(→What are the changes in UAS coming from the previous version of CGOH?: Capcom side worked on) |
(Tatsu side done, finished until of course I find a mistake) |
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==What are the changes in UAS coming from the previous version of CGOH?== | ==What are the changes in UAS coming from the previous version of CGOH?== | ||
<center><big>UNIVERSAL/SYSTEM CHANGES</big><center> | |||
< | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
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}} | }} | ||
Viewtiful Joe | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
|pros= | |pros= | ||
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Saki Omokane | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
|pros= | |pros= | ||
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}} | }} | ||
Batsu | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
|pros= | |pros= | ||
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Kaijin no Soki/Kaijin no Souki | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
|pros= | |pros= | ||
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Morrigan | |||
{{Template:ProConNeutralTable | {{Template:ProConNeutralTable | ||
|pros= | |pros= | ||
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Jun the Swan | Jun the Swan | ||
{{Template:ProConNeutralTable | |||
|pros= | |||
* Her assist leaves a bomb on hit now | |||
* Can combo after landing the light illusion swan special (in a recent video, this seems to have been revoked, however she attempted to combo using j.5C and missed. Strange.) | |||
* Can combo 2C into 6C easily | |||
|cons= | |||
* None | |||
|neutral= | |||
* None | |||
}} | |||
KEN THE EAGLE | KEN THE EAGLE | ||
{{Template:ProConNeutralTable | |||
|pros= | |||
* 623 C combos easily into 623 super. | |||
|cons= | |||
* None | |||
|neutral= | |||
* None | |||
}} | |||
Casshan/Casshern | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* Denkou punch B version causes stagger on hit | |||
|cons= | |||
* unblockable takes longer to charge | |||
|neutral= | |||
* Electricity effect added to his electrical attacks (visual) | |||
}} | |||
Karas | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* [4]6B > 236A > 6B is now a 3 hit combo on an airborn opponent. The 6B comes out with no delay. This means he can now wallslam at will without needing to use the chain. | |||
*+ Can combo from 63214A/B/C > 236A wall slam attack. He can pick the opponent up off the ground when they bounce after the hit. | |||
|cons= | |||
* 236A sword spin special is slightly slower. The difference is barely noticable but it's there. | |||
* Slide infinite is removed | |||
* 5C has more lag | |||
* 2C has more lag | |||
* 5B may have less range | |||
|neutral= | |||
* None | |||
}} | |||
Tekkaman/Tecknoman | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* Charge 46+A moves across the screen VERY quickly now. As fast, as, if not faster than, Ryu’s 236+C. | |||
* All hits of his chargeback Space Lance throw can now combo into Vol Tekka beam super | |||
* Vol Tekka beam super deals more damage | |||
* If Vol Tekka beam super is used in the air, Tekkaman's recovery time as he falls has been improved. | |||
|cons= | |||
* Due to the change in the pursuit speed, 3C /\ J.B - 28+C - 28+C no longer works. Modifying the air combo slightly may fix this. | |||
* 'Make it rain' super deals less damage | |||
* 3C's hitbox has been made smaller | |||
|neutral= | |||
* None | |||
}} | |||
IPPATSUMAN | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* Ippatsuman’s 623+Attack has same properties as Ken’s 623+B/C. | |||
* Ippatsuman’s dash~623+attack has same properties as Ken’s 623+B/C. | |||
* He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, jA, j.C, 623 Super. | |||
|cons= | |||
* Several resets actually combo now (examples: charge back, forward+C, 623 super; air combo, j.A, j.A, j.B, j.B, 7, j.A, j.B, j.C, 623 super) which means his damage scales more and he won't be doing as much damage. | |||
* his level 3 now eats up meter a lot faster. | |||
|neutral= | |||
* None | |||
}} | |||
DORONJO | DORONJO | ||
{{Template:ProConNeutralTable | |||
|pros= | |||
* 214+Attack seems a lot faster. The rock comes out very quickly. | |||
* 623+Attack is faster as well. | |||
