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

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=General=
= Getting Started with Netplay =
==I want to get started on netplay==
 
# Download Dolphin, as of 3/22/2023, you specifically need [https://dolphin-emu.org/download/dev/db02b50d2ecdfbbc21e19aadc57253c353069f77/ Version 5.0-15445]
== 1. Download Dolphin Emulator ==
# Obtain a USA Version of Tatsunoko vs. Capcom (STKE08)
* Download the latest version of Dolphin [https://dolphin-emu.org/download/?ref=btn here]. As of this writing, it's version 2409, but any latest build should work. Do not use the dev builds, only the stable versions
# Configure your controls as listed in [[Tatsunoko vs Capcom: Ultimate All Stars/Controls|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
== 2. Obtain the Game ==
# Right Click on Tatsunoko vs. Capcom in your main dolphin window and click properties
* Get the USA version of Tatsunoko vs. Capcom (STKE08).
# Move to Gecko Codes and click add new Code
 
In "Name", put in 'Unlock Chars and Costumes'
== 3. Configure Controls ==
<br> under "Code", paste this:
* Follow the  [[Tatsunoko vs Capcom: Ultimate All Stars/Controls|control setup guide]]
043EBA84 FFFFFFFF  
 
043EBA88 F9FFFBFF  
== 4. Add Game to Dolphin ==
043EBA8C BFFFFFFE  
# Open Dolphin.
043EBA90 FFFFFFFF  
# Click '''Config''' > '''Paths'''.
043EBA94 FFBFDFFF  
# Add the directory where your TvC game is stored.
Click save<br>
 
Click on Add New Code again
== 5. Apply Gecko Codes ==
Under 'Name': Type in "Skip to main menu"
# Right-click on Tatsunoko vs Capcom in Dolphin.
<br>Under code, paste this:
# Select '''Properties'''.
003EBA4B 00000000
# Go to '''Gecko Codes''' and click '''Add New Code'''.
C2074658 00000009
# In the '''Name''' field, enter: '''Unlock Chars and Costumes''' 
2C00FFF8 40820014
In the '''Code''' field, enter the following:
38000000 38600001
 
3B400011 3BC00011
  043EBA84 FFFFFFFF  
2C00FFFA 40820010
  043EBA88 F9FFFBFF  
38000004 3B400015
  043EBA8C BFFFFFFE  
3BC00015 2C000009
  043EBA90 FFFFFFFF  
40820010 38000004
  043EBA94 FFBFDFFF  
3B400015 3BC00015
 
2C030000 00000000
# Click '''Save'''.
Click save<br>
# Repeat again, this time for '''Skip to Main Menu''':
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
 
<br>Enjoy the game, why not look at the rest of the wiki and see what character looks cool?
  003EBA4B 00000000
  C2074658 00000009
  2C00FFF8 40820014
  38000000 38600001
  3B400011 3BC00011
  2C00FFFA 40820010
  38000004 3B400015
  3BC00015 2C000009
  40820010 38000004
  3B400015 3BC00015
  2C030000 00000000
 
 
== 6. Starting a Netplay Match ==
# Go to '''Tools''' > '''Start Netplay'''.
# To host, select '''Tatsunoko vs Capcom: Ultimate All-Stars (STKE08)''' and click '''Host'''.
# Share the room code with your opponent.
# Alternatively, check '''Show in Server Browser''' for public matches.
 
== 7. Final Steps ==
* Dolphin may compile shaders on the first start. This is a one-time process unless graphics settings are changed.
* Enjoy the game! For more tips, look around or visit the [https://discord.gg/TunaQmn Discord].
 
 
== What are all the options on the main menu? ==


==What are all the options on the main menu?==
The main menu has had an upgrade since CGoH. This is the new main menu in UAS:
The main menu has had an upgrade since CGoH. This is the new main menu in UAS:


*Arcade Mode
{| class="wikitable" style="width:100%;"
*Versus Mode
|-
*Survival Mode
! Main Menu Options !! Description
*Time Attack Mode
|-
*Training Mode
| '''Arcade Mode''' || The classic mode where you fight through a series of battles leading to the final boss.
*Play Data Mode
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%;"
*Options Mode
! Click to reveal spoiler
*Shop Mode
|-
*Gallery Mode
| Yami, from the 2006 Clover Games Title, Okami
*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).  
|-
| '''Versus Mode''' || Battle against another player. The option is greyed out if another controller is not detected
|-
| '''Survival Mode''' || Fight as many opponents as you can until death, health refills only so slightly between matches.
|-
| '''Time Attack Mode''' || Go through Arcade mode as fast as possible, the final boss is replaced with a normal Giant fight
|-
| '''Training Mode''' || Practice your moves and combos against a customizable dummy opponent. This is 2008 though, so don't expect any frame data, hitbox or record/playback functions
|-
| '''Play Data Mode''' || View your play statistics and records.
|-
| '''Options Mode''' || Customize game settings including controls, sound, and display. '''Be sure to go here on netplay to double check your controls'''
|-
| '''Shop Mode''' || Spend points earned from various modes to unlock artwork, colors, movies, and more.
|-
| '''Gallery Mode''' || View unlocked artwork, movies, and character information. Also has a 3D Model Viewer
|-
| '''Extra Game''' || Unlocked by completing Arcade Mode and collecting the yellow letters during the credits. The letters form the message "Thank You For Playing." You can collect these letters with Doronjo and her crew (on a bike) or with Roll (flying on her broom). Roll becomes available in the end credits after beating Arcade Mode with her.
|-
| '''Nintendo Wi-Fi Connection Mode''' || Play online matches. Requires an internet connection, either through a router (recommended) or Wi-Fi wireless (not recommended). Although the original gamespy servers are down, this is still accessible only via <s>WiMiFi or whatever it's called</s> Wiimmfi
|}
 
When you hit the Start button at the title screen, you are highlighting Arcade Mode by default.


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? ==


==What is the in-game shop for?==
Similar to ''Marvel vs 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:
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.


