Tatsunoko vs. Capcom: Ultimate All-Stars – FAQ/Move List
Wii
FAQ/Move List by Terotrous
Version: 1.7 | Updated: 04/26/10
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You are free to save or print this guide for your own use in playing the game, but it is not to be reproduced or redistributed without the express permission of Adam King. This guide is best viewed using a fixed-width font, with at least 79 characters per row. The most up to date version of this guide may always be found at http://www.gamefaqs.com =============================================================================== =============================================================================== Table of Contents: You can search using the code listed before the titles to jump right to that section. Just press Ctrl-F and type in the code. F-0 Faq information F-1 Version History F-2 Preface G-0 Game Basics G-1 About Tatsunoko vs Capcom G-2 Menu Explanation G-3 Fighting Basics G-4 Basic Controls and Notation G-5 Advanced Manoeuvres G-6 Combos C-00 Characters C-01 Ken the Eagle C-02 Jun the Swan C-03 Casshan C-04 Tekkaman C-05 Polimar C-06 Yatterman-1 C-07 Karas C-08 Doronjo C-09 Ippatsuman C-10 Tekkaman Blade C-11 Joe the Condor C-12 Yatterman-2 C-13 Gold Lightan C-14 Ryu C-15 Chun-Li C-16 Morrigan C-17 Alex C-18 Batsu C-19 Megaman Volnutt C-20 Kaijin no Soki C-21 Roll C-22 Saki C-23 Viewtiful Joe C-24 Frank West C-25 Zero C-26 PTX-40A C-27 Yami M-0 Miscellaneous M-1 Unlockables M-2 Credits Minigame M-3 Ultimate All-Shooters S-0 Finer Points of Strategy S-1 Landing Hits S-2 Playing Keep-Away S-3 Mega Crash S-4 Baroque Z-0 Contact and Credits Z-1 Contacting Me Z-2 Credits Z-3 Closing Information =============================================================================== =============================================================================== F-0 FAQ Information: ############################################################################### F-1 Version History: 1.0 - Feb 1, 2010 - All character sections finished, but everything is very preliminary right now and it's probably filled with errors. An update with character thoughts, minigames, and more combos is coming soon. 1.1 - Feb 4, 2010 - Fixes a ton of typos that were in the first draft. Adds a couple new combos and other very minor changes. 1.2 - Feb 10, 2010 - More fixes, but also new content. Added a stats section for each character (Thanks to Keits and Sheer_H for the information here), covered Ultimate All-Shooters, and added the Strategy section. 1.5 - Feb 18, 2010 - More fixes and combos, and I filled out my thoughts on all of the characters. These should definitely be taken with a grain of salt, particularly any speculation on matchups, those sections are only based on my own (limited) experiences and intuition based on fighting styles. Most of the information in this guide is subject to change as the metagame progresses. With this, the main content of the guide is now completely done, save for new comboes and tactics, of course. 1.6 - Mar 4, 2010 - Minor updates and more little fixes. 1.7 - Apr 26, 2010 - Biggest addition here is the full list of icons and their unlock requirements, courtesy of RaijinK. There's also a new Megaman Volnutt combo that was submitted by MagnomanX and various other corrections. ############################################################################### F-2 Preface: Well, the unthinkable has happened. Capcom released an awesome, yet undeniably very Japanese fighting game in 2008, and we all assumed it would never see the light of day in America. It wasn't a bad prediction, after all, the first reaction of basically everyone who hears about this game is "Tatsu-who?" or "That had better mean Marvel in Japanese". It's not the kind of game you'd expect to light up sales charts. And yet, a small contingent of loyal fans (particularly those who are against importing) continually pestered Capcom to bring this game to the US. Capcom gave various non-answers like "we're looking into it" and "don't rule it out", but nothing was announced for about a year and most people assumed it would never happen. Then, near E3 2009, news leaked that this game, was in fact, coming to the US under the title of "Tatsunoko vs Capcom: Ultimate All Stars". And it was more than a straight port, it was going to have a few new characters and online. Commence elation. Flash forward to 2010. This game is finally out. And it turns out the changes were far bigger than the online mode and a few new characters, basically everything I wrote for the original game is now obsolete due to substantial gameplay changes intended to improve the game balance. And so here we go again, it's time for my guide to Tatsunoko vs Capcom: Ultimate All Stars. =============================================================================== =============================================================================== G-0 Game Basics: This sections goes over the basics of the game. ############################################################################### G-1 About Tatsunoko vs Capcom: Tatsunoko vs Capcom is a fighting game in Capcom's VS series, which previously included games such as Marvel vs Capcom and Capcom vs SNK. As the name implies, this game is about a battle between Tatsunoko Productions (a long- running anime production company) and Capcom. It plays quite similarly to Marvel vs Capcom, but there are some significant changes and the characters (even those few that return) are totally different. You can play this game using a Wiimote and Nunchuk, a Classic Controller, a GC controller, or an Arcade Stick. There's also an easy mode using just the Wiimote, but you can't perform all of your moves that way. Most people seem to agree that an Arcade Stick or Classic Controller are the best options. Selected similarities and differences from Marvel vs Capcom 1 and 2: - The game consists of 2 on 2 battles, like MvsC. - The game is played with only 4 buttons now (3 attacks and one partner button) - You can still call in your partner for an assist, like in MvsC2, but you can't do it nearly as often and each character only has one assist. If you are hit while assisting, you take yellow damage now, not just red. - Only a few characters can snapback now, most can't. - Tech Roll is gone, so OTG combos aren't escapable anymore. - A new type of combo called "Baroque" has been added. - A new move called "Mega Crash" has been added, which allows you to break out of combos. - You have a new method of tagging out called Variable Air Raid. - If you tag out with any method other than the standard tag, the partner who tags in doesn't lose their red life. - Variable combination now costs 3 levels, and it doesn't result in a tag. ############################################################################### G-2 Menu Explanation: The Options in the menu are as follows: Arcade Versus Survival Time Attack Training Play Data Options Shop Gallery Minigames Extra Game Nintendo Wifi Connection Here's a further breakdown of what they do. Arcade is the basic game mode, you select two characters and fight a series of battles. For each battle you win, you earn some money, this is also how you unlock most things in the game. Versus allows you to play against another player. You can also do this in the Arcade mode, but you can set additional things like handicaps here. Survival is a never-ending sequence of battles for one-player. Your health is only partially restored after each battle. You also earn money here. Time Attack is a sequence of 8 battles, where the objective is to win as fast as possible. The amount of money you get is tied to how fast you are, faster times earn more money. Training is a mode where you can practice your combos. You can set various options here to help you fine-tune your skills. Play Data contains some statistics, such as your total play time. The options allows you to customize various settings, such as difficulty. The Shop allows you to purchase various things like Costumes and Gallery information with your money. The Gallery lets you view information about characters and stages, watch movies and listen to music. You have to purchase these things to be able to access them. The Extra Game is an old-school vertical shooter game that you can play as PTX, Ryu, Tekkaman Blade, and Ken the Eagle. More detail on it is in the Minigame section of the guide. Nintendo Wifi Connection allows you to play online. If you have a good connection and your Wii is set up well, it can be a pretty smooth experience and is a lot of fun. ############################################################################### G-3 Fighting Basics: Tatsunoko vs Capcom is a 2 on 2 fighting game, each player has two characters, (unless you choose the Giants) that fight one at a time and your goal is to defeat your opponent's characters. You can switch characters mid-battle in a variety of ways. Each character has a life bar, shown at the top of the screen. It contains two colours of life, yellow and red. The yellow life is your actual health, so if it is totally depleted, you are defeated. The red life represents life that you could recover by resting (ie, switching to your partner), and you can also use it to perform the Baroque cancel (more on that later). You also possess another bar, located at the bottom of the screen, called the super bar. It fills up as you attack or are attacked, and can hold anywhere between 0 and 5 levels of energy. These super levels are expended when you perform super attacks or perform certain advanced moves. Basic supers take 1 level, ultimates take 3, and other special techniques take between 1 and 3 levels. ############################################################################### G-4 Basic Controls and Notation: Tatsunoko vs Capcom uses four buttons, Light, Medium, Heavy, and Partner. Unlike previous Capcom fighters there is no longer any distinction between punches and kicks. Special moves are executed with joystick commands and the attack buttons, and super attacks are executed with joystick commands and multiple attack buttons. You can customize your controls by accessing the controller settings from the pause menu. You can also set single buttons to represent combinations of buttons, I recommend you set one for all 3 attacks, and one for all four buttons. In this game, you can use the Wiimote and Nunchuk, the Classic Controller, and the GC controller. The general opinion seems to be that the Classic Controller is the best option. When writing move lists, I will use the following notation: L, M, H - Light, Medium, and Heavy, the basic attacks. P - Partner U, D, B, F - Up, down, back, front. Back and front are relative to your character, so if you're facing right, front is right, and back is left. Can be combined, DF would be Down-Front, a diagonal. A - An attack. One of L, M, or H. 2A - 2 attacks. Two of L, M, and H (all 3 usually also works). (air) - Indicates that an attack can be used in the air. (air only) means it must be used in the air. _ - indicates that the move is an optional follow-up to the preceding non-underscored move. QCF - Quarter Circle Front. D, DF, F on your controller. QCB - Quarter Circle Back. D, DB, B on your controller. DPF - Dragon Punch Forwards. F, D, DF on your controller, though F, QCF will also work. RDP - Reverse Dragon Punch. B, D, DB on your controller, B, QCB works. Don't ask me why this isn't DPB. HCF - Half Circle Front. B, DB, D, DF, F. HCB - Half Circle Back. F, DF, D, DB, B. 360 - Actually a 270. Start at either back or front, and rotate all the way around to up. Charge X, Y - Hold the joystick at X for at least 2 seconds (X will be a direction), then move it to Y There are a couple more combo-specific terms, see the Combo section for them. ############################################################################### G-5 Advanced Manoeuvres: There are a bunch of advanced manoeuvres you can do that are common to almost every character. Jump and Superjump: ------------------- To jump, simply press up (or up front or up back to jump diagonally). Most characters can jump again in midair by pressing up again, and some can even do this a third time. To superjump, press down, then up. This is a much higher jump. You can still double jump after a superjump as long as you can normally do so. Giants cannot superjump. Blocking: --------- To block a high attack (a jumping attack or an overhead), hold back. To block a low attack (most crouching attacks and some others) hold down back. When blocking a special attack or a super, you take a little damage, called "chip damage". Some attacks are unblockable. Dash: ----- To dash, press either F, F (for a forward dash) or B, B (for a backward dash) quickly. These allow you to move faster than you could normally move by walking. You can also dash by pressing all three attack buttons, but this can result in an attack in certain circumstances so I wouldn't rely on it. You can also dash in the air, one time per jump (so if you double jump, you can air dash again). Dashing in (or air dashing) is a good way to attack your opponent, but be aware that you cannot block while dashing. Throw and Throw Escape: ----------------------- To throw, press F or B + H while close to the opponent. Throws are unblockable, so they're good to use against an opponent who is just sitting there, waiting for you to attack. If you press the same command while you are being thrown, you will escape the throw, which this game calls "Break Away", but it has to be done very quickly to work. The Giant's throws are escaped differently, you just mash buttons to get out of them, it's quite easy to escape any throw they use. Variable Assist: ---------------- To summon your partner for an attack, press P while not holding back. If they are available, they will jump in and perform an attack, taunt, then jump back out. Afterwards, you won't be able to call them back in or tag until you see "assist ok" flash over their life bar. You can perform a variable assist at almost any time, except during a super, while blocking, or while superjumping. Be aware that partners can be hit and even killed during a variable assist, though if hit by a super they'll usually fly offscreen before eating it all. Tag: ---- To tag, hold back and press P. Your partner will jump in with a kick, and your old partner will jump out, leaving you in control of your partner (they will lose any red life they may have when they tag in). After the kick (whether it hits or not) you will taunt - thus if your opponent blocks the kick, you are left extremely open. This is called a "bad tag", and you should try to avoid doing it at all costs. If you need to tag and your opponent is expecting it, there are other methods that you can use to tag, see below. If your kick hits, though, the opponent is launched upwards, and your taunt will be safe, and you may even be able to juggle afterwards. Variable Air Raid: ------------------ Variable Air Raid is a new move that allows you to switch characters in the middle of an air combo. This is performed by pressing QCF + P. Your character will flash and perform an attack (usually their air medium or heavy) and if it hits, your partner will jump in and immediately continue the combo. This costs one level of super energy, but it resets the damage scaling, so if your partner has a super they can use in the air, it may do huge damage. Variable Counter: ----------------- Variable Counter allows your partner to counterattack when you are blocking an attack. To perform it, press F + P while blocking an attack. If done correctly, your partner will jump in, flash, and perform an attack, then afterwards you will be left in control of your partner. This also costs one level of HC energy, but your partner is invincible during the counter (though not afterwards, many counters can be punished if they miss) and you can often combo after the counter if it hits. Like Variable Air Raid, your partner does not lose their red life if you switch them in this way. Delayed Hyper Combo: -------------------- Delayed Hyper Combo (almost always written DHC) is performed by inputting the motion for one of your partner's supers during your super. This will cause them to interrupt your super with their own, and afterwards you will be in control of them. This costs as many super levels as the super you are DHC-ing into would normally take. This is not guaranteed to hit by any means, your partner will appear on the ground and perform their super normally, so if it starts up slow or is out of range it will miss, but this is generally a fairly safe way to tag if set up properly. As with the other safe tag methods, your partner does not lose their red life when switching in this way. Variable Combination: --------------------- To perform the Variable Combination (often called "team super"), hold P while one of your supers is starting up. Your partner will jump in and perform a super at the same time as you. Unlike DHC, afterwards you will still be in control of whatever character you started with. This also costs 3 levels of super energy instead of just 2. However, it's generally a bit easier to hit with this (since both supers start at the same time), and if you finish your super before your partner, you're free to move around and attack or whatever else. Advancing Guard: ---------------- Advancing Guard (or pushblock) is performed by pressing LMH simultaneously while blocking an attack. This will cause you to push back against your opponent's attack, which has 3 benefits: You'll recover a little faster, you'll take less chip damage, and you'll push the opponent back a little bit. There's rarely any harm in doing this when blocking an attack (unless you wanted to punish a laggy attack, you might push them out of the way), and you should always mash Advancing Guard when blocking a projectile super. Mega Crash: ----------- Mega Crash is a new move that is performed by pressing LMHP simultaneously. This will cause your character to release a burst of energy that blasts the opponent back if they're hit by it, and costs 2 levels of super energy and some of your yellow life (it's converted to red life). The cost is high, but the use comes from the fact that you can perform this move at almost any time - including when you're being attacked - so you can use it to break combos. However, you can't use this move when you're being hit by a super. Baroque: -------- Baroque Cancel is a new move that is performed by pressing any attack + P during an attack when you have red life. When you invoke it, you will return to a neutral stance and begin to glow until your combo ends. You can use this to extend your combo where it would not normally be possible (since it cancels the lag on whatever attack you were doing), but more importantly you receive a power boost depending on how much red life you had when you invoked it. If you have a ton of red life, you can quite easily defeat the opponent with one combo, so it can be very powerful. You can also use Baroque simply to make a blocked attack recover faster, either to protect yourself or to try to use another attack to overcome the enemy's defenses. Another point of interest is that Baroque recovers your mid-air jump(s) when used in the air, so you can jump more times than you would normally be able to. Knocking Down, Rolling, and Hitting Off the Ground (OTG): --------------------------------------------------------- After being hit with certain attacks, your character will be knocked to the ground. Almost every cH and jH has this effect (jH only does this to an airborne opponent), as do many other moves and supers. Once on the ground, you can either press nothing to simply stand up, or press B or F to roll in that direction. While rolling, you are invincible, it gives you a chance to move to a more favourable position (out of the corner, for example). Certain attacks can also hit you when you're on the ground, this is referred to as "hitting OTG". Since you can't perform a Tech Roll in this game (you can roll, but not until after lying on the ground for a while), OTG combos are not escapable like they were in Marvel vs Capcom 2. You also cannot Mega Crash when you're on the ground, so OTG combos are pretty safe damage. Switch Character Before Match: ------------------------------ Hold D or P to start the match as your second character. This is useful when matchup dynamics are in play. ############################################################################### G-6 Combos: Basics: ------------------------------------------------------------------------------- A combo is a string of attacks where if the first attack hits, the rest of the attacks cannot be avoided (except by using Mega Crash). Combos are the main method of dealing damage in Tatsunoko vs Capcom. In general, most combos make use of cancelling, whereby the ending frames of one attack are cut short to begin another one. These are the basic rules: -Basic attacks can be cancelled into heavier attacks (L to M to H) -Standing attacks can be cancelled into crouching attacks (of equal strength) or launchers -Basic attacks can be cancelled into command normals of equal or higher strength -Command normals can be cancelled into special attacks -Special attacks can be cancelled into supers -You can skip steps, so a basic attack into a super is okay So a simple combo is this: LMcMH -> F + H -> L Hadoken -> Shinku Tatsumaki Senpukyaku Not all attacks are cancellable, though, the exact list is character specific, and many attacks may be cancellable, but they may not combo. Many combos also involve Launchers, which are special normals that launch the opponent into the air (always performed with DF + H). After this, you can press up to jump after them, and perform an air combo. In Tatsunoko vs Capcom, most characters can perform 2 Lights and 2 Mediums in a row in the air, similar to Marvel vs Capcom 2. A standard air combo is: Launch -> LLMM -> (jump again) M -> Some special move I usually don't include the indication of when to double jump when writing air combos, the time to jump is indicated by the arrow separating the first and second set of attacks. Tatsunoko vs Capcom uses damage scaling, so the amount of damage done by each attack is inversely proportional to the combo counter. This means that it may sometimes actually reduce your total damage to do more hits, especially if the combo ends with a powerful super. I usually write my combos to do optimal damage, but keep this in mind when performing partner extensions. Though most combos work on all characters, Roll and Viewtiful Joe are shorter than the other characters and some attacks will miss them. I don't usually list these, because I can't be bothered to test them all, but you can submit this information to my guide if you have it. Notation: ------------------------------------------------------------------------------- There are a couple additional commands you may see in combos: c - Crouching. cH would be "Crouching Heavy". j - Jumping. I usually won't specify this if it's obvious. [] - When moves are encased in Square brackets, it means that you repeat them one or more times. Launch - Launcher, DF + C. Baroque - Baroque Cancel, an attack + P Wait - Indicates that time has to pass before the next command. An explanation will usually follow if it's not obvious. Land - Land from your jump before doing the next move. When writing combos, I'll usually write out the name of the move in full, so if you see something like L Hadoken that means Hadoken performed with L. If the button used isn't specified, that means it doesn't matter. I've also specified the approximate damage done by combos, this will be the optimal damage of doing the combo by itself in most cases. For Baroque combos, it will assume you have 10% red life. Damage is damage dealt to Ryu, due to guts it will be less against other characters. Modifications and Extensions: ------------------------------------------------------------------------------- You can usually substitute cL for the starting L in most combos in order to make them hit low, and you usually should. Sometimes you can add more attacks than I've specified, for example repeating the L or adding in cLs, but it usually hurts the total damage. In the corner, you can sometimes put in a few extra hits (for example, if you have a cL -> Launch, you might be able to put in cM), and when juggling the opponent you may have to take off a lot of the hits in the combo. Once you can do the listed combos hopefully you'll see how to improvise to fit the situation. You can also perform partner and baroque extensions on almost any combo like this: LMH -> call partner -> perform combo or LMH -> baroque -> perform combo I've listed what are generally your best (simple) option in the combo sections as "Recommended Extension Combos". Keep in mind though, that these extensions tend to work best with partners who keep the opponent grounded, if they lift the opponent you can only do a juggle combo afterwards. There also may be better combos that are more complex and would be listed separately. Types of Combos: ------------------------------------------------------------------------------- Basic (or "Bread and Butter"): ------------------------------ A basic combo is a combo that works pretty much anywhere. There may be a few restrictions, or you may need to set up another move first, but in general these will form the core of your offense. A combo which is referred to as a Bread and Butter (or "BnB" for short) is a very dependable combo which you will use with minor variations with great frequency. Corner Combo: ------------- The opponent must be in the corner for these combos to work. These will invariably be stronger than non-corner combos (otherwise I wouldn't list them), so generally if the opponent is in the corner you're at an offensive advantage. Many corner combos don't require the opponent to be exactly in the corner, near the corner is often good enough. Reset Combo: ------------ A Reset Combo is a combo that doesn't fully "count" as a combo according to the combo counter, but you still can't escape from it. This always occurs because one of the attacks is unblockable. This is helpful because when the combo breaks, the damage scaling is reset, so the attack immediately afterwards will do a lot more damage. Generally, you have to do the unblockable attack just a tiny bit late so it doesn't combo, if you do it too late the opponent may be able to escape before it hits. Infinite Combo: --------------- An Infinite Combo is, as its name implies, a combo that continues forever. Damage scaling will keep progressively making the hits weaker, but if you land the first hit and never mess up (and the opponent doesn't Mega Crash) it'll be fatal even if landed on an opponent with full health. The execution is often difficult, though, so it takes significant skill to do 100% damage. For this reason, infinite combos are generally very powerful - So much so that many people consider them cheap and don't like to play with them. I'm generally not a big fan of them, but I'm including them for completeness. At least in this game you can use Mega Crash to escape infinites (and you'll build it up as you're being comboed). In Ultimate All Stars, though, the amount of hit stun placed on the opponent goes down as the combo counter goes up, so if you repeat a combo too many times it will eventually become blockable. In theory, this should remove every single infinite in the game, at least so long as they don't involve resets. Extension Combo: ---------------- A combo ending with a baroque or assist that adds a few more hits onto pretty much any other combo. Watch out for damage scaling, though. =============================================================================== =============================================================================== C-00 Characters: The meat and potatoes of this guide, this section covers every character in the game, with move lists, commentary, and some combos. I've added some "quick properties" of each move, so you can see some notable information about each move at a glance without reading the full description. ############################################################################### C-01 Ken the Eagle: Origin: =============================================================================== Ken is from an anime called "Science Ninja Team Gatchaman". It was dubbed in the US under the titles "Battle of the Planets" and "G-Force". Ken is the leader of the team, a test pilot and master of the bird-shaped boomerang "Bird Run". He is initially a fairly straightforward hero type, but his perspective becomes a bit darker as the series progresses. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Ken has about 44000 HP - Ken can double jump - Ken's cL hits mid - Ken's jL is a cross-up - Ken's assist keeps the opponent grounded Changes from CGoH: ------------------ - Bird Run returns slower, reducing its usefulness in keep-away - Can't do 3 Bird Shoots in one combo anymore Move List: =============================================================================== Command Normals: ---------------- F + M Axe Kick Special Moves: -------------- Charge B, F + A (air) Bird Run DPF + A (air) Bird Shoot RDP + A (air) Random Flight HCB + A (air only) Eagle Rush Basic Supers: ------------- DPF + 2A (air) Science Ninpo: Bird Smash QCF + 2A Gatchaman Attack: Lightning Strike Ultimate: --------- QCB + 2A (air) Science Ninpo: Phoenix Variable Attacks: ----------------- Assist: Bird Run Counter: Launcher Combination: Science Ninpo: Bird Smash Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Axe Kick F + M ------------------------------------------------------------------------------- - Overhead A basic overhead. Decently fast, but Ken has few follow up options. ------------------------------------------------------------------------------- Bird Run Charge B, F + A (air) ------------------------------------------------------------------------------- - Projectile - Used as Assist The Bird Run is Ken's projectile. It comes out a little slow and isn't very strong, but it comes back to him and can hit on the way back. This makes it a good tool for playing keep-away or harassing the opponent. The button you press affects the trajectory of the Bird Run. As an assist, it's significantly worse because it doesn't return and has minimal stagger. At least it keeps the opponent grounded, though. ------------------------------------------------------------------------------- Bird Shoot DPF + A (air) ------------------------------------------------------------------------------- - Can use up to twice in the air (count shared with Random Flight) Bird Shoot causes Ken to use himself as a projectile of sorts, diving straight at his opponent very quickly. This is a useful move that you'll use a lot in combos and also just when you want to gain mobility or pressure the opponent, but be aware that it is not invincible and doesn't go through projectiles. You can also perform this attack in the air, but you can only do it twice in the air before you have to hit the ground to "recharge" it. It's a very good source of air mobility regardless. The button that you press affects the trajectory. L is straight forward, M is diagonally forward and up, and H is straight up. ------------------------------------------------------------------------------- Random Flight RDP + A (air) ------------------------------------------------------------------------------- - Can use up to twice in the air (count shared with Bird Shoot) A teleport. Ken teleports into the air, ready to launch an attack. This is very useful when playing mind games or trying to escape the opponent. Ken can perform either two of these or two Bird Shoots before touching the ground, or one of each. Use it wisely to control the air. The button you press determines where exactly you go. L is to the left, M is to the middle, H is to the right. This is the case regardless of what side you're on. ------------------------------------------------------------------------------- Eagle Rush HCB + A (air only) ------------------------------------------------------------------------------- The Eagle Rush causes Ken to glide downwards, and if he hits his opponent he kicks them a few times before bouncing off. This can be useful in air combos, but if it misses Ken glides down very slowly, just asking to be punished, so be careful with it. The button you press determines how many hits it does, but the H version starts up a lot slower than the others. ------------------------------------------------------------------------------- Science Ninpo: Bird Smash (Level 1) DPF + 2A (air) ------------------------------------------------------------------------------- - Used in Variable Combination Ken performs a stronger version of his horizontal Bird Shoot that hits multiple times for average damage. This works well as an air combo finisher, and is basically required for Ken to deal any serious damage. It's a pretty straightforward super. In a Variable Combination, it's not bad. It ends quick, so if Ken starts the combination, he can probably get some free hits afterwards. ------------------------------------------------------------------------------- Gatchaman Attack: Lightning Strike (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Works on Giants Ken kicks the opponent into the air, then strikes them from all directions. The damage isn't bad, but Ken tends to spend most of his time in the air, and this super can only be performed on the ground, so it doesn't really figure into his strongest combos. It does work on giants, though, which is nice. ------------------------------------------------------------------------------- Science Ninpo: Phoenix (Level 3) QCB + 2A (air) ------------------------------------------------------------------------------- - Works on Giants Ken leaps to the wall behind him, then kicks downwards on an angle Maximum Spider style. If he hits, the opponent is tossed into the air where they are ravaged by a giant Phoenix for huge damage. This is quite strong, but difficult to land. It can be comboed into, but the combos to do so are pretty insane and make use of specific partners. You can use this super to punish a whiffed beam super if your aim is incredibly good, or use it to punish a bad tag. Combos: =============================================================================== Basic 1: Around 18.9k damage ------------------------------------------------------------------------------- LMH -> Launch -> LLMM -> MM -> M or H Bird Shoot -> Science Ninpo: Bird Smash Standard bread and butter combo. Not terribly strong, but it's easy for Ken to land an air attack and then do this combo with his insane mobility. Ken's launcher doesn't have great range so omit the C before the launcher if you think it might miss. Basic 2: Around 17.8k damage ------------------------------------------------------------------------------- LMH -> Launch -> LLMM -> MM -> M Eagle Rush -> Science Ninpo: Bird Smash Very minor variation on the above. A bit easier to do but weaker. Basic 3: Around 14.0k damage ------------------------------------------------------------------------------- LMH -> M Bird Shoot -> M -> L Eagle Rush -> Science Ninpo: Bird Smash Hard to do, works best if you're at about the maximum possible range for his H, unlike the previous combo where you want to be close. This does not work in the corner, but you have better corner options. Corner 1: Around 20.1k damage ------------------------------------------------------------------------------- LMH -> Launch -> LMM -> MM -> M Bird Shoot -> L -> L Eagle Rush -> Science Ninpo: Bird Smash Gets in a few extra hits. Landing the L after the Bird Shoot is not that difficult, as long as you Bird Shoot right into your opponent's chest. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH Very simple. If you're using Baroque, you can add in cH, only let it hit once so it doesn't knock the opponent down. Thoughts on Ken the Eagle: =============================================================================== True to the eagles he takes his inspiration from, Ken is king of the skies. He can teleport all over the map and attack from any angle, then be gone again just as quickly as he came. Ken strives to take control of every battle and very few can stop him from doing so. Ken isn't a huge damage dealer, his main strength is his amazing mobility. On top of the fact that he can appear pretty much anywhere and start a combo, he's also ridiculously hard to pin down, and almost all of his attack strings are totally safe. Once he builds up a solid lead he can simply run away from you and a lot of characters can't do much about it. And don't think you can just turtle against him, he's packing a good overhead and he'll chip you down with Bird Shoots and Bird Runs if you try it. Ken's biggest weakness is the combination of his low health and low damage output, he focuses on whittling his opponents down gradually, but should they manage to get in a solid combo they can quickly negate all of his hard work. That is, if he doesn't have Mega Crash, which he probably will, because his offense builds a ton of levels. Suffice it to say he has few real weaknesses. Matchup-wise, Ken is ridiculously strong against close-range fighters like Chun-Li and Batsu, as well as anyone who is reliant on ground strings, such as Jun, since he spends almost no time on the ground. He's also got an edge against keep-away characters, because with his mobility he cannot be kept out. The only way to stop Ken's rampage is to match priority with him, so those who have the best chance of taking him down are characters with big range, like Soki and Karas. The Tekkamen can also give him trouble, since in addition to having great range their combos also work just as well if they hit as juggles. Also, Alex and Ippatsuman can use their anti-air throws against him, significantly reducing the amount of nonsense he can pull. Supers that start up extremely fast like Shinku Hadoken and The Real Megabuster can also help you clip the eagle's wings. The best Ken counters, though, are the Giants. The Giants are perfectly willing to play the waiting game against him, if he enters their airspace they can swat him down and crush his low health with their powerful combos. He's packing two supers that work against them, but both are pretty easy to see coming and as long as they play the waiting game a bit he'll have few chances to use them. His Bird Run also isn't as good as it used to be, so that's another edge they have. As a partner, Ken is a good choice for most characters. Sure, his assist is pretty terrible, but Bird Smash is an awesome DHC move and his general lack of weaknesses makes him a really reliable partner should you need to run from a bad matchup. Just try to make sure your other character can deal with Giants acceptably. Competitively, Ken was at the very top in CGoH and I honestly doubt he's fallen much if at all. His ability to control matches is just as dominant as it's ever been and the options to deal with it remain few. However, most characters have had their damage output increased, so if Ken does get trapped in a combo it's going to hurt more than it used to. ############################################################################### C-02 Jun the Swan: Origin: =============================================================================== Jun is also from Gatchaman. When they dubbed Gatchaman, they renamed her "The Princess". Jun is an independent woman who rides a motorcycle and also acts as the team's explosives expert. Her favourite weapon is a special Yo-Yo which can plant a remote explosive. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Jun has about 44000 HP - Jun can double jump - Jun's cL hits mid - Jun's jL and jH are cross-ups - Jun's assist keeps the opponent grounded Changes from CGoH: ------------------ - Jun can now combo her cH into F + H - Jun can also combo after her L Illusion Swan - Jun's assist leaves a bomb on hit - String Bomb is slower and can't be used in air combos anymore Movelist: =============================================================================== Command Normals: ---------------- F + M Low Sweep F + H Double Axe Kick Special Moves: -------------- QCF + A (air) String Bomb QCB + A (air) Bingo! DPF + A Lightning Kick RDP + A Dancing Swan RDP + A (air only) Swan Rush Basic Supers: ------------- QCF + 2A (air) Talon Burst RDP + 2A Mirage Swan Ultimate: --------- QCB + 2A (air) Science Ninpo: Phoenix Variable Attacks: ----------------- Assist: H String Bomb Counter: Launcher Combination: Talon Burst Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Low Sweep F + M ------------------------------------------------------------------------------- - Hits Low A low attack. It's slow and isn't useful in combos. Don't use. ------------------------------------------------------------------------------- Double Axe Kick F + H ------------------------------------------------------------------------------- - Overhead on second hit - High stagger, next hit lifts This is extremely slow as overheads go, but that's not the point of the attack. This has enough stagger for you to continue your combo after using it, so it makes for some truly ridiculous ground strings. ------------------------------------------------------------------------------- String Bomb QCF + A (air) ------------------------------------------------------------------------------- - Leaves a bomb on hit, up to five - Used as Assist Jun's "projectile". Jun swings her yo-yo, and if it hits, places a bomb on the enemy. An enemy can have up to five bombs placed on them, but they'll all disappear if Jun gets hit, so there's a bit of a risk in trying to get that many. It's slower than it was in CGoH and you can't use it in as many combos. The strength of the button you press determines the range of the swing. As an assist, it staggers the opponent pretty well, and you can blow up the bomb later for extra damage. ------------------------------------------------------------------------------- Bingo! QCB + A (air) ------------------------------------------------------------------------------- - Blows up all bombs, cannot use if enemy has zero bombs Jun gestures and all the bombs on the enemy explode. If the enemy has few bombs, this is weak, but with many bombs it's extremely strong. If they have no bombs, you can't do this move. Despite what you might think, this is blockable, so make sure to do it in a combo. ------------------------------------------------------------------------------- Lightning Kick DPF + A ------------------------------------------------------------------------------- Jun tosses her yo-yo straight up, then uses it to pull herself upwards with a kick. This is pretty slow for an anti-air, but you can combo out of it. It's also pretty good pressure if blocked because you can immediately do some air attacks. The L version is a fakeout, the M version is a small jump, and H is a big jump. ------------------------------------------------------------------------------- Dancing Swan RDP + A ------------------------------------------------------------------------------- - Overhead - Puts Giants into hit stun Jun pauses, then leaps at the enemy. If she hits, she teleports around, kicking them. This is somewhat useful as a surprise attack, or you can combo it after F + H. This must be blocked high, and it works on the Giants, so it's a good move to use against them. You can also follow up after any version of the attack. The strength of button determines how far she leaps and how many hits it does. ------------------------------------------------------------------------------- Swan Rush RDP + A (air only) ------------------------------------------------------------------------------- - Flying Screen on last hit Jun does a short kick, and if it hits, she kicks the enemy a few more times. Virtually identical to Ken's Eagle Rush, except that if Jun misses, she DOESN'T glide all the way to the ground, making it significantly more useful. ------------------------------------------------------------------------------- Talon Burst (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Plants four bombs, to a maximum of five - Detonates all bombs on the enemy at the end - Used in Variable Combination Jun does a yo-yo combination that plants four bombs on the enemy, then detonates them. The maximum number of bombs is still five, so you're "wasting" a bit of your damage if they have more than one bomb when you activate it. Still, it's a useful super that's extremely easy to combo into. Another property of this super is that after the fourth hit, the enemy is totally stunned until they hit the ground, so you can DHC into just about anything, even Desperado (though the bombs can't be blown up until Jun comes back in). As a variable combination, though, this move isn't that great. The explosion totally blasts the opponent away, so any hopes you had of following it up are gone. Stick to DHCs with this one, that's what it's great at. ------------------------------------------------------------------------------- Mirage Swan (Level 1) RDP + 2A ------------------------------------------------------------------------------- - Overhead - Works on Giants A super version of Jun's Dancing Swan. It's basically the same as the original for all intents and purposes except that it does more hits and damage, and you can't follow it up. ------------------------------------------------------------------------------- Science Ninpo: Phoenix (Level 3) QCB + 2A (air) ------------------------------------------------------------------------------- - Works on Giants Despite the name, this is very different from Ken's move. Jun does a vertical flip, and if it hits, the enemy is hit up and attacked by that Phoenix. This is far more easily comboed into than Ken's version, but it's not as powerful. Combos: =============================================================================== Basic 1: Around 18.5k damage ------------------------------------------------------------------------------- LMcMHcH -> F + H -> McM -> Launch -> LLMM -> M -> H Swan Rush -> Talon Burst Bread and butter. Master that initial ground string involving the cH into F + H, you have to cancel the trip on the first hit, and you'll have to dash after the F + H to get the mediums in (you can use LcM if you keep getting the F + M attack). You'll be using this a lot, but be aware that this will not hit crouching opponents, you have to use the variant below. Basic 2: Around 17.5k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> H Swan Rush -> Talon Burst Weaker variant of the above, but it hits crouching characters. Basic 3: Around 25.0k damage ------------------------------------------------------------------------------- LMcMHcH -> F + H -> McM -> Launch -> LLMM -> M -> H Swan Rush -> Science Ninja: Phoenix Decently powerful. Again, you have to perform the Mediums a little slower than normal, and make sure you cancel after one of the kicks in the Swan Rush, if you do it in-between kicks it may be blockable. Basic 4: Around 14.4k damage ------------------------------------------------------------------------------- H Illusion Swan -> M Swan Rush -> Talon Burst Pretty good damage coming off an overhead. Despite what it looks like, you do the RDP for the Swan Rush in the same direction you did the Illusion Swan. You can combo Illusion Swan after F + H but the other combo is stronger. Basic 5: Around 13.6k damage ------------------------------------------------------------------------------- H Lightning Kick -> M -> M -> H Swan Rush -> Talon Burst Might as well get some free hits if you actually land Jun's anti-air, though it's mostly a pressure tool. Corner 1: Around 19.4k damage ------------------------------------------------------------------------------- LMcMHcH -> F + H -> LMcMH -> Launch -> LLMM -> M -> H Swan Rush -> Talon Burst You can put in even more hits before the launch when doing this in the corner. Of course, you could also use her Ultimate if you wanted. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMHcH -> F + H -> L String Bomb Make sure to cancel the F + H after only ONE hit, or you'll lift the opponent. This is an awesome extension because it gives you an extra bomb for your Talon Burst. Thoughts on Jun the Swan: =============================================================================== Perhaps no character in the game has changed more substantially from CGoH than Jun. She used to be an easy-to-use character with extremely dependable combos. Now, she's the queen of long ground strings and extension combos, with a side of mix-up attacks. About the only thing that hasn't changed is that she's still a great partner character for most people. Jun's biggest strength is her offense on the ground. If she gets you with so much as a cL when you're on the ground, expect to be kicked at least 20 times and probably blown up before you get to move again. She's also packing a couple tricky moves to try to overcome your guard, should you try to block her attacks. Unfortunately, Jun isn't tremendously versatile. Sure, String Bomb acts kind of like a projectile, but it's slow, doesn't go the full screen, and the bulk of the damage doesn't occur until you blow the bombs up, which won't happen at all if you get hit. Her combos are also not nearly as strong when they hit as a juggle, so if your opponents stick to the air your damage output takes a big hit. She also doesn't have terribly high health, which limits her ability to go toe to toe with the big damage dealers. In terms of matchups, Jun doesn't have too many cases where she dominates. Her damage output is pretty high on a grounded opponent, so characters like Zero and Karas are at the same risk they'd be at with anyone who deals a lot of damage. She's also pretty fast and her combos are pretty safe, so those who rely on punishing combos will find they have little to work with against Jun. On the other end of the scale, though, there are quite a few characters who can give Jun trouble. By far the worst is her team-mate Ken, who is almost never on the ground and thus frustrates her attempts to use ground strings to no end. She also has pretty bad range and her projectile isn't stellar, so characters with great range like Soki and Tekkaman are problematic for her, and she isn't amazing at closing in on keep-away characters, either. Thankfully, Jun is a fairly capable Giant fighter. Her String Bombs aren't very useful against them, but her Dancing Swan puts them into hit stun, which is really scary for them. Also, her ultimate comes out REALLY fast, so they have to be really careful not to give her an opening. Jun is a bit unique in that her strongest aspect is actually her performance in teams. For one thing, her assist is amazing, it gives a ton of stagger (but the next hit doesn't lift), and it even leaves a handy bomb which you can use the next time Jun comes in. Secondly, Talon Burst is probably the game's best DHC super, after it hits you can follow up with almost anything and it will hit, even if you did Talon Burst in an air combo. Just try to make sure you don't share bad matchups with your partner. Competitively, Jun probably falls somewhere towards the lower middle. She's not too strong on her own, but she compliments a lot of other characters well. Make sure you put her partner abilities to good use, or you'd be better served by someone else. ############################################################################### C-03 Casshan: Origin: =============================================================================== Casshan is the star character of the anime "Neo-Human Casshan". Casshan was a normal human who volunteered to be transformed into a cyborg after the Buraiking Boss and the Andro Army decided the Earth would be better off without mankind in classic Asminovian fashion. He's always accompanied by his robotic dog Friender, who can transform into various machines. You may notice that a certain blue Capcom hero's origin story borrows rather heavily from this anime. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Casshan has about 49500 HP - Casshan can double jump - Casshan's cL and cM both hit mid - Casshan's jM is a cross-up - Casshan's assist lifts the opponent up - Casshan's assist hits OTG Changes from CGoH: ------------------ - M Lightning Punch now has high stagger, allowing more powerful combos - H Lightning Punch charges slower - Shooting Star Kick won't stand up a grounded opponent anymore. - M Friender Call no longer grabs airborne opponents Move List: =============================================================================== Command Normals: ---------------- F + M Side Kick Special Moves: -------------- QCF + A Lightning Punch DPF + A Boulder Chop DPB + A Catapult Knee HCB + A Friender Call QCF + A (air only) Shooting Star Kick Basic Supers: ------------- DPF + 2A Brutal Ax HCF + 2A Scrap Android Ultimate: --------- RDP + 2A Super Destruction Beam Variable Attacks: ----------------- Assist: M Boulder Chop Counter: Launcher Combination: Brutal Ax Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Side Kick F + M ------------------------------------------------------------------------------- As far as I can tell, this has no useful properties. ------------------------------------------------------------------------------- Lightning Punch QCF + A ------------------------------------------------------------------------------- - High stagger on M version, next hit lifts - H version is unblockable at full charge - H version works on Giants Casshan charges his fist with electricity and punches. There are two versions of this move: The L version is just a punch. It's useful for super cancelling. The M version has a ton of stagger, you can link 2 ground combos together with it. The H version is different, you can charge it. It's no good in combos, but if fully charged it becomes an unblockable throw that's also a wallbounce. This is a good move to use after killing an opponent, just charge this and unleash it as their next character comes in, it's hard to get out of. ------------------------------------------------------------------------------- Boulder Chop DPF + A ------------------------------------------------------------------------------- - Hits OTG - Used as Assist Casshan does a chop that unleashes an energy wave as it hits the ground. This hits as an OTG, so you can freely use this after any sweep, air combo, or whenever else. Apart from this, it starts up a bit slow, so it's a bit unsafe to use when it won't combo. Button pressed determines speed and damage. This is extremely useful as an assist, as it's one of the few that can OTG. You can call this for some free damage at loads of different times. You can also use it to protect you if your ground combo is blocked, just time it so that Casshan is hitting just as your ground combo ends. ------------------------------------------------------------------------------- Catapult Knee RDP + A ------------------------------------------------------------------------------- - Overhead - Super Armor Casshan charges up, then does a rocket knee attack. It comes out a bit slow and recovers even slower, but Casshern has Super Armor during the first part and it must be blocked high. You can put this in combos with the help of a partner assist, but it's best used as a surprise counter of sorts. Button pressed determines speed and damage. ------------------------------------------------------------------------------- Friender Call HCB + A ------------------------------------------------------------------------------- - L version is an overhead - M version has high stagger - M version puts Giants into hit stun Casshan calls Friender, his robot dog, for assistance. There are 3 different versions of this move: L calls Friender for a flying tackle. It's not too strong, but it's fast, it hits high, and you can use it as an anti-air of sorts. M calls Friender to try to bite the opponent's leg. If he gets them, they're stuck for a while, you can dash in and do a combo. This works on anyone, even the giants and Soki in his Demon mode, but unfortunately it doesn't work on anyone who isn't on the ground. H calls Friender to show off his Fire Breath. It has short range, but it can juggle for a couple hits if it lands. Friender spam is a lot of fun, but Friender can be interrupted if he gets hit. ------------------------------------------------------------------------------- Shooting Star Kick QCF + A (air only) ------------------------------------------------------------------------------- - Hits OTG - H version puts Giants into hit stun A flying drill kick done in midair. L and M versions differ only in angle (L is steeper), but the H version comes out much slower and does several hits. This is a good move to use on the Giants. You can also follow up the H version with Brutal Ax. This move will no longer "pick up" a grounded opponent like it did in CGoH, it now simply hits OTG. ------------------------------------------------------------------------------- Brutal Ax (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Hits OTG Casshan slams the ground, releasing a vertical corridor of energy. This has very little horizontal range and is very punishable if blocked, so only use this in combos or if you're absolutely sure it'll hit as an anti-air. The fact that this super can hit OTG is very useful, as it's one of very few that do, so you can use this after any Boulder Chop that hits OTG, or in a DHC where few other supers would hit. Actually, since it makes a pillar of energy, you can also use it in DHCs where the first character is very high in the air. ------------------------------------------------------------------------------- Scrap Android (Level 1) HCF + 2A ------------------------------------------------------------------------------- - Stops early if blocked - Works on Giants (sort of) Casshan does a few Lightning punches, then tosses his opponent up to Friender, then does a Catapult Knee. This is pretty powerful, is easily comboed into, and is less punishable than the Brutal Ax if it misses. It works on Giants, but only if he gets as far as the third hit without being knocked out of it. ------------------------------------------------------------------------------- Super Destruction Beam (Level 3) RDP + 2A ------------------------------------------------------------------------------- - Works on Giants Casshan fires a slow but powerful green beam that causes the enemy to explode if it hits. This is extremely powerful, but ludicrously slow and most people can even duck under the beam and kick you. It comes out quicker than it did in CGoH, and you can now use it in combos. Combos: =============================================================================== Basic 1: Around 27.7k damage ------------------------------------------------------------------------------- LMcMH -> M Lightning Punch -> cM -> Launch -> LMM -> MM -> H Shooting Star Kick -> Brutal Ax You have to perform the LMM slower than usual or the H Shooting Star Kick at the end will miss. If you can't learn the timing, you can do it after the LMM without losing too much damage. This is also very strong even without the super, Casshan's got crazy high damage output now. Watch your directions, if performed outside the corner, you have to do the Brutal Ax in the opposite direction from how you started the combo. Basic 2: Around 19.0k damage ------------------------------------------------------------------------------- LMcMH -> L Lightning Punch -> Scrap Android Decent DHC option, but not as strong as his Bnbs. Basic 3: Around 27.0k damage ------------------------------------------------------------------------------- LMcMH -> M Lightning Punch -> Super Destruction Beam Ludicrously strong, albeit expensive. Basic 4: Around 14.4k damage ------------------------------------------------------------------------------- cH -> H Boulder Chop -> Brutal Ax If you happen to trip someone, you can follow with H Boulder Chop and even Brutal Ax for more damage. Corner 1: Around 26.9k damage ------------------------------------------------------------------------------- LMcMH -> M Lightning Punch -> cM -> Launch -> LLMM -> MH -> L Boulder Chop -> Brutal Ax You don't actually have to be in the corner, you just have to be able to see it from where you launch. Must be performed as a slow combo if you want to put the H Boulder Chop in there, which you should. This is actually weaker than that non-corner BnB in most situations. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> L Lightning Punch Hold front afterwards to make sure your next attack doesn't miss. Thoughts on Casshan: =============================================================================== Casshan is a pretty straightforward character who isn't too hard to use and fares pretty well against almost any opponent, kind of like Tatsunoko's answer to Ryu. Since CGoH, he's lost a few of his little tricks in exchange for doing a lot more damage with his combos. Of course, this has its ups and downs. Casshan's greatest strength is, well, his strength. His combos are extremely strong, almost as much so as someone like Tekkaman, and he's pretty fast for and has good mobility for someone who deals so much damage. And although he's lost a few since CGoH, Casshan's still got quite a few tricks up his sleeve for dealing with various situations, he offers pretty consistent performance against any opponent. Casshan doesn't have too many weaknesses. His biggest drawback is that he lacks mix-ups, Catapult Knee is the closest thing he's got and it's not very surprising, it may be hard to land hits on a skilled opponent. He's also pretty reliant on ground strings, and he's lost his ability to ground opponents with M Friender Call, but at least his damage output doesn't suffer as much as some characters when he's forced to use juggle combos. Casshan doesn't have too many significant matchups. His most notable one is that he's actually very good against keep-away players, Shooting Star Kick gives him great mobility and Friender is always there to lend a hand. On the other hand, Casshan has pretty limited range on most of his attacks, so those who have great range may be able to keep him out. Still, he's packing some super armor and Friender can help you here, too, so he's never one to be counted out. By far his biggest matchup dynamic is that Casshan is an absolutely amazing Giant fighter, one of the game's best. M Friender Summon tears giants apart, any time it hits he can follow up with a really powerful air combo. His H Shooting Star Kick is also an excellent anti-Giant tool, and he can follow it up with Brutal Ax. Casshan is also among the game's best partners. His assist might not seem like much at first, but it can cover basically any laggy attack and it also hits OTG. Brutal Ax is also an amazing super to DHC into, it has the rare ability to follow up after either an air combo ending in a super or after a super that knocks down or hits OTG. And on top of that, he offers such balanced performance that you can pair him up with almost anyone. Competitively, Casshan will probably end up pretty high. He just doesn't have many downsides: he's very versatile, a useful partner, and you can't argue with that damage. ############################################################################### C-04 Tekkaman: Origin: =============================================================================== Tekkaman is the main character of the anime "Space Knight Tekkaman". Together with his trusty flying companion Pegas, Tekkaman battles aliens and tries to help mankind find a new home. His show was dubbed very campishly in the 80s and the dub has become something of a cult favourite. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Tekkaman has about 54500 HP - Tekkaman can double jump - Tekkaman's cM hits mid - Tekkaman's jM and jH are cross-ups - Tekkaman's assist lifts the opponent up - Tekkaman's assist puts the Giants into a juggle state, allowing anyone to perform an air combo on them Changes from CGoH: ------------------ - L Tek Lancer flies much faster now - Super Spinning Tek Lancer comes out slower and does less damage - Air Galaxy Windmill has more hitstun, can now combo into air Voltekka Move List: =============================================================================== Command Normals: ---------------- F + H Double Slash D + H (air only) Falling Lance Special Moves: -------------- Charge B, F + A Tek Lancer QCB + A Tek Win Charge D, U + A (air) Galaxy Windmill A Rapidly (air) Gatling Lancer Basic Supers: ------------- QCF + 2A (air) Voltekka DPF + 2A Super Spinning Tek Lancer Ultimate: --------- QCB + 2A Space Knights Formation Variable Attacks: ----------------- Assist: Tek Win Counter: Launcher Combination: Voltekka Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Tek Lancer Charge B, F + A ------------------------------------------------------------------------------- - Projectile - If he doesn't retrieve his Lance, Tekkaman's normals have less range and are weaker until he does. Tekkaman throws his lance at his enemy. This is a pretty good projectile, but there's a catch - his lance bounces back towards where he threw it at the end of the attack, but if he's moved he might not retrieve it. You can still fight without your lance, but your attacks will be weaker and have little range. After a little while, it'll warp back to you, though (you can also use the space lariat to grab it). The strength of punch determines the speed of the throw, and the number of hits the lance does. L is 1 hit, but fast, H is 5 hits, but slow. ------------------------------------------------------------------------------- Tek Win QCB + A ------------------------------------------------------------------------------- - Used as Assist - Puts Giants into hit stun Tekkaman shoots out a wire, and if he grabs his opponent, he pulls them towards him. There are two variations of this move. L fires the wire straight ahead. If it hits, he flips them over himself, allowing for a follow up on the other side. M fires diagonally forwards and up, and H fires straight up. In both cases, if these hit, he pulls the opponent to the ground. It's stronger than the L version, but you can't follow up. These work on Giants, exposing them to combos. It's also extremely useful as an assist, allowing many massive combo extensions. ------------------------------------------------------------------------------- Galaxy Windmill Charge D, U + A (air) ------------------------------------------------------------------------------- Tekkaman twirls his lance above him, dealing huge damage to anyone unlucky enough to be in his way. On the ground, this has insane range and is a good anti-air, in the air the range is a bit less, but it's super useful in combos. The button used determines speed and strength, as usual. ------------------------------------------------------------------------------- Gatling Lance A Rapidly (air) ------------------------------------------------------------------------------- - Continues as long as you mash the buttons. Tekkaman makes a series of rapid jabs with his lance. The range is good, but unfortunately Tekkaman gets pushed back with each hit, so it's hard to get many in. It's great for keeping people out, though. ------------------------------------------------------------------------------- Voltekka (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Projectile - Used in Variable Combination Tekkaman fires a powerful beam from his forehead, causing heavy damage to anyone in front of him. It's a powerful beam super, but Tekkaman is tired out from the effort afterwards, and is left vulnerable for a second. It also doesn't start up terribly fast, so its combo options are limited. If you use this in the air, Pegas shows up to provide a platform for Tekkaman to stand on. If Pegas hits the opponent, they're tossed back into the beam. ------------------------------------------------------------------------------- Super Spinning Tek Lancer (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Hits OTG - If he doesn't retrieve his Lance, Tekkaman's normals have less range and are weaker until he does. Tekkaman throws his lance into the air, then fires his beam into the spinning lance, scattering it. The startup is extremely slow, but if it hits it does utterly monstrous damage - More than several characters' Ultimates. However, he doesn't get his lance back after this move, you'll have to retrieve it or wait for it to come back. It's also possible to hit the opponent with the lance on the way up, in which case they'll usually be juggled on top of the lance for almost as much damage, unless they're in the corner, in which case it will be weak. This super also hits OTG, so it's very useful in DHCs, where it conveniently starts up at least twice as fast. ------------------------------------------------------------------------------- Space Knights Formation (Level 3) QCB + 2A ------------------------------------------------------------------------------- - Works on Giants Tekkaman shoots out his whip diagonally upwards, and if it hits, he impales the enemy on his lance, throws them into the air, then performs a powerful punch with the aid of Pegas. It's extremely strong, and fairly easy to combo into with the aid of an assist, but it's probably outshined a bit by Voltekka. Combos: =============================================================================== Basic 1: Around 29.0k damage ------------------------------------------------------------------------------- LMH -> Launch -> LMM -> M Galaxy Windmill -> Voltekka Hold down from the moment you super jump, and do the up + M immediately after the second M hits. Then cancel into Voltekka after it finishes for insane damage. Seriously, this is like TOO strong. You can use H Galaxy Windmill if you don't want to use the super for a very respectable 20k damage, but that 29k is too good to pass up. Basic 2: Around 28.9k damage ------------------------------------------------------------------------------- L Tek Win -> MH -> Launch -> LMM -> M Galaxy Windmill -> Voltekka Works here too. You think you're safe at full screen? Think again! This also works on the Giants. Basic 3: Around 25.3k damage ------------------------------------------------------------------------------- LMH -> Launch -> LMM -> H Galaxy Windmill -> H Galaxy Windmill Non-super variant of the above. The trick is to make ABSOLUTELY SURE you cancel the first Galaxy Windmill while the M is still going on, or you may jump cancel the M and then it won't work. Then just charge the other one as you do the first, and press H a little late so you get a midair jump just before it executes. Sadly (thankfully?) the super will not work after this combo. Basic 4: Around 31.5k damage ------------------------------------------------------------------------------- LM -> F + H -> H Tek Lancer -> L Tek Win -> MH -> Launch -> LMM -> M Galaxy Windmill -> Voltekka Combination of Basic 1 and 2 that does slightly more damage, but does not work in the corner. You can also do the non-super air combo after this if you want. Basic 5: Around 19.2k damage ------------------------------------------------------------------------------- H Tek Lancer -> Voltekka Obvious, but you can Voltekka any time you land the H Tek Lancer for pretty good damage. If the opponent is on the ground and not in the corner, you may want to L Tek Win instead, see Basic 4. Recommended Extension Combo: ------------------------------------------------------------------------------- LM -> F + H This does a ton of damage despite its simplicity. Thoughts on Tekkaman: =============================================================================== Tekkaman is the game's "strong but slow" character. He deals crazy damage, and can survive a ton of punishment. On top of his raw power, he's also got great range and a surprisingly large variety of tools to help him deal with various situations. Tekkaman's strengths are most easily summed up as "everything except speed". He's insanely strong, he has the most health of all non-Giant characters, he has amazing range, he's surprisingly versatile, and he has an amazing assist. Of course, Tekkaman's main weakness is his speed. He's very slow, both at regular movement and in the speed of his attacks. His ground strings are very punishable by themselves. However, you can use an assist to cover their ending lag, making them much safer. In terms of matchups, Tekkaman fares well against any close-range fighters, his range and power advantages are in full effect here, it's easier for him to get the first hit and his combos and deal far more damage than theirs. He's also pretty decent at keep away characters because his Tek Win can reel them in for an extreme beatdown and Voltekka is a great beam. Tekkaman's biggest weakness is probably really speedy characters who can zone well, like Ken and Yatterman, since they may be able to stay away from him. Of course, if he does land a single good hit, they're in for extreme damage, so they don't really have too much of an advantage against him. Alex can also take advantage of his slow attacks with his throws, watch out for that. Additionally, Tekkaman is the game's best Giant killer, bar none. All he has to do is land a single Tek Win and he can inflict WAY more damage than the Giants can tolerate, and he even provides this killer ability to his partner via his assist. The Giants simply don't stand a chance if he's on the team. As a partner, Tekkaman is awesome. His assist is incredible, he's one of the game's best DHC partners (the normally slow Super Spinning Tek Lancer works great for hitting OTG in a DHC), he also has the game's best VHC, and since he does so well in so many matchups, he's great for patching any vulnerabilities. It's my opinion that Tekkaman is the game's strongest character. He has almost no real weaknesses and does enough damage that you pretty much have to Mega Crash absolutely any hit he lands. He also works great in pretty much any team, and some pairings (like with Saki or Ken) are truly scary. With nary a Freeze Ray in sight, Tekkaman is set to dominate. ############################################################################### C-05 Hurricane Polimar: Origin: =============================================================================== Polimar is the main character of the anime "Hurricane Polimar". Polimar is a crime-fighting superhero from an anime of the same name. He wears a special suit that allows him to shapeshift into a variety of forms, including the mighty Mecha Gorilla. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Polimar has about 48000 HP - Polimar can double jump - Polimar's cM hits mid - Polimar's jH is a cross-up - Polimar's assist lifts the opponent up Changes from CGoH: ------------------ - Razor Chain Kicks juggles better, he can now follow up with Hurricane Destruction Punch when it hits as a Juggle - He can now combo cH to F + H to Razor Chain Kicks - Illusion Destruction Fist comes out faster Move List: =============================================================================== Command Normals: ---------------- F + M Quick Flip F + H Backhand Special Moves: -------------- QCB + A Storm Kamae _L Polimar Slide _M Backhand _H Hurricane Rush QCF + A Razor Chain Kicks Charge B, F + A Hurricane Destruction Fist DPF + A, A, QCB + A (air) 3-Stage Reaction Kick Basic Supers: ------------- LM, LM, MH Tenshin Polimar Drill 360 + 2A (air) Single-Handed Vacuum Spin Ultimate: --------- QCF + 2A (requires 3 symbols) Illusion Destruction Fist Variable Attacks: ----------------- Assist: Razor Chain Kicks Counter: Launcher Combination: Tenshin Polimar Drill Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Quick Flip F + M ------------------------------------------------------------------------------- Not an attack, but can get you behind the opponent quickly. Useful in ground strings when they're being blocked, but don't overuse it or you'll lose the element of surprise. You can also use this to simply close distance on the opponent after a flying screen. ------------------------------------------------------------------------------- Backhand F + H ------------------------------------------------------------------------------- Combos after cH, Razor Chain Kicks will hit afterwards. Useful in combos. ------------------------------------------------------------------------------- Storm Kamae QCB + A ------------------------------------------------------------------------------- - Increases symbol count by one, to a maximum of three Polimar poses, increasing his symbol meter (which is just above his super bar) by 1, up to a maximum of 3. These symbols can be used to cancel your Razor Chain Kicks into another special move (including itself and the pose). Each time you do this, one is consumed. You also need to have all 3 filled to perform your ultimate. During the pose, you are vulnerable, but you can perform 3 follow-ups to it, by pressing the attack button. L gets you a slide, M gets you the backhand, and H gets you a throw. The slide hits low, and you can cancel it back into Storm Kamae if you want to gain symbols real fast. The Backfist is your best option against an airborne opponent. The throw comes with a big step forward, and can be a good surprise. Just be aware that it won't grab airborne opponents. ------------------------------------------------------------------------------- Razor Chain Kicks QCF + A ------------------------------------------------------------------------------- - Can cancel into any other special move for one symbol - Used as assist Polimar rapidly kicks the opponent a few times. This isn't too useful by itself, but by using his symbols you can cancel it into any of his other special moves, which makes it useful in combos. As an assist as it hits a bunch of times, which can cover the startup time for some extremely slow supers like Desperado, making Polimar a fantastic assist for certain people. It picks the opponent up off the ground, though, so it's less useful for others. ------------------------------------------------------------------------------- Hurricane Destruction Fist Charge B, F + A ------------------------------------------------------------------------------- - Wallbounce Polimar punches the opponent twice, launching him backwards. This move is a wallbounce, so it's generally quite useful in his combos, but if you're too close to the wall you won't be able to follow it up with much. ------------------------------------------------------------------------------- 3-Stage Reaction Kick DPF + A, A, QCB + A (air) ------------------------------------------------------------------------------- Polimar performs a triple kick anti-air. You have to perform a motion for each kick separately, or you only get the first one (which is good if it's blocked). The followups are A, then QCB + A. This is mostly useful as air combo finisher or as an anti-air, as you might expect. ------------------------------------------------------------------------------- Tenshin Polimar Drill (Level 1) LM, LM, MH ------------------------------------------------------------------------------- - Used as Variable Combination - Invincible - Hits OTG Polimar transforms into a huge drill and drives right through the enemy, then comes back and drills them again. Apart from the weird motion, this is a great super - The drill does huge damage and chips extremely well, and the drill's priority is just about infinite so you can beat out virtually anything with it. Just be aware that it does have some recovery time if it's totally blocked (the second half must be blocked the other way), and it takes a little time to start up. This can hit OTG, but the opponent will get up before Polimar comes back unless something else pins them down. In variable combinations and DHCs, this super really shines. Your partner can cover the startup time, and it's one of those supers that goes on really long so chances are it'll finish after your super if Polimar is your partner. ------------------------------------------------------------------------------- Single-Handed Vacuum Spin (Level 1) 360 + 2A (air) ------------------------------------------------------------------------------- - Unblockable - Ground version works on Giants Polimar grabs the opponent, then spins them around, creating a whirlwind. This is definitely in the running for best super in the game, because it can be used in combo resets so easily, just do a few Ms in the air, then pull this out, it won't combo but it won't be possible to avoid it. This makes Polimar's air combos ridiculously damaging. ------------------------------------------------------------------------------- Illusion Destruction Fist (Level 3) QCF + 2A ------------------------------------------------------------------------------- - Requires and consumes three symbols - Works on Giants Polimar punches the opponent up, then splits into four and kicks them silly, ending with him stomping them to the ground and breaking their neck. Ouch. This is the strongest super in the game, dealing over 30k damage by itself. The only catch is that you must have your symbol gauge at 3 in order to perform it, which limits when you can use it and also how you can combo into it. Still, if you get the chance to perform this as a tag punish or in a corner combo, lay on the pain. Combos: =============================================================================== Basic 1: Around 29.9k damage ------------------------------------------------------------------------------- LMcMHcH -> L Hurricane Destruction Fist -> cLcM -> Launch -> LLMM -> MM -> Single-Handed Vacuum Spin Bread and butter combo, the Single-Handed Vacuum Spin hits as a reset, so it does full damage. Be sure to let you ground Ms hit twice, except for the one before the launch, you only want that to hit once. Yes, it is that ridiculously strong. Basic 2: About 20.2k damage ------------------------------------------------------------------------------- LMcMHcH -> L Hurricane Destruction Fist -> cL -> Launch -> LLMM -> M -> 3-Stage Reaction Kick (full) Non-super variant. Still insanely strong, but it's hard to pass up the damage of the previous combo. Basic 3: Around 31.7k for 1 symbol ------------------------------------------------------------------------------- LMcMHcH -> F + H -> Razor Chain Kicks (up to 3x) -> L Hurricane Destruction Fist -> L -> Launch -> LLMM -> MM -> Single-Handed Vacuum Spin You must do the first Razor Chain Kicks a bit late if you want the Destruction Fist to hit. If you did it too early, you can do another Razor Chain Kicks to move the enemy a little lower. As you can see, this is one of the most powerful combos in the entire game. Basic 4: Around 30.0k damage ------------------------------------------------------------------------------- LMcMH -> Illusion Destruction Fist There are slightly better ways to combo into this (involving the Backfist or Hurricane Destruction Punch), but really if you're going to go to all that work, the combo above is better. This is mostly there as a surprise, to hit someone with insane damage before they can Mega Crash. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> Razor Chain Kicks Thoughts on Polimar: =============================================================================== Polimar is the game's strongest damage dealer, not even Alex or Tekkaman can compare to the amount of damage he can do with a single combo. He also has an interesting ability to cancel his special moves into each other using his symbol gauge, a concept which is unique to him. The main draw of Polimar is his sheer damage output. With a symbol or two and one bar of super gauge, he can take a character who has full health and take them to critical status quite easily, even with a juggle combo. He also has an amazing assist, which although it puts the opponent in a juggle state, holds them there for an extremely long time. Unfortunately, Polimar's offensive strength comes with a massive weakness: Polimar has extremely little range and few mix-ups. His offense is probably the least varied in the entire game and this makes it very hard for him to land hits against certain opponents. Polimar's best matchups are against close range characters who have little range, because they have to come to him and thus his poor approach doesn't matter. Putting someone like Chun-Li or Jun against him is an extremely bad idea, and he can even go toe to toe with Alex. He's also had his juggling abilities improved, so he can fight decently against characters who stay in the air a lot, like Ken and Yatterman-1. Even though they may be able to chip away at him, chances are he's going to find a hole eventually. On the other hand, Polimar has a terrible time against keep-away characters, it's very easy for them to keep him out or run away from him. Even balanced characters like Ryu and Ippatsuman can switch to a zoning game and that'll give him problems. This goes double for characters with a ton of range like Tekkaman or Soki, who can poke him into big combos from way beyond his range. Polimar is okay against the giants. His normals are bad against them, but all of his supers work fairly well. Just be aware that Single-Handed Vacuum Spin only hits if you do it on the ground. Thankfully, Polimar makes a good partner. As noted before, his assist is very good for many characters (just make sure they have good juggle combos), and it even allows some combos that you can't do any other way. Tenshin Polimar Drill is also a great super in DHCs. Just try to make sure you find someone who can cover his weaknesses. From a competitive standpoint, Polimar is probably more towards the low end. He may do insane damage, but in UAS a lot of characters have nearly caught up to him, and his offense can be shut down pretty easily by a lot of people. Still, if you're patient and can find that one opportunity, he can turn a match around in a matter of seconds. ############################################################################### C-06 Yatterman-1: Origin: =============================================================================== Yatterman-1 is the titular character of "Yatterman", an anime from the 70s that has now been remade in 2008. It's part of the Time Bokan series. Yatterman-1 (real name Gan) is a slacker and mechanic who moonlights as a kendama-wielding superhero with the aid of his girlfriend and his mechanical creations. Most of his efforts are directed towards foiling Doronjo's get-rich quick schemes, a job of somewhat dubious importance that Yatterman-2 frequently has to force him into doing. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Yatterman-1 has about 42000 HP - Yatterman-1 can double jump - Yatterman-1's cL and cH hit mid - Yatterman-1's jM and jH are cross-ups - Yatterman-1's assist keeps the opponent grounded Changes from CGoH: ------------------ - Alternate colour no longer uses Yatter Pelican for supers - Yatter Medium Attack recovers slower - This Week's Special Robots deals more damage Move List: =============================================================================== Command Normals: ---------------- F + M High Kenda Shot F + H Low Kenda Shot Special Moves: -------------- QCF + A (air) Kendamagic DPF + A (air) Yatter Medium Attack Charge B, F + A Yatter Shock QCB + A Yatter Run _L Yatter Jump _M Yatter Low Attack _H Yatter Medium Attack Basic Supers: ------------- QCF + 2A (air) Yatter Wan Special Attack QCB + 2A Yatter Wan Flame Ultimate: --------- DPF + 2A This Week's Surprise Robots Variable Attacks: ----------------- Assist: M Kendamagic Counter: Launcher Combination: Yatter Wan Special Attack Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Kendamagic QCF + A ------------------------------------------------------------------------------- - Projectile - Can use once per jump - Used as Assist Yatterman flicks the ball of his kendama at the opponent. As projectiles go, this comes out super-fast, but there's a catch: The strength of the attack determines how far he throws the ball. If you pick a version that's too strong, it will actually go PAST the opponent and miss. Your three range choices definitely don't cover the whole screen, so you'll have to position yourself carefully to launch a kenda assault. As an assist, it's pretty bad, though. The opponent has to be at the exact range for it to hit, and it's hard to follow it up from there. This is probably the worst assist in the game. ------------------------------------------------------------------------------- Yatter Medium Attack DPF + A ------------------------------------------------------------------------------- - Overhead - Can perform once per jump Yatterman leaps ahead a little, spinning his kendama for a few hits. On the ground, it comes out pretty slow, but it does count as an overhead, so you can use it occasionally as a surprise or to go over a sweep. It's most useful as an air combo finisher, though. Button determines the size of the leap. L is a little leap, H is a bigger leap. You can cancel this move using a double jump and do it again. This is useful in an air combo. ------------------------------------------------------------------------------- Yatter Shock Charge B, F + A ------------------------------------------------------------------------------- - High stagger, next hit lifts - Puts Giants into hit stun Yatterman does a kick, then shoots out his kendama. If it hits, he shocks the enemy, who crumples to the ground for an easy follow-up. Despite the fact that this is technically a throw, both parts are blockable. This biggest problem with this is that even though it sets you up for an easy air combo, the throw itself inflicts 11 hits and virtually no damage - this means any follow up you do will do dramatically reduced damage due to the damage scaling. However, there is a nice trick with this move, after it hits, you have enough time for a free tag. It's a good way to get out if you can't afford paying a level. ------------------------------------------------------------------------------- Yatter Run RDP + A ------------------------------------------------------------------------------- - H followup is an overhead Yatterman runs towards the enemy. There are 3 follow-ups to this move. Light gets you a jump. It's basically just a hop. You can do an air attack. Medium gets you a slide move that you can't perform in any other way. You can super cancel this to Yatter Wan Flame or Baroque it into a launcher, so it's about the only reason to use this move. Even then, it's not really any better than your cH. Heavy gets you Yatter Medium Attack. It's identical to if you had performed it normally. In general, this move is basically just a dash, but you have less options than you'd get from a regular dash. As such, I'd tend to avoid it. ------------------------------------------------------------------------------- Yatter Wan Special Attack (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Invincible - Hits OTG Yatterman jumps back, then emerges from the edge of the screen riding Yatter Wan. They attempt to crush the enemy. If it hits, it does average damage, but it comes out ludicrously slow. At first glance, this super appears to be totally useless. Yatter Wan Flame does just as much damage, and is far easier to combo into. However, the name of this move hints at its usage - for the entire duration of this move, Yatterman is totally invincible. This is meant to be tossed out as a pseudo- counter against any move that takes a really long time to execute. For example, if you see Morrigan starting Finishing Shower, you can do this, and you'll go right through her missiles and hit her. Unfortunately, chipping is much less effective than it used to be, so it's unlikely that you're going to face this kind of situation too often. This move clearly isn't fast enough to punish something like a jump in or a special move, it's pretty well only useful against non-comboed supers. ------------------------------------------------------------------------------- Yatter Wan Flame (Level 1) QCB + 2A ------------------------------------------------------------------------------- - Hits OTG Yatterman poses, and Yatter Wan rushes in, butts the opponent, then breathes a controllable stream of fire on them. This is much more like it, this super can be comboed into (it can even OTG), and it's pretty powerful. After Yatter Wan comes in, you can control the fire with up and down. Obviously, you want to keep the fire on them. This will normally mean gradually raising the stream of fire as they are hit by it, but if this hits as an OTG you'll want to move it all the way down. ------------------------------------------------------------------------------- This Week's Surprise Robots (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Projectile - Works on Giants Yatterman pulls out a piece of Yatter Wan's Mecha Food, and throws it at the enemy. If it hits, it bounces back to Yatter Wan, who produces the Surprise Robots and they proceed to trample the opponent. This is extremely powerful, and will likely factor heavily into your strategy, but be aware that damage scaling can hurt this move pretty badly. Combos: =============================================================================== Basic 1: Around 13.4k damage ------------------------------------------------------------------------------- cLcM -> Launch -> LLMM -> MM -> H Yatter Medium Attack Extremely weak. This is why you must learn his better combo, listed below. Basic 2: Around 14.2k damage ------------------------------------------------------------------------------- cLcM -> Launch -> (jump up towards) LMM -> M Yatter Medium Attack -> M -> (jump straight up) MM -> M Yatter Medium Attack Yatterman-1's true Bnb, and a difficult combo to master. Timing is everything, if you don't do your attacks at the right rate (slowly), you won't land the M after the first Medium Attack, or you won't get the attacks after the midair jump. Expect to spend a lot of time practicing this, and even then it's not really great damage. Basic 3: ??? ------------------------------------------------------------------------------- LcM -> Launch -> MM -> L Yatter Medium Attack -> H Yatter Medium Attack -> LH -> Launch -> LLMM -> MM -> H Yatter Medium Attack Extremely difficult relaunch combo. Requires you to do the Yatter Medium Attack twice in a row, which can only be done by doing the first one, holding F, then inputting the "Tiger Knee" motion (D, DF, U, UF) and then pressing H a touch later than you normally would so Yatterman-1 jumps and them does the attack immediately. Any mistake will result in H Kendamagic instead, which will miss. Landing the relaunch is comparatively easy, you just have to dash in and hit them afterwards. There are actually a lot more follow-ups after the relaunch, basically anything you can do in an air combo will work. However, I should stress again how hard this is to pull off. Basic 4: Around 28.0k damage ------------------------------------------------------------------------------- cL -> L Kendamagic -> This Week's Surprise Robots This piddly little combo is easily the best damage you're getting out of him. It also works good off a jump in. Corner 1: Around 22.9k damage ------------------------------------------------------------------------------- cLcM -> Launch -> (jump up towards) LMM -> (jump straight up) MMH -> (land) -> Yatter Wan Fire (hold down) This combo is extremely finicky, you must perform it EXACTLY as written here or the OTG won't work right. After the launch, jump towards and do those 3 hits, then jump straight up for the next 3, then do Yatter Wan Flame the moment you hit the ground. If it works, it should OTG and the fire should burn your opponent's back foot for great damage. I suppose this is truly Yatterman's Bnb, except that it has to be done in the corner. Recommended Extension Combo: ------------------------------------------------------------------------------- LH -> L Kendamagic Yatterman-1's not that good at these. Thoughts on Yatterman-1: =============================================================================== Yatterman-1 is your typical speedy guy. He doesn't do a lot of damage, but he's lightning fast and hard to pin down. Yatterman-1's main strength is his speed. Whether on the ground or in the air, he's extremely fast, and that speed allows him to force openings where other characters might not be able to and also allows him to control space well. He's also got some decent mix-ups and a number of tricks up his sleeve. His biggest weakness, though, is damage, both dealing and taking it. His combos are not very strong, he relies on whittling people down and attempting to land his Ultimate (which is very powerful), but if he finds himself on the receiving end of a big combo that's at least going to cost him his precious super bars if not a huge chunk of his health. His assist is also really bad. In terms of matchups, Yatterman-1 is best against slow close-range fighters. He's a rare character who can give the likes of Tekkaman some trouble, because he's just so fast that landing big combos against him is really hard, he can also play a decent air keep-away game that Tekkaman has a hard time punishing. He's also not bad against other speedy characters like Ken or Yatterman-2, since he can actually keep up with him. His worst matches come at the hands of balanced characters. They have enough speed to keep up with him to some extent and aren't super easy to keep out, but they do WAY more damage than he does. Yatterman-1 cannot afford to trade combos with the likes of Ryu or Ippatsuman, and they can actually get around his Kendamagic pretty easily. Yatterman is a decent Giant fighter, Kendamagic is good for draining them down, and his level 3 does extreme damage to them. Yatter Shock also lets him put them into hit stun, which is always helpful. In teams, Yatterman-1 is usually pretty bad. His assist is almost certainly the worst in the game, since it only hits a very specific range. He also doesn't do too well in DHCs or VHCs. At least he's got some decent matchups to contribute, people who can fight Ken or Tekkaman well are pretty rare. Competitively, he seems like he'll fall towards the middle. He's got a pretty standard set of strengths and weaknesses and seems pretty balanced. ############################################################################### C-07 Karas: Origin: =============================================================================== Karas is an 6-part OVA created to commemorate Tatsunoko's 40th anniversary. The titular Karas are Raven-like suits of armour animated by human souls who act to carry out the will of the land itself, as relayed to them by the catlike spirits known as Yurine. There is generally one per town, and their job usually involves fighting malevolent spirits or occasionally other Karas. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Karas has about 37500 HP - Karas can double jump - Karas's assist keeps the opponent grounded, but the next hit will lift them off the ground Changes from CGoH: ------------------ - Karas's cH -> M Kasha loop no longer works in the corner - The Wallbounce followup to Kasha combos now, but the timing is tight - Karas can also now combo after Ukifune Move List: =============================================================================== Command Normals: ---------------- F, F or B, B Shadow Dash F + H Charge Slash Special Moves: -------------- QCF + A Ungaikyo DPF + A (air) Narukami Charge B, F + A Kasha _QCF + A Yoinagi __B,F + A Yato __F + H Yashaguruma HCB + A Tobimizuchi _QCF + A Ukifune _QCB + A Tsurigitsune Basic Supers: ------------- QCF + 2A (after Ungaikyo) Zan Ei Jin QCB + 2A Shiranui Ultimate: --------- HCB + 2A Hiei Zangetsu Variable Attacks: ----------------- Assist: Ungaikyo Counter: L Narukami Combination: Zan Ei Jin Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Shadow Dash F, F or B, B (air) ------------------------------------------------------------------------------- - Invincible Karas has a special dash that has invincibility frames. He can also pass through the opponent. ------------------------------------------------------------------------------- Charge Slash F + H ------------------------------------------------------------------------------- - Unblockable at max charge - High Stagger at max charge, next hit lifts Karas unsheathes his sword and begins charging, attacking when you let go. If you charge to full it is unblockable and crumples the enemy, allowing you to follow up with a combo. ------------------------------------------------------------------------------- Ungaikyo QCF + A ------------------------------------------------------------------------------- - High Stagger, next hit lifts - Reflects projectiles - Used as Assist Karas spins his Katana so fast it looks like a perfect circle. In addition to dealing damage to anyone in front of him, this move will reflect projectiles (but not beams). You can't Baroque cancel this attack. As an assist, it's pretty useful, since it has a fair bit of stagger, and you can pull it out whenever you need a projectile reflected. ------------------------------------------------------------------------------- Narukami DPF + A ------------------------------------------------------------------------------- - Used as Variable Counter Karas performs a glowing upwards slash with his swords. It comes out very fast and is generally good in combos or as an anti-air (use the Light version for anti-air just in case it gets blocked). Button used determines hits, damage, and recovery time. As a variable counter, this move is amazing, since the opponent doesn't recover until they hit the ground, the juggle opportunities are near endless. In particular, you can easily do Moonlight Execution after it. This means that even jabbing Karas' partner when he has 4 stocks is extremely unsafe. ------------------------------------------------------------------------------- Kasha Charge B, F + A ------------------------------------------------------------------------------- - High stagger, next hit lifts - QCF + A followup hits low - F + H followup is a wallbounce Karas does a quick lunge that inflicts a ton of stagger. There are 3 follow-ups to this move: QCF + A gets you a slash that must be blocked low. The other two follow-ups must be done after this move. You can now press