| 6 months ago :: Jun 08, 2009 - 2:48AM #1 | ||||
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I recently look at a thread where hundreds of people posted the characters they want to see in the U.S. version of Tatsunoko vs Capcom. For those people who thoroughly examined the character they want to be in this game (like myself), this thread is for you. According to the rumors, Capcom can fit in 3 Tatsunoko characters and 2 Capcom characters. Please try and be logical with your character picks and try to be in tune with the game's theme. The format will go like this: Name of character Series of Origin The reason why he/she should be in this game (explain it like you are making a proposal to Capcom) Move List Move list have a maximum of 4 special moves and 3 Hyper Combos (2 Lvl.1's and 1 Lvl.3) Here's an example, here's my choices for the 2 Capcom characters.
Name: Zero Series of Origin: Mega Man X The Mega Man X series is very popular to the Western audience due to the series' dark and futuristic theme as opposed the Classic series' bright and colorful theme. Out of all the characters that appeared in the seris, Zero is among the most popular in terms of character design and background story. The best representation of this character is the Mega Man X4 version, from his stance to his attacks. Move List Raijingeki: Charge B~F + attack Zero thrusts an electricly-charged saber forward at his opponent. Ryuenjin: DPM (dragon punch motion)+ attack Zero performs an uppercut attack with a fiery saber Hyoretsuzan: D +attack (in the air only) Zero executes a diving stab with a frost encased saber. Youdantotsu: HCF + attack Zero performs a powerful dashing stab which can be follow up with: - Juuhazan: QCF + attack Zero performs a powerful overhead slash. Snapback technique. Bakuenjin: QCF+2 attacks Zero engulfs his fist in flames and punches the ground to release a large fiery blast. Raikousen: DPM+2 attacks Zero dashes pass the opponent while leaving a trail of electricity behind him, and the opponent is trapped within the electricity. Command Arts: HCB+2 attacks (Lvl. 3) Zero will charge forward with the Z-Saber in front of him. If it connects, Zero will perform a brief combo with the Z-Saber. Next, Zero will take out the D-Glaive, an energy pike with the power of water, and executes rapid stabs at the opponent. Zero will then take out the V-Hanger, twin energy daggers, and toss them at the opponent. Finally, Zero charge energy and fires two massive blasts from his fists and an energy wave from his Z-Saber.
Tao (or Mai-Ling outside Japan) Series of Origin: Warzard (or Red Earth outside Japan) Mai-Ling was one of the four heroes in Warzard that never appeared in any other game. Tessa appeared in at least two games while Leo and Mukuro (Kenji) appeared in the game, Capcom Fighting Evolution. As the only character from the group, she would make an excellent representative for that series as well as a promising fighter, bringing her fun personality and amazing techniques. Move List Kuujin-Ken: QCF+attack An energy projectile. Enryuu-Kyaku: DPM+attack A flaming spiral uppercut kick Kuugeki-Shou: HCB+attack She dashes, jumps at her opponent and, if he lands on him, grabs him and unleashes an energy blast on him. Koen: RDP (reverse dragon punch)+attack Mai Ling dashes at her enemy and attacks with a multi-hitting sommersault. Hyper Combos Chou Kuujin-Ken: QCF+2 attacks A multi-hitting, wider Kuujin-Ken projectile. Chou Enryuu-Kyaku: DPM+2 attacks An enhanced version of the Enryuu-Kyaku. Tentsuiga: 360 degrees+2 attacks Mai Ling grabs her opponent, throws him into the air and pummels him there.
