Before you can fight, you need to know what else is there for your exploration.
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Anything encased in Spoiler Tags is Cross Generation of Heroes Information.
Cross Generation of Heroes Info
[details=Spoiler]
Wii Stuff
Menu Translation
???Arcade Mode
???Vs. Mode
???=?Survival
???=?Time Attack
???Training
???Play Data
???=?Option
???=?Shop
???Gallery
???Original (Mini) Games
Shop Information
In order to buy stuff from the store you have to earn points to do it. You can only earn points by playing Arcade, Survival, Time Attack and Mini Games. Just a damn shame the MAHVEL 2 Training Trick doesn’t work.
COLOR - SYMBOL - UNLOCKS
Orange - ? - Characters/3P Costumes (Capcom Only)
Yellow - Film - Movies
Yellow -Music Note- Background Music (for Gallery play)
Red - Book - Character Profiles
D. Blue- Wiimote - Minigame
L. Blue- Paper - Illustrations
Unlocking Stuff
Capcom Side
Beat Arcade Mode once with a Capcom character to make Saki Omokane appear in Shop Mode (cost 1,000 Points)
Beat Arcade Mode three times with Capcom characters to make Viewtiful Joe appear in Shop Mode (cost 2,000 Points)
Tatsunoko Side
Beat Arcade Mode once with a Tatsunoko character to make Hakusho Daimao appear in Shop Mode (cost 1,000 Points)
Beat Arcade Mode three times with Tatsunoko characters to make Ippatsuman appear in Shop Mode (cost 2,000 Points)
Mini Games
You start with a couple of them unlocked but the rest have to be unlocked then bought in order to play said Mini Game.
You unlock Mini Games in the shop by beating the game for the first time with a character. Whatever 2 Members or Mango Lightan/Ivan defeat Yami that/those characters Mini Games are unlocked in the shop for purchase.
Here’s a post about all the Mini Games TvC has to offer
Earning P to Spend
The easiest way to earn points to to play MegaMan’s mini game. You pretty much count Servbots/Kobuns. And the killer is you can get 300 P Max and if you just play it you get 150 for just trying. The best part the points you earn in the Mini Game are payed out by exactly how much points you score. The catch is as soon as the Mini Game is over you retry and collect dem monies. Repeat until rich.
- Get Mega Man mini game
- Play it
- ???
- Repeat till Rich.
Subject to change if a more profitable way is found out. Until then, GET MONEY!!!
DAT SUBJECT CHANGE: If you know basic math skills then Hakushon Daima?'s game is that money maker. Just answer about 15 questions and get paper!!
Stage Data and 3P Costumes
By playing a Mini Game starring a Tatsunoko Character unlocks Stage Data for you to purchase in the shop.
By playing a Mini Game starring a Capcom Character unlocks a 3P Costume for purchase in the shop.
Endings
You can only unlock 1 ending at a time. So whomever on your squad lands the final blow to Yami is who’s ending is unlocked in that characters profile. This same forumla is also the way characters are unlocked for purchase as well. [/details]
How to Unlock Everything in Ultimate All-Stars
Character Unlocks
Tekkaman Blade: Finish Arcade Mode with 3 different members of Team Tatsunoko
Joe the Condor: Finish Arcade Mode with 6 different members of Team Tatsunoko
Frank West: Finish Arcade Mode with 3 different members of Team Capcom
Maverick Hunter Zero: Finish Arcade Mode with 6 different members of Team Capcom
Yatterman-2 AKA Ai-Chan: Finish Arcade Mode with Tekkaman Blade, Joe the Condor, Frank West and Maverick Hunter Zero
Costumes
To unlock a character’s 3rd Costume they have to defeat PTX-40A/Gold Lightan in Stage 4
To Unlock a character’s 4th costume they have to defeat Yami in Stage 8
Ultimate All-Shooters
After you beat the game and the credits start to roll press any button to activate a small mini game with The Dorombo Gang or Roll-chan if she was the character used to beat the game. Collect all the Yellow Letters to spell THANK YOU FOR PLAYING and once the credits finish you’ll unlock Ultimate All-Shooters for play.