==How do I unlock the hidden characters in this game?==
* Artwork
* Colors three and four for all characters (NOTE: You must beat Arcade Mode with a character to unlock their additional colors.)
* Movies
* Information about the roster and stages


There are five Hidden Characters. They are:
== How do I unlock the hidden characters in this game? ==
*Capcom Side:
**Frank West
**Zero
*Tatsunoko Side:
**Joe the Condor
**Tekkaman Blade
**Yatterman-2


Here is how to unlock them:
There are five hidden characters:
*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:
{| class="wikitable" style="width:100%;"
*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.
! Side !! Character !! How to Unlock
*Beat Arcade Mode with Tekkaman Blade, Zero, Joe the Condor, and Frank West to unlock Yatterman-2.
|-
| '''Capcom Side''' || '''Frank West''' || Beat Arcade Mode with three different Capcom characters.
|-
| '''Capcom Side''' || '''Zero''' || Beat Arcade Mode with six different Capcom characters.
|-
| '''Tatsunoko Side''' || '''Tekkaman Blade''' || Beat Arcade Mode with three different Tatsunoko characters.
|-
| '''Tatsunoko Side''' || '''Joe the Condor''' || Beat Arcade Mode with six different Tatsunoko characters.
|-
| '''Tatsunoko Side''' || '''Yatterman-2''' || Beat Arcade Mode with Tekkaman Blade, Zero, Joe the Condor, and Frank West.
|}


=== If you want to unlock them quickly then: ===
=== If you want to unlock them quickly then: ===


right click on TVC in the dolphin menu > Properties> Gecko Codes > click Add new Code,
* Right-click on TvC in the Dolphin menu > Properties > Gecko Codes > Add New Code;
Name : Unlock Extra Characters,
* Name: Unlock Extra Characters;
past this Code:
* Paste this code:
043EBA84 FFFFFFFF
 
  043EBA90 FFFFFFFF
  043EBA84 FFFFFFFF
043EBA94 FFFFFFFF
  043EBA88 F9FFFBFF  
<br>
  043EBA8C BFFFFFFE 
Then make sure the gecko code is actually checkmarked.
  043EBA90 FFFFFFFF
  043EBA94 FFBFDFFF
 
* Then make sure the Gecko Code is checkmarked.
 
Alternatively, you can download a full save file and import the save.
 
== Are giants banned? ==
 
* In the early 2010s, the giants were soft-banned on a case-by-case basis, '''but as of right now, giants have no bans against them.'''
 
* This led to the "Phampy Clause", which allows a character change under these two specific scenarios:
 
{| class="wikitable" style="width:100%;"
|-
! Scenario !! Description
|-
| '''Scenario 1''' || If Player A has already chosen their characters before Player B and Player B chooses a giant, Player A gets the opportunity to re-select their characters.
|-
| '''Scenario 2''' || If both players use non-giants and Player A loses, then goes to character select and chooses a giant, Player B is allowed to change their team.
|}
 
== Are any stages banned? ==
 
{| class="wikitable" style="width:100%;"
|-
! Hardware !! Stage Ban Information
|-
| '''Original Wii Hardware''' || It's highly recommended to stay on the Training Stage or at the very least avoid Burning Wasteland/Orbital Cargo Bay.
|-
| '''Dolphin Emulator''' || All stages are acceptable, but Burning Wasteland is soft-banned due to color blindness issues. Some users may request staying on Training Stage to maintain 60FPS, depending on their CPU hardware, but this is on a case-by-case basis.
|}
 
== Custom Music Setup Guide ==
 
When using v 2409-30, you get access to Riiviloution, this allows for Custom Music (only available on local unfortunately, doesn't work online yet), here is the setup for custom music.
The download link for [https://github.com/cce2955/TvCDolphinRiivolution the setup and files are  here] and if I'm being honest, the instructions are a little better there
 
=== Step 1: Initial Setup ===
 
# '''Download the necessary files''': Inside the provided zip file, you'll find two folders: `Riivolution` and `Tutorial 2nd`.
# '''Setting up the Riivolution folder''':
## Navigate to your PC's Documents folder.
## Follow this path: `Documents\Dolphin Emulator\Load`.
## Place the contents of the zip file's Riivolution folder inside `Load`. The path should look like this: `Documents\Dolphin Emulator\Load\Riivolution`.
## The structure inside should look like this:
 
<pre>
Riivolution
├── config (Folder)
├── boot.elf
├── icon.png
├── meta.xml
├── readme.txt
└── TVCUAS.xml
</pre>
 
=== Step 2: Setting up Music ===
 
# '''Using the Tutorial 2nd folder''':
## Navigate to the `Tutorial 2nd` folder.
## For this demonstration, we'll use "13 - Floating Fort.mp3" (from Godhand) as an example, but you can use whatever file you want.
## Navigate to `BCSM-GUIv1.5`.
## Inside, open `BCSM-GUI.exe`, click on "Add file", then "Add to Queue", then "Convert to BRSTM". It will output your file in the library under `Tutorial 2nd\BCSM-GUIv1.5\library`. In our example, this is "13 - Floating Fort.brstm".
## Move this file from `Tutorial 2nd\BCSM-GUIv1.5\library` to `Tutorial 2nd\brstm`.
## To make your life easier in the future, rename it to something simple. For instance, "13 - Floating Fort.brstm" becomes "fort.brstm".
 
# '''Running the Start.bat Script''':
 
## Return to the `Tutorial 2nd` folder and click on `Start.bat`.
## Any `.brstm` files in the `brstm` folder will be detected. In our example, we want `fort.brstm`, so type `fort` without the `.brstm` extension.
## Press enter. It'll process for a bit, then ask which stage you're replacing. In this example, we'll replace the training stage (no. 15).
## It will generate a `.ssd` file, in this case, `stage_17.ssd` (training stage).
## Take this file (as well as the generated file `bgm.srt`), go back to `Documents\Dolphin Emulator\Load\TVCUAS`, and drop it off there.
 
=== Step 3: Starting the Game ===


Alternatively download a full save file and import the save.
# Go to Dolphin, right-click on TvC, choose "Start with Riivolution patches".
# Open `Riivolution XML`, open `TvCUAS.xml`.
# Ensure that custom music is enabled.
# Start the game.
# If done correctly, you have custom music running.


