Tatsunoko vs. Capcom Page 3

  • absolutezero 20 Dec 2008 02:51:45 7,952 posts
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    No Soultaker or Komugi = no deal.

    Come on Karas?
  • ilmaestro 20 Dec 2008 03:37:53 32,932 posts
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    Is 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 20 Dec 2008 06:21:09 5,975 posts
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    ilmaestro 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 3 Feb 2009 06:23:16 32,932 posts
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    64 man TvC Invitational tourney at Evo this year. That will be sweeeeet to watch, this game has come along miles in two months
  • JohnnyWashnGo 10 Feb 2009 08:59:32 1,544 posts
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    Anybody 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 10 Feb 2009 09:16:39 7,308 posts
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    So far nothing confirmed.
  • Deleted user 10 February 2009 15:38:38
    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 4 May 2009 02:00:45 32,932 posts
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    Buy a Wii you tart.
  • ilmaestro 4 May 2009 19:27:45 32,932 posts
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    Linkie.
  • Deleted user 19 May 2009 00:18:34
    OMG well I will be buying this when it comes out.
  • ilmaestro 19 May 2009 04:04:47 32,932 posts
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    I hope the online doesn't suck.

    Ah crap, it's still on the Wii? Never mind.
  • PinkSpider 19 May 2009 06:48:11 3,349 posts
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    Woooo, looks like I'm going to need some new cables for my Wii. :D
  • seasidebaz 19 May 2009 07:38:18 7,500 posts
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    Nice. Looks like I'll be getting it.
  • Deleted user 27 July 2009 20:13:38
    Post deleted
  • sargulesh 25 Aug 2009 19:13:39 3,281 posts
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    wow, 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 25 Aug 2009 21:08:58 32,932 posts
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    sargulesh wrote:
    wow, it's a fully 'rebalanced' version?!
    Yeah, desperately needed it. You were either Justin Wong, or you played Karas, or you lost.

    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 25 Aug 2009 21:53:48 3,281 posts
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    I'm rebuying a Wii soon so I'll definitely pick this up when it drops.
  • ilmaestro 25 Aug 2009 22:06:54 32,932 posts
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    Nice one, just hope the online is a-okay.
  • uiruki 25 Aug 2009 22:20:18 5,975 posts
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    I'd be up for some classic controller-spazzing, friend code-swapping nonsense when this rolls around.
  • Deleted user 10 September 2009 08:48:04
    Unannounced characters revealed.

    Mega Man Zero
    Frank West
    Yatterman #2
    Joe Asakura
    Tekkaman Blade
  • consignia 10 Sep 2009 09:36:53 1,483 posts
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    20charactersmax wrote:
    Unannounced characters revealed.

    Mega Man Zero
    Frank West
    Yatterman #2
    Joe Asakura
    Tekkaman Blade

    Awesome.
  • neonemesis 10 Sep 2009 13:34:15 1,647 posts
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    Can'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 10 Sep 2009 14:39:38 246 posts
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    No Ammy from Okami then? Shame, but still going to be a great game! I can't wait for it.
  • sargulesh 10 Sep 2009 14:54:57 3,281 posts
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    Frank West, ha! Awesome.
  • Deleted user 10 September 2009 15:06:40
    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 10 Sep 2009 17:41:30 246 posts
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    Tekkaman Blade looks cool :-)
  • ilmaestro 10 Sep 2009 18:26:35 32,932 posts
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    Hah, you got your wish from the top of the page, VS.
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