Getting Zenny
Activating the mini game during the credits is the quickest and easiest way to get Zenny at a very fast rate. Every letter you collect is worth Zenny. So collect as much as you can.
Endings
You can only unlock 1 ending at a time. So whomever on your squad lands the final blow to Yami is who’s ending is unlocked in that characters profile. This same forumla is also the way characters are unlocked for play as well.
Online Icons
You unlock various icons by playing the game and then you can use them online to stand out. Also unlocking these Icons count toward 100% completion. So with this little guide you can collect them all.
Science Ninja Team Symbol - Clear Arcade with Ken the Eagle
Bird Run - Clear Arcade Mode once without using any Continues
Casshan Symbol - Clear Arcade with Casshan
Friender - Buy at least 20 things from the shop
Tekkaman Symbol - Clear Arcade with Tekkaman
Pegas - Get onto the Arcade Score Ranking board
Polimar Symbol - Clear Arcade with Polimar
Polimet - Make all Tatsunoko Character Gallery purchases
Yatterman Symbol 1 - Clear Arcade with Yatterman-1
Kendamagic - Win at least 10 rounds in a run of Survival Mode
Dokurobei Symbol - Clear Arcade with Doronjo
Doronbo Symbol - Buy 3rd colors for at least 10 Tatsunoko characters
Rainball - Clear Arcade with Ippatsuman
V Symbol - Buy 3rd colors for all Tatsunoko characters
Yo-Yo - Clear Arcade with Jun the Swan
G-3 Helmet - Buy 4th colors for at least 10 Tatsunoko characters
Full Moon - Clear Arcade with Karas
Zan Kanji - Clear Arcade with at least 10 different characters
Tekkaman Blade - Clear Arcade with Tekkaman Blade
Crystal - Have Tekkaman Blade unlocked and obtain at least 20 icons
Yatterman Symbol 2 - Clear Arcade with Yatterman-2
Heart - Clear Arcade with at least 20 different characters
Bird Missile - Clear Arcade with Joe the Condor
G Symbol - Buy 4th colors for all Tatsunoko characters
Gold Lightan - Clear Arcade with Gold Lightan
Gold Lightan Title (G) - Collect at least 1,000,000 Zenny in total
Ryu’s Glove - Clear Arcade with Ryu
Black Belt - Win at least 5 matches against people on your Rival List or use Ryu’s Lv.3 Hyper three times in the same Arcade Mode match
Meat Bun - Clear Arcade with Chun-Li
Chun-Li’s Back - Make all Stage Viewer purchases
Tomo Kanji - Clear Arcade with Batsu
Taiyo High School Crest - Win at least 5 matches against people on your Friend List or use Batsu’s Lv.3 Hyper three times in the same Arcade Mode match
Bat - Clear Arcade with Morrigan
Wing Accessory - Perform a combo with at least 99 hits
Alex’s Glove - Clear Arcade with Alex
Bandana - Perform a combo that does at least 45 billion damage
V-Watch - Clear Arcade with Viewtiful Joe
Viewtiful Joe Title (V) - Buy 3rd colors for at least 10 Capcom characters
Mega Buster - Clear Arcade with Megaman Volnutt
Servbot - Buy 3rd colors for all Capcom characters
Broom - Clear Arcade with Roll
Bucket - Buy 4th colors for at least 10 Capcom characters
Saki’s Chest Symbol - Clear Arcade with Saki
Saki’s Helmet - Make all Capcom Character Gallery purchases
Horns - Clear Arcade with Kaijin no Soki
Souls - Have at least 30 hours of play time
Camera - Clear Arcade with Frank West
Zombie - Buy 4th colors for all Capcom characters
Z Sabre - Clear Arcade with Zero
Z Symbol - Clear Arcade with all Megaman characters (Volnutt, Roll, and Zero)
Gatling Gun - Clear Arcade with PTX-40A
VS Caliber - Clear all Blocks in Ultimate All-Shooters
Tatsunoko Symbol - You have it by default
Capcom Logo - You have it by default
POW - Clear Block G in Ultimate All-Shooters
Mobi-chan - Clear Block H in Ultimate All-Shooters
Zenny Symbol - Clear Block I in Ultimate All-Shooters
Odate Buta - Clear Block J in Ultimate All-Shooters
Yami - Clear Arcade once at the highest difficulty
Versus Symbol - Play 10 matches in Versus Mode
And that’s pretty much it. So to the violence if you please.