==Are Giants Banned?==
=== FAQ ===


*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'''.  
# '''Why is my sound clipping, "Static"-like or sounding "slow"?'''
## The issue of sound clipping or sounding slow is often due to the `bgm.srt` file being out of sync with the playlist. When updating via `start.bat`, it keeps a record of each `.ssd` and syncs across them. If you update the songs and don't replace it with the new `.srt` or have an `.srt` from a different playlist, it can cause these errors.
## Alternatively, ensure that you transfer the `bgm.srt` file from the `Tutorial 2nd\BCSM-GUIv1.5\library` folder to the `Documents\Dolphin Emulator\Load\TVCUAS` folder. This file is necessary for proper playback of your custom music.


*This has lead to the "Phampy Clause", which allows a character change under these two specific scenarios
# '''Why are my .brstm files making a horrible scratching sound?'''
## If your `.brstm` files are all under 50KB, they can't hold any data, resulting in a horrible scratching sound. This can happen if your music source didn't label the "length" variable in the file properties. Make sure to assign a length to your files, and the `.brstm` files should load normally.


# 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.
# '''How do I loop a track?'''
# 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.
## To loop a track, the program checks for samples to determine the loop start and end points. Here's how to find and set these points using Audacity:
### Open your audio file in Audacity.
### Select the portion you want to loop. Click and drag to highlight the section of the track you want to loop.
### Find the sample points. With the section highlighted, look at the bottom of the Audacity window. You'll see the start and end points in samples. Note these numbers down.
### Set loop points. Go to Edit > Labels > Add Label at Selection. This will create a label track. Double-click the new label to edit it, and enter the sample numbers for the start and end points.
### Export the looped section. Once you have your loop points set, export the file as a `.wav` or `.mp3`.
### Convert to BRSTM. Use the BCSM-GUI tool to convert your file to `.brstm`, and the tool will recognize the loop points during the conversion.


==Are any stages banned?==
By following these steps, you'll ensure that your custom track loops seamlessly in the game.
*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?==
==What are the changes in UAS coming from the previous version of CGOH?==
''[[[[[This section needs some editing, or a new page, this is purely for archiving at the moment]]]]]]'' <br>
<center><big>UNIVERSAL/SYSTEM CHANGES</big><center>
''-------------------------------------------------------------''
 
<br> <br>
{{Template:ProConNeutralTable
KEY:
|pros=
[+] = positive change (buff)
* Throws are more useful (tick throws exist, you can throw someone while they are attacking, can throw after blockstun, etc.)
[-] = negative change (nerf)[*] = unimportant change (no effect on gameplay)
* Giant characters cannot be so easily hit with certain combos/infinites
[?] = unknown change (unsure if this is a positive or a negative change)
* Characters gain a bit more meter while being hit
* Characters now have more proration as their health bars get lower (i.e. Guts)


--------------------UNIVERSAL/SYSTEM CHANGES-------------------------
|cons=
+ Throws are more useful (tick throws exist. You can throw someone while they are attacking, can throw after blockstun etc.)
* Characters fall faster now
- Characters fall faster now.
* Mega Crash pushes up and away; can still combo after
- Megacrash pushes up and away. Can still combo after a megacrash.
* Baroque is not as potent
- Baroque is not as potent
* Cannot force the opponent into a corner after a juggle via the air combo trick
+ Giant characters cannot be so easily comboed/infinited
* Damage scaling on DHCs is more severe, devaluing Hyper Combinations somewhat
+ characters gain a bit more meter while being hit
|neutral=
- cannot force the opponent into a corner after a juggle via the air combo trick
* Stage-specific music
* Stage-specific music
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
- Damage scaling on DHCs is more severe, devaluing hyper combinations somewhat
}}
+ characters now have more proration as their health bars get lower (guts)


RYU
Ryu
- Hurricane Kick (C version) no longer combos after wall bounce and does less damage. B version still works. May also have juggle limitations.
{{Template:ProConNeutralTable
|pros=
* None
 
|cons=
Hurricane Kick (C version) no longer combos after a wall bounce and does less damage; B version still works; may also have juggle limitations
*  Shinku Tatsumaki Senpukyaku is weaker
*  Shin Shoryuken has less range (it becomes Metsu Shoryuken outside of its range)
|neutral=
* None
}}


Chun Li
Chun Li
- Lightning Legs pushes back
{{Template:ProConNeutralTable
- Infinite has been removed
|pros=
- There is a limit to how many jump 5C's she can string in a combo.
* j.5C has more hit stun
+ J.5C has more hit stun
* Can combo her into level 3 from Tenshouu Kyaku
+ Can combo her level 3 from Tenshouu kyaku
 
|cons=
* Lightning Legs pushes back
* Infinite has been removed
* There is a limit to how many j.5C's she can string in a combo
|neutral=
* None
}}
 
Alex
{{Template:ProConNeutralTable
|pros=
* A version Slash Elbow leaves the opponent grounded, B version knocks down, C version causes wall bounce
* 236C does a lot more damage (~18,000B)
* New grab mechanics work very much in his favor
* Does more damage overall
* Opponents cannot jump after Hyper Bomb flash


JUN THE SWAN
|cons=
+ Her assist leaves a bomb on hit now
* None
+ 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.)
|neutral=
+ Can combo 2C into 6C easily
* None
}}


ALEX
Megaman Volnutt
+ A version shoulder charge leaves the opponent grounded. B version knocks down and C version causes wallbounce.
{{Template:ProConNeutralTable
+ 236C does a lot more damage (around 18000B)
|pros=
+ New grab mechanics work very much in his favour
* Machine Gun and Weapon Change now share the same counter; Megaman can do up to 2 of either in the air, or one of each
+ Does more damage overall
* Machine Gun Sweep fires at a higher angle on the ground
+ 5C elbow causes wallbounce
* His Charge Shot can now be Baroque and Super cancelled


KEN THE EAGLE
|cons=
+ 623 C combos easily into 623 super.
* 5A - 5A - 5A - 5B - 5C xx 236X infinite no longer works
* Weapon Switch has a lot more delay at the end of the move, severely limiting his combo potential and overall versatility
|neutral=
* None
}}


