Tatsunoko vs Capcom General game mechanic & strategy thread

So to escape from the Joe Voomerang infinite, you need to megacrush at just the right moment, block, then advance guard and jump.

It’s still the nastiest infinite in the game, but knowing that it’s somehow escapable makes me feel a lot better about using Joe.

I have a feeling everybody is hyping Joe up to wayy more than he actually is. I dunno if it’s just me. I still haven’t played any good Viewtiful players so I can’t say for sure but I just have a feeling he will get wrecked vs. most characters.

…only time will tell :wgrin:

RIGHT NOW, the worst thing about joe is the duration of his lv3 super animation. That shit needs to be put in check in TvC2… unbelievable…

pretty sure its been said somewhere, but again, you can block immediately after a mega crash. i guess when i first did chuns level 3 right as soon as my friend did a mega crash,and it hit him, he was just not blocking, because i did it again last night and he blocked it. so im assuming that it was an error in his part the first time, and you can block immediately after a mega crash.

im getting some weird shit, where if im calling out my assist, and ryu does a slightly elevated shinku hadouken, my assist will get hit, and after blocking a few hits of the shinku hadouken, i can like just walk through it without getting hit. its hard to explain, im sure it will pop up tonight in the videos we record.

for some reason the game won’t let you super cancel if your assist is still on the screen

try doing ryu roundhouse hurricane kick, mash assist somewhere in there and try to cancel into super

you also can’t do duo supers and those… air tag combo things, while your assist is not ready, but that’s to be expected

you can still DHC if your assist is not ready, and for those that didn’t already know, you can DHC again back to your first character

Giants, when in their stun animation, can be launched with 3C and comboed with an Aerial Rave.

I did it with Mega and Lightan. After hitting him with a 214PP, he was put into stun and I was close enough and decided to be stupid. To my surprise, he was launched up into the air. I didnt finish the combo because I was to surprised to think lololololol. You really cant follow up with much though.

But lol. Giants being juggled by a human sized robot.

I was hesitant to release this info because that’s another weakness for em. They have a few of those already.

Silly Dialup internet, this is the thread >.>

Okay, I don’t know if this was already posted anywhere. I didn’t see it in the basics guide or anything. But I do remember DemonDash asking about something like this.

Yesterday I was fiddling around with the game and I’ve come to realize that if you get grabbed, you can input a sequence of multiple buttons, but for as long as you’re within the frames of being allowed to throw escape, you can still excute the throw escape command even if there were several incorrect inputs.

This got me wondering about what you could do to further increase defense and found out that you can perform a throw escape with the same commands as an advanced gaurd (A+B+C).

So not only is the advanced guard for blocking, but you can double it as a throw escape as well.

But I’m still not 100% sure if that this is the case, although this is what I gathered from playtesting the throw escape mechanics.

With karas you can do his chain combo into st.C call chun li assist, cancel the end of st.c into his qcf.p then qcf.pp super…

oops, i meant super cancel special moves, which is kinda sorta what super cancel means according to both cvs2 and 3s system direction

  • cancelling normals into special moves or supers = cancelling
  • cancelling special moves into supers = super cancelling

though it would seem that “special cancelling” would make more sense, since it implies that cancelling a special move is the differentiator… but i’m just rambling now

While its true that the game wont let you super cancel right away when your assist appears, you can do it while the assist is still on screen. There is just a waiting period of sorts. I was doing it today with a Roll/Cashern combo.

Here’s food for thought:
I was playing around with the the blocking distance in the game, and I’m rather lost about the conclusion. However, as Vietiful Joe, I was seeing how far apart you have to be from certain moves before the defending character enters the block animation. Against Chun-li’s projectile, Joe has to be extremely close to the fireball before entering block animation. While with a different character, I found that you can enter block animation from a bit further away against Chun-li’s Lighting Leg.

Some more food for thought:
I was playing as Saki against I believe either a Batsu or against Karas. Not sure which one. I was on the receiving end of my opponent’s Aerial Rave combo. I was near death and decided to Mega Crash out of it. But out of impulse, my opponent decided to mega crash against my mega crash. As soon as he performed his mega crash (which happened just frames after my own), I managed to perform an aerial throw immediately after his megacrash finished.

I think that’s saying that Mega Crash has invincibility frames, so you just waited through his Mega Crash and air threw him afterwards.

Well it makes me wonder. I’m guessing that MegaCrash has Invincibility frames, but in some fighting games (I’m namely thinking about Guilty Gear), there are different kinds of invic frames.

Invincibility frames and Throw Invincibility frames.

The difference being that the Invic frames may or may not be vulnerable to throws and command grabs. While Throw invincibility means that move move provides frames that ignore throws and perhaps command throws, but still may or may not be vulnerable to attacks.

This happened to me last night. My friend was trying to chip my assist and I with shinkuu, the assist ate the hits, and then the beam stopped chipping the point character. I don’t think this is a glitch but rather system where the assist eats up the hits and there isn’t active left to hit the point character.

It may seem more “off” when it happens with a Shinkuu because I’ve noticed that the super ends slightly sooner than it seems to (ie Ryu can be punished before it looks like he can be punished).

This happens in MvC2 and it becomes a pretty good tactic to use your assist as a shield so you can avoid chip damage and even counter attack. Works well against Cyclops and IronMan, for instance.

I just thought of a question.

I have A+B+C set to a single button. Would that work as a substitute, or do I actually have to press 3 buttons. I would imagine that I’d just have to press the button, but considering that would make techs too easy, they might not of allowed it to work.

A simple, “I wonder…”

I would try, but I have no one to practice on and its 0312 Hours.

Yeah that will work since the game registers that as if you did actually hit all 3 buttons.

There isn’t any sort of “air recovery” in this game is there? For example after wallbounces, you can’t fix yourself so that you can block the inevitable Shinkuu Hadouken that’s about to hit you in the face right?

I’m asking because a friend told me about this a while back when the game first came out but it sounded like he was just BS’ing and trying to sound like he knows a lot about the game.

Still havent got my game yet though its coming lol. I was wondering how tight is it to push back and punish your opponent before they recover? I was watching some Steve H matches and the pace at which he punished after a push back was quite quick.

its possible to punish even jabs with pushblock in this game (if they didn’t cancel to anything else, anyway).