B, F + A for a piercing slash that knocks the opponent away. Alternatively, you can press F + H for an wallbounce. It does combo, but the timing is extremely tight. You can also simply omit the follow-ups and combo after the Kasha, but you won't get as many hits as if you did the wallbounce. Karas can also use his old Kasha / Slide infinite, but it no longer works in the corner, so you can only use it to carry them from one side of the screen to the other. The timing also seems different, it's very hard to do. Button used has a very minor effect on how far it goes. ------------------------------------------------------------------------------- Tobimizuchi HCB + A ------------------------------------------------------------------------------- - QCB + H followup is a wallbounce - Puts Giants into Hit Stun Karas shoots a whip at the enemy. If it hits, it latches onto them, and you have two possible follow-ups. QCF + A gets you a cool-looking kick slash combo. You can cM afterwards, then do whatever else. This has the added bonus of putting your opponent in the corner, but they can roll out afterwards. QCB + A has Karas pull the enemy towards himself. The strength of the button modifies this move, L is a quick pull that you usually can't combo after, M is a high pull that gives loads of juggle room, and H is a wallbounce. I recommend you go with either M or H and follow up with an air combo. The whip itself comes out a bit slow, but you can still put it in combos. It also allows you to perform combos against Giants. ------------------------------------------------------------------------------- Zan Ei Jin (Level 1) QCF + 2A (after Ungaikyo) ------------------------------------------------------------------------------- - Used in Variable Combination This is a follow-up to Ungaikyo, so do it immediately after Ungaikyo hits. Karas disappears, all that can be seen are the glowing circles representing his sword strikes as he assaults the enemy. This usually doesn't work if the Ungaikyo hit in the air. This isn't too good in Variable Combinations, since it tends to pull the enemy away from your partner's super. ------------------------------------------------------------------------------- Shiranui (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Counter A counter super. Karas poses, and if he is hit, he slashes the opponent twice for moderate damage. This is nice because it acts to bolster Karas' defence a little bit, but don't overuse it or your opponent will empty jump on you and punish you when you're vulnerable after using this move. Do not that this does not work at all against Giants, they'll just whack you. ------------------------------------------------------------------------------- Hiei Zangetsu (Level 3) HCB + 2A ------------------------------------------------------------------------------- - Hits OTG - Works on Giants Karas poses, then projects his shadow at his opponent. If it hits, they are tied up in an enormous web in front of the moon, and he brutally slashes them from out of the sky for huge damage. Flashy. More importantly, this move can OTG and starts up real fast, so you can combo into it from virtually anything. Heck, you can even throw into it. Obviously, this move is one of Karas' deadliest weapons, because you can eat it on a moment's notice. Combos: =============================================================================== Basic 1: Around 12.8k damage ------------------------------------------------------------------------------- LMcMH -> H Kasha -> cLcMH -> Launch -> LMM -> MM -> H Narukami You must charge the Kasha during the first part of the combo, so hold back the whole time. Cancel the last H before the Launcher on the first hit, unless you're in the corner, in which case you can get both in. Basic 2: Around 14.7k damage ------------------------------------------------------------------------------- LMcMH -> Tobimizuchi -> Ukifune -> MH -> M Kasha -> Launch -> LLMM -> MM -> H Narukami Slightly stronger combo. You must cancel the first standing H on the first hit for this to work (the second can hit twice). Charge the M Kasha during the Ukifune. Basic 3: Around 18.4k damage ------------------------------------------------------------------------------- LMcMH -> Tobimizuchi -> Ukifune -> MH -> M Kasha -> M Yoinagi -> Yashaguruma -> LMH -> M Kasha -> Launch -> LLMM -> MM -> H Narukami Full version of the whip combo, for those of us mortals who can't master the loop combo this is the best we're going to get. Even then, this is still extremely hard because the timing on the Yashaguruma is really tight (press the M after the QCF + M and then the H at almost the same time). You must also wait a tiny little bit before the final M Kasha, or it will miss. This actually does acceptable damage. If you can master this, you won't have many problems, but expect to have to practice this like mad. Basic 4: Around 13.7k damage (one loop) ------------------------------------------------------------------------------- LMcMH -> M Kasha -> [cH -> M Kasha] (repeat square bracket until at corner) -> Launch -> LLMM -> MM -> H Narukami Karas's old infinite is still in, but it only works until you reach the corner. You must do the cH -> M Kasha really really fast or it will miss. You will notice that one rep does terrible damage, you have to get at least two for this to be worthwhile. Good luck with that. This is more powerful the farther away you are from the corner. If you're close to the corner, use the Corner variant, listed below. Basic 5: Around 13.2k damage ------------------------------------------------------------------------------- LMcMH -> H Ungaikyo -> Zan Ei Jin Useless damage-wise, exists only for the sake of DHC-ing out. Must cancel on the first hit of the H if not in the corner. Basic 6: Around 18.9k damage ------------------------------------------------------------------------------- LMcMH -> Tobimizuchi -> Ukifune -> Hiei Zangetsu Simplistic combo into his ultimate. There are better ones, though. Basic 7: Around 23.3k damage ------------------------------------------------------------------------------- Back Throw -> Hiei Zangetsu Unblockable and decently strong. This is probably the best way to combo into this move. Corner 1: ??? ------------------------------------------------------------------------------- LMcMH -> Tobimizuchi -> M Tsurigitsune -> LMH -> M Kasha -> [cH -> M Kasha] (repeat square bracket until at corner) -> Launch -> LLMM -> MM -> H Narukami Corner variant of the Kasha Slide loop, tosses the opponent behind you at the start so you can carry them all the way across. You must dash after the Tsurigitsune in order for the L to hit. Good luck. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH Pretty much everything Karas does lifts, so you won't get much out of this. Thoughts on Karas: =============================================================================== Oh Karas, what have they done to you? Karas used to be the rushdown and pressure king, but evidently Capcom decided he was simply too powerful and they really gave him a good whack with the nerf stick. He's also FAR harder to play than he used to be, it seems like they took every combo he had and made the timing 10 frames tighter. Despite it all, Karas still has his upsides. He's still fast and he still has very good range. His Ungaikyo is still a handy move, and it still makes for a decent assist. And he can still pressure people to some extent, it's just much easier to get around it than it used to be. His damage output also isn't THAT bad, as long as you can master at least some of his more advanced combos, and he's actually decently versatile. You can at least see why he used to be such a force to be reckoned with. We now come to the big list of downsides. The first of which is his health. Karas has abysmal health, almost every character in the game can kill him with two bnbs and possibly a projectile or two. To make matters worse, unlike most of the other low health characters, Karas doesn't have any other aspects which increase his effective defense (for example, Roll can heal herself and many combos don't work on her), he really does die that fast. This means he must Mega Crash out of absolutely everything, so don't expect to use Supers much if at all (thankfully, he doesn't really need them). Secondly, his moves are nowhere near as safe as they used to be, which means his pressure game has been toned way down. And of course, he's lost his infinite, he can still use bits of it in his combos (though it's much harder to pull off) but it used to be useful in dozens of different situations. Karas's matchups aren't all bad. His range still gives him an edge against the likes of Roll and Viewtiful Joe, and it's very hard for the keep-away characters to keep him out since he's so fast and he has that whip. He can also go up against the lesser damage dealers without fear of getting blown out by a single combo, so he's a decent person to put up against the Yattermans. However, he has terrible matchups against anyone who deals a lot of damage and has acceptable range. Karas vs Tekkaman is just laughable, if Tekkaman lands a single hit Karas is totally finished, and it's not like you can try to stay back and go for the whip because Tekkaman has one too and his is better. Now that his attacks are much less safe, he's also got a horrible matchup against Alex, if you get in close it's just asking for a Hyper Bomb that will nearly kill you and you can't Mega Crash out of. Tekkaman Blade, Soki, Ryu, Ippatsuman, Batsu, and anyone else who can deal high damage and approach decently or has high range takes him apart in much the same way. Karas is okay against the giants, his whip allows him to do decent damage, but you have to be insanely careful that they don't catch you in anything or your health will evaporate in seconds. As a partner, Karas is okay. His assist is quite useful, particularly if projectiles otherwise give you trouble, but he's pretty terrible at DHCs (except for the ever-fun counter DHC). You'd better make sure you've got someone else a lot beefier backing him up to round out the team. Competitively, I think Karas is going to wind up fairly low, but it's hard to tell. For one thing, his best combos are nearly impossible to do, but if someone could actually master them he might actually deal enough damage to make up for his terrible health (as was the case in CGoH). There's no question though that he's not as good as he used to be and I doubt he'll wind up on the very top again, particularly since most of the weaker characters from CGoH have seen major buffs while he has been heavily nerfed. ############################################################################### C-08 Doronjo: Origin: =============================================================================== Doronjo (as well as Boyacky and Tonzura) are characters from Yatterman. Doronjo is a hopelessly vain con artist and the arch-enemy of team Yatterman. Together with her minions Boyacky (the thin green one) and Tonzura (the fat purple one) they carry out the orders of Thief God Dokurobei and search for the wish-granting Dokuro Rings, with which Doronjo plans to wish for all of the world's gold and jewels. Their plans almost invariably end in a giant explosion and a punishment from Dokurobei "worse than [their] mama's", followed by a last minute escape on their tandem Bicycle. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Doronjo has about 48000 HP - Doronjo can double jump - Doronjo's cL and cH hit mid - Doronjo's jL and jM are cross-ups - Doronjo's assist keeps the opponent grounded Changes from CGoH: ------------------ - Doronjo's normal attacks deal more damage - However, her cM has less hitstun and jM has less range - Naniwa Clutch has less range Move List: =============================================================================== Command Normals: ---------------- Taunt Kiss Special Moves: -------------- QCF + A Aizuwakamatsu Punch DPF + A Piglet Flare Up QCB + A Rock Toss QCB + A (air only) Rock Abandon RDP + A Naniwa Clutch D,D Super Comfy _H Launcher _D + H Doron Spin Basic Supers: ------------- QCF + 2A In the Beginning QCB + 2A Punching Bag Fiesta Ultimate: --------- DPF + 2A Supreme Evil Plan Variable Attacks: ----------------- Assist: Kiss Counter: Launcher Combination: In the Beginning Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Kiss Taunt ------------------------------------------------------------------------------- - Projectile Doronjo blows a kiss at her opponent, sending out a little heart. If it hits, the opponent is briefly staggered. Yes, her taunt is a projectile. It's not terribly useful, though, because it has little range and travels extremely slow. If used during Super Comfy, it's the game's most pathetic anti-air. As an assist, it's still pretty bad, but you can use it to extend combos the same way you could use Ryu's Hadoken. You just have to do it a fair bit earlier since it travels so slow. ------------------------------------------------------------------------------- Aizuwakamatsu Punch QCF + A ------------------------------------------------------------------------------- Boyacky appears, and he rushes forward while pummelling the opponent. You can usually follow this up with an air combo if performed in the corner. Strength of button determines number of hits and startup time. ------------------------------------------------------------------------------- Piglet Flare Up DPF + A ------------------------------------------------------------------------------- Boyacky appears, and he summons the exploding palm tree. If it hits, the opponent is blasted upwards for an easy follow up. This is a very useful pressure move and it's pretty safe. You can also use it in some combos. Button pressed determines where the tree appears. L is the left of the screen, M is the middle, and H is the right. It doesn't depend on which side you are facing. ------------------------------------------------------------------------------- Rock Toss QCB + A ------------------------------------------------------------------------------- - Projectile Tonzura appears, and he throws a big boulder at the enemy. It actually does pretty good damage for a projectile. Button pressed determines how far he throws the rock. H is the farthest toss, but it can go over the opponent at close range. ------------------------------------------------------------------------------- Rock Abandon QCB + A (air only) ------------------------------------------------------------------------------- Tonzura falls from the sky, attempting to land on the opponent. Not terribly strong, but hilarious and excellent for running away. Button pressed determines where he falls, just like the Boyacky Bomb. ------------------------------------------------------------------------------- Naniwa Clutch RDP + A ------------------------------------------------------------------------------- - High Stagger, next hit lifts Tonzura appears, and tries to grab the enemy. If he succeeds, he holds them for a while, so Doronjo can attack them. This is a great move. You can use this when someone tries to dash in to interrupt them, or against someone who's playing keep away. Your follow-up options aren't exactly great, but Doronjo is all about whittling them down. Button pressed determines where he appears, just like the Boyacky Bomb. This does NOT work against Giants, so don't get any funny ideas. ------------------------------------------------------------------------------- Super Comfy D, D ------------------------------------------------------------------------------- Doronjo drops to a reclining position. From here, she perform any of her minion attacks (except Tonzura Drop because that has to be done from the air), get back up, taunt, or perform one of two specific follow-ups. H gets you her launcher, and D + H gets you a weird spin attack that must be blocked low and has some use in combos. Up makes her get up. The best use for this move, though, is the fact that when lying down, Doronjo has almost no vertical height and virtually everything except low attacks will miss her. In particular, this includes most projectiles, so if someone is tossing them at you, just lie down and summon one of your minions to attack them. Just watch out for Shinku Hadokens. If someone tries to jump in on you, use your launcher and try for an air combo. If you don't do anything for a while, she'll get up on her own, so make sure to summon a minion occasionally if you don't want to get up. ------------------------------------------------------------------------------- In the Beginning (Level 1) QCF + 2A ------------------------------------------------------------------------------- Boyacky Appears, and he presses his button. A few seconds later, a giant ball-shaped robot falls from the sky and attempts to roll over the opponent. Doronjo is free to move throughout the entire thing. The hitbox on this thing is weird, it seems like you should be able to get it to hit in the middle of a combo, but I can't get it to work consistently. If it does hit in the corner, you can juggle afterwards. In variable combinations this is a little better, because the other super will usually cover the startup time. You can also use it in DHCs, just immediately DHC out of it if you start with it. ------------------------------------------------------------------------------- Punching Bag Fiesta (Level 1) QCB + 2A ------------------------------------------------------------------------------- - Counter Counter super. Doronjo poses seductively, and if hit by a physical non-super attack, Boyacky and Tonzura appear and beat the opponent senseless. This is actually pretty strong, and if performed in the corner you can launch after it. This is definitely one of Doronjo's best assets. Like all counter supers, you can use this when an opponent dashes or jumps in to trick them, or you can use it during DHCs if the opponent is about to attack you to great comedic effect (try it with Roll's Heal Super). This does not work against Giants, you'll just get hit. ------------------------------------------------------------------------------- Supreme Evil Plan (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Invincible - Works on Giants Doronjo summons the exploding palm tree right beside herself, which blows up, setting off a catastrophic sequence of explosions as Doronjo and company escape on their tandem bicycle. Ridiculously strong if it hits. The startup on this move is very very slow, so initially it looks totally useless. However, during the time when the tree is onscreen, Doronjo is invincible, she can't even be thrown. This means if you know a really laggy move is coming at you, you can perform this as a counter of sorts. Ryu does a Tatsumaki Senpukyaku at close range while you're idle? Blam. Just don't try it on beam supers, Doronjo is vulnerable for a few frames AFTER the tree blows up, and if hit during this time the super will cancel. If your reflexes are crazily fast, you can use this to tag punish. You have to perform this super AS the tag is taking place for it to hit, after you've already blocked it, it's too late. Combos: =============================================================================== Basic 1: Around 12.8k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> MH Cancel the H after the second hit for optimal damage. This is your only combo, though you can perform it after almost anything you can do. When juggling, just use cLcMH before the Launcher to ensure you don't miss or break the combo. Corner 1: Around 16.0k damage ------------------------------------------------------------------------------- Naniwa Clutch -> Piglet Flare Up -> HcH (bomb blows up) -> LMH -> Launch -> LLMM -> MH Actually, this can work outside the corner, but the amount of hits you can put in before the bomb blows up decrease as you get farther away. Baroque 1: Around 17.3k damage ------------------------------------------------------------------------------- LMcMH -> Piglet Flare Up -> Baroque -> LMcMH (bomb blows up) -> LMH -> Launch -> LLMM -> MH Must be done in the corner. Obviously, choose the correct bomb for the corner you're in unless you want to look like a total chump. Your timing on the cancel to the Boyacky Bomb and the Baroque must be good, or it won't combo. This is pretty strong (for Doronjo) even without a ton of red life. Baroque 2: Around 18.8k damage ------------------------------------------------------------------------------- LMcMHcH -> Super Comfy -> D + H -> Baroque -> LMH -> Launch -> LLMM -> MH Another Baroque corner combo, but can work outside the corner if you omit the H before the launch. An interesting setup, at any rate, may possess other uses. Partner 1: Varies ------------------------------------------------------------------------------- LMH -> Assist with Good Stagger -> Piglet Flare Up -> LMcMH (bomb blows up) -> cLcMH -> Launch -> LMM -> MH Similar to the Baroque combo, but works outside the corner with some partners, because they can buy you time to dash in. Works best with a partner that keeps the opponent grounded, but it isn't required. Make sure you cancel into the Boyacky Bomb and not just do it after your kick ends. What you have to do to buy the bomb time to explode will vary slightly depending on whom you've got. Polimar 1: Around 23.6k damage ------------------------------------------------------------------------------- LMH -> Polimar's Assist -> Supreme Evil Plan The damage is less than Dark Blossom does by itself, but you can combo into it this way, and the damage is super high for a Doronjo combo. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> Piglet Flare Up See the Baroque 1 combo above for what to do with this, though it's definitely less useful outside the corner. Thoughts on Doronjo: =============================================================================== Doronjo is the game's token weird summon character. Her entire game revolves around summoning Tonzura and Boyacky and every possible opportunity, but you have to be strategic about how you call them or you'll get destroyed. Playing Doronjo is very different from every other character and takes a ton of practice. Doronjo's biggest strength is her versatility. Boyacky and Tonzura are surprisingly multitalented, Doronjo's got a way to deal with just about every situation with the aid of her two flunkies. She's also amazingly good at disrupting the opponent's strategy, and against those who aren't used to fighting her this can make for easy wins. Surprisingly, she's even packing nicely high HP, usually characters like this in other fighting games have very little health. The biggest disadvantage of Doronjo is probably just how hard it is to use her well. If you don't know what you're doing with her, you're going to get smeared, you have to know every matchup to have any chance. She's also doesn't boast terribly high damage output, but she's more about wearing the opponent down than finishing them off with one move. I really don't have a lot to say about matchup dynamics for Doronjo, I'm sure they're out there but I'm not really good enough with her to say a lot about what they are. One thing is fairly clear, though, Doronjo can victimize slower characters and people who play keep-away pretty easily, her Naniwa Clutch and Rock Abandon can catch you just about anywhere unless you keep moving. On the other side of things, faster characters are able to put the pressure on her and that limits her ability to set things up. Perhaps fittingly, the Yattermans are quite good at this. Doronjo isn't exactly a ton of help as a partner, her assist is pretty lame and her DHCs are very situational at best. Still, if you can play her well, her generally balanced performance and lack of obvious weaknesses allows her to round out pretty much any team. I'm honestly not confident at all stating where Doronjo's going to end up, except I do know that apparently she was pretty high but not top last time. She has actually seen a few nerfs since CGoH, she traded range for power on a couple of her moves, and that's rarely a good trade, so she's probably not going to wind up on top this time either, but a good Doronjo player will always pose a serious threat nonetheless. ############################################################################### C-09 Ippatsuman: Origin: =============================================================================== Ippatsuman is the main character of the anime "Gyakuten! Ippatsuman!", which is a part of the Time Bokan series. Ippatsuman is involved with a mega-conglomerate that leases everything imaginable, including Super Robots. He is also an avid baseball fan and uses his super-powers to throw his unavoidable fastball, the Rainball. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Ippatsuman has about 46000 HP - Ippatsuman can double jump - Ippatsuman's cL hits mid - Ippatsuman's jM is a cross-up - Ippatsuman's assist lifts the opponent up Changes from CGoH: ------------------ - Ippatsuman's Quick Upper can now be used twice before touching the ground - His air attacks have more hit stun, so his reset combos are a bit different - His Level 3 consumes meter faster than it used to Move List: =============================================================================== Command Normals: ---------------- F + M Leaping Kick F + H Shoulder Charge Special Moves: -------------- QCF + A (air) Rainball DPF + A (air) Quick Upper DPF + A (during dash) Pop Fly QCB + A Mound Blast Charge B, F + A Straight Fly Basic Supers: ------------- HCB + 2A Grand Slam Attack DPF + 2A (air) Final Reversal Breaker Ultimate: --------- RDP + 2A Come Forth, Gyakuten-Oh! Variable Attacks: ----------------- Assist: L Straight Fly Counter: Launcher Combination: Grand Slam Attack Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Leaping Kick F + M ------------------------------------------------------------------------------- - Overhead - Acts as a Launcher on airborne opponents This is mostly useful as a faster launcher against airborne opponents, usually after L Quick Upper (see the combo section). It also works as an overhead, you can follow up with L or M Rainball (if it is blocked or hits, respectively), just don't accidentally do Quick Upper because it will miss. ------------------------------------------------------------------------------- Shoulder Charge F + H ------------------------------------------------------------------------------- Smacks the opponent extremely far away and combos after cH, but it's of limited use in combos outside the corner. ------------------------------------------------------------------------------- Rainball QCF + A (air) ------------------------------------------------------------------------------- - Projectile Ippatsuman pitches his baseball at the enemy. It comes out fast, but recovers slow, because the baseball has to come back to Ippatsuman before he can throw it again. Still, it's pretty good as projectiles go. Button used determines trajectory, L is a fastball, M is a curveball, and H is a screwball. An interesting feature of this move is that Ippatsuman takes a step while doing it, making it good for zoning. The L version has a backstep, so it's a great way to get distance, the M and H versions have a frontstep, so you can use them to close in. ------------------------------------------------------------------------------- Quick Upper DPF + A (air) ------------------------------------------------------------------------------- - Can use up to twice in one jump (count shared with Pop Fly) Ippatsuman does an uppercut charged with a purple energy. This has virtually no horizontal range, so I wouldn't recommend using it as an anti-air. It's somewhat useful in combos, though. Button used determines how high he goes. L goes very little height, and you can do an air attack immediately afterwards, so it's good pressure on the ground. ------------------------------------------------------------------------------- Pop Fly DPF + A (during dash) ------------------------------------------------------------------------------- - Can only use one Quick Upper after this move Ippatsuman performs a flying kneebash charged with his regular purple energy. This move can only be performed during a dash, which means you can't use it in combos. What use it has is beyond me. Button used determines how far he goes and the number of hits. ------------------------------------------------------------------------------- Mound Blast QCB + A ------------------------------------------------------------------------------- - Hits OTG Ippatsuman punches the ground, and a purple energy wave erupts above him. This can hit OTG, and you can Baroque it to make it act like a launcher (though you don't auto superjump after it) ------------------------------------------------------------------------------- Straight Fly Charge B, F + A ------------------------------------------------------------------------------- - Used as Assist Ippatsuman dashes head first at his opponent, again with the purple energy. Button pressed determines how far he launches, with H you're almost guaranteed to get behind the enemy, so you can use it to escape the corner. As an assist, it's useless in combos, but it covers a laggy move pretty well. ------------------------------------------------------------------------------- Grand Slam Attack (Level 1) HCB + 2A ------------------------------------------------------------------------------- - Projectile - Used in Variable Combination Ippatsuman pulls out his bat and hits a couple dozen balls at the opponent with a single swing. This super comes out really fast and does great damage, particularly against the Giants who will be hit by all of the balls. Against regular characters, this is most effective as an anti-air, it comes out so fast that they'll have basically no chance to react. In Variable Combinations, this works okay, but keep in mind it works best right up close, so don't use it with a super that's going to push people away. ------------------------------------------------------------------------------- Final Reversal Breaker (Level 1) DPF + 2A (air) ------------------------------------------------------------------------------- - Unblockable Ippatsuman leaps at his enemy, and if he catches them, he piledrives them into the ground. This super is what makes Ippatsuman one of the best characters in the game, because you can put it in your air combos for immense damage. Since this is unblockable, the key is to perform it so it hits as a reset, just a few frames after you combo technically ends. This does not work on Giants, even if they're jumping. ------------------------------------------------------------------------------- Come Forth, Gyakuten-Oh! (Level 3+) RDP + 2A ------------------------------------------------------------------------------- - Invincible - Continues until Super gauge runs out, unless charging H attack - Some attacks are overheads, wallbounces, and unblockables Ippatsuman assembles his super robot! After it forms up, you can control it, for a while, depending on how much meter you had (this takes all you've got). The actions you have are as follows: L gets you a left hook. This must be blocked high. M gets you a right hook. This must be blocked high. D + L is a left fist slam. This must be blocked low. D + M is a right first slam. This must be blocked low. U + L is a low sword slash. This is unblockable. U + M is a high sword slash. This is unblockable. H starts charging for the ultimate attack. This takes a while, but it is totally unavoidable and does immense damage if it hits. However, it's possible to simply jump and kick Gyakuten-Oh in the head to stop it. Generally, the best way to get damage is to try to hit with one of the hooks, then simply alternate hooks and juggle your opponent into oblivion. Otherwise, just try to mix it up so they block it incorrectly. By itself, this isn't great damage. I suspect there's got to be some way to cancel into this, but I haven't found it yet. Combos: =============================================================================== Basic 1: Around 24.5k damage ------------------------------------------------------------------------------- LMcMH -> Launcher -> LLMM -> MM -> L Quick Upper -> (wait) Final Reversal Breaker Bread and butter. The trick is to cancel the Final Reversal Breaker just a little late, so that it doesn't combo, but not too late that it misses. Don't worry, it's not possible to jab out of it or anything if done correctly. Also make sure to cancel the standing M after 2 hits, not just one. Basic 2: Around 27.3k damage ------------------------------------------------------------------------------- LMcMHcH -> L Quick Upper -> M -> (land) F + M -> LLMM -> MM -> L Quick Upper -> (wait) Final Reversal Breaker Tricky combo, but strong. The trick here is the cancel from the cH to the L Quick Upper, it should not be done as early as possible, wait until you're pretty much directly under the opponent. Then, immediately airdash and do the jM, then land and immediately do F + M. In the corner, you can do F + H before the L Quick Upper for a bit more damage. Basic 3: Around 17.3k damage ------------------------------------------------------------------------------- LMcMH -> M Rainbow -> Grand Slam Attack Use this if you really want to DHC. Beam supers like Ryu's will hit after this, it staggers the opponent pretty well. This is very weak in the corner. This combo also works after your F + M, so you can do this if you land your overhead. Baroque 1: Around 30.2k damage ------------------------------------------------------------------------------- LMcMH -> Launcher -> LLMM -> MH -> (land) H Mound Blast -> Baroque -> (superjump) -> LMM -> MM -> L Quick Upper -> (wait) Final Reversal Breaker Only works in or near the corner. You must baroque the Mound Blast and Superjump very quickly for the rest of the combo to hit. Timing on the reset is just the same as it is in the bnb. This is extremely strong, even with little red life, so try to learn it well. It's not that hard as fancy Baroque combos go. This will also work with the Basic 2 variant, for a bit of extra damage. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> M Rainball Simplistic but effective nonetheless. Thoughts on Ippatsuman: =============================================================================== Ippatsuman is another well-rounded character who's pretty easy to learn and quite powerful in the hands of a good player. He has a couple tricks that set him apart from others, though. Ippatsuman's biggest strength is his damage output, which is extremely high for a character as balanced as he is. This owes itself almost entirely to his Final Reversal Breaker, which contributes to many awesome resets and you should definitely learn the timing. Beyond this, he's packing some nice mix-ups and his normals have pretty good range. Ippatsuman doesn't have too many weaknesses. His biggest one is probably that his projectile has such a tiny hitbox, he can use it to adjust his positioning a little bit on the ground, but it's not great at keeping people out. Also, his assist, while good at covering weaknesses, isn't quite as good as some of his closest competitors. In terms of matchups, Ippatsuman is pretty decent against most characters, in particular close range characters or those with low health. His damage output is almost approaching Tekkaman levels, and few are the characters who can match damage with him and come out on top. Ippatsuman does have trouble with a few characters. He can't easily keep people out, so the massive damage dealers like Alex, Polimar, and Tekkaman can get in against him easily enough and start wreaking havoc, even though his damage output is high he can't quite measure up to them. He's also firmly average in terms of speed, and some of the speed demons like Ken and Yatterman-1 may be able to chip away at him before he can pin them down. Ippatsuman is potentially a good Giant fighter, but his offense is extremely one-dimensional. Essentially, his Grand Slam Attack hits them for utterly insane damage, but it's about all he can do, so if they manage to block it he may find himself in trouble. Still, if he plays a defensive game he can limit their options to a great extent. As a partner, Ippatsuman is pretty good. His assist, while not the very best, is still quite good and covers laggy attacks well. He's not great a DHCs or VHCs, but since he's so balanced he fits pretty well in any team. Competitively, Ippatsuman will probably end up pretty high. He's a solid pick in just about any situation and versatility goes a long way. ############################################################################### C-10 Tekkaman Blade: To unlock: ------------------------------------------------------------------------------- Beat the game with 3 different Tatsunoko characters. Origin: ------------------------------------------------------------------------------- Tekkaman Blade is the titular character of the anime "Tekkaman Blade", which was dubbed in the US as Teknoman. Tekkaman Blade (aka D-Boy) is a human who can use the powerful Tekkaman armor. Unfortunately, most of the Tekkamen have been brainwashed by the parasitic alien entity known as the Radam and are now being employed as weapons against the human race. Blade is a very self-sacrificing young man and is willing to undergo any upgrade to his armor if it will increase humanity's chances of survival, even at the expense of his own health. Quick Stats: =============================================================================== - Tekkaman Blade has about 49500 HP - Tekkaman Blade can double jump - Tekkaman Blade's cL hits mid - Tekkaman Blade's jL and jH are cross-ups - Tekkaman Blade's assist picks the opponent up Move List: =============================================================================== Command Normals: ---------------- F, F / B, B (air) Thrust Dash B + H Wide Slash D + H (air only) Diving Lance Special Moves: -------------- QCF + A (air) Baselard A Rapidly Shamshir Charge D, U + A Katzbalger QCB + A Falchion Basic Supers: ------------- DPF + 2A Voltekka QCF + 2A (air) Crash Intrude Ultimate: --------- HCB + 2A (air) Omnidirectional Super Voltekka Variable Attacks: ----------------- Assist: M Katzbalger Counter: Wide Slash Combination: Voltekka Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Thrust Dash F, F / B, B (air) ------------------------------------------------------------------------------- Tekkaman Blade's special dash. On the ground, it lifts him up at a 45 degree angle, in the air he dashes straight ahead, slowly at first, but he accelerates quickly. This is kind of similar to Morrigan's Vernier Dash but it's not nearly as easy to use it in combos. ------------------------------------------------------------------------------- Wide Slash B + H ------------------------------------------------------------------------------- - Used as Variable Counter - Auto-guard Tekkaman Blade does a wide slash with his lance. It pushes the opponent back if it hits and is not useful in combos, but it does have good range. It also has a very short auto-guard window immediately as it starts up, but it's hard to use it for much. Pretty standard as a variable counter, range is nice for punishing pokes. ------------------------------------------------------------------------------- Diving Lance D + H (air only) ------------------------------------------------------------------------------- Tekkaman Blade dives straight down with his lance. Extremely fast, and you can cancel it once you hit the ground. ------------------------------------------------------------------------------- Baselard QCF + A (air) ------------------------------------------------------------------------------- - Projectile - M and H version put Giants into hit stun Tekkaman Blade splits his lance apart and throws both pieces at the opponent. Button pressed determines trajectory, on the ground, L and H are forward, M is diagonally upward. In the air, L and H are diagonally downward, M is straight ahead. If the M or H versions connect, Tekkaman Blade will teleport up to the enemy and do a follow up slash. H is a tad slower than L. Feel free to spam the M and H versions on Giants. You can follow up with D + H afterwards if they're in the corner. ------------------------------------------------------------------------------- Shamshir A Rapidly ------------------------------------------------------------------------------- Tekkaman Blade whips his lance around above him. This works in combos, but its main use is as an anti-air or to push the opponent away from you. It's also pretty safe so you can cancel to it after blocked ground combos. Unlike most moves of this type, it does not last any longer if you mash more. ------------------------------------------------------------------------------- Katzbalger Charge D, U + A ------------------------------------------------------------------------------- - H version is wallbounce Tekkaman Blade spins his Lance above his head. The L and M versions are basically useless, but the H version is an amazing wallbounce. In addition to wallbouncing the enemy and being strong, the H version carries YOU to the corner too, so it's always easy to follow up. ------------------------------------------------------------------------------- Falchion QCB + A ------------------------------------------------------------------------------- Tekkaman Blade spins his lance in the air, dashes past the opponent, then pulls it back to himself, hitting a few times in the process. This move is impractical in combos, but that's not the point of it. Since Blade dashes through the opponent, it must be blocked on the other side. You can cancel your blocked ground strings into this move for mix-ups, randomly alternate between this and Shamshir when your moves are blocked to keep your opponent off-guard. This has some great follow-ups, with good timing you can follow up any version with a ground combo. That's actually a little scary. Button used determines startup time, number of hits, and recovery time. ------------------------------------------------------------------------------- Voltekka (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Beam - Used in Variable Combination Tekkaman Blade fires his Voltekka on a 30 degree angle or so. This is not nearly as strong as Tekkaman's version, or as useful, though it makes an acceptable anti-air. In Variable Combinations, it's pretty lousy, it will tend not to hit fully. It works a bit better as a DHC since it can hit airborne opponents. ------------------------------------------------------------------------------- Crash Intrude (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Works on Giants Tekkaman Blade dashes toward the opponent, and if he hits, rams them a bunch of times in the air. It's not very strong, but it's very easy to put it in combos. ------------------------------------------------------------------------------- Omnidirectional Super Voltekka (Level 3) HCB + 2A (air) ------------------------------------------------------------------------------- - Projectile - Fires a beam if the pulse misses - Works on Giants Tekkaman launches a "pulse" of sorts around him, and if it hits, he blasts the heck out of the opponent with a massively powerful Voltekka. You can use this as an anti-air or you can put it in combos, it's a very flexible super. If it misses, it fires a beam that functions much like Tekkaman's standard Voltekka, but obviously slow to come out since the pulse must miss first. Combos: =============================================================================== Basic 1: Around 22.4k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> L Baselard -> Crash Intrude Bread and butter. Very easy to pull off. Keep in mind you can land the whole thing after any Falchion that hits. You can do Omnidirectional Super Voltekka instead of Crash Intrude for 31.3k damage. You must cancel the Baselard REALLY fast or it will miss. Basic 2: Around 29.2k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> L Baselard -> M -> (jump) M -> L Baselard -> D + H -> Shamshir -> Crash Intrude Harder variant of the above but better damage if you're not going to use the level 3. Start mashing the moment you do the D + H. In case the first part confuses you, do LMM, throw the L Baselard, mash M, then Jump, do another M, throw another L Baselard, then do the D + H. Try to let Shamshir get as many hits as possible before cancelling it, but it's not worth missing the super over one hit. Basic 3: Around 29.7k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LLMM -> D + H -> (land) H Katzbalger -> M -> Launch LL -> L Baselard -> Crash Intrude Harder to do, but quite a bit stronger. Make sure you super jump up towards after the first launcher, and do the LLMM as fast as humanly possible. Do the D + H the second you press up for the second jump, hold down, and execute the Katzbalger the second you hit the ground. Note the unusual sequence of attacks in the second air combo! This is utterly ridiculous damage for 1 level. You can also use Omnidirectional Super Voltekka for a ridiculous 38.1k damage. Basic 4: Around 31.5k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LLMM -> D + H -> (land) H Katzbalger -> Launch -> M -> L Baselard -> D + H -> Shamshir -> Crash Intrude There's not much to say here. It's obvious that this would be possible from the previous two combos, but it's horrifically difficult to do. It took me at least 200 tries to pull this off, if anyone can do this consistently I'd be stunned. Start mashing H like crazy when it's time for the second D + H, and then mash ALL of the buttons the second it comes out. If you somehow get the Shamshir, cancel that sucker instantly. Also, you can't put in the M before the relaunch, keep that in mind. Baroque 1: Around 37.7k damage ------------------------------------------------------------------------------- LMcMHcH -> B + H -> L Baselard -> Baroque -> LMH -> Launch -> LLMM -> M -> L Baselard -> Omnidirectional Super Voltekka Only works in the corner. Timing on the LMH after the Baroque is a bit tight, practice it. Of course, you can also do the D + H -> Shamshir -> Crash Intrude at the end. Even the Wallbounce combo will work (though the timing is a bit different). Recommended Extension Combo: ------------------------------------------------------------------------------- LMcM Blade is horrible at extension combos outside the corner because he can't dash. He's much better at ones that juggle, since most of his combos hit as juggles anyway. Thoughts on Tekkaman Blade: =============================================================================== Tekkaman Blade is a pure rushdown character, but unlike most of the others he actually has enough health not to crumple if he takes a single combo. To this end, he's loaded up with powerful combos and several ways to break guard. Tekkaman Blade's biggest strengths are his range and power. His range isn't quite as much as Tekkaman's, but he can actually deal almost as much damage and he's quicker, to boot. He's also packing some nice mix-ups with his jH and Falchion, so it can be tricky to block his onslaught. Crash Intrude also starts up insanely fast and can punish almost anything. Tekkaman Blade's biggest weakness is his dash, his Thrust Dash is similar to Morrigan's Vernier Dash, except lacking in the mix-up options. In short, it severely limits his ability to approach on the ground, and thus his ability to punish attacks or get around keep-away is significantly reduced. He can still approach pretty well from the air, but it reduces his options all the same. He also has one of the worst assists in the game. Tekkaman Blade does very well against most close range fighters. Few can match range with him, so jumping in against him is always a tad risky. Even those with good jump-ins like Ippatsuman can easily lose out to his lance attacks, then eat an extremely powerful juggle combo. He also has no time for Ken's shenanigans, he can easily hit him out of the sky and put the hurt on him. On the other hand, keep away characters do quite well against Tekkaman Blade, since approaching on the ground basically isn't an option at all for him, they only have to cover one method of approach and that's not too difficult. I suspect he would also have trouble against Doronjo, because she can play keep-away just as well against anyone with a poor ground approach. Tekkaman Blade is an average Giant Fighter. Many people seem to think he's the best, because his M and H Baselard knock them down, but they really aren't that strong and it's not that hard to block it, many others have much better anti-Giant options. Crash Intrude still works nicely, though. Tekkaman Blade is an average partner. His assist is worthless, it's not even a serviceable anti-air, but he's quite good in DHCs. He also contributes some useful matchup dynamics for a number of characters. Competitively, Blade will probably end up pretty high. I don't know if he'll be at the very top, I think he's somewhat overhyped at the moment because new players don't know how to block his mixups. Still, being able to stuff close-range fighters is always handy. ############################################################################### C-11 Joe the Condor: To unlock: ------------------------------------------------------------------------------- Beat the game with 6 different Tatsunoko characters. Origin: ------------------------------------------------------------------------------- Joe the Condor is yet another character from Gatchaman. Joe is the marksman and weapons specialist of Team Gatchaman. He's also a total hothead and jumps at any opportunity to get into a fight or fire the Bird Missiles (though Ken usually doesn't let him). Later in the series, he suffers brain damage from explosive shrapnel, giving him a stagger and frequent headaches. However, this only increases his fighting prowess. Quick Stats: =============================================================================== - Joe has about 44000 HP - Joe can double jump - Joe's cM and cH hit mid and his cH doesn't knock down, but his L hits low - Joe's jL and jM are cross-ups - Joe's assist cannot hit grounded opponents Move List: =============================================================================== Special Moves: -------------- QCF + A Battering Ram Charge B, F + A Wild Lasso DPF + A (air) Savage Shot Hold A, then release (air) Shuriken Feathers HCB + A Cactus Bunker Basic Supers: ------------- QCF + 2A (air) Condor Magnum DPF + 2A Bird Missile Strike Ultimate: --------- HCB + 2A (air) Science Ninja: Tornado Fighter Variable Attacks: ----------------- Assist: M Savage Shot Counter: Launcher Combination: Bird Missile Strike Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Battering Ram QCF + A ------------------------------------------------------------------------------- - M version has high stagger, next hit lifts - H version is a wallbounce - H version has super armor Joe launches a powerful kick against the enemy. Each button has a different effect. L causes the enemy to crumble slowly to the ground. They can be hit by supers in this state but not by normal attacks. M causes the enemy to stagger, you can combo afterwards. H is a wallbounce. It also has super armor. Unfortunately, the M and H version are too slow to put in combos without the aid of an assist. Still, super armor makes for a nice mix-up. ------------------------------------------------------------------------------- Wild Lasso Charge B, F + A ------------------------------------------------------------------------------- - L version hits OTG - Works on Giants Joe fires a grappling wire, if it hits he drags the opponent up to him and shoots them. It's not very strong, its main use is as a projectile or for the OTG after a combo when you're in the corner. Button pressed determines trajectory. L is diagonally down and can OTG, M is straight ahead, H is diagonally upward. ------------------------------------------------------------------------------- Savage Shot DPF + A (air) ------------------------------------------------------------------------------- - Projectile - Used as Assist - Can up to twice before landing Joe shoots his gun on an angle, 45 degree up if on the ground, 45 degrees down if in the air. It's an okay anti-air on the ground, but it works much better in the air, where it can be used for keep-away or in air combos. Button pressed determines number of shots and damage. This has very limited use as an assist. It's not the most reliable anti-air, its main use is to try to prevent the opponent from jumping. ------------------------------------------------------------------------------- Feather Shuriken Hold A, then release (air) ------------------------------------------------------------------------------- - Projectile - M and H versions eat projectiles Joe throws a little feather dart straight ahead of him. It's pretty fast and makes a decent projectile. The M and H versions also eat projectiles, (though they'll do less damage when they hit) so they're great for projectile wars. You can also use it as an air combo ender. You need to hold the button for about 2 seconds before releasing it. There is no visual indication to your opponent that you are charging this move, and you can charge all 3 attack buttons simultaneously (but you can't release them all at once). Button used determines number of hits and damage. ------------------------------------------------------------------------------- Cactus Bunker HCB + A ------------------------------------------------------------------------------- - Counter Joe flips around, and if hit by a normal attack, the screen will go red and he'll dramatically shoot the enemy. Not much else to say about this, it's a pretty standard counter. You should always hold back while doing it, and if it hits you can do the L Wild Lasso OTG for a little extra damage. Doesn't work on giants, like all counters. ------------------------------------------------------------------------------- Condor Magnum (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Projectile - Works on Giants (sort of) Joe throws two sets of Feather Shurikens, and if they hit, he follows up for a close range slash. If used in the air, he fires the Shurikens on a 45 degree downward angle, but it's still easy to put in air combos. If the second set of shurikens hit against Giants, the rest of the super hits normally. ------------------------------------------------------------------------------- Bird Missile Strike (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Projectile - Can also hit Joe - Can follow up afterwards - Used in Variable Combination Joe calls his plane, which fires a few machine gun rounds before launching a huge missile. The missile does not hit instantly, rather it falls to the ground about 5 seconds later, creating an explosion that hits everywhere on the ground. If you DHC out of this super or even tag, the missile will still fall. If the missile hits, you can juggle the opponent afterwards. The missile will not usually combo, and even if you managed to combo into it with a DHC, you'd end up hitting your partner, too. It's mainly used for mixups or stalling. There's almost no point using this super in a Variable Combination, you might as well just use it and then DHC, saving yourself one level. ------------------------------------------------------------------------------- Science Ninja: Tornado Fighter (Level 3) HCB + 2A ------------------------------------------------------------------------------- - Can follow up afterwards - Works on Giants Joe does a backflip kick, and if he hits, one of his Gatchaman team-mates appears, kicks the opponent, and then they create a huge cyclone. Despite the visual differences, this is virtually identical to Jun's ultimate. It's main use is in combos. Combos: =============================================================================== Basic 1: Around 19.3k damage ------------------------------------------------------------------------------- LMcMH -> Launch (hold H) -> LLMM -> M -> H Bird Shuriken -> Condor Magnum Very basic combo. Buffer your commands on the ground so you can start holding the H sooner, otherwise you may not get the Shuriken at the end. The amount of damage you get out of the Condor Magnum will depend on where exactly you are positioned when you cancel, try to learn how to time it so that all the feathers hit. Also, make sure you let your cM hit twice. Basic 2: Around 29.4k damage ------------------------------------------------------------------------------- LMcMH -> Launch (hold H) -> LLMM -> M -> H Bird Shuriken -> Science Ninja: Tornado Fighter -> L Wild Lasso It's a bit hard to predict where you and the opponent will land, you may have to reposition yourself before charging the L Wild Lasso. It doesn't add that much damage, so it's not a big deal if you miss it. Corner 1: Around 16.7k damage ------------------------------------------------------------------------------- LMcMH -> Launch (hold H) -> LLMM -> M -> H Bird Shuriken -> H -> (land) L Wild Lasso You've got to charge both the H and the Wild Lasso in this combo, but it's not really very hard. Obviously, this is not as good damage as the Condor Magnum combo, but it doesn't take a level. Corner 2: Varies ------------------------------------------------------------------------------- LMcMH -> Partner that doesn't juggle too high -> H Battering Ram -> cLcM -> Launch -> LLMM -> M -> H Bird Shuriken -> Condor Magnum Joe can get a lot more combo damage with a partner who can buy him time for the H Battering Ram. Just don't miss the relaunch Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> L Battering Ram Extension combos are the one use of L Battering Ram. Thoughts on Joe the Condor: =============================================================================== Joe is a very versatile character, with two projectiles, a super armor move, a counter, a weird setup super, and an attack that hits OTG, he has quite possibly the game's most diverse moveset. This allows him to excel in a lot of situations if you can keep track of it all. Joe's biggest strength is his variety, as stated before. He's got an absolute boatload of tools and he can use them to defend himself against almost any strategy and to shut down the offense of some characters. He's also decently powerful when he gets the chance to do a combo. Joe's main weakness is that almost all of his tools are defensive, he actually has fairly few options when it actually comes to attacking. He's the only character in the game with no command normals, and he has no easy overheads, significantly reducing the usefulness of his super armor move as a mix-up. It also doesn't help that he has pretty low health, guess that counter wrong a few times and you're going to be hurting. In terms of matchups, Joe does best against characters who are speedy and aggressive. Attempting rushdown or pressure against Joe just doesn't work, which is bad news for Ken, Jun, the Yattermans, Karas, Zero, etc. It's also not very easy to play keep away against him, his air Savage Shot is a great way to get people out of the corner. Joe's main problems are against characters who tend to play it safe and wait for an opening, like the Tekkamen, Soki, or Alex. Joe can't do much to force openings against them other than throw, and with his low health if they do get a chance to combo him it's really going to hurt. Joe is also a pretty bad Giant fighter. Most of his tools are not effective against them and Savage Shot is a little on the slow side to be spammed (particularly against PTX who will just fire back). His low health doesn't help here either. As a partner, Joe is average. His assist is not useful for most characters, but some characters like Yatterman-2 and Saki can get good use out of it. He also does reasonably well in DHCs and he can cover a number of otherwise nasty matchups. Competitively, Joe will probably end up somewhere in the middle. People who can shut down pressure tactics are always handy, but his health feels a bit too low and his offense isn't really varied enough. ############################################################################### C-12 Yatterman-2: To unlock: ------------------------------------------------------------------------------- Beat the game with the other 4 secret characters. Origin: ------------------------------------------------------------------------------- Yatterman-2 is another character from "Yatterman". Yatterman-2 (real name Ai) is Gan's girlfriend and partner in crime-fighting. She wields an electric shock stick and is bolder and more committed to justice than Gan, but her overzealous attitude sometimes gets her into trouble. Quick Stats: =============================================================================== - Yatterman-2 has about 42000 HP - Yatterman-2 can double jump - Yatterman-2's cM and cH hit mid, but her Launcher hits low - Yatterman-2's jL, jM, and jH are all cross-ups - Yatterman-2's assist lifts the opponent up Move List: =============================================================================== Command Normals: ---------------- DF + M Yatter Slide Hold H (air) Yatter Spark Special Moves: -------------- QCB + A Yatter Shield QCF + A Yatter Step Charge B, F + A (air) Yatter Swing A Rapidly (air) Yatter Splash Basic Supers: ------------- QCF + 2A Super Passion DPF + 2A Omotchama's Roll