EN

Tatsunoko Vs Capcom: the Ultimate Change List for Ultimate All-Stars

Feb 25, 2010 // s-kill

In addition to adding a bunch of characters and putting the whole mess online, Tatsunoko Vs Capcom: Ultimate All-Stars also received a subtle but careful rebalancing to all of the characters returning from the original TvC: Cross Generation of Heroes. 

Although Capcom usually likes to let players discover this kind of stuff on their own, after extensive noogies, TvC director Neo_G has agreed to share this long list of some important changes. 

Although he was willing to release the list, we’ve mostly left it as an exercise to the readers to figure out *why* some things were changed. Just as an example:

“Casshan: the charge time for Hard-Lightning Punch is a little longer.” 

Why is this?  It prevents Casshan from doing an unblockable, nearly-inescapable combo after he knocks one character out and another character is coming in.  In TvC: CGH, before the new character was on screen, Casshan could call Friender’s flame breath to hold them in block-stun while charging up his (unblockable) fierce lightning punch move, and using that to start a combo.  That was a little too big a reward for KOing one opponent character, so we’ve given the incoming opponent an easier chance to escape.  

I recognize that this is some high-nerdery, but for anyone who loves a little insight into the dark art of game balance, this is solid gold–hope some of you will enjoy this as much as we did thinking through the changes and putting it together!  A special thanks to Yohko for the large amount of difficult translation work, and hit the jump for the list!


Changes from “Cross Generation of Heroes”

It gets warm one day and the other day it gets cold…
it’s like, “what the heck!” – Hi everyonem it’s me, Neo_G.

It’s been 2 weeks since launch, everybody doing their battles more and more??

It seems like someone has their battle point over 10,000 points… but that’s not enough, there are more titles to unlock, so let’s battle some more!!

So, as I said in my last blog, I would like to reveal some detailed information about TvC.

But before I start to talk about them, please be aware that there might be some nerdy fighting game words which might leave some people who are beginners in the fighting game genre…
(if you don’t understand some of the words I’m saying, please look up google! :D)

For UAS, there won’t be a strategy guide book like we had in Japan which explains very much in detail, so I thought I reveal some infos here.
(Of course revealing ALL is not possible, but I’ll do the best I can :p)

Here I would like to explain about the old characters from “Cross Generation of Heroes”,
about balancing and changes that were made to “Ultimate All-Stars”.

But there are quite A LOT of changes made … hm, there are very many though…

Anyway, here they are:

Ken the Eagle
– overall, he gets more damages
– after cancelling right, mid-attack, you can pull out a combo (mid-air Bird Shoot and Eagle Rush)
– you can only do Bird Shoot once during mid-air

Casshan
– when the opponent is laying down, you can’t bound the opponent off the ground with Light Shooting Star Kick
– Mid-Lightening Punch, is now a normal attack instead of a special attack
– the charge time for Fierce- Lightening Punch is a little longer

Tekkaman
– the amount of frames (time) when attacking on-ground is longer
– Tekklancer is stronger (Light/Mid/Fierce Tekklancer is stronger, with Fierce Tekklancer it’s easier to connect and do combos)
– during mid-air, Voltekka is easier to pull (it’s stronger and it’s easier to connect from mid-air Galaxy WIndmill)

Polimar
– able to cancel right + mid-attack while going behind the opponent character
– between attack and to Storm Kamae, the character doesn’t lose health gauge
– during Storm Kamae, there will be no pushing away even if you do advancing guard

Yatterman 1
– Both 1P and 2P can pull Yatter Wan
– right + fierce punch is stronger (the attacking determination is stronger and the height that the opponent gets attacked is higher therefore it is easier to do combos.
– Overall attacking is not as strong as CGoH

Doronjo
– An impossible defense time is longer when a fierce crouching attack, and itÂfs able to do combo after cancelling Super Comfy.
– Able to cancel pulling Tonzura to pull Boyakki or vice versa.

