It’s Capcom. Nothing stays exclusive. I’ll give it a few months though until I cough up the money for a Wii.
Thing is though, this is as exclusive as Fate: Unlimited Codes is as exclusive to the PS2.
You know why? Both are Japan-oriented games, which both coming out on the highest selling consoles (this to the Wii and F:UC to PS2).
But they’re more than likely NOT the parent holder of the entire property.
I also think its important to note, from the latest video, that Tekkaman got an air action after his rising-twirl move. In the evo build, wiffing this move was suicide because you could do nothing until you landed.
ooh that seems good, a friend of mine wants to play Tekkaman.
about Yatterman-1, is yatterwan dash comboable in some way? I cant find an use for that super, unless they have changed it a bit.
After Chuns Houyoku Sen (I guess thats the name…well her 3S saII) can you juggle the opp like on 3S and CvS2? or even better, can you do an aerial rave after it?
Yes you can. In fact that super does crap damage and ends in a launcher for that very reason, it seems designed to help you extend combos.
While the roster does look like a lot of fun, I guess I’m not used to the Tatsunoko designs. A lot of their characters look somewhat similar. The simplistic superhero costumes make them look somewhat boring.
My favourite Tatsu characters so far are Yatterman, Doranjo and Karas. I don’t really like the bird guys and Hurricane Polymer doesn’t look all that interesting either.
I’m expecting there to be secret characters. I think Yatterman2 has a chance of getting in since Jun the Swan made it in.
And of course, maybe Dante. But I have doubts he’ll appear on a Wii game.
They DO look boring, but they certainly dont play boring.
I see what you did there.
If we’re lucky, there’ll be a shitload of unlockable characters.
If we’re really lucky, there’ll be a shitload of very easily unlockable characters (eg password system, all characters being already available in VS., etc.).
I’m glad someone actually picked up on it.
Can someone please explain to me how the Baroque combo works? Having never really gotten into Marvel vs Capcom, I’m not very familliar with the basic gameplay of this series. I’d love it if someone could explain it for me, and it would also probably make a nice addition to the OP for future reference.
Baroque is a new feature.
On that note, does ANYONE knows how it works?
You know what it reminds me of? Infight from GOF. The way the character dashes and suddenly becomes a combo machine.
From what I can tell, Baroque gets rid of all red life (making the character unable to recover that health) and seems to boost combo ability and possibly power.
baroque is like roman cancel, it costs your red recoverable life.
Well Baroque also has some kind of lingering after-effect besides just cancelling. Your character briefly glows rainbow. Does it offer some kind of boosted power or combo ability for the duration of that effect?
Baroque not only cancels your current move but also increases your damage output you do while you’re covered in rainbow color relative to the red health expended.
Also, a rumor is floating that Go is the secret character for Tatsunoko (it is unknown for Capcom side).
Aaaah, I see, so it burns the red health over time and buffs attack power. Interesting.
So is it just a coincidence that in the few vids I saw where this was activated, the character immediately went into a big-ass combo? (Think those Ryu juggle combos) Just curious, because they didn’t do those combos before entering Baroque mode.
Not really. They just “extended” the short string because Baroque resets your character, and they also decided to launch the enemy while in Baroque.