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No Soultaker or Komugi = no deal. Come on Karas? |
Tatsunoko vs. Capcom • Page 3
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absolutezero 7,952 posts
Seen 7 years ago
Registered 17 years ago -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years agoIs that "come on, why the fuck have they got Karas in there?" (which I agree with) or "Come on, Karas! Fuck yeah! Awesome!"?
I think it's a touch unfair to be put out by a lack of more recent characters, they had to go for the classics really. -
uiruki 5,975 posts
Seen 51 minutes ago
Registered 18 years agoilmaestro wrote:
Hmm, not really sure what to tell you, buddy. Four buttons is plenty for me, as I prefer KOF to SF anyway, and you can do some nice things with the assists (and it's not as abusable/punishable as in MvC2). I wasn't a massive fan of MvC2, either, and some of the features/systems are obviously pretty similar, but I find this feels a bit more like I'm in control of what is happening on the screen. It certainly feels, and all the talk from people who know a bit more than me suggests that it is, a fair bit more balanced and like it benefits from not having 50 kajillion characters in there.
Sounds fair enough then. It wasn't so much the four buttons as the three attack buttons, and in the Vs games I've seen there are a lot of basic attacks.
I'm liking the way people are using words like "balanced" and "calmer", as I really didn't like the way you had ridiculous goofy combos on MVC2, or the fact that the default damage setting meant that if you didn't know any of those goofy combos then running out of time was a real possibility. -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years ago64 man TvC Invitational tourney at Evo this year. That will be sweeeeet to watch, this game has come along miles in two months -
JohnnyWashnGo 1,544 posts
Seen 5 years ago
Registered 17 years agoAnybody know if this game has any chance of making it to the west anytime soon?
If not, or if it will take years to arrive, I am tempted to get the import and chip the wii. -
Der_tolle_Emil 7,308 posts
Seen 2 days ago
Registered 16 years agoSo far nothing confirmed. -
Shame they went for the original Tekkaman design rather than the early 90s remake Tekkaman Blade (dubbed version known as Teknoman, anyone else watch it, I was hooked on the show growing up).
TEKNOPOWAAAAH! -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years agoBuy a Wii you tart. -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years ago -
OMG well I will be buying this when it comes out. -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years agoI hope the online doesn't suck.
Ah crap, it's still on the Wii? Never mind. -
PinkSpider 3,349 posts
Seen 4 weeks ago
Registered 17 years agoWoooo, looks like I'm going to need some new cables for my Wii.
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seasidebaz 7,500 posts
Seen 56 minutes ago
Registered 15 years agoNice. Looks like I'll be getting it. -
Post deleted -
sargulesh 3,281 posts
Seen 12 years ago
Registered 12 years agowow, it's a fully 'rebalanced' version?!
UNIVERSAL/SYSTEM CHANGES
+ Throws are more useful (tick throws exist, can combo into blockstun etc.)
- Characters fall faster now.
- Megacrash pushes up and away.
- Megacrash combos are very limited due to the engine changes.
- Baroque is not as potent
+ Giant characters cannot be so easily comboed/infinited
+ characters gain more meter while being hit
- cannot force the opponent into a corner after a juggle via the air combo trick
* Stage-specific music
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
RYU
- Hurricane Kick (C version) no longer combos after wall bounce. B version still works.
Chun Li
- Lightning Legs pushes back
- Infinite has been removed
+ J.5C has more hit stun
+ Can combo her level 3 from Tenshouu kyaku
JUN THE SWAN
+ Her assist leaves a bomb on hit now
+ Can combo after landing the light illusion swan special
+ Can combo 2C into 6C easily
ALEX
+ A version shoulder charge leaves the opponent grounded. B version knocks down and C version causes wallbounce.
+ 236C does a lot more damage (around 18000B)
+ New grab mechanics work very much in his favour
KEN THE EAGLE
+ 623 C combos easily into 623 super.
MEGA MAN
- 5A - 5A - 5A - 5B - 5C xx 236+Attack Infinite no longer works.
- weapon switch has more delay at the end of the move.
ROLL
+ Faster air dash?
+ Can combo 2B/5C into 3C
CASSHAN(yes he's called that now)
+ Denkou punch B version causes stagger on hit
* 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. Not sure if it's still an overhead.
+ 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 less damage
+ Has been made faster
PTX-40A
+ All versions of Riot Tackle cause wallbounce
+ 6B4B sends the opponent into a vertical spin and knockdown
+ 5C does less damage, but can be comboed into via 5B
+ [2]8B and C chainsaw special knocks down on hit. A version does not.
+ 623AB chainsaw super is much stronger
+ 3C launches the opponent at a less vertical height and is faster.
+ many more options to combo into level 3
+ j.5C will combo all 5 hits if done on an airborn opponent
* Fire effect added to all thruster attacks (visual)
- No more mega crash grabs
- Rocket has been slightly nerfed. It takes longer for them to home in.
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
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 may possibly be unblockable (needs confirmation)
* Bombs have a fire effect added to the hit
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.
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.
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.
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.
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
+ Has been sped up significantly
- Oni mode no longer has special hyper armour...
+ But Souki draws out 2 souls per hit now.
* 'slowdown' effect added to his fierce hits (visual)
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 -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years agosargulesh wrote:
Yeah, desperately needed it. You were either Justin Wong, or you played Karas, or you lost.
wow, it's a fully 'rebalanced' version?!
YATTERMAN-1
+ Yatterpellican has been replaced with Yatterwan for 2P colour
I was hoping they'd just fix the "broken" part of the super when you're 2P color. -
sargulesh 3,281 posts
Seen 12 years ago
Registered 12 years agoI'm rebuying a Wii soon so I'll definitely pick this up when it drops. -
ilmaestro 32,932 posts
Seen 10 months ago
Registered 18 years agoNice one, just hope the online is a-okay. -
uiruki 5,975 posts
Seen 51 minutes ago
Registered 18 years agoI'd be up for some classic controller-spazzing, friend code-swapping nonsense when this rolls around. -
Unannounced characters revealed.
Mega Man Zero
Frank West
Yatterman #2
Joe Asakura
Tekkaman Blade -
consignia 1,483 posts
Seen 5 days ago
Registered 15 years ago20charactersmax wrote:
Unannounced characters revealed.
Mega Man Zero
Frank West
Yatterman #2
Joe Asakura
Tekkaman Blade
Awesome. -
neonemesis 1,647 posts
Seen 3 years ago
Registered 14 years agoCan't help but think that they could have chosen someone more interesting than Zero...isn't normal Megaman already in it? Was hoping for a more interesting/weird choice really given the sheer number of characters Capcom have at their disposal. -
Benraiben2k 246 posts
Seen 11 years ago
Registered 12 years agoNo Ammy from Okami then? Shame, but still going to be a great game! I can't wait for it. -
sargulesh 3,281 posts
Seen 12 years ago
Registered 12 years agoFrank West, ha! Awesome. -
Tekkaman Blade is the one that has me jumping for joy:
http://www.youtube.com/watch?v=5qBZbc6ttxU
Epic!
http://www.youtube.com/watch?v=NF8maK9W84A&feature=related
Science rules! -
Benraiben2k 246 posts
Seen 11 years ago
Registered 12 years agoTekkaman Blade looks cool
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Hah, you got your wish from the top of the page, VS.
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I was hoping they'd just fix the "broken" part of the super when you're 2P color.