Tatsunoko vs Capcom General game mechanic & strategy thread

Yea I know the game is already in a forum called general strategy and we already have specific character strat threads. But lately people have been discussing just simple general game mechanics and strategy possibilities and what not, so it seems to be a good idea to make this thread and discuss it here. Keeps it all in order for people who may want to read up on it or discuss.

To start it off:

So far I’ve found a good use for the meter in this game. Always save for a potential level 3 attack (try to do short combos into level 3 suppers for the most damage) and don’t spam lvl 1 combos unless you know for sure they will do enough damage or the person you’re playing always falls for it. (Guess you could say take damage while you can get it in some ways) Always try to save 2 levels for mega crush aka burst because you never know when you’ll need it. Someone could be setting up for a lvl 3 super or just some damaging combo that will kill you or take you down in health a lot. To easily build just simply do the longest combo possible on someone because you get an INSANE amount of meter for the hits you land. While the person receiving the damage takes longer to build their levels.

Example on the lvl building I mentioned earlier. Even though this was by doing an infinite, it’s still considered a long combo and that’s what builds bars fast. Well, hitting them while they are blocking builds lvls too.

Well it took me a while cause it’s hard starting from mid screen, but I got it again. I did 84 hits with the same setup I explained earlier, and it did 35608 damage until they got 2 levels. And it gave me 4 levels. They’re pretty much almost dead at that point. Depending on the character I guess.

You may want to keep one level handy too just in case you need to alpha counter or do the aerial tag out in the air while doing an air combo. You also have your classic mvc2 style dhc from one character to the next to get them in the game safely. But that’s totally depending on the situation at hand and the characters super that you do while doing the dhc. BE SMART ABOUT IT :wink:

Well when I try to do dash under you cross ups mid screen off of pop ups (somewhat like magneto’s fade away cross up in mvc2), yes it does keep my character facing the direction they were moving in. So you would have to manually turn your character the way the opponent is to attack them. However, I did notice that sometimes you can IAD (Instant air dash) and hit the character on the head while facing the other direction and still have time to dash towards them and continue the combo. This game seems to have funny hit boxes where you can do stuff like that.

If you watch one of my videos I do a karas reset on the corner on ryu in match 4, then you’ll notice potential for cross ups in the corner. That’s just one of them off of a small air juggle. As far as mid screen cross ups. I seen some people launch you and stay on the ground, then choose to go under you and launch from the other side or maybe go low. There’s tons of options in the game and a lot I still haven’t figured out yet, so don’t take what I say as everything you can possibly do in the game. That girl, Brea has some sick stuff in her combo vids and from the looks of those things it seems there is so much more possible in this game.:wgrin:

For now,on the meter subject, all we can do is roll with it I guess. Right now I think alex is beast because of the amount of ways he can land a hyper-bomb. It’s one frame (so yes, it does combo), has stupid reach, and does insane damage. I’ve grabbed roll out of the air with it and grabbed ryu out of a shinku startup.

So right now I’m on the level three boat with some characters. Ryu, Alex, Morrigan and Jun for example. Bnb shit to do before the damage scales.

I’ve only been using Baroque for the roman cancel and my partner is dead already

Here’s good post made by, Joe.

Also, you can use Baroque to save yourself from being punished for whiffing an unsafe special like Eagle Ken’s A DP special.

EDIT: actually yeah, push blocking might end up only being used to punish specials.

I’m still waiting to get my chance to play this for more than 10mins at a time so forgive me if this is a stupid question.

With the game with the whole chess-like metagame being discussed and like most vs games, throws are not being mentioned. Do throws seem any bit more useful in this game as opposed to previous vs games ?

I’m thinking about the situation that’s mentioned in D.Hyo’s last post with the wrt pushblock where it seems that a throw could be thrown in (forgive the pun :looney:) somewhere after the dash. Is this possible in anyway at all, character specific maybe ?

Another thing is tigerkneeing specials possible from standing normals

eg. Ryu’s 6C TK Hurricane Kick ?

I’ve been thinking about the uses of a TK Hurricane as a mixup at almost point blank range on the bigger characters.

Any thoughts or am I just thinking way beyond whats possible with the engine ?

So far i have not noticed any normals that can be super jump cancel’d which would allow u to tiger specials. The only way is to activate baroque then u are free to tiger a special or iad.

If the move’s normal/super jump cancelable then yeah, the TK should work, theoretically…

In mvc while dashing you can stop dash forward by pressing down then u can grab but in tvc the dash is not cancelable so you dash a set distance or til u reach your opponent. And u would have to get close to get grab off so at the moment grabs dont seem to b too useful.

Joe now has a full screen unmegacrashable infinite.

That’s the only strategy you need.

That and banning Joe from tournament play. Between that, the imitation gambit glitch freezing, and the infinite Wong discovered, it’s obvious he needs to be patched. He’s like super Magneto. Doesn’t even need the curly mustache.

Joe is also home-version only though.

Brandon I hope to play you sometime at 40th if they actually ever have it.

<- from T.U.

How’s execution on the Classic Controller? I’m getting this game soon and I don’t have a GC converter for my stick right now. The Classic Controller is solid but I’ve never used it for fighters.

Dunno, you really need some kind of stick for this type of game tho otherwise it’s a little bit gimped.

why is it not mcable?

Because it’s all projectiles, so their assumption is that even if you MC out of it, Joe can just keep doing it and you’ll get stuck in it again. (although I don’t think this has been tested)

Yeah, that could be it, but I think it would also have to depend on how fast the projectile comes out or whether or not it’s dependent on the character’s position being influenced by the projectile.

If it ends up looking like what I suspect it will look like, then it’s dumb.

lol. yes.

Yea hopefully 40th gets it soon, he said he ordered 2 of them for the arcade but idk wassup.

Sup Everyone. My friends and I have been playing this weekend and this is the first time I’ve played other people in the game and I’m noticing I’m having quite a bit of trouble rushing down. For example when I use my two primary characters Karas and Ryu everyone crouches thus nullifying my rushdown attempts or they just jump back. Anyone have any advice to combat this?

Im away from home right now, otherwise I’d test this myself and find out, but I wonder if anyone knows off hand…

I’ve been using Ryu’s assist to extend ground combos. But I don’t know if its better to use baroque after the first ground chain, and then use ryu assist for a second chain while in baroque; or use the ryu assist after the first ground chain (getting only one chain in baroque).

So is it better to use baroque early in a combo, or later?

It depends on how much red life you have. Under 20%, do it later. Over 20%, do it earlier.