Intermediate Gameplay Guide for Tatsunoko vs. Capcom: Ultimate All-Stars

Guide last updated on
May 13, 2010 at 4:52 p.m. PDT


Intermediate Gameplay Guide for Tatsunoko vs. Capcom: Ultimate All-Stars

Guide by Nyoronoru

Listed below are some interesting mechanics and techniques to consider after you have mastered the basics listed in the basic gameplay guide.

Height Damage Boost

An interesting thing to notice in Tatsunoko vs. Capcom is the height marker in the Training Stage. While it may just seem to be there for show, the actuality is that the higher up your character is when doing a combo, the more damage the combo will inflict. The damage boost at higher levels is pretty significant and is an incredible boost to the Cross-over Air Raid technique and characters such as Alex, Chun-Li and Tekkaman.

The Giants are not left out on this boost either, since Gold Lightan and PTX are already standing at large heights, all standing and jumping combos give them the same attack power increase.

Jump Canceling

Nearly every normal move performed in the air by any character can be Jump Canceled. You might have done this technique by accident before in an air combo.

Simply press Up after inputting a normal in the air and your motion will stop and you can continue with a new normal move. The most common form of Jump Canceling is to repeat a repetition of an air combo to end in a higher peak than before to get the Height Damage Boost. The more intermediate method is to jump to safety after a blocked air normal.

You cannot cancel any ground normal with a jump other than your Launcher. Some characters have exceptions to this, such as Morrigan and Ippatsuman.

Damage and Hitstun Scaling

This is very important component of all fighting games to remember. The damage scaling in Tatsunoko vs. Capcom does decrease the damage of combos when higher amounts of hits are reached, but the damage is never fully nullified.

Also, some moves and Hypers are not affected very much by damage scaling at all. An example is Morrigan's Darkness Illusion, which is not affected much by damage scaling, and Ken the Eagle's Flame Phoenix, which is very much affected by it. This knowledge is very important and character specific.

You don't want to waste 3 levels of Hyper meter at the end of a 30-hit combo only to discover you'll get very small damage for your trouble.

Comboing your opponents at great heights evens out some of the damage scaling, as explained above. Damage scaling also affects characters who are lower in health. The less health someone has, the less damage they'll take from all moves.

Hitstun scaling is a technique that was implemented in the game to prevent wall juggle infinites. After a certain period of time where the game detects a character unable to escape some repeatable loop it starts decreasing the hitsun on moves until the character who is being juggled can block. While there are a couple of tricks around this with certain relaunch combos, most of the time players will not want to take the risk and would rather try and go for a reset than an infinite.

Post-KO Character Entry

After you knock out one of the characters on your opponent's team, you have quite a few options at your disposal as the other character enters. You can go for a crossup, a fake crossup, an under-the-feet crossup, an instant overhead, a pause and throw, and so forth.

Some characters have the option of unblockable attacks that can be set up using a partner's assist as lockdown. Try not to get too close to the entering opponent's wall. If you do, the game will sometimes change the side they appear on, and you will have lost the advantage of pressure that you had before.

Charging Times

Despite the fact that the amount of time to "charge" a move by holding your joystick back or down in any Street Fighter game is 2 seconds, in Tatsunoko vs. Capcom the time can vary by each character. Frank West's Roundhouse Kick takes quite a long time to charge, but Ippatsuman's Justice Liner takes very little time.

Try to practice the charge moves of all of your characters so you know how fast they are, since the charge time is no longer consistent across the board for all characters.

Artwork by T-Vairus.


Comments

Keepy989 said on May 20, 2010 at 11:14 a.m.

I had no idea about the height damage, great guide

#1
SophyB said on August 1, 2010 at 9:54 a.m.

Highly enjoyed the guide.
Also had no clue about Height Damage.

#2


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