* jumping rock summon starts lower and therefore hits faster | |||
* Her moves now do more damage. Probably to accommodate her combo nerfs. | |||
|cons= | |||
*2B has less hit stun, making her attack strings less safe | |||
* J.B got nerfed. Has lesser range and the mid-screen re-jump (B) combo no longer works. | |||
* Its harder to land 423+B when the opponent is jumping in now. You have to dash towards their position and do the far grab to land the Grab-Tree-Taunt loop. | |||
* her tree takes longer to explode | |||
|neutral= | |||
* None | |||
}} | |||
YATTERMAN-1 | YATTERMAN-1 | ||
{{Template:ProConNeutralTable | |||
|pros= | |||
* Combos 2C to 6C with ease. | |||
* Yatterpellican has been replaced with Yatterwan for 2P colour | |||
|cons= | |||
* 2C has a smaller hitbox | |||
* 623+A/B/C all have more recovery | |||
* harder to combo into OTG Yatterwan fire breath super | |||
|neutral= | |||
* None | |||
}} | |||
Polimar/Polymar | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* On airborne opponents, 236+Attack hits much like the assist version of the attack, thus allowing for easier comboing into charge 46+A and 623+attack, attack, attack. Has no knock away on airborne enemies. | |||
* 6C has less knock away and allows easier comboing of 623+attack, attack, attack. | |||
* Can combo into all charge 46 A/B/C specials and can dash after | |||
* Can combo into his level 3 super off 5C. Either 5C has more stun time or his level 3 super comes out faster. | |||
|cons= | |||
* None | |||
|neutral= | |||
* None | |||
}} | |||
Gold Lightan | |||
{{Template:ProConNeutralTable | |||
|pros= | |||
* 22+Attack covers the whole floor and is slightly stronger | |||
* 41236 + B&C knockdown | |||
* 5C can combo into 3C | |||
* golden pimp slap causes knockdown on hit | |||
* golden drop kick sends him very far across the screen, making it useful for punishing keep away! | |||
* can combo j.5C into gold crash any time | |||
* gold crash hits OTG | |||
|cons= | |||
* Jabs push opponent away more | |||
* gold crash hits low | |||
|neutral= | |||
* None | |||
}} | |||
</center> | </center> |
Revision as of 14:21, 22 March 2023
General
I want to get started on netplay
- Download Dolphin, as of 3/22/2023, you specifically need Version 5.0-15445
- Obtain a USA Version of Tatsunoko vs. Capcom (STKE08)
- Configure your controls as listed in controls
- Click Config on the main dolphin menu, go to paths, and add the directory that TvC is placed so it can appear in the main dolphin menu
- Right Click on Tatsunoko vs. Capcom in your main dolphin window and click properties
- Move to Gecko Codes and click add new Code
In "Name", put in:
Unlock Chars and Costumes
under "Code", paste this:
043EBA84 FFFFFFFF 043EBA88 F9FFFBFF 043EBA8C BFFFFFFE 043EBA90 FFFFFFFF 043EBA94 FFBFDFFF
Click save
Click on Add New Code again
Under 'Name', Type in:
Skip to main menu
Under code, paste this:
003EBA4B 00000000 C2074658 00000009 2C00FFF8 40820014 38000000 38600001 3B400011 3BC00011 2C00FFFA 40820010 38000004 3B400015 3BC00015 2C000009 40820010 38000004 3B400015 3BC00015 2C030000 00000000
Click save
On first start the dolphin may compile shaders, this is a one time thing whenever your change graphic settings, you should not have to go through this again unless you're toying with your graphic settings
Enjoy the game, why not look at the rest of the wiki and see what character looks cool?
The main menu has had an upgrade since CGoH. This is the new main menu in UAS:
- Arcade Mode
- Versus Mode
- Survival Mode
- Time Attack Mode
- Training Mode
- Play Data Mode
- Options Mode
- Shop Mode
- Gallery Mode
- Extra Game-(This is unlocked when you beat Arcade mode and collect the yellow letters to make out the message: "Thank You For Playing" during the credits. You can collect these yellow with either Doronjo and her crew (on a bike-they jump), or with Roll (she flies on the screen with her broom. In order to use Roll in the credits, beat Arcade Mode with Roll).
- Nintendo Wi-Fi Connection Mode-You MUST be connected to the internet in order to play people online. You can either with a router (you can find that online; this is the recommended option) or with Wi-Fi wireless (not recommended).
This is in order. When you hit the start button at the title screen, you are highlighting Arcade Mode.