MEGA MAN
Roll
- 5A - 5A - 5A - 5B - 5C xx 236+Attack Infinite no longer works.
{{Template:ProConNeutralTable
- weapon switch has a lot more delay at the end of the move, severely limiting his combo ability and overall versatility.
|pros=
* Faster air dash
* Can combo 2B/5C into 3C
* Damage output improved
* Roll Broom Swing now reflects projectiles and knocks down, even when not charged


ROLL
|cons=
+ Faster air dash
* None
+ Can combo 2B/5C into 3C
|neutral=
+ Damage output improved
* None
}}


CASSHAN(yes he's called that now)
Viewtiful Joe
+ Denkou punch B version causes stagger on hit
{{Template:ProConNeutralTable
* Electricity effect added to his electrical attacks (visual)
|pros=
- unblockable takes longer to charge
* Mach Speed now has the same properties as Chun Li's Lightning Legs super; Joe can follow the opponent up after the launch and continue to combo
* Air Joe now drags the opponent down, meaning more hits
* Charged Voomerangs home in more sharply
 
 
|cons=
* Voomerangs have more startup time, therefore no more infinite
* Slide infinite is gone too
* Can only do 1 Red Hot Kick in the air now
|neutral=
* Bombs have a fire effect added to the hit
}}
 
Saki Omokane
{{Template:ProConNeutralTable
|pros=
* Level 3 super is more powerful, as is the beam super
* 5C is now cancellable
* j.C is also cancellable, allowing her to control space very well with j.C xx 421+A/B/C
* The unblockable version of 5C can be cancelled into 3C for some very damaging Aerial Raves
* 6C causes the opponent to stagger step and combos into her 214+A/B/C grab; her assist has not been changed to follow this pattern
* Her assist now knocks the opponent all the way back across the stage, allowing some characters like Ken to make good use of it
 
|cons=
* The unblockable bullet chain (Unblockable 5C - 5C - 2C) now does around 15,000B damage as opposed to 18,000B damage
* Her lingering sphere shot no longer stays out for as long as before, meaning no infinite
 
|neutral=
* Fire effect added to grenade (visual)
 
}}
 
Batsu
{{Template:ProConNeutralTable
|pros=
* None
 
|cons=
* Ryusei Kick no longer bounces back after being blocked, making it less safe
 
|neutral=
* Fireball no longer causes knockdown on hit
 
}}
 
 
 
Kaijin no Soki/Kaijin no Souki
{{Template:ProConNeutralTable
|pros=
* Counter special now causes the opponent to go into a slow crumple on hit
* 236C can wall bounce; A version causes stagger and can extend combos
* 236A can combo from 5C and 6C, but has no super armor
* 2B cancels into 2C
* Draws out more souls per hit when in Oni Mode
* Healing orbs in Oni Mode seem more powerful
 
|cons=
* None
 
|neutral=
* 'Slowdown' effect added to his fierce hits (visual)
* Charge sword super adds a lightning effect to the opponent for a few frames (visual)
 
}}
 
 
Morrigan
{{Template:ProConNeutralTable
|pros=
* Normals and level 3 super do more damage
* 2B now combos into 5C
* Valkyrie Turn is slightly faster and can be cancelled
 
|cons=
* No longer has her j.2B infinite


KARAS
|neutral=
- 236A sword spin special is slightly slower. The difference is barely noticable but it's there.
* None
+ [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.
- Slide infinite is removed
- 5C has more lag
- 2C has more lag
- 5B may have less range


TEKKAMAN
}}
+ Charge 46+A moves across the screen VERY quickly now. As fast, as, if not faster than, Ryu’s 236+C.
- 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.
+ All hits of his chargeback Space Lance throw can now combo into Vol Tekka beam super
+ Vol Tekka beam super deals more damage
- 'Make it rain' super deals less damage
- 3C's hitbox has been made smaller
+ If Vol Tekka beam super is used in the air, Tekkaman's recovery time as he falls has been improved.


PTX-40A
PTX-40A
+ All versions of Riot Tackle cause wallbounce from full screen
{{Template:ProConNeutralTable
+ 6B4B sends the opponent into a vertical spin and knockdown, having the properties of a launcher. It is also more powerful than before.
|pros=
+ Riot tackles can combo from 6B4B
* All versions of Riot Tackle cause wall bounce from full screen
+ 5C can be comboed into via 5B
* 6B4B sends the opponent into a vertical spin and knockdown, having the properties of a launcher; it is also more powerful than before
+ [2]8B and C chainsaw special knocks down on hit. A version does not.
* Riot Tackles can combo from 6B4B
+ 623AB chainsaw super is much stronger, though still unsafe on hit or block
* 5B combos into 5C
+ 3C launches the opponent at a less vertical height and is faster
* [2]8B and C chainsaw special knocks down on hit; A version does not
+ many more options to combo into level 3
* 623AB chainsaw super is much stronger, though still unsafe on hit or block
+ many more combo options in general
* 3C launches the opponent at a less vertical height and is faster
+ can combo AFTER level 3 super while the opponent is on the ground using 2C, since the launch time is now greater. May even be able to combo the opponent on the way down.
* Many more options to combo into level 3
+ j.5C will combo all 5 hits if done on an airborn opponent
* Many more combo options in general
* Can combo AFTER level 3 super while the opponent is on the ground using 2C, since the launch time is now greater; may even be able to combo the opponent on the way down
* j.5C will combo all 5 hits if done on an airborne opponent
* Jumps with the opponent on a break out, making grabs safe to attempt
* Attacks that use the shield (such as Riot Tackle or 2A) have auto-guard properties; if he is hit during these states
he doesn't take damage
 
|cons=
* No more Mega Crash grabs
* Rocket has been slightly nerfed; it takes longer for them to home in
|neutral=
* Fire effect added to all thruster attacks (visual)
* Fire effect added to all thruster attacks (visual)
- No more mega crash grabs
+ jumps with the opponent on a break out, making grabs safe to attempt.
- Rocket has been slightly nerfed. It takes longer for them to home in.
+ Attacks that use the shield (such as riot tackle or 2A) have auto-guard properties. If he is hit during these states
he doesn't take damage