I hope that's a good example of what I'm talking about. I have four more characters in mind, but I wait and see if Capcom decides to create a sequel. I post them later. Alright, people. Enjoy!! |
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| 6 months ago :: Jun 08, 2009 - 6:28PM #2 | ||||
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Name: Speed Racer/ Go Mifune (Japan) Series of Origin: Speed Racer/ Mach Go! Go! Go! (Japan) Speed Racer is arguably the most recognized Tatsunoko property in the United States. Since the late sixties, Americans have fallen in love with the high speed action and ridiculously fast gasping of Speed Racer and his crew. If he were to be included in the US release of TvC, it’d give the Tatsunoko side a more recognizable face. Move List Helmet Toss: QCF+Attack (Speed removes his trademark helmet and lets it fly. It will go all the way across the screen before returning to him.) “Maybe this bazooka will come in handy!” or just “Bazooka”: QCB+Attack (Speed whips out a Bazooka and fires it. It does more damage than the helmet, but its range is gimped, the projectile exploding out of existence shortly after its fired. Luckily, the move fires quickly, so it’s not a total waste) Homing Robot: DPM+ Attack (Speed calls upon his homing robot, which resembles a small bird of prey. It flies upward at a diagonal). We’ll help!: Charge B-F+ Attack (Speed’s little brother Spritle and pet monkey Chim Chim run across the screen flailing wildly and screaming) Hyper Combos Go, Speed, Go!: QCB-F+2 Attacks (Speed jumps offscreen, then drives across in the Mach 5. Works similar to Yatterman’s Hyper Combo where he goes across the screen in Yatter-Wan, except Spritle and Chim Chim fire weak projectiles from their slingshots as they peek out the back.) Ohhhhh!!: QCF+2 Attacks (Speed unleashes a good ‘ol judo-style buttkicking, before ending with a wrestling-style pile-driver) Lvl 3 Hyper Combo Mach 5 Finale: HCB+2 Attacks (Speed Jumps off screen and drives across the screen thrice, this time the Mach 5 has its rotary saws out. Then the Mach 5 Auto-Jacks off screen [possibly crushing the opponent underneath], and Speed jumps down.) |
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| 6 months ago :: Jun 08, 2009 - 6:32PM #3 | ||||
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I'd play as that version of Speed!
MY MAIN CHARACTERS
SFIV: Fei Long BB: Jin Kisaragi KOFXII: Joe/Kim/Terry SFIII: Ibuki DS: Jon Talbain/Gallon See the rest on my userpage |
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| 6 months ago :: Jun 16, 2009 - 10:06AM #4 | ||||
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i hope we get this in EU at the same time aswell.
I would love to see Dante in this game. He will be a great asset to this game! Strider Hiryu i also want to see and Leon (resi 4) and maybe Jill. Gene from God hand. From Tetsunok, love to see some one from samurai pizza cats and Kyosuske from Soul Taker. i'd also love to see a "Capcom vs Hokuto no ken" fist of the north star) cross-over in a game one day! |
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| 6 months ago :: Jun 16, 2009 - 1:06PM #5 | ||||
Now, there's a version of Speedy Cerviche I'd be glad to play as. Provided he makes it in there, of course. But that Help thing would have to have random effects, like Guido stunning the opponent with his Samurai Sunspot Umbrella, or Polly slashing at the opponent with her claws. |
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| 6 months ago :: Jun 16, 2009 - 2:24PM #6 | ||||
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| 6 months ago :: Jun 16, 2009 - 8:50PM #7 | ||||
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Name: Akira Kazama Series of Origins: Rival Schools Reason: Akira Kazama is one of the most recognized characters in the Rival Schools series among Western players. From her fighting style to her biker attitude, Akira won a lot of fans' praise and admiration. Akira proved that the character designers didn't have to create a huge bosom female character to make her appealing. She is also very fast and has a nice array of easily combo-able kicks and punches. Akira was supposed to appear in another Capcom fighter called Capcom Fighting All-Stars alongside Batsu before the project was eventually cancelled; this version of TvC would benefit by having Akira Kazama joining the roster and adding her amazing gameplay to this game.
Move List Gate Elbow: QCF+Attack Akira charges forward and knocks the opponent down with her elbow. The Heavy version of Gate Elbow can launch the opponent into the air slightly. Leaping Smash: RDP+Attack Akira executes a short ranged somersault in the air and performs a knockdown kick. Dancing Cyclone Kick: QCB+Attack (can be chained three times) A kicking combination technique that utilize a sweep and a jumping wheel kick. Light version of the move will execute the sweep while Medium and Heavy execute the Jumping Wheel Kick. You can interchange the Light and Medium variations of the move, but the Heavy version will knock the opponent down. Honbu: HCB+Attack Akira grabs the opponent's leg and lifts them into the air. This move is a mini launcher, but can't be used in a combo, because of its fast startup. Hyper Combos Reflex Barrage: QCF+2 attacks Akira positions herself in a crane-like stance and executes a combo that knocks the opponent across the screen. Aerial Barrage: DPM+2 attacks Akira launches the opponent with a somersault kick and perform an air combo that slams the opponent back onto the ground. Haten Mueishu: HCB+2 attacks (Lvl. 3) Akira launches herself leg-first at the opponent and perform a multi-hit corkscrew kick while the camera performs a 360 rotation around the characters. The last hit of the attack sends the opponent crashing into a random item in the background, like in Rival Schools and Project Justice. (I.E. A bench, a boulder, etc.)