What is the in-game shop for?
Similar to Marvel V.S. Capcom 2, the more times you play Arcade Mode, Extra Game Mode, Survival Mode, or Time Attack Mode, the more points you earn. In Shop Mode, you can buy artwork, colors three and four for all the characters (note: you must beat Arcade Mode in order to get the additional colors--example: if you want Ryu's 3rd and 4th colors, beat Arcade Mode with Ryu; a message should appear after you beat Arcade Mode with Ryu. Once you get the message, the colors for Ryu should be available for purchase), movies, and information about the roster and the stages.
There are five Hidden Characters. They are:
- Capcom Side:
- Frank West
- Zero
- Tatsunoko Side:
- Joe the Condor
- Tekkaman Blade
- Yatterman-2
Here is how to unlock them:
- Capcom Side:
- Beat Arcade Mode with three different Capcom characters to unlock Frank West
- Beat Arcade Mode with six different Capcom characters to unlock Zero.
- Tatsunoko Side:
- Beat Arcade Mode with three different Tatsunoko characters to unlock Tekkaman Blade.
- Beat Arcade Mode with six different Tatsunoko characters to unlock Joe the Conder.
- Beat Arcade Mode with Tekkaman Blade, Zero, Joe the Condor, and Frank West to unlock Yatterman-2.
If you want to unlock them quickly then:
right click on TVC in the dolphin menu > Properties> Gecko Codes > click Add new Code, Name : Unlock Extra Characters, past this Code:
043EBA84 FFFFFFFF 043EBA88 F9FFFBFF 043EBA8C BFFFFFFE 043EBA90 FFFFFFFF 043EBA94 FFBFDFFF
Then make sure the gecko code is actually checkmarked.
Alternatively download a full save file and import the save.
Are Giants Banned?
- In the early 2010s, the giants were softbanned, which was a case by case basis, but as of right now giants have no bans against them.
- This has lead to the "Phampy Clause", which allows a character change under these two specific scenarios
- If Player A has already chosen their characters before Player B and Player B choses a giant, then player A gets the opportunity to reselect their characters.
- As well, if player A and B play a match using non-giants and player A loses their match and goes to character select and choses a giant, then player B is allowed to change their team.
Are any stages banned?
- If playing on original Wii Hardware it's highly recommended to stay on Training stage and at the very least avoid Burning Wasteland/Orbital Cargo Bay
- On Dolphin all stages are acceptable, but Burning Wasteland is soft banned as it causes issues with players who suffer from color blindness as some characters and effects blend into the background. There is also some discrepancy depending on the user's own CPU hardware that may cause players to request to stay on Training Stage to maintain 60FPS but this is a case by case basis.
What are the changes in UAS coming from the previous version of CGOH?
Buffs | Nerfs | Neutral |
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Ryu
Buffs | Nerfs | Neutral |
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Chun Li
Buffs | Nerfs | Neutral |
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Alex
Buffs | Nerfs | Neutral |
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Megaman Volnutt
Buffs | Nerfs | Neutral |
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Roll
Buffs | Nerfs | Neutral |
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Viewtiful Joe
Buffs | Nerfs | Neutral |
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Saki Omokane
Buffs | Nerfs | Neutral |
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Batsu
Buffs | Nerfs | Neutral |
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Kaijin no Soki/Kaijin no Souki
Buffs | Nerfs | Neutral |
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Morrigan
Buffs | Nerfs | Neutral |
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PTX-40A
Buffs | Nerfs | Neutral |
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he doesn't take damage |
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Jun the Swan
Buffs | Nerfs | Neutral |
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KEN THE EAGLE
Buffs | Nerfs | Neutral |
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Casshan/Casshern
Buffs | Nerfs | Neutral |
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Karas
Buffs | Nerfs | Neutral |
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Tekkaman/Tecknoman
Buffs | Nerfs | Neutral |
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IPPATSUMAN
Buffs | Nerfs | Neutral |
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DORONJO
Buffs | Nerfs | Neutral |
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YATTERMAN-1
Buffs | Nerfs | Neutral |
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Polimar/Polymar
Buffs | Nerfs | Neutral |
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Gold Lightan
Buffs | Nerfs | Neutral |
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