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?
[[[[[This section needs some editing, or a new page, this is purely for archiving at the moment]]]]]]
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UNIVERSAL/SYSTEM CHANGES-------------------------
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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up to 2 of either in the air, or one of each
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Roll
Buffs | Nerfs | Neutral |
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charged |
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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
Postive
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
KEN THE EAGLE
Positive
623 C combos easily into 623 super.
CASSHAN(yes he's called that now)
Positive
Denkou punch B version causes stagger on hit
Negative
unblockable takes longer to charge
Neutral
Electricity effect added to his electrical attacks (visual)
KARAS
- 236A sword spin special is slightly slower. The difference is barely noticable but it's there.
+ [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.
GOLD LIGHTAN + 22+Attack covers the whole floor and is slightly stronger + 41236 + B&C knockdown + 5C can combo into 3C - Jabs push opponent away more + golden pimp slap causes knockdown on hit + golden drop kick sends him very far across the screen, making it useful for punishing keep away! + gan combo j.5C into gold crash any time + gold crash hits OTG ? gold crash may possibly hit low
VIEWTIFUL JOE - 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 + 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.
- 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 + 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