GOLD LIGHTAN
}}
+ 22+Attack covers the whole floor and is slightly stronger
 
+ 41236 + B&C knockdown
Jun the Swan
+ 5C can combo into 3C
{{Template:ProConNeutralTable
- Jabs push opponent away more
|pros=
+ golden pimp slap causes knockdown on hit
* Her assist leaves a bomb on hit now
+ golden drop kick sends him very far across the screen, making it useful for punishing keep away!
* Can combo after landing L Dancing Swan (In a recent video this seems to have been revoked, however she attempted to combo using j.5C and missed. Strange.)
+ gan combo j.5C into gold crash any time
* Can combo 2C into 6C easily
+ gold crash hits OTG
 
? gold crash may possibly hit low
|cons=
* None
|neutral=
* None
 
}}
 
Ken the Eagle
{{Template:ProConNeutralTable
|pros=
* 623C combos easily into 623XX
|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 airborne opponent; the 6B comes out with no delay, which means he can now wall slam 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 noticeable 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=
* [4]6+A moves across the screen VERY quickly now; as fast as, if not faster than, Ryu’s 236C
* All hits of Tek Lancer can now combo into Voltekka beam super
* Voltekka beam super deals more damage
* If Voltekka 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 - [2]8C - [2]8C 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 623X has the same properties as Ken’s 623B/C
* Ippatsuman’s dash~623X has the same properties as Ken’s 623B/C
* He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, j.A, j.C, 623XX
|cons=
* Several resets actually combo now (examples: [4]6C, 623XX; air combo, j.A, j.A, j.B, j.B, 7, j.A, j.B, j.C, 623XX), 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
{{Template:ProConNeutralTable
|pros=
* 214X seems a lot faster; the rock comes out very quickly
* 623X 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 less range and the mid-screen re-jump (B) combo no longer works
* It's harder to land 421B 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
{{Template:ProConNeutralTable
|pros=
* Combos 2C to 6C with ease
* Yatterpelican has been replaced with Yatterwan for 2P color
 
|cons=
* 2C has a smaller hitbox
* 623A/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, 236X hits much like the assist version of the attack, thus allowing for easier combos into [4]6A and rekka; has no knockback on airborne enemies
* 6C has less knockback and allows easier combos into rekka
* Can combo into all [4]6A/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=
* 22X covers the whole floor and is slightly stronger
* 41236B/C knock down
* 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


VIEWTIFUL JOE
|cons=
- Voomerangs have more startup time. Therefore no more infinite
* Jabs push opponent away more
- Slide infinite is gone too.
* Gold Crash hits low
- Can only do 1 red hot kick in the air now
|neutral=
+ Mach Speed now has the same properties as Chun Li's lightning legs super. Joe can follow the opponent up after the launch and continue to combo.
* None
* Bombs have a fire effect added to the hit
+ Air Joe now drags the opponent down, meaning more hits
+ Charged Voomerangs home in more sharply


SAKI
}}
+ Level 3 super is more powerful as is the beam super.
+ 5C is now cancellable.
+ J.C is also cancellable allowing her to control space very well with J.C xx 421+A/B/C.
+ The unblockable version of 5C can be cancelled into 3C for some very damaging aerial raves
- The unblockable bullet chain (Unblockable 5C - 5C - 2C) now does around 15,000B damage as opposed to 18,000B damage.
+ 6C causes the opponent to stagger step and combos into her 214+A/B/C grab. Her assist has not been changed to follow this pattern.
- Her lingering sphere shot no longer stays out for as long as before, meaning no infinite.
+ Her assist know knocks the opponent all the way back across the stage, allowing some characters like Ken to make good use of it.
* grenades have a fire effect added


IPPATSUMAN
+ 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.
- 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.
+ He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, jA, j.C, 623 Super.
- his level 3 now eats up meter a lot faster.


DORONJO
+ 214+Attack seems a lot faster. The rock comes out very quickly.
+ 623+Attack is faster as well.
- 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 moves now do more damage. Probably to accommodate her combo nerfs.
- her tree takes longer to explode
+ jumping rock summon starts lower and therefore hits faster


YATTERMAN-1
+ Yatterpellican has been replaced with Yatterwan for 2P colour
- 2C has a smaller hitbox
- 623+A/B/C all have more recovery
+ Combos 2C to 6C with ease.
- harder to combo into OTG Yatterwan fire breath super


POLIMAR (yes, another spelling change)
+ 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.


BATSU
- Fireball no longer causes knockdown on hit
- Ryusei kick no longer bounces back after being blocked, making it less safe


KAIJIN NO SOKI
</center>
+ Counter special now causes the opponent to go into a slow crumple on hit
+ 236C can wallbounce. A version causes stagger and can extend combos.
+ 235A can combo from 5C and 6C, but has no super armour.
+ 2B cancels into 2C
+ Draws out more souls per hit when in oni mode.
+ Healing orbs in oni mode seem more powerful
* 'slowdown' effect added to his fierce hits (visual)
? Charge sword super now leaves the opponent with a strange blue aura on hit that lasts until the next time they're hit or when they switch out. The properties of this effect are currently unknown.


MORRIGAN
+ Normals and level3 super do more damage
- No longer has her j.2B infinite
+ 2B now combos into 5C
+ Valkyrie turn is slightly faster and can be cancelled





Latest revision as of 14:27, 28 October 2024

Getting Started with Netplay

1. Download Dolphin Emulator

  • Download the latest version of Dolphin here. As of this writing, it's version 2409, but any latest build should work. Do not use the dev builds, only the stable versions

2. Obtain the Game

  • Get the USA version of Tatsunoko vs. Capcom (STKE08).

