Tatsunoko vs Capcom

From SuperCombo Wiki

Introduction

Tatsunoko V.S. Capcom is the latest Capcom fighter in the V.S. (versus) series (and it's been a long time!) People that are familiar with The Marvel V.S. Capcom (and 2) series should feel right at home with this port. Instead of the Capcom team fighting against good old Marvel, they're fighting the Tatsunoko side. This installment of the V.S. series reintroduces super jumping, air combos, advanced guard, and a new way to extend combos, called Baroques.

The arcade version of Tatsunoko V.S. Capcom was released in December only in Japan. The arcade version is ran on a Wii board. Around the same time as the arcade version, on December 11th, 2008, the Wii version was released. However, it is unlikely that Capcom will release this game due to the license issues on the Tatsunoko side.

Notation

Joystick/Controller Notation

  • F - Move the arcade stick/controller pad forward
  • B - Move the arcade stick/controller pad backward
  • U - Move the arcade stick/controller pad up
  • D - Move the arcade stick/controller pad down
  • QCF - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.
  • QCB - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.
  • HCF - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.
  • RDP - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.
  • 360/Full Circle Motion - Complete one full motion with your arcade stick/controller pad
  • Charge - Depending on the special move or super, you will either hold B (back) for a few second, then hit F (forward) followed by whatever button you hit, or hold D (down) for a few seconds, then hit U (up) followed by whatever button you hit.

Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (U) or crouching (D) is universal on both player sides.

Four Button Notation

  • A - Weak Attack
  • B - Medium Attack
  • C - Strong Attack
  • P - Partner Button

Descriptor

Connectors

  • +: This means to hit at the same time. For example, Ryu's super energy fireball wave is QCF + A+B. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.
  • -> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is A -> B -> C =3 hit ground combo.
  • xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: A -> B -> C -> QCF+A xx QCF+AB. Normals > Specials > Supers.
  • ~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge B, then F (hits the enemy) ~ QCF+A ~ F+C.
  • /: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is QCF+A/B/C.


State Modifiers

  • s. - This means that you should be doing whatever you need to do in the standing position. For example, Ryu's fireball can be done both in the air and ground. In this case, ground fireball is s.QCF+A
  • c. - This means that you should be doing whatever you need to do in the crouching position. For example, a crouching Karas three hit combo: c.A -> c.B -> c.C.
  • j. - This means that you should be doing whatever you need to do while you're jumping. For example, Ryu's jumping Heavy Attack (C) will look like this: j.C
  • sj. - This means that you should be doing whatever you need to do while you're super jumping (to super jump, tap down on your arcade stick/controller pad, the up quickly on your arcade stick/controller pad). For example, Veautiful Joe's super jump Heavy Attack (C) will look like this: sj.C.