Tatsunoko vs. Capcom: Ultimate All-Stars 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.
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 explaining basic gameplay information for Tatsunoko vs. Capcom.
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Movie by Keits, submitted by Clovr4Lyf
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.
• Change Fighters •
When you're fighting, pressing away + the Partner button will swap fighters. Switching partners using this method is very risky since they will pose upon entrance, but if the opponent drops their guard the entering character can knock them down.
• Partner Swap •
Holding the partner button down before the match begins (while the characters are introducing themselves) switches your primary and secondary character choices on the stage. This is good to use when you have a poor matchup.
• 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.
or
(When close, can also be done in the air)
• Throws and Throw Techs •
Entering the command above will throw your opponent. To tech a throw, do the exact same motion. To tech a throw done by the Giants, simply mash the Hard Attack button.
or
or
(Can also be done in the air)
• Dash and Instant Air Dash (IAD) •
Pressing all three attack buttons results in a dash forward. Simply hold back to dash backwards instead. A lot of good players will do a jump and then immediately dash to get a quick overhead. You can still dash the normal way by tapping forward or backward twice but using your attack buttons instead is a quick way to get it out.
(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 or dash that leaves you open. Make sure your timing is good. This is also good to use against Hyper moves that you are blocking.
(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.
(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 is possible for some characters to combo off of their own Mega Crash's knockback, but this will be heavily damage scaled. It is also possible for a Mega Crash to get baited, since it can be blocked. In other words, don't abuse Mega Crash — know when to use it.
Mega Crashing also earns you some red life for Baroque. Lastly, you cannot Mega Crash during the performance of any Hyper move.
(In the air)
• Cross-over 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.
Also, if your partner had red life before the switch, then they will be able to keep it with this method.
• Cross-over 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.
This technique also allows your opponent to maintain their red life after the switch.
Hyper Motion
• Cross-over 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) •
While you are performing a Hyper move, input the motions for a Hyper from your partner. This will cancel the current on-screen Hyper move and switch it with your partner's Hyper move instead. This will be very familiar to those who play Marvel vs. Capcom 2.
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. You can repeat this technique up to two times.
• 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.