TvC Battle Basics
:ub::u::uf:
:l:NN:r:
:db::d::df:
789
456
123
Button Placement
:snka::snkb::snkc:
:snkd:
A = Light Attack
B = Medium Attack
C = Hard Attack
D = Partner
XX = Cancel Into
All motions listed are under the assumption that you are facing right. Adjust motion as needed.
:l::l: or :r::r: = Dash Backwards or Forwards
Self Explanatory
:snka:+:snkb:+:snkc: = Alternate Dash Command
Pretty much what it says.
*The alternative to :l::l: or :r::r: depending on your direction.
:d::u: = Super Jump
Jump higher than just :u: would normally let you.
:u: then :u: = Double Jump
Self Explanatory
*Can also Double Jump after a Super Jump.
*Alex is the only non giant who can’t double jump.
Normal/Double/Super Jump followed by :l::l:, :r::r: or :snka:+:snkb:+:snkc: = Air Dash
Dash while airborne
:uf: or :ub:+:snka:+:snkb:+:snkc: = Instant Air Dash
Instead of having to jump and then dash, this is the substitute for that.
:l: or :r:+:snkc: While Close = Throw
Self Explanatory
Also switches side with opponent depending on which direction is used.
*You also Tech Hit Throws in this same manner.
*Tech Hits in TvC are referred to as a Break Away.
:df:+:snkc: = Aerial Rave Launcher
Fancy way of saying knocking your opponent in the air.
:u: after Aerial Rave Launcher = Pursuit
Go after your opponent after they’ve been knocked into the air and continue your combo.
:snkd: = Assist
Call in your partner for an attack
*You can hold this button before a fight and switch to your partner to start the battle.
:l: + :snkd:= Variable Tag Attack
Switch to your partner if available and your partner does an attack on the way in.
:snka:,:snkb:,:snkc: = Basic Combo Chain
*This is very character dependent.
Most characters can add either another :snka: or :snkb: before getting to the end of the chain. Also most characters instead of doing :snkc: at the end of the chain can do an Aerial Rave Launcher to continue the combo in the air. And this same chain is usable in the air as well.
*Also note some characters can do combos that include a direction and a button press and still have it link.
An example being Ippatsuman:
:snka:,:snka:,:snkb:,:df:+:snkb:,:snkc:,(:db: or :df:)+:snkc:
:snka:, :snkb:, or :snkc:+:snkd:= Activate Baroque (uses all of your red life)
Pretty much a free cancel at the expense of any recoverable life you may have upon activation. Also extra damage is done based of how much recoverable life is used for Baroque Activation while the combo is ongoing.
:qcf:+:snkd: = Variable Air Raid (uses 1 level of meter)
This move allows you to tag in the air as long as your partner is available, you are at Level 1 or more and that the VAR attack actually connects with your opponent. Meter is used only if the tag takes place.
While Blocking :snka:+:snkb:+:snkc: = Advancing Guard AKA Push Block
Gives you some breathing room while blocking an oncoming attack.
Also reduces damage if not completely nullfing it while using Advancing Guard.
:snka:+:snkb:+:snkc:+:snkd: = Mega Crash
Stop your opponent’s onslaught with this. There are a couple of moves that can’t be broken with Mega Crash.
Uses 2 Levels of Super Meter and costs some of your lifebar to use as well.
Good to see things never change.