3. Configure Controls

4. Add Game to Dolphin

  1. Open Dolphin.
  2. Click Config > Paths.
  3. Add the directory where your TvC game is stored.

5. Apply Gecko Codes

  1. Right-click on Tatsunoko vs Capcom in Dolphin.
  2. Select Properties.
  3. Go to Gecko Codes and click Add New Code.
  4. In the Name field, enter: Unlock Chars and Costumes

In the Code field, enter the following:

  043EBA84 FFFFFFFF 
  043EBA88 F9FFFBFF 
  043EBA8C BFFFFFFE 
  043EBA90 FFFFFFFF 
  043EBA94 FFBFDFFF 
  1. Click Save.
  2. Repeat again, this time for Skip to Main Menu:
  003EBA4B 00000000
  C2074658 00000009
  2C00FFF8 40820014
  38000000 38600001
  3B400011 3BC00011
  2C00FFFA 40820010
  38000004 3B400015
  3BC00015 2C000009
  40820010 38000004
  3B400015 3BC00015
  2C030000 00000000


6. Starting a Netplay Match

  1. Go to Tools > Start Netplay.
  2. To host, select Tatsunoko vs Capcom: Ultimate All-Stars (STKE08) and click Host.
  3. Share the room code with your opponent.
  4. Alternatively, check Show in Server Browser for public matches.

7. Final Steps

  • Dolphin may compile shaders on the first start. This is a one-time process unless graphics settings are changed.
  • Enjoy the game! For more tips, look around or visit the Discord.


What are all the options on the main menu?

The main menu has had an upgrade since CGoH. This is the new main menu in UAS:

Main Menu Options Description
Arcade Mode The classic mode where you fight through a series of battles leading to the final boss.
Click to reveal spoiler
Yami, from the 2006 Clover Games Title, Okami
Versus Mode Battle against another player. The option is greyed out if another controller is not detected
Survival Mode Fight as many opponents as you can until death, health refills only so slightly between matches.
Time Attack Mode Go through Arcade mode as fast as possible, the final boss is replaced with a normal Giant fight
Training Mode Practice your moves and combos against a customizable dummy opponent. This is 2008 though, so don't expect any frame data, hitbox or record/playback functions
Play Data Mode View your play statistics and records.
Options Mode Customize game settings including controls, sound, and display. Be sure to go here on netplay to double check your controls
Shop Mode Spend points earned from various modes to unlock artwork, colors, movies, and more.
Gallery Mode View unlocked artwork, movies, and character information. Also has a 3D Model Viewer
Extra Game Unlocked by completing Arcade Mode and collecting the yellow letters during the credits. The letters form the message "Thank You For Playing." You can collect these letters with Doronjo and her crew (on a bike) or with Roll (flying on her broom). Roll becomes available in the end credits after beating Arcade Mode with her.
Nintendo Wi-Fi Connection Mode Play online matches. Requires an internet connection, either through a router (recommended) or Wi-Fi wireless (not recommended). Although the original gamespy servers are down, this is still accessible only via WiMiFi or whatever it's called Wiimmfi

When you hit the Start button at the title screen, you are highlighting Arcade Mode by default.

What is the in-game shop for?

Similar to Marvel vs 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 characters (NOTE: You must beat Arcade Mode with a character to unlock their additional colors.)
  • Movies
  • Information about the roster and stages

How do I unlock the hidden characters in this game?

There are five hidden characters:

Side Character How to Unlock
Capcom Side Frank West Beat Arcade Mode with three different Capcom characters.
Capcom Side Zero Beat Arcade Mode with six different Capcom characters.
Tatsunoko Side Tekkaman Blade Beat Arcade Mode with three different Tatsunoko characters.
Tatsunoko Side Joe the Condor Beat Arcade Mode with six different Tatsunoko characters.
Tatsunoko Side Yatterman-2 Beat Arcade Mode with Tekkaman Blade, Zero, Joe the Condor, and Frank West.

If you want to unlock them quickly then:

  • Right-click on TvC in the Dolphin menu > Properties > Gecko Codes > Add New Code;
  • Name: Unlock Extra Characters;
  • Paste this code:
 043EBA84 FFFFFFFF  
 043EBA88 F9FFFBFF  
 043EBA8C BFFFFFFE  
 043EBA90 FFFFFFFF  
 043EBA94 FFBFDFFF
  • Then make sure the Gecko Code is checkmarked.

Alternatively, you can download a full save file and import the save.

Are giants banned?

  • In the early 2010s, the giants were soft-banned on a case-by-case basis, but as of right now, giants have no bans against them.
  • This led to the "Phampy Clause", which allows a character change under these two specific scenarios:
Scenario Description
Scenario 1 If Player A has already chosen their characters before Player B and Player B chooses a giant, Player A gets the opportunity to re-select their characters.
Scenario 2 If both players use non-giants and Player A loses, then goes to character select and chooses a giant, Player B is allowed to change their team.

Are any stages banned?

Hardware Stage Ban Information
Original Wii Hardware It's highly recommended to stay on the Training Stage or at the very least avoid Burning Wasteland/Orbital Cargo Bay.
Dolphin Emulator All stages are acceptable, but Burning Wasteland is soft-banned due to color blindness issues. Some users may request staying on Training Stage to maintain 60FPS, depending on their CPU hardware, but this is on a case-by-case basis.

Custom Music Setup Guide

When using v 2409-30, you get access to Riiviloution, this allows for Custom Music (only available on local unfortunately, doesn't work online yet), here is the setup for custom music. The download link for the setup and files are here and if I'm being honest, the instructions are a little better there

Step 1: Initial Setup

  1. Download the necessary files: Inside the provided zip file, you'll find two folders: `Riivolution` and `Tutorial 2nd`.
  2. Setting up the Riivolution folder:
    1. Navigate to your PC's Documents folder.
    2. Follow this path: `Documents\Dolphin Emulator\Load`.
    3. Place the contents of the zip file's Riivolution folder inside `Load`. The path should look like this: `Documents\Dolphin Emulator\Load\Riivolution`.
    4. The structure inside should look like this:
Riivolution
├── config (Folder)
├── boot.elf
├── icon.png
├── meta.xml
├── readme.txt
└── TVCUAS.xml

