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Tatsunoko vs Capcom For Dummies |
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Posted: October 15, 2008 07:03 am
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The arcade game has FOUR buttons, configured in this layout:
ABC D A = Light Attack B = Medium Attack C = Fierce Attack D = Tag/Assist [sometimes called P for Partner or T for Tag, but its the same button] Dashing: Double tap f,f or press all 3 attack buttons (A+B+C). You can hold d/f and repeatedly press A+B+C do a wavedash like dash towards the opponent. Instant Air Dashing (IAD): Press u/f+ABC simultaneously to perform an IAD. Assist: Pressing D summons the assist. You can do it during jump and during an offense. But cannot perform this during a super jump. Aerial Rave Launcher: d/f+C, then follow (just like in MvC2). Just like in MvC2, you can knock your opponent into the air and perform a combo called an Aerial Rave. Throw: Approach with C. The standard throw, you should know what this is. Variable Counter: qcb+Assist (takes 1 level). I'm guessing you do this during block. Much like in MvC2, your partner will come in and counter attack. Variable Attack (Switching Partner): b+Assist. Like in MvC2, you can tag in your partner to fight. Variable Aerial Rave: qcf+Assist during Aerial Rave (takes 1 level). This is new. Now you can switch to your partner in the middle of an aerial rave and still continue combos. Baroque: A/B/C+Assist. Okay, the way this works is like a Roman Cancel. Once you activate it, you enter neutral stance, allowing you to extend combos, make moves safe, and so forth. It lasts for as long as the red portion of the life bar is displayed. For the remainder of the time, the attack power is doubled. You MUST have red life to activate Baroque. Advancing Guard: A+B+C While blocking attacks. Works the same as pushblock in MvC2. While blocking, you can push your opponent away from you so you can get some space. Advance guard also diminishes chip damage and can be used repeatedly for every consecutive hit (similar to a Just Defend). For example, you can Advance Guard against Ryu's entire Shinkuu Hadouken. Mega Crash: A+B+C+Assist (takes 2 levels and the red portion of your health). Works just like the Psych Burst system in Guilty Gear. Can also be used in the air. Seems as though that if the opponent is hit by this, they stay in state of hitstun until they have either been knocked down or something interrupting the duration of the hitstun (via, extra hits). For the most part, nearly all characters can double jump and air dash. Snapbacking and DHCing is the game as well. Advanced Guard Air Dashing Aerial Rave Variable Aerial Rave Super Jumping Snapback Hyper Variable Combination Delayed Hyper Cancellation -------------------- ![]() |
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Posted: December 18, 2008 05:09 pm
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アーケード = Arcade Mode
バーサス = Vs. Mode サバイバル = Survival タイムアタック = Time Attack トレーニング = Training プレイデータ = Play Data オプション = Option ショップ = Shop ギャラリー = Gallery オリジナルゲーム = Original (Mini) Games Baroque Study: Red % | DMG --------------------- 0% | 1484 -Lower base 10% | 3016 -Lower than base 20% | 4548 30% | 6080 40% | 7612 50% | 9144 60% | 10676 70% | 12209 80% | 14771 -at this point the Base damage is 3311 90% | 17182 -Base damage 3465 MAX | 18905 -Base damage 3465 Lifebar Study: 1.)Gold Lightan - 60% health left after Hyper Bomb 2.)PTX-40A - 56% health left 3.)Daimao, Alex, and Tekkaman - 49% health left 4.)Souki - 47% 5.)Casshern - 45% 6.)Ryu, Polymar, Batsu, Doronjo - 43% 7.)V.Joe, Chun, Ippatsuman - 41% 8.)Ken, Jun, Morrigan, Saki - 39% 9.)Rock, Yatterman - 35% 10.)Roll - 32% 11.)Karas - 30% left after hyper bomb from full health... LEAST HEALTH -------------------- ![]() |
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