Tatsunoko vs Capcom Thread V.3 - No homebrew/offtopic talk please

As epic as that would be, samurai pizza cats would be UNREAL.

:amazed:

I’m with you on that one. Pizza Cats where my top pick next to G-Force.

No prob Poink. I updated my previous post on Soki with some new info. I’m really liking the guy, but I wish I knew what his damn second level 3 HC was!

Soki looks interesting; he’ll probably be one of the first characters I try when I recieve the game. Him, Megaman, Batsu, Tekkaman, and Karas all really appeal to me. I was kind of looking forward to using Casshern, thinking him and Friender would look as badass as they made’em out to be in the new Anime, but all the gameplay videos I’ve seen of him don’t make him look all that great. >__>

I will never order from nscx again. Play-asia seems to deliver a bit early to some ppl.

I still think Casshern has potential. Friender does have his uses especially since there really isn’t much recovery when calling him out, so he makes a very good ground cover. I think it’d be possible to use him (the dog) and Chun together to help lock down the opp. somewhat, so that Casshern can go to work. I haven’t messed with him too much outside of a run through Survival, so I can’t really put down too much.

On the other hand Saki (big gun girl SAki, not big sword guy SOki), I must say, is definitely not Cable. She doesn’t have his lockdown (to my knowledge) and her beam is fairly slow, and also ground-only. I’m sure there’s a combo for it but I haven’t figured it out yet. What she does have going for her is a weapon-change system like Mega Man, giving her four different attacks with C:

no charge - a regular shot, nothing special
A charge - shotgun type spread. I haven’t tested to see if the damage is range-dependent but in order for all 6 bullets to hit you do have to be pretty close. I wouldn’t suggest using it for zoning.
B charge - electric ball. This is my favorite so far. She shoots an electric ball that stops moving about a quarter length of the screen, then sits there for about 2 seconds or so. Total of 6 hits as well, I think.
C charge - “rifle” shot. I’ll just call it that because really it’s just a longer version of the standard projectile, except that it knocks down.
Super charge (dp-2P, I think? or qcb-2P) - Makes a big, multi-hitting shot that also knocks down.

One thing that is interesting about Saki is that you can combo into her command throw. It doesn’t do much but it stuns the opponent enough to do another magic-series chain. This is the only way to combo into her C shot, from what I’ve been able to do. However, the stun that the opponent is thrown in to effectively starts a juggle (the opponent lifts off the ground after the first hit of the throw, so you can’t combo back into the throw). The best combo I have so far is:

A, B, hcb.A/B/C, c.A, c.B, c.C (with B charge), A, B, df.C, jc, A, B, C
(basically, combo into her command throw, then combo into her electric shot, which stuns the opponent for a launcher into a simple air combo. I’m fairly sure at the end you could probably do a rdp.A/B/C for her grenade throw as well)

Anyhow, that’s enough TvC for me today. Phew! I didn’t realize how fun the game would be!

So casshern and chun is your test run squad right now?

if you do roll’s healing super and the opponent gets in the way of the healing ball, they’ll get hit and roll doesn’t get healed. i don’t think the opponent takes any damage from it, though.

The orange boxes are also alt colors for the characters they cost the same too I think.

Are USB controllers working as well?

New video:

http://www.nicovideo.jp/watch/sm5512695

Better play than the last few vids.

Yatterman II’s name is in the credits??

Edit:
My mistake. Sorry.

haha interesting new move by alex at 1:12

nice vid.

Quick post-EVO build analyses and changes…

So, I only have Saki and Hakushon Daimaou unlocked at the moment, but I’ll try and get the rest in the morning. I’m a bit too tired for the recording process now, though. If I go over to my friend’s house again, I’ll upload things in a large group since their upload is much better than mine is.

Yatterman is MUCH better than he was in the EVO build. His supers actually come out fast enough to be used in a combo now, making his already proficient zoning skills even better.

Karas has a nice assist that stuns the opponent, but it also puts them in a state where a single hit will launch them, which ruins some potential combos a bit.