Jun the Swan
– Right + fierce attack is easier, and gets no damag time with right + mid-attack.
– Only the Yo-Yo has the String BombÂfs collision detection.
– Assist-attacks can attack bombs too.
– Able to do combo after Dancing Swan.
– Gets no damages with performing Mirage Burst until a hit frame.

Karas
– Light and mid-attack is weaker. (The amount of attacks and attack continuation frame, etc.)
– Kasha / Yoinagi are adjusted. (KashaÂfs charge time, etc)
– UngaikyoÂfs hit frame is a little delayed.
– Overall, the power of attacks is decreased.

Ippatsuman
– Right + fierce attack is able to cancel, but no super armor.
– Able to move freely after Quick Upper.
– The amount of Come Forth, Gyakuten-oh! time is shortened.

Gold Lightan
– Battleship Breaker can move forward.
– The second attack of Gold Quake is the entire on-ground attack with a low-hitÂfs detection.
– Gold Crash can hit opponents when theyÂfre lying down.
– Various attacks are stronger.

Ryu
– Jodan Sokutou Geri can be cancelled by Hyper-Combo-Cancel.
– Gets no damages with performing Shinku Tatsumaki Senpukyaku until a hit frame.

Chun-Li
– Hyakuretsukyaku was adjusted. (Hit back, etc)
– Overall, the power of attack is decreased.

Morrigan
– Light standing attack is a low-hit.
– When performing Shell Kick, the flying speed is increasing, so it hits opponents easier.
– When appearing from a corner by Valkyrie Turn, Up and down keys can adjust an appearance position.

Batsu
– Light standing attack is low-hit detection.
– Guts Bullet is adjusted. ( Removing blowing-off attribute, damege-ups, etc)
– Able to move freely when performing Shooting Star Kick.
– Gets no damages with performing Guts Uppercut, and fierce attack is moving forward largely.
– The amount of Guts CounterÂfs super armor time is shortened.

Alex
– A crouching attack is low-hit detection.
– A fierce standing attack is able to cancel.
– The performance of Slash Elbow is changed, and the fierce attack can bounce off the wall.
– Not able to dodge Hyper Bomb after a black-out cut-in.

MegaMan Volnutt
– Able to cancel Mega Buster to a hyper combo or a baroque combo.
– Machinegun is adjusted. (Removing floating attribute, weakening bullets counterbalance, etc)
– Max Power Shining Laser does a stronger damage.

Roll
– The broomÂfs hit detection is larger.
– During charge Roll Power Up, all attacks have stronger damage except for the throw.
– Roll Broom Swing has a blowing off attribute, and itÂfs able to hit back projectiles. 
– Able to dash in a mid-air after performing Roll Broom Swing, but only in mid-air.
– Water-on-the-floorÂfs hit detection is increased.

Kaijin no Soki
– Overall normal attackÂfs advantage frames are increased.
– Head Splitter does a stronger damage, and is able to do combo when opponent is lying down.
– SlamÂfs performance is changed. Light attack is a normal damage instead of a super armor.  Fierce attack can bounce off the wall.
– Onimusha Transformation is stronger. Chip damage is added to all attacks. Also it can cancel various special attacks by inhaling souls, and the amount of generating soul is doubled.

Viewtiful Joe
– The voomerangÂfs height is limited.
– Not able to do second jump after Red Hot Kick, and it can only be used once in mid-air.
– The end of Mach Speed can connect to Aerial Rave.
– Able to do combo after Slow and Zoom In.

Saki
– Standing light attack does less damage.
– Right + fierce attack is a dizzy attribute.
– Fierce attack can be canceled, and has hold back feature has is better.
– Able to cancel from Experimental Positron Cannon/ Hand Grenade to a hyper-combo/ baroque-combo.
– Positron Storm is stronger, hits more to the opponent.

PTX-40A
– Light standing, crouching light attack, VS Tackle has guard points.
– After right + mid-attack, left + mid-attack is a floating spin, and combos can be pulled right after.
– A hit move of Caliber Execution is changed – while being hit by mid and fierce attack, can be pulled with combos.

… So I’ve listed most of the stuff I can think of.

As well as those changes listed above, there are changes done in different levels and many more.