Positron Cannon / Hand Grenade to a hyper-combo / baroque-combo.
• Positron Storm is stronger, hits more often.

Viewtiful Joe
• The voomerang's height is limited.
• Not able to do second jump after Red Hot Kick, and it can only be used once in mid-air.
• The end of Mach Speed can connect to Aerial Rave.
• Able to do combo after Slow and Zoom In.

Tatsunoko Characters

Casshan
• When opponent is laying down, you can't hit your enemy off the ground with Light Shooting Star Kick.
• Medium Lightning Punch is now a normal attack instead of a special attack.
• The charge time for Hard Lightning Punch is a little longer.

Doronjo
• An impossible defense time is longer when a hard crouching attack, and it's able to do combo after canceling Super Comfy (?).
• Able to cancel pulling Tonzura to pull Boyakki or vice versa.

Gold Lightan
• Battleship Breaker can move forward.
• The second hit of Gold Quake hits the entire ground and now has low-hit detection.
• Gold Crash can hit opponents when they're lying down.
• Various attacks are stronger.

Jun the Swan
• Toward + Hard Attack is easier, and gets no damage time with Toward + Medium Attack (?).
• Only the Yo-Yo has the String Bomb's collision detection.
• Assist attacks can hit bombs now too.
• Able to combo after Dancing Swan.
• Doesn't take off damage while performing Mirage Burst until it gets to a hittable frame.

Karas
• Light and Medium Attacks are weaker. (The amount of attacks and attack continuation frame, etc.)
• Kasha / Yoinagi are adjusted. (Kasha's charge time, etc.)
• Ungaikyo's hit frame is a little delayed.
• Overall, the power of his attacks has been decreased.

Ken the Eagle
• Overall he does more damage.
• After canceling Towards + Medium Attack you can pull out a combo (mid-air Bird Shoot and Eagle Rush).
• You can only do Bird Shoot once when you're in the air.

Ippatsuman
• Toward + Hard Attack is able to cancel, but no longer has super armor.
• Able to move freely after Quick Upper.
• The amount of Come Forth, Gyakuten-oh! time is shortened.

Polimar
• Able to cancel Towards + Medium Attack while going behind the opponent character.
• Between attack and to Storm Kamae, the character doesn't lose health gauge.
• During Storm Kamae, there is no pushing away even if you do advancing guard.

Tekkaman
• The amount of time it takes to attack when on the ground is longer. (i.e. Ground moves have more start up frames.)
• Tekklancer is stronger (Hard Tekklancer it's easier to connect and do combos).
• In the air, Voltekka is easier to pull (it's stronger and it's easier to connect from mid-air Galaxy Windmill).

Yatterman-1
• Both 1P and 2P can call the Yatter Wan.
• Towards + Hard Attack is stronger. The attacking determination is stronger and the height that the opponent gets attacked is higher therefore it is easier to do combos.
• Some of his attacks do less damage compared to the previous game.

And here's the S-Kill footnote.

"• Casshan: The charge time for Hard Lightning Punch is a little longer."

Why is this? It prevents Casshan from doing an unblockable, nearly-inescapable combo after he knocks one character out and another character is coming in. In TvC: CGH, before the new character was on screen, Casshan could call Friender's flame breath to hold them in block-stun while charging up his (unblockable) hard lightning punch move, and using that to start a combo. That was a little too big a reward for KOing one opponent character, so we've given the incoming opponent an easier chance to escape.

Source: Capcom-Unity.

Posted by Firegod on February 25, 2010 at 3:01 p.m. #1

thanks alot event hubs, i personaly have wondered what changes have been made.

good stuff, thanks alot.

 

Posted by i wish on February 25, 2010 at 3:18 p.m. #2

they gave Casshern longer arms. His range isn't very good and hard to get in, especially against Zero or TekkaBlade players

 

Posted by baz on February 25, 2010 at 3:25 p.m. #3

yah, chun li was the best at the jap version, they had to make her weaker

 

Posted by karas on February 25, 2010 at 3:37 p.m. #4

hmm i always assumed he was. Wasn't he nerfed hardcore for TvC: UAS?

 

Posted by great game on February 25, 2010 at 3:51 p.m. #5

bettar than sfiv

 

Posted by Firegod on February 25, 2010 at 3:59 p.m. #6

YESS, THEY HAVE STARTED TO EDIT AND DELEAT TROLL POSTS, WHOO!!!

GO EVENTHUBS!!

*crap, this post will probalby be deleated, oh well*

 

Posted by Chun's apprentice on February 25, 2010 at 4:02 p.m. #7

wth? Why does Chun of all people get nerfed? thats BS

 

Posted by Ish on February 25, 2010 at 4:44 p.m. #8

I hope they do a change list for SSFIV as well.

 

Posted by TrollingTroll on February 25, 2010 at 5:06 p.m. #9

Gen Ultra 2 is up
http://www.capcom.co.jp/sf4/character...

 

Posted by Alex F. on February 25, 2010 at 8:26 p.m. #10

Thanks Guys, it's pretty cool to see the adjustments they've made since the Japanese release.

 

Posted by Boob naybot on February 25, 2010 at 10:31 p.m. #11

Thank you for the information. And good luck on your combos s.kill

 

Posted by Translate budget on February 26, 2010 at 12:17 a.m. #12

Finally from a Capcom Employee, the main beard news guy Seth, rather than awesome fan Azrael - who watches awesome 50 yen Fuerte matches in person.

 

Posted by Mambo Sauce on February 26, 2010 at 10:21 a.m. #13

I was playin the jap version after a while of the american version and was like WTF... Alex no wall bounce??? i thot it was glitchin at first lool thnx for tellin me this now xP

 

Posted by Balloon on February 26, 2010 at noon #14

Where are the changes for Yatterman-2, Frank West, Condor Joe, Tekkaman Blade, and Zero?

j/k

 

Posted by Alex stun gun headbutt infinite on February 27, 2010 at 12:56 p.m. #15

still is viable? well Capcom seems to have messed up

 

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