There is a topic about the game already. Please post this there.
lawl
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: S-U-P-E-R on September 10, 2009, 11:39:26 AM
it was totally worth a new topic esp. since it's worth noticing and putting on the front page! sorry dad!!!
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: BlackNMild2k1 on September 10, 2009, 11:42:44 AM
armchair modding. it's a forum sport.
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: Pale on September 10, 2009, 12:45:01 PM
Let's make this topic the US release thread....
Also, Maxi, please just use the report to moderator button in the future.
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: BeautifulShy on September 10, 2009, 12:51:58 PM
On the Capcom side: Ryu, Chun Li, and Alex from the Street Fighter series are in; Batsu from Rival Schools and Morrigan from the Darkstalkers series are also on board; Soki from Onimusha: Dawn of Dreams; Mega Man Voltnutt and Roll from the Mega Man series; Viewtiful Joe from the Viewtiful Joe series; PTX-40A from Lost Planet; and Saki from Quiz Nanairo Dreams, which is a quiz/dating game that could only come from Japan. Frank West from Dead Rising.Megaman Zero.
On the Tatsunoko side, importers should recognize most of the roster: Ken the Eagle and Jun the Swan are in from Science Ninja Team Gatchaman; Yatterman-1,Yatterman-2 and Doronjo are in from Yatterman; Casshan from Neo-Human Casshern; Polimar from Hurricane Polymar; Karas from Karas; Gold Lightan from Golden Warrior Gold Lightan; Ippatsuman from Gyakuten! Ippatsuman; and Tekkaman from Tekkaman: The Space Knight.Tekkaman Blade from the Tekkaman Blade series.Joe Asakura from Gatchaman.
On the Capcom side: ... Mega Man Voltnutt and Megaman Zero.
UGH!
1. I can't stand Mega Man Voltnutt or the Legends character design. 2. Even though I dislike the Megaman Zero design of Zero, I can't help but want to play as him in a fighter... I might have to buy this game down the line, when I can find it for (dirt) cheap. DAMMIT.
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: NinGurl69 *huggles on September 15, 2009, 11:41:46 AM
Ugh! After all the work I did to push this thread down!
Ugh! I posted!
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: EasyCure on September 15, 2009, 11:43:37 AM
MWAHAHAHHAAHA
Title: Re: New Tatsunoko vs Capcom characters revealed (by accident I guess!)
Post by: S-U-P-E-R on September 26, 2009, 07:41:49 AM
It has come to my attention that they're making a lot of system and balance changes to the game beyond hurfing in the new characters. Like getting rid of infinites and shenanigans. Here is a VERY SEXY and INTERESTING copy paste from the shoryuken forums. I thought the changes to Karas (was best character) and PTX40 were very interesting. sauce: http://forums.shoryuken.com/showthread.php?t=195175
Quote
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 + Air Joe now drags the opponent down, meaning more hits
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) ? Charge sword super now leaves the opponent with a strange blue aura on hit that lasts until the next time they're hit or when they switch out. The properties of this effect are currently unknown.
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
Get hype for the U.S. version! Which is now very-a-different from the original!