Step 2: Setting up Music

  1. Using the Tutorial 2nd folder:
    1. Navigate to the `Tutorial 2nd` folder.
    2. For this demonstration, we'll use "13 - Floating Fort.mp3" (from Godhand) as an example, but you can use whatever file you want.
    3. Navigate to `BCSM-GUIv1.5`.
    4. Inside, open `BCSM-GUI.exe`, click on "Add file", then "Add to Queue", then "Convert to BRSTM". It will output your file in the library under `Tutorial 2nd\BCSM-GUIv1.5\library`. In our example, this is "13 - Floating Fort.brstm".
    5. Move this file from `Tutorial 2nd\BCSM-GUIv1.5\library` to `Tutorial 2nd\brstm`.
    6. To make your life easier in the future, rename it to something simple. For instance, "13 - Floating Fort.brstm" becomes "fort.brstm".
  1. Running the Start.bat Script:
    1. Return to the `Tutorial 2nd` folder and click on `Start.bat`.
    2. Any `.brstm` files in the `brstm` folder will be detected. In our example, we want `fort.brstm`, so type `fort` without the `.brstm` extension.
    3. Press enter. It'll process for a bit, then ask which stage you're replacing. In this example, we'll replace the training stage (no. 15).
    4. It will generate a `.ssd` file, in this case, `stage_17.ssd` (training stage).
    5. Take this file (as well as the generated file `bgm.srt`), go back to `Documents\Dolphin Emulator\Load\TVCUAS`, and drop it off there.

Step 3: Starting the Game

  1. Go to Dolphin, right-click on TvC, choose "Start with Riivolution patches".
  2. Open `Riivolution XML`, open `TvCUAS.xml`.
  3. Ensure that custom music is enabled.
  4. Start the game.
  5. If done correctly, you have custom music running.

FAQ

  1. Why is my sound clipping, "Static"-like or sounding "slow"?
    1. The issue of sound clipping or sounding slow is often due to the `bgm.srt` file being out of sync with the playlist. When updating via `start.bat`, it keeps a record of each `.ssd` and syncs across them. If you update the songs and don't replace it with the new `.srt` or have an `.srt` from a different playlist, it can cause these errors.
    2. Alternatively, ensure that you transfer the `bgm.srt` file from the `Tutorial 2nd\BCSM-GUIv1.5\library` folder to the `Documents\Dolphin Emulator\Load\TVCUAS` folder. This file is necessary for proper playback of your custom music.
  1. Why are my .brstm files making a horrible scratching sound?
    1. If your `.brstm` files are all under 50KB, they can't hold any data, resulting in a horrible scratching sound. This can happen if your music source didn't label the "length" variable in the file properties. Make sure to assign a length to your files, and the `.brstm` files should load normally.
  1. How do I loop a track?
    1. To loop a track, the program checks for samples to determine the loop start and end points. Here's how to find and set these points using Audacity:
      1. Open your audio file in Audacity.
      2. Select the portion you want to loop. Click and drag to highlight the section of the track you want to loop.
      3. Find the sample points. With the section highlighted, look at the bottom of the Audacity window. You'll see the start and end points in samples. Note these numbers down.
      4. Set loop points. Go to Edit > Labels > Add Label at Selection. This will create a label track. Double-click the new label to edit it, and enter the sample numbers for the start and end points.
      5. Export the looped section. Once you have your loop points set, export the file as a `.wav` or `.mp3`.
      6. Convert to BRSTM. Use the BCSM-GUI tool to convert your file to `.brstm`, and the tool will recognize the loop points during the conversion.

By following these steps, you'll ensure that your custom track loops seamlessly in the game.

What are the changes in UAS coming from the previous version of CGOH?

UNIVERSAL/SYSTEM CHANGES
Buffs Nerfs Neutral
  • Throws are more useful (tick throws exist, you can throw someone while they are attacking, can throw after blockstun, etc.)
  • Giant characters cannot be so easily hit with certain combos/infinites
  • Characters gain a bit more meter while being hit
  • Characters now have more proration as their health bars get lower (i.e. Guts)
  • Characters fall faster now
  • Mega Crash pushes up and away; can still combo after
  • Baroque is not as potent
  • Cannot force the opponent into a corner after a juggle via the air combo trick
  • Damage scaling on DHCs is more severe, devaluing Hyper Combinations somewhat
  • Stage-specific music
  • New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)


Ryu

Buffs Nerfs Neutral
  • None
  • Hurricane Kick (C version) no longer combos after a wall bounce and does less damage; B version still works; may also have juggle limitations
  • Shinku Tatsumaki Senpukyaku is weaker
  • Shin Shoryuken has less range (it becomes Metsu Shoryuken outside of its range)
  • None


Chun Li

Buffs Nerfs Neutral
  • j.5C has more hit stun
  • Can combo her into level 3 from Tenshouu Kyaku
  • Lightning Legs pushes back
  • Infinite has been removed
  • There is a limit to how many j.5C's she can string in a combo
  • None


Alex

Buffs Nerfs Neutral
  • A version Slash Elbow leaves the opponent grounded, B version knocks down, C version causes wall bounce
  • 236C does a lot more damage (~18,000B)
  • New grab mechanics work very much in his favor
  • Does more damage overall
  • Opponents cannot jump after Hyper Bomb flash
  • None
  • None


Megaman Volnutt

Buffs Nerfs Neutral
  • Machine Gun and Weapon Change now share the same counter; Megaman can do up to 2 of either in the air, or one of each
  • Machine Gun Sweep fires at a higher angle on the ground
  • His Charge Shot can now be Baroque and Super cancelled
  • 5A - 5A - 5A - 5B - 5C xx 236X infinite no longer works
  • Weapon Switch has a lot more delay at the end of the move, severely limiting his combo potential and overall versatility
  • None


Roll

Buffs Nerfs Neutral
  • Faster air dash
  • Can combo 2B/5C into 3C
  • Damage output improved
  • Roll Broom Swing now reflects projectiles and knocks down, even when not charged
  • None
  • None


Viewtiful Joe

Buffs Nerfs Neutral
  • Mach Speed now has the same properties as Chun Li's Lightning Legs super; Joe can follow the opponent up after the launch and continue to combo
  • Air Joe now drags the opponent down, meaning more hits
  • Charged Voomerangs home in more sharply
  • Voomerangs have more startup time, therefore no more infinite
  • Slide infinite is gone too
  • Can only do 1 Red Hot Kick in the air now
  • Bombs have a fire effect added to the hit


