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
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:
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:
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 |