Name: Guy Series of Origins: Final Fight Reason: Guy was one of three playable characters in the original arcade version of Final Fight. Guy was the fastest of the three due to his ninjutsu skills. One of his most novel techniques in the game is the "Off-the-Wall Kick", a technique which allows Guy to bounce off the wall with a jump kick. When Capcom produced the original Street Fighter Alpha, Guy was one of two Final Fight characters to be included in the game. Guy has always been a fan favorite in the East and the West. When he was not included in the SNES version of Final Fight, Capcom released a seperate game, Final Fight Guy, so Guy can be used as a playable character. Besides the Alpha series, the only game Guy has appeared in was the ill-fated Capcom Fighting Evolution using the poorly executed Custom Combo system. In TvC, Guy will be modeled after his Street Fighter Alpha 3 version as fans remember him in his prime. Besides, who doesn't like a ninja wearing some Chuck Taylor's?
Move List Bushin Izuna Drop: QCF+Attack, then attack Guy performs a triple somersault in the air and depending on how far or close the opponent is, Guy will do either an elbow drop while in the air or a grab that slams the opponent on the ground when close to the opponent. Bushin Whirlwind Kick: QCB+Attack Guy performs a jump spinning kick; similar to Ryu's Hurricane Kick except that Guy jumps in a slight angle. There is a disadvantage; sometimes the kick can go over smaller sized opponents. Mountain Demolishing Dipper: RDP+Attack Guy spins around and rushes forward with his elbow. It's a move that can go through projectiles and certain attacks. The Medium and Heavy versions of the move knocks the opponent down. Hayagake: DPM+Attack, then attack Guy dashes across the screen until he reaches his opponent. Depending on what button is used to start the dash will result in different speeds. For the actual attack, Light attack will make Guy stop, Medium attack will make Guy do a quick low slide, and Heavy attack makes him do a jumping crescent kick. Hyper Combos Bushin Hassou Ken: DPM+2 attacks (can also be done in the air) Jumping diagonally forward, Guy catches his opponent in the air and does a rapid air combo that ends with a kick that sends the opponent flying to the ground. You can use this super as an anti air attack, because of it's fast start up. Bushin Gourai Kyaku: QCF+2 attacks Guy unleashes a flurry of punches and kicks ending with a flying crescent kick. The opponent can be launched or slightly juggled after the Hyper combo is finished. Bushin Musou Renge: HCB+2 attacks (Lvl. 3) Guy grabs the opponent, and suddenly the screen fades to black. White flashes occurs while you see Guy's shadow beating up the opponent before knocking the opponent off in the air as Guy turns his back around doing his Bushin pose. Remiscent of Akuma's Shun Goku Satsu (Raging Demon). |
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| 6 months ago :: Jun 16, 2009 - 10:29PM #8 | ||||
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I believe Mr. Burns said it best, when he said... "Ah, Visual Aids help so much. Thank you." |
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| 6 months ago :: Jun 17, 2009 - 11:48AM #9 | ||||
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I really like what I see so far from everyone. This little experiment is making everyone put their thinking caps on. I just think it's time for me to give it a try.
Code Name: Cyber Blue Name: Brian Bruno Series of Origin: Battle Circuit For the most part, Battle Circuit is a pretty unknown commodity within Capcom. Cyber Blue is of course the main character of Battle Circuit and the best to represent it in Tatsunoko vs Capcom. I personally think his inclusion could do wonders for exposing Battle Circuit to some of the fans who never heard of the game just like the introduction of the Tatsunoko characters and Saki's inclusion as well. Cyber Blue is from a beat-em-up game and I feel his movelist should reflect that as well as his character traits of being reckless but successful in battle.