Saki Omokane

Buffs Nerfs Neutral
  • Level 3 super is more powerful, as is the beam super
  • 5C is now cancellable
  • j.C is also cancellable, allowing her to control space very well with j.C xx 421+A/B/C
  • The unblockable version of 5C can be cancelled into 3C for some very damaging Aerial Raves
  • 6C causes the opponent to stagger step and combos into her 214+A/B/C grab; her assist has not been changed to follow this pattern
  • Her assist now knocks the opponent all the way back across the stage, allowing some characters like Ken to make good use of it
  • The unblockable bullet chain (Unblockable 5C - 5C - 2C) now does around 15,000B damage as opposed to 18,000B damage
  • Her lingering sphere shot no longer stays out for as long as before, meaning no infinite
  • Fire effect added to grenade (visual)


Batsu

Buffs Nerfs Neutral
  • None
  • Ryusei Kick no longer bounces back after being blocked, making it less safe
  • Fireball no longer causes knockdown on hit



Kaijin no Soki/Kaijin no Souki

Buffs Nerfs Neutral
  • Counter special now causes the opponent to go into a slow crumple on hit
  • 236C can wall bounce; A version causes stagger and can extend combos
  • 236A can combo from 5C and 6C, but has no super armor
  • 2B cancels into 2C
  • Draws out more souls per hit when in Oni Mode
  • Healing orbs in Oni Mode seem more powerful
  • None
  • 'Slowdown' effect added to his fierce hits (visual)
  • Charge sword super adds a lightning effect to the opponent for a few frames (visual)


Morrigan

Buffs Nerfs Neutral
  • Normals and level 3 super do more damage
  • 2B now combos into 5C
  • Valkyrie Turn is slightly faster and can be cancelled
  • No longer has her j.2B infinite
  • None


PTX-40A

Buffs Nerfs Neutral
  • All versions of Riot Tackle cause wall bounce from full screen
  • 6B4B sends the opponent into a vertical spin and knockdown, having the properties of a launcher; it is also more powerful than before
  • Riot Tackles can combo from 6B4B
  • 5B combos into 5C
  • [2]8B and C chainsaw special knocks down on hit; A version does not
  • 623AB chainsaw super is much stronger, though still unsafe on hit or block
  • 3C launches the opponent at a less vertical height and is faster
  • Many more options to combo into level 3
  • Many more combo options in general
  • Can combo AFTER level 3 super while the opponent is on the ground using 2C, since the launch time is now greater; may even be able to combo the opponent on the way down
  • j.5C will combo all 5 hits if done on an airborne opponent
  • Jumps with the opponent on a break out, making grabs safe to attempt
  • Attacks that use the shield (such as Riot Tackle or 2A) have auto-guard properties; if he is hit during these states

he doesn't take damage

  • No more Mega Crash grabs
  • Rocket has been slightly nerfed; it takes longer for them to home in
  • Fire effect added to all thruster attacks (visual)


Jun the Swan

Buffs Nerfs Neutral
  • Her assist leaves a bomb on hit now
  • Can combo after landing L Dancing Swan (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
  • None
  • None


Ken the Eagle

Buffs Nerfs Neutral
  • 623C combos easily into 623XX
  • None
  • None


Casshan/Casshern

Buffs Nerfs Neutral
  • Denkou Punch B version causes stagger on hit
  • Unblockable takes longer to charge
  • Electricity effect added to his electrical attacks (visual)


Karas

Buffs Nerfs Neutral
  • [4]6B > 236A > 6B is now a 3-hit combo on an airborne opponent; the 6B comes out with no delay, which means he can now wall slam 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
  • 236A sword spin special is slightly slower; the difference is barely noticeable but it's there
  • Slide infinite is removed
  • 5C has more lag
  • 2C has more lag
  • 5B may have less range
  • None


Tekkaman/Tecknoman

Buffs Nerfs Neutral
  • [4]6+A moves across the screen VERY quickly now; as fast as, if not faster than, Ryu’s 236C
  • All hits of Tek Lancer can now combo into Voltekka beam super
  • Voltekka beam super deals more damage
  • If Voltekka beam super is used in the air, Tekkaman's recovery time as he falls has been improved
  • Due to the change in the pursuit speed, 3C /\ j.B - [2]8C - [2]8C 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
  • None


Ippatsuman

Buffs Nerfs Neutral
  • Ippatsuman’s 623X has the same properties as Ken’s 623B/C
  • Ippatsuman’s dash~623X has the same properties as Ken’s 623B/C
  • He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, j.A, j.C, 623XX
  • Several resets actually combo now (examples: [4]6C, 623XX; air combo, j.A, j.A, j.B, j.B, 7, j.A, j.B, j.C, 623XX), 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
  • None


Doronjo

Buffs Nerfs Neutral
  • 214X seems a lot faster; the rock comes out very quickly
  • 623X 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
  • 2B has less hit stun, making her attack strings less safe
  • j.B got nerfed; has less range and the mid-screen re-jump (B) combo no longer works
  • It's harder to land 421B 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
  • None


Yatterman-1

Buffs Nerfs Neutral
  • Combos 2C to 6C with ease
  • Yatterpelican has been replaced with Yatterwan for 2P color
  • 2C has a smaller hitbox
  • 623A/B/C all have more recovery
  • Harder to combo into OTG Yatterwan fire breath super
  • None


Polimar/Polymar

Buffs Nerfs Neutral
  • On airborne opponents, 236X hits much like the assist version of the attack, thus allowing for easier combos into [4]6A and rekka; has no knockback on airborne enemies
  • 6C has less knockback and allows easier combos into rekka
  • Can combo into all [4]6A/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
  • None
  • None



Gold Lightan

Buffs Nerfs Neutral
  • 22X covers the whole floor and is slightly stronger
  • 41236B/C knock down
  • 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
  • Jabs push opponent away more
  • Gold Crash hits low
  • None






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