Tatsunoko vs Capcom General game mechanic & strategy thread

I think you can Mega Crash out of wall bounce stun, but don’t quote me. You’d have to try for yourself. Too lazy to boot up my console.

Can you do an Okizeme type recovery? Like the safe falling from CvS2? If so, how is it done?

no safe-fall type things, and no air techs

characters with otg-hitting moves get them in a lot of situations in this game, like after sweeps, (certain) throws, tag-ins, flying screen-inducing hits, etc

excuse me if its been mentioned, but your super link does less damage the higher a combo you do. like if you just do ken’s standard lvl 3, it almost does as much by itself, than if you did it linked to like a 9 hit combo. i noticed that yesterday. i noticed it before, but never payed attention to it. so it might be beneficial in some cases to just link off of a small combo, rather than a large one, to ensure more damage from your super, but thats all situational

Yah I think most people know that already. It ties in directly with the damage scaling. The addition of a combo though might make a decent amount of difference in damage to be worth it. Depending on the starting combo you use it may or may not be worth a combo to special if you can just get the special by itself.

Yah I know that but Mega crashing at the end of the combo or right before the special is almost just as bad as just taking the special head on, in fact I think it’s worse because you pretty much take the same amount of damage as you would have, AND you lose 2 bars. But I guess if the special will kill you then you have to do it and then switch out.

I guess it’s good that there isn’t any sort of air recovery though. If there was, a lot of those nub Ryu’s would be screwed out of free Shinkuus off the wall.

I thought this game had quick recovery like MvC2… :confused:

no, it has those vampire savior slidey-get up things. you can go forward or back, or get up normally

Has anyone figured out hy push block sometimes… doesn’t? Like, sometimes it’s basically a parry as it gives me no space and I can punish immediately. Is there a way to choose whether to push back to exploit it?

Not sure if this is old or not, but I just started wave dashing a while ago. It’s just like how Mvc2’s in a way. Not sure how useful it can be in battle yet because sometimes you get an attack instead of a wave dash since u have to push all 3 buttons.

Yeah, that’s what I meant. They stopped the possability of an OTG in MvC2, are they not the same in TvC?

How are you doing it? Ducking doesn’t cancel dash so what are you using to cancel the dash after startup?

for forward dashes it only cancels a little bit of the end part, but for backdashes, its really noticable.

Okay, I have a question:

If you send out an assist, and it gets Advanced Guarded, does the primary player who summoned the assist get pushed back? Or does the assist get pushed back alone?

Only the assist. Opponent isn’t affected of course. That would be stupid anyway, a lot of people do assist and then jump, can you imagine you getting pushed back in the air?:rofl:

It works better for backdashing than it does forward. I’m doing Down/back and all 3 punches after the backwards dash. And just pushing down and the 3 punches after the forward dash. Now, you can’t do down forward because you’ll get a launcher, so that’s why I just use down. Problem with going forward is that you end up getting an attack out most of the time because I guess it doesn’t cancel as well as the back dashing.

Obviously you can whiff normals to build meter.

Well forgive me for looking at SBO as a standard >_>
I’m still dwelling in the arcade mindset =/

Random thing I haven’t seen mentioned: You can call assist fairly fast when waking up normally…but during one of the left/right wakeup rolls you can call your assist immediately when the roll begins, while you’re still fully invincible. In a lot of situations it basically gives you a free wakeup. Your assist will come out on the side you are on while rolling, so if you roll past them after you press it, it will appear behind them and still attack the correct way…just like an air dash assist crossup

Very true and is a good tactic.

So I guess Karas is pretty good for wake up assist then since he’s comes out so fast?

That’s interesting to know.

polymars assist would be excellent on wakeup, since his assist also hits fucking behind him. it happen to me all the time in my vids