Move List LA -Low Attack MA -Medium Attack HA -Heavy Attack P -Partner Throws Gut Shots: F + HA (After Gut Shots) Jet Drag: B or F + Any Attack Button *NOTES* Blue can do up to 4 Gut Shots before ending the throw. Jet Drag allows Blue to dash and throw his opponent in the corner to continue offensive pressure. Jet Drag is only possible after hits 1-3
Special Attacks Cyber Blast: QCF + Any Attack Button Knuckle Shot: HCF + Any Attack Button Hyper Tornado: DP + Any Attack Button Burning Heel Kick: HCB + Any Attack Button Heat Kick: (In Air) HCB + Any Attack Button
*NOTES* Cyber Blast allows Blue to unleash a blast of energy directly in front of him. Also destroys projectile type attacks and can be charged before release. Attack Strength and Charge Time determine damage output. Knuckle Shot is just a simple dashing punch. Attack Button Strength determines screen distance covered. (1/4, 1/2, and Full Screen respectfully) Hyper Tornado is your basic anti-air except Blue goes up diagonally and hits repeatedly. Attack Button Strength determines how many hits the move does. (3, 5, and 7 hits respectfully) Burning Heel Kick is just like Terry's Crack Shoot and should be treated as such. Attack Strength determines screen distance covered. Heat Kick is reminiscent of Viewitful Joe's Slow + Zoomed Red Hot Kick from the games. Attack Strength determines how many hits the move does. (1, 2 and 3 hits respectfully)
Hyper Combos Cyber Cannon: QCF + 2 Attack Buttons Giga Crush (In Air): QCF + 2 Attack Buttons Download (In Air): QCB + 2 Attack Buttons (Level 3) Final Upgrade: HCF + 2 Attack Buttons Enders for Final Upgrade Cyber Knuckle Shot: No additional command needed. CODE: Static Shock: QCF + LA CODE: Rock Tumble: QCF + MA CODE: Meteor Shower: QCF + HA CODE: Lightning Towers: QCF + P Cyber Cannon: CODE Maximum: HCF + 2 Attack Buttons *NOTES* Cyber Cannon is a souped up version of the Cyber Blast. This move goes full screen and can be charged as well. Charge Time determines damage output. Giga Crush is done in the air. Think of Blanka's Super Electricity from Street Fighter EX3. Buttons and Directional Input can be mashed to do more damage. Download allows Blue do 20% additional damage as long as the boost lasts or until tagged out. Duration is 5 ticks on the game clock. Think Hayato's Plasma Field from Marvel vs Capcom 2. Final Upgrade is just an auto combo that can be ended in many different ways. Blue has 6 possible outcomes of how the move ends. When it's time for the end of the Final Upgrade, Harry will appear for a quick second and this is when you put in the additional commands for the Final Upgrade enders. Cyber Knuckle Shot is normal way the Final Upgrade ends if you either don't input an additional commmand or don't have any additional Super Meter to continue it. It's just a powered up Knuckle Shot to end the Final Upgrade. CODE: Static Shock allows Blue to get assistance from Yellow (Beast) Iris to perform the Static Shock. A current of Electrical Energy runs across the ground doing massive damage to the opponent. CODE: Static Shock costs 1 Additional Meter to perform. CODE: Rock Tumble allows Blue to get assistance from Alien Green. Giant boulders fall from the top of the screen doing massive damage to the opponent. CODE: Rock Tumble costs 1 Additional Meter to perform. CODE: Meteor Shower allows Blue to get assistance from Pinky and Pola AKA Pink Ostrich. Meteors fall from the sky doing massive damage to the opponent. CODE: Meteor Shower costs 1 Additional Meter to perform. CODE: Lightning Towers allows Blue to get assistance from Captain Silver. 5 Lighning Bolts come from the sky, electrocuting the opponent doing massive damage to them. CODE: Lightning Towers costs 1 Additional Meter to perform. Cyber Cannon: CODE Maximum allows Blue to call on the help of all his friends to charge his Cyber Cannon to do massive damage to his opponent. Cyber Cannon: Code Maximum costs 2 Additional Meters to perform.
GrimyVision is the future and there is a reason I'm Emperor of the Internet!!! Take a look for yourself.
http://www.youtube.com/user/ReXXXSoprano Go watch DoaGH. You might learn a thing or 5!!!! |
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| 6 months ago :: Jun 17, 2009 - 5:43PM #10 | ||||
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