1. Download Dolphin Emulator
- Download the latest version of Dolphin here. As of this writing, it's version 2407, but any latest build should work.
2. Obtain the Game
- Get the USA version of Tatsunoko vs. Capcom (STKE08).
3. Configure Controls
4. Add Game to Dolphin
- Open Dolphin.
- Click Config > Paths.
- Add the directory where your TvC game is stored.
5. Apply Gecko Codes
- Right-click on Tatsunoko vs Capcom in Dolphin.
- Select Properties.
- Go to Gecko Codes and click Add New Code.
- 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
- Click Save.
- 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
- 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 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:
- 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 letters 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 connect 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 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 the characters (NOTE: you must beat Arcade Mode in order to get the additional colors; for example, if you want Ryu's 3rd and 4th colors, beat Arcade Mode with Ryu and a message should appear - 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?
There are five Hidden Characters. They are:
- Capcom Side:
- 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 Condor.
- 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 > 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 actually checkmarked.
Alternatively, download a full save file and import the save.
Are giants banned?
- In the early 2010s, the giants were soft-banned, 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 chooses a giant, then Player A gets the opportunity to re-select 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 chooses 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?
UNIVERSAL/SYSTEM CHANGES
Buffs |
Nerfs |
Neutral
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- 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)
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- 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
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- Stage-specific music
- New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
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Ryu
Buffs |
Nerfs |
Neutral
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- 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)
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Chun Li
Buffs |
Nerfs |
Neutral
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- j.5C has more hit stun
- Can combo her into level 3 from Tenshouu Kyaku
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- Lightning Legs pushes back
- Infinite has been removed
- There is a limit to how many j.5C's she can string in a combo
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Alex
Buffs |
Nerfs |
Neutral
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- 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
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Megaman Volnutt
Buffs |
Nerfs |
Neutral
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- 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
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- 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
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Roll
Buffs |
Nerfs |
Neutral
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- 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
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Viewtiful Joe
Buffs |
Nerfs |
Neutral
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- 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
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- 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
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- Bombs have a fire effect added to the hit
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Saki Omokane
Buffs |
Nerfs |
Neutral
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- 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
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- 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
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- Fire effect added to grenade (visual)
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Batsu
Buffs |
Nerfs |
Neutral
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- Ryusei Kick no longer bounces back after being blocked, making it less safe
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- Fireball no longer causes knockdown on hit
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Kaijin no Soki/Kaijin no Souki
Buffs |
Nerfs |
Neutral
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- 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
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- 'Slowdown' effect added to his fierce hits (visual)
- Charge sword super adds a lightning effect to the opponent for a few frames (visual)
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Morrigan
Buffs |
Nerfs |
Neutral
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- Normals and level 3 super do more damage
- 2B now combos into 5C
- Valkyrie Turn is slightly faster and can be cancelled
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- No longer has her j.2B infinite
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PTX-40A
Buffs |
Nerfs |
Neutral
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- 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
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- No more Mega Crash grabs
- Rocket has been slightly nerfed; it takes longer for them to home in
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- Fire effect added to all thruster attacks (visual)
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Jun the Swan
Buffs |
Nerfs |
Neutral
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- 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
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Ken the Eagle
Buffs |
Nerfs |
Neutral
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- 623C combos easily into 623XX
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Casshan/Casshern
Buffs |
Nerfs |
Neutral
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- Denkou Punch B version causes stagger on hit
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- Unblockable takes longer to charge
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- Electricity effect added to his electrical attacks (visual)
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Karas
Buffs |
Nerfs |
Neutral
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- [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
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- 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
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Tekkaman/Tecknoman
Buffs |
Nerfs |
Neutral
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- [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
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- 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
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Ippatsuman
Buffs |
Nerfs |
Neutral
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- 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
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- 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
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Doronjo
Buffs |
Nerfs |
Neutral
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- 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
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- 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
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Yatterman-1
Buffs |
Nerfs |
Neutral
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- Combos 2C to 6C with ease
- Yatterpelican has been replaced with Yatterwan for 2P color
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- 2C has a smaller hitbox
- 623A/B/C all have more recovery
- Harder to combo into OTG Yatterwan fire breath super
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Polimar/Polymar
Buffs |
Nerfs |
Neutral
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- 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
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Gold Lightan
Buffs |
Nerfs |
Neutral
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- 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
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- Jabs push opponent away more
- Gold Crash hits low
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Game Navigation
General
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Capcom Characters
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Tatsunoko Characters
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Giants
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