Batsu is more or less the same. I noticed a bit more recovery frames on Ryuusei Kick, but it’s still one of the best runaway moves in the game. His air Zenkai Kiaidan is excellent for both hyper armor characters and the final boss. The overhead/reset I made up at EVO with it still works, too.

No significant changes with Chun or Ryu. Both of their level 3 supers still do insane damage, although damage scaling seems to affect them a lot sooner now. I haven’t seen any changes with Casshan or Polymer yet, but I’ve already noticed that Tekkaman’s normals and specials come out much faster now.

Ken definitely has potential to be a beastly character, although he requires much more work to use than several of the other characters. His level 3 comes out a lot faster than the current videos show, and most assists will combo into it. Damage scaling destroys it though, so don’t do too many hits before chaining into it.

Soki still seems a bit lacking, although I think his moves got sped up a bit since the EVO build. He still can’t do anything damaging off his launcher, which is a shame since it’s one of the best ones in the game next to Chun’s.

The hyper armor characters and final boss REALLY piss me off. It’s frustrating enough to fight them as it is, but it’s a shame that most characters are crippled against them since their moves don’t cause hitstun.

Golden Lightan and PTX can be stunned by a few autocombo supers and level 3’s, but not all of them. It’s pretty inconsistent, since Ken’s level 3 connects, yet Chun’s won’t. Ryu and Batsu are probably the best characters to use against them right now, since Shinkuu Hadoken will slow down some of their moves to allow full execution of the move, while air Zenkai Kiaidan hits them while Batsu can perform other actions. A dizzy will occur after a knockdown, although they’ll be in the Stun state, meaning that they can’t be comboed any further past the first hit.

Karas has ridiculous range and priority, especially on his 2B, j.c and 5C. I haven’t figured out much else besides basic combos for him yet, though.

I’ll post more analyses once I spend more time with the game. I plan on encoding all of the endings as I unlock them, although I’m getting really sick of fighting the hyper armor characters.

Ok, as the token gun-girl player, my first objective was to unlock Saki as fast as possible.

Here’s how she goes:
As and Bs are generic As and Bs.
Her 5C is a gunshot, her 2C is a low gunshot. Her 3C is her launcher.
j.B is a good jump in, j.C is a jumping shot. Cant combo off of it afaik.

236A/B/C is generic lazer. Ok damage, didnt use them that much.
22A - Charges up her gun, and the next 5C/2C/j.C attack comes out as a burst attack, short range, but a lot of damage if all the hits connect, closer up, the better.
22B - Charges up her gun, and the next 5C/2C/j.C attack comes out as an electric ball that stays in place for a while. Pretty cool for pressure.
22C - Charges up her gun, and the next 5C/2C/j.C attack comes out as a quick shot that sends the opponent flying in the air similar to a switchout attack.
421ABC - Gernade. Pretty cool, can use it in the air. 3 hits, decent damage, pretty quick. B one is long range, C one is upper arc, A one is short range.

236 super - diagonal HVB
623 super - Super counter. If shes hit, she shoots the hell out of the opponent
63214 super - Charges up her gun, and the next 5C/2C/j.C attack comes out as an attack similar to her 22C charge, but way more damage and I think you can combo from it.

Overall tho, she plays pretty decent keepaway. Shes a bit slow, but shes super fun. I havent figured out much broke stuff with her, but charge shots and stuff are definitely her strong point.

Im not at all disappointed by Saki, and shes def my main. My other char will prolly be Chun.

Alex rapes the giants free.

FREE. Powerbomb and stungun both work on them.

FREEEEEEEEEEEEE!

Snapbacks are character specific, and so far only Alex and Daimao have them. (edit PTX has one too) Very odd! Damage is standardized, but the amount of total point on a health bar is not (so you dont get more defense, you get more health if you are a more sturdy character). I have everyone unlocked but Joe right now.

I noticed the stock at Play-Asia said “Usually Ships in 5-15” days.

Went ahead and picked one up on Ebay for $20. Obviously more expensive, but I think the seller is out of CA, so it’ll get to me faster.

I assume they aren’t in the movelists? I didn’t find one for Alex, tried to find it but failed.

How odd - how come Karas’s level 3 did more damage to Roll than Souki if there’s health point difference rather than defense?