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Character Wishlist Move List
6 months ago  ::  Jun 08, 2009 - 2:48AM #1
Zeohawk
Posts: 66

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.

Hyper Combos


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!!

6 months ago  ::  Jun 08, 2009 - 6:28PM #2
Captain Jim
Posts: 58

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.)

6 months ago  ::  Jun 08, 2009 - 6:32PM #3
BlazingBlade
Posts: 258

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
6 months ago  ::  Jun 16, 2009 - 10:06AM #4
jawryu
Posts: 238

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!

6 months ago  ::  Jun 16, 2009 - 1:06PM #5
YoshiAngemon
Posts: 288

Jun 9, 2009 -- 12:50AM, BlazingBlade wrote:


Name: Speedy Cerviche

Series of Origin: Samurai Pizza Cats

Samurai Pizza Cats is a Tatsunoko property that is actually well known by Western audiences, and also has a lot to offer since it is a series that was never experimented with game wise except one platformer. Since it's zany, comedic style is similar to Hakushon Daimao, Speedy also makes a great replacement for him.

Moves:

Tree Swing: QCB + Attack
(A tree pops up, which Speedy then uproots and swings at the opponent.)

Help!: QCF + Attack
(Speedy turns to face offscreen and then panics and ducks, as a 3 rockets, launched by Lucille offscreen, fly over his head and towards the opponent.)

Out Of The Way!: HCB + Attack
(Speedy goes offscreen and then is launched across the screen after a loud bang, which is him being launched from the gun by Francine.)

Get Back!: Charge B-F + Attack
(Speedy dashes forward and rams into the opponent. Successful hit is a Snapback.)

Hyper Combos:

Cat's Eye Slash: QCF + 2 Attacks
(Speedy unsheathes the second sword from the Magical Ginzu Sword and holds both above his head, swiping them forward simultaneously and launching and energy wave across the screen. Estimated damage comparison: Batsu lvl 1.)

Extra Topping Pizza Cats: QCB + 2 Attacks
(The Goony Birds show up and give Speedy the Extra Topping armor. This does no damage by itself, but raises the damage output and defense of Speedy, as well as being unflinchable, similar to Soki's lvl 3. Lasts until super bar runs out.)

Lvl 3 HYPER COMBO:

Supreme Catatonic: HCF + 2 Attacks
(Speedy does a lunging slash at the opponent. Speedy slides along the ground on his face if he misses. If hit is successful, Speedy summons the Supreme Catatonic on top of the enemy, which then kicks the enemy up into the air and hits the opponent once with its sword to the ground. Estimated damage comparison: Polymar lvl 3.)



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.

6 months ago  ::  Jun 16, 2009 - 2:24PM #6
Rock Volnutt
Posts: 207

Jun 16, 2009 -- 1:06PM, YoshiAngemon wrote:


Jun 9, 2009 -- 12:50AM, BlazingBlade wrote:


Name: Speedy Cerviche

Series of Origin: Samurai Pizza Cats

Samurai Pizza Cats is a Tatsunoko property that is actually well known by Western audiences, and also has a lot to offer since it is a series that was never experimented with game wise except one platformer. Since it's zany, comedic style is similar to Hakushon Daimao, Speedy also makes a great replacement for him.

Moves:

Tree Swing: QCB + Attack
(A tree pops up, which Speedy then uproots and swings at the opponent.)

Help!: QCF + Attack
(Speedy turns to face offscreen and then panics and ducks, as a 3 rockets, launched by Lucille offscreen, fly over his head and towards the opponent.)

Out Of The Way!: HCB + Attack
(Speedy goes offscreen and then is launched across the screen after a loud bang, which is him being launched from the gun by Francine.)

Get Back!: Charge B-F + Attack
(Speedy dashes forward and rams into the opponent. Successful hit is a Snapback.)

Hyper Combos:

Cat's Eye Slash: QCF + 2 Attacks
(Speedy unsheathes the second sword from the Magical Ginzu Sword and holds both above his head, swiping them forward simultaneously and launching and energy wave across the screen. Estimated damage comparison: Batsu lvl 1.)

Extra Topping Pizza Cats: QCB + 2 Attacks
(The Goony Birds show up and give Speedy the Extra Topping armor. This does no damage by itself, but raises the damage output and defense of Speedy, as well as being unflinchable, similar to Soki's lvl 3. Lasts until super bar runs out.)

Lvl 3 HYPER COMBO:

Supreme Catatonic: HCF + 2 Attacks
(Speedy does a lunging slash at the opponent. Speedy slides along the ground on his face if he misses. If hit is successful, Speedy summons the Supreme Catatonic on top of the enemy, which then kicks the enemy up into the air and hits the opponent once with its sword to the ground. Estimated damage comparison: Polymar lvl 3.)



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.




Yep even if Lucille isn't on the list.

6 months ago  ::  Jun 16, 2009 - 8:50PM #7
Zeohawk
Posts: 66


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).

6 months ago  ::  Jun 16, 2009 - 10:29PM #8
YoshiAngemon
Posts: 288

I believe Mr. Burns said it best, when he said...


"Ah, Visual Aids help so much. Thank you."

6 months ago  ::  Jun 17, 2009 - 11:48AM #9
ReXXXSoprano
Posts: 79

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.


http://images2.wikia.nocookie.net/capcomdatabase/images/6/66/CyberBlue.png


 


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!!!!
6 months ago  ::  Jun 17, 2009 - 5:43PM #10
Captain Jim
Posts: 58


 


Name: Nue




Series of Origin: Karas




Nue is Karas's resident "bad guy gone good". He's a fan favorite, due to his cool demeanor and swift gunplay. Plus, he has a motorcycle. Since he's from a property that's already been cleared for the U.S. release, he wouldn't cause too much trouble on the liscencing front.




Move List




Doubleshot : QCF+Attack (Nue whips out his two golden handguns and fires a shot from each)




Bullet rain: QCB+Attack in the air (Nue fires a barrage of bullets straight down.)




Demon Sniper: Down charge Up + Attack (Nue whips out a golden sniper rifle, firing straight above him).





Hyper Combos




Nue to the Rescue: Charge back Forward + 2 Attacks(Nue does a backflip across the stage, firing his guns and screaming, as seen here)




Nothin' Personal: Charge down up +2 Attacks (Nue uses his golden sniper rifle, this time firing it staright forward.)




Lvl 3 Hyper Combo




Mikura Unleashed: HCF+2 Attacks (Nue roars and is engulfed by green flame. He emerges as his true form as a Mikura as seen starting at 2:02. He goes across the screen three times, swiping with his massive claws.)


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