:l: or :r:+:snkd: While Guarding = Variable Counter
Just a Counter version of the Variable Tag Attack. The big difference is your partner will do their Aerial Rave Launcher upon completion.
After a Special Move activate L1/L3 Super Move while your Special Move is taking place = Super Cancel
Self Explanatory
*Remember not all moves can be super canceled and even if they can they won’t always connect or score all the hits possible.
Activate your partner’s L1 or 3 Super after yours has started = Delayed Hyper Combo
There are 3 Chains that DHC’s can go and they all depend on how much meter you have.
*The Setup: Character Who Activates Level 1 XX Your Partner Who Cancels into Level 1 or 3 XX Character Who Cancels Level 1 or 3
1: Level 1 XX Level 1 XX Level 1 = 3 Levels and 2 Cancels
2: Level 1 XX Level 3 = 4 Meters and 1 Cancel
3: Level 1 XX Level 1 XX Level 3 = 5 Meters and 2 Cancels
Pressing :snkd: while activating your L1 super = Variable Hyper Combo
Timing is very crucial. As soon as the L1 motion is done, immediately press :snkd: to call your partner (if they are alive) in and they will perform their super as well.
Costs 3 Levels to use
*Not all L1 Supers can be used to start Variable/Delayed Hyper Combos. You’ll know which ones because they activate “cutscenes” while the move is taking place.
Snapback Commands
Hold :l: for a brief moment +:r:+:snkc:= Snapback for PTX-40A
Hold :l: for a brief moment +:r:+Any attack followed by :dp:+:snkc: = Snapback for Alex
*In order for Alex to complete the Snapback both moves have to hit.
:hcb:+:snkc: = Snapback command for Mango Lightan
*It’s easier to use this snapback command after a successful launcher.
Hakushon Daima?'s Snapback Command
Spoiler
:hcb:+:snkc: =Snapback for Hakushon Daima?
Keits’ Lifebar Study for CGoH
[details=Spoiler]
Keits’ Lifebar Study
I’ve done the math backwards (hope im doing it right!) to see how much HP each character has. Alex hyper bomb does 25,960 damage (remember, its a lv3!). These numbers will not be totally exact, as my percentages were estimated using a ruler. It should help though. I am rounding to the nearest hundred.
MOST HEALTH
1.)Gold Lightan - 64,900 HP
2.)PTX-40A - 59,000 HP
3.)Daimao, Alex, and Tekkaman - 50,900 HP
4.)Souki - 49,000 HP
5.)Casshern - 47,200 HP
6.)Ryu, Polymar, Batsu, Doronjo - 45,500 HP
7.)V.Joe, Chun, Ippatsuman - 44,000 HP
8.)Ken, Jun, Morrigan, Saki - 42,600 HP
9.)Rock, Yatterman - 40,000 HP
10.)Roll - 38,200 HP
11.)Karas - 37,100 HP
LEAST HEALTH[/details]
Keits’ Lifebar Study for Ultimate All Stars
Health listing and estimations - MOST HEALTH first
1.) Gold Lightan ~71,500hp
2.) PTX-40A ~65,000hp
3.) Alex, Tekkaman ~54,500hp
4.) Kaijin no Soki ~52,000hp
5.) Frank West, Tekkaman Blade, Casshan ~49,500hp
6.) Ryu, Batsu, Doronjo, Polimar ~48,000hp
7.) Chun Li, Viewtiful Joe, Ippatsuman ~46,000hp
8.) Morrigan, Saki, Joe the Condor, Jun the Swan, Ken the Eagle ~44,000hp
9.) Megaman Trigger, Yatterman-1, Yatterman-2 ~42,000hp
10.) Roll, Zero ~40,000hp
11.) “Karas Tier” Karas ~37,500hp
Credits
I borrowed Keits OP as a base for this. And both of his lifebar studies as well. So shouts to him.
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Some stuff MarkMan posted and some stuff borrowed and edited from the SRK Wiki. And my personal knowledge of TvC.