Tatsunoko vs Capcom: Ultimate All Stars/Giants: Difference between revisions

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'''Preamble:''' Giants can be dizzied by following a few rules. Below are the listed rules that include stun decay, cinematic supers, armor break attacks, and other relevant mechanics.
== Giant Mechanics ==
This page provides a brief overview of how Giants work in '''Tatsunoko vs Capcom''' as it's a unique mechanic for this game that players are still exploring


{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
|+ Stun Mechanics and Super Moves Overview
|+ Giant Mechanics Overview
|-
|-
! Topic !! Details
! style="width:25%;" | Mechanic !! style="width:75%;" | Description
|-
|-
| Air Stun || Giants can be stunned in the air.
| '''Hyper Armor''' || All Giants have hyper armor, which can be broken with specific moves listed either on the character page or in the table below. Additionally, Giants can be dizzied when certain criteria are met, as explained below.
|-
|-
| Armor Break Attacks || Any attacks and supers done during armor break retain the combo counter but do not contribute to stun. They do not alter or reduce the stun gauge.
| '''Snapback''' || Aside from Alex, both Giants have a snapback move. This helps discourage problem characters like Blade or Tekkaman from controlling the match.
|-
|-
| Cinematic Supers || Do not contribute to stun; they reset the stun gauge.
| '''Healthbar''' || Since neither Giant can have an assist, they have a larger health pool, allowing them to stock more baroque, which leads to increased damage.
|-
|-
| Constant Stun Gauges || Stun gauges do not increase upon recovery. For example, it takes two Shinkuu Hadoukens to stun PTX, and this remains constant even after recovery.
| '''Chip Damage''' || A drawback for Giants is that EVERY attack they perform inflicts chip damage, so their opponent will always have baroque ready to act defensively against anything the Giant does.
|-
|-
| Giants and Stun || Giants can only gain stun while in hyper armor mode. Giants cannot stun other giants outside of one exception.
| '''Blocking''' || Despite the hyper armor, anytime a giant flashes red, they lose the ability to block. Subsequently as a result, when the combo counter is active they completely lose the ability to block. So if you were to do a long range poke like say, assist Hadouken, you could confirm an armor breaker from full screen if it hits.
|-
| Normal Attacks || Normals contribute very little stun. For instance, it takes Ryu over 100 jabs to stun PTX. Supers, however, give off immense amounts of stun.
|-
| Stun Decay || Stun doesn't decrease over time, ever.
|-
| Stun Health || Lightan has slightly more Stun health than PTX, but the difference is minimal.
|-
| Stun on Block || Giants do not build stun on block, except for Alex's Stungun headbutt.
|}
|}


'''Number of Supers:''' Here are the number of times a super can be used before dizzy sets in:
=== Additional Stun Mechanics Information ===
 
* '''Stun Over Time''': Normals contribute abysmally small amounts of stun. For example, it takes Ryu over 100 jabs (approximately 183) to stun PTX, about 98 mediums, and 68 heavies. By this time, the Giant is likely already defeated from poking. To deal significant stun damage, utilize your character's supers, which contribute immense amounts of stun, as shown in the tables below.
 
* '''Cinematic Supers and Stun Reset''': All cinematic supers do not contribute to stun. Moreover, they reset the stun gauge, making them counterproductive for stunning.
 
* '''Armor Break and Stun''': Any attacks and supers performed during armor break (e.g., Tekkaman's lasso, Jun's Swan Mirage) retain the combo counter but do not contribute to stun. In fact, these moves can reset the stun gauge. [http://www.youtube.com/watch?v=52kDypXxNG4 for example].
 
* '''Stunning Giants''': Giants can only be stunned while in hyper armor mode, and they cannot stun other Giants outside of one exception listed below. Additionally, Giants can be stunned while airborne.
 
* '''Stun Health Comparison''': Lightan has slightly more stun health than PTX, but the difference is minimal.
 
* '''Constant Stun Gauges''': Stun gauges are constant. For instance, if PTX is stunned by two Shinkuu Hadoukens, the gauge does not increase when he recovers; it will still take two Shinkuu Hadoukens to stun him again, and so on.
 
* If you're more of a visual person, here is an old youtube video:
{{#ev:youtube|3KbUr3KWvjw|560|center}}
 
Below is a grid showing have many reps it would take to dizzy a giant. So for example, Ryu would need to connect '''Shinkuu hadouken''' fully twice to get a stun. However, you could easily use '''Shinkuu Hadouken''' then DHC to '''The Real Megabuster''' and get the same effect as an example. Or if you don't want to deal with this, just use an armor breaker.
 
[https://gamefaqs.gamespot.com/boards/953921-tatsunoko-vs-capcom-ultimate-all-stars/59012184 Here is the original Source for the values.]
'''Capcom Side:'''


{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
|+ Super Move Stun Count
|+ Super Move Stun Count
|-
|-
! Side !! Character !! Super Moves
! style="width:15%;" | Side !! style="width:15%;" | Character !! style="width:55%;" | Super Move !! style="width:15%;" | Reps
|-
|-
| rowspan="13" | Capcom || Alex ||  
| rowspan="48" | Capcom || Alex || Boomerang Raid || style="background-color:#ff6767;color:black;" | Too many to even bother
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Stungun Headbutt || style="background-color:#00ff00;color:black;" | 1
|-
|-
| Boomerang Rang || Too many to even bother
| || Hyperbomb || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Stungun Headbutt || 1
| Batsu || Super Guts Bullet || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Hyperbomb || Armor Break
| || Super Guts Upper || style="background-color:#00ff00;color:black;" | 3
|}
|-
|-
| Batsu ||  
| || United by Fate || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| Chun-Li || Hoyokusen || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Guts Bullet Super || 3
| || Kikoshou || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Guts Bullet Upper || 3
| || Shichisei Senkukyaku || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| United by Fate || Armor Break
| Frank West || Real Megabuster || style="background-color:#00ff00;color:black;" | 2
|}
|-
|-
| Chun-Li ||  
| || Dead Rising || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Giant Big Bad Explosion || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Hoyokusen || 3
| Morrigan || Finishing Shower || style="background-color:#00ff00;color:black;" | 2
|-
|-
| Kikoshou || 3
| || Valkerie Turn || style="background-color:#00ff00;color:black;" | 2
|-
|-
| Shichisei Senkukyaku || Armor Break
| || Darkness Illusion || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Frank West ||  
| PTX || Arsenal Barrage || style="background-color:#00ff00;color:black;" | 1 time, requires both phases to hit
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Tactical Caliber || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Real Megabuster || 2
| || L-P Buster || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Morrigan ||  
| Roll || Roll Mop Up || style="background-color:#00ff00;color:black;" | 3
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Roll Down Time || style="background-color:#ff6767;color:black;" | Actually heals him
|-
|-
| Finishing Shower || 2
| || Oh. No. You. Didn't! || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Valkerie Turn || 2
| Ryu || Shinkuu Hadouken || style="background-color:#00ff00;color:black;" | 2
|-
|-
| Darkness Illusion || Armor Break
| || Tatsumaki Senpayaku || style="background-color:#00ff00;color:black;" | 2
|}
|-
|-
| PTX ||  
| || Shin Shoryuken || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| Saki || Positron Storm || style="background-color:#00ff00;color:black;" | 3
|-
| Arsenal Barrage || 1 time, requires both phases to hit
|}
|-
|-
| Roll ||  
| || Armor-Piercer || style="background-color:#ff6767;color:black;" | Too Many
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || World's Greatest Attack || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Mop-Ups || 3
| Soki || Purification Swords || style="background-color:#00ff00;color:black;" | 2 1/8
|}
|-
|-
| Ryu ||  
| || Blitz (Level 1) || style="background-color:#ff6767;color:black;" | 9
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Blitz 2 || style="background-color:#ffff00;color:black;" | 5
|-
|-
| Shinkuu Hadouken || 2
| || Blitz 3 || style="background-color:#00ff00;color:black;" | 3
|-
| Tatsumaki Senpayaku || 2
|-
| Shin Shoryuken || Armor Break
|}
|-
| Saki ||
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Oni Soki Purification || style="background-color:#00ff00;color:black;" | 2
|-
|-
| Positron Storm || 3
| Volnutt || Machine Gun Sweep || style="background-color:#00ff00;color:black;" | 2
|-
|-
| Armor-Piercer || Contributes very little stun, use in conjunction with Positron Storm
| || Max Power Drill Uppercut || style="background-color:#00ff00;color:black;" | 3
|}
|-
|-
| Soki ||  
| || Max Power Shining Laser || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| Viewtiful Joe || Six Machine || style="background-color:#ff6767;color:black;" | Too many
|-
|-
| Purification Swords || 2 1/8
| || Mach Speed || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Blitz (Level 1) || 9
| || Slow and Zoom || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Blitz 2 || 5
| Zero || Rekkoha || style="background-color:#ff6767;color:black;" | Too many
|-
|-
| Blitz 3 || 3
| || Sougenmu || style="background-color:#ff6767;color:black;" | Too Many
|-
|-
| Oni Soki Purification || 2
| || Dark Hold || style="background-color:#ff6767;color:black;" | Armor Break
|}
|}
|-
 
| Volnutt ||
 
'''Tatsunoko Side:'''
{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
|+ Super Move Stun Count
|-
|-
! Super Move !! Reps
! style="width:15%;" | Side !! style="width:15%;" | Character !! style="width:55%;" | Super Move !! style="width:15%;" | Reps
|-
| Machine Gun Sweep || 2
|-
| Max Power Drill Uppercut || 3
|-
| Max Power Shining Laser || Armor Break
|}
|-
| Viewtiful Joe ||
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| rowspan="38" | Tatsunoko || Casshan || Scrap Android || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Six Machine || A bunch
| || Brutal Axe || style="background-color:#ffff00;color:black;" | 4
|-
|-
| Mach Speed || 3
| || Super Destruction Beam || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Zero ||  
| Condor || Condor Magnum || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || BIRD MISSILES || style="background-color:#ff6767;color:black;" | Too Many
|-
|-
| Rekkoha || See Six Machine
| || Kagaku Ninpo: Tatsumaki Fighter || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Sougenmu || See description of normals
| Doronjo || In The Beginning || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| rowspan="12" | Tatsunoko || Casshan ||  
| || Punching Bad Fiesta || style="background-color:#ff6767;color:black;" | Doesn't even work
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Supreme Evil Plan || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Scrap Android || Armor Break
| Ippatsuman || Grand Slam || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Brutal Axe || 4
| || Final Reversal Breaker || style="background-color:#ff6767;color:black;" | Doesn't work
|-
|-
| Super Destruction Beam || Armor Break
| || Come Forth, Gyakuten-oh! || style="background-color:#ff6767;color:black;" | 34 Punches
|}
|-
|-
| Condor ||  
| Jun the Swan || Talon Burst || style="background-color:#ff6767;color:black;" | 7
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Mirage Swan || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Condor Magnum || Armor Break
| || Science Ninpo Phoenix || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| BIRD MISSILES || Too Many
| Karas || Zan Ei Jin || style="background-color:#ff6767;color:black;" | Too Many
|-
|-
| Kagaku Ninpo: Tatsumaki Fighter || Armor Break
| || Shiranui || style="background-color:#ff6767;color:black;" | Doesn't Work
|}
|-
|-
| Doronjo ||  
| || Super Hiei Zangetsu || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| Ken the Eagle || Gatchaman Attack: Lightning Strike || style="background-color:#ffff00;color:black;" | 5
|-
|-
| In The Beginning || Resets the stun gauge
| || Science Ninpo: Bird Smash || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Ippatsuman ||  
| || Science Ninpo: Phoenix || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| Polimar || Single Handed Vacuum Spin || style="background-color:#ff6767;color:black;" | Armor Break
|-
|-
| Grand Slam || 3
| || Tenshin Polimar Drill || style="background-color:#00ff00;color:black;" | 1 (both hits)
|-
|-
| Come Forth, Gyakuten-oh! || 34 Punches
| || Illusive Destructive Fist || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Jun the Swan ||  
| Tekkaman Blade || Crash Intrude || style="background-color:#ff6767;color:black;" | Armor Break
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Voltekka || style="background-color:#ffff00;color:black;" | 4
|-
|-
| Talon Burst || 7
| || Omnidirectional Super Voltekka || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Karas ||  
| Tekkaman || VOLTEKKKA || style="background-color:#00ff00;color:black;" | 2
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Spinning Tek Lancer || style="background-color:#00ff00;color:black;" | 3
|-
|-
| Zan Ei Jin || See Rekkoha
| || Space Knights Formation || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Ken the Eagle ||  
| Yatterman no. 1 || Yatterwan || style="background-color:#00ff00;color:black;" | 3
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Flame Attack || style="background-color:#00ff00;color:black;" | 1
|-
|-
| Lightning Strike || 5
| || This Weeks Surprise Robots || style="background-color:#ff6767;color:black;" | Armor Break
|}
|-
|-
| Polimar ||  
| Yatterman no. 2 || Passion (Level 1) || style="background-color:#ff6767;color:black;" | 6
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || Passion (Level 2) || style="background-color:#ffff00;color:black;" | 5
|-
|-
| Tenshin Polimar Drill || 1
| || Passion (Level 3) || style="background-color:#ffff00;color:black;" | 4
|}
|-
|-
| Tekkablade ||  
| || Omotchama || style="background-color:#ff6767;color:black;" | Too much
{| class="wikitable" style="width:100%;"
|-
|-
! Super Move !! Reps
| || This Weeks Surprise Robots || style="background-color:#ff6767;color:black;" | Armor Break
|-
| Voltekka || 4
|}
|-
| Tekkaman ||
{| class="wikitable" style="width:100%;"
|-
! Super Move !! Reps
|-
| VOLTEKKKA || 2
|-
| Spinning Tek Lancer || 3
|}
|-
| Yatterman no. 1 ||
{| class="wikitable" style="width:100%;"
|-
! Super Move !! Reps
|-
| Yatterwan || 3
|-
| Flame Attack || 1
|}
|-
| Yatterman no. 2 ||
{| class="wikitable" style="width:100%;"
|-
! Super Move !! Reps
|-
| Passion (Level 1) || 6
|-
| Passion (Level 2) || 5
|-
| Passion (Level 3) || 4
|-
| Omotchama's || See Rekkoha
|}
|}
|}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 20:13, 28 September 2024

Giant Mechanics

This page provides a brief overview of how Giants work in Tatsunoko vs Capcom as it's a unique mechanic for this game that players are still exploring

Giant Mechanics Overview
Mechanic Description
Hyper Armor All Giants have hyper armor, which can be broken with specific moves listed either on the character page or in the table below. Additionally, Giants can be dizzied when certain criteria are met, as explained below.
Snapback Aside from Alex, both Giants have a snapback move. This helps discourage problem characters like Blade or Tekkaman from controlling the match.
Healthbar Since neither Giant can have an assist, they have a larger health pool, allowing them to stock more baroque, which leads to increased damage.
Chip Damage A drawback for Giants is that EVERY attack they perform inflicts chip damage, so their opponent will always have baroque ready to act defensively against anything the Giant does.
Blocking Despite the hyper armor, anytime a giant flashes red, they lose the ability to block. Subsequently as a result, when the combo counter is active they completely lose the ability to block. So if you were to do a long range poke like say, assist Hadouken, you could confirm an armor breaker from full screen if it hits.

Additional Stun Mechanics Information

  • Stun Over Time: Normals contribute abysmally small amounts of stun. For example, it takes Ryu over 100 jabs (approximately 183) to stun PTX, about 98 mediums, and 68 heavies. By this time, the Giant is likely already defeated from poking. To deal significant stun damage, utilize your character's supers, which contribute immense amounts of stun, as shown in the tables below.
  • Cinematic Supers and Stun Reset: All cinematic supers do not contribute to stun. Moreover, they reset the stun gauge, making them counterproductive for stunning.
  • Armor Break and Stun: Any attacks and supers performed during armor break (e.g., Tekkaman's lasso, Jun's Swan Mirage) retain the combo counter but do not contribute to stun. In fact, these moves can reset the stun gauge. for example.
  • Stunning Giants: Giants can only be stunned while in hyper armor mode, and they cannot stun other Giants outside of one exception listed below. Additionally, Giants can be stunned while airborne.
  • Stun Health Comparison: Lightan has slightly more stun health than PTX, but the difference is minimal.
  • Constant Stun Gauges: Stun gauges are constant. For instance, if PTX is stunned by two Shinkuu Hadoukens, the gauge does not increase when he recovers; it will still take two Shinkuu Hadoukens to stun him again, and so on.
  • If you're more of a visual person, here is an old youtube video:

Below is a grid showing have many reps it would take to dizzy a giant. So for example, Ryu would need to connect Shinkuu hadouken fully twice to get a stun. However, you could easily use Shinkuu Hadouken then DHC to The Real Megabuster and get the same effect as an example. Or if you don't want to deal with this, just use an armor breaker.

Here is the original Source for the values. Capcom Side:

Super Move Stun Count
Side Character Super Move Reps
Capcom Alex Boomerang Raid Too many to even bother
Stungun Headbutt 1
Hyperbomb Armor Break
Batsu Super Guts Bullet 3
Super Guts Upper 3
United by Fate Armor Break
Chun-Li Hoyokusen 3
Kikoshou 3
Shichisei Senkukyaku Armor Break
Frank West Real Megabuster 2
Dead Rising Armor Break
Giant Big Bad Explosion Armor Break
Morrigan Finishing Shower 2
Valkerie Turn 2
Darkness Illusion Armor Break
PTX Arsenal Barrage 1 time, requires both phases to hit
Tactical Caliber Armor Break
L-P Buster Armor Break
Roll Roll Mop Up 3
Roll Down Time Actually heals him
Oh. No. You. Didn't! Armor Break
Ryu Shinkuu Hadouken 2
Tatsumaki Senpayaku 2
Shin Shoryuken Armor Break
Saki Positron Storm 3
Armor-Piercer Too Many
World's Greatest Attack Armor Break
Soki Purification Swords 2 1/8
Blitz (Level 1) 9
Blitz 2 5
Blitz 3 3
Oni Soki Purification 2
Volnutt Machine Gun Sweep 2
Max Power Drill Uppercut 3
Max Power Shining Laser Armor Break
Viewtiful Joe Six Machine Too many
Mach Speed 3
Slow and Zoom Armor Break
Zero Rekkoha Too many
Sougenmu Too Many
Dark Hold Armor Break


Tatsunoko Side:

Super Move Stun Count
Side Character Super Move Reps
Tatsunoko Casshan Scrap Android Armor Break
Brutal Axe 4
Super Destruction Beam Armor Break
Condor Condor Magnum Armor Break
BIRD MISSILES Too Many
Kagaku Ninpo: Tatsumaki Fighter Armor Break
Doronjo In The Beginning Armor Break
Punching Bad Fiesta Doesn't even work
Supreme Evil Plan Armor Break
Ippatsuman Grand Slam 3
Final Reversal Breaker Doesn't work
Come Forth, Gyakuten-oh! 34 Punches
Jun the Swan Talon Burst 7
Mirage Swan Armor Break
Science Ninpo Phoenix Armor Break
Karas Zan Ei Jin Too Many
Shiranui Doesn't Work
Super Hiei Zangetsu Armor Break
Ken the Eagle Gatchaman Attack: Lightning Strike 5
Science Ninpo: Bird Smash Armor Break
Science Ninpo: Phoenix Armor Break
Polimar Single Handed Vacuum Spin Armor Break
Tenshin Polimar Drill 1 (both hits)
Illusive Destructive Fist Armor Break
Tekkaman Blade Crash Intrude Armor Break
Voltekka 4
Omnidirectional Super Voltekka Armor Break
Tekkaman VOLTEKKKA 2
Spinning Tek Lancer 3
Space Knights Formation Armor Break
Yatterman no. 1 Yatterwan 3
Flame Attack 1
This Weeks Surprise Robots Armor Break
Yatterman no. 2 Passion (Level 1) 6
Passion (Level 2) 5
Passion (Level 3) 4
Omotchama Too much
This Weeks Surprise Robots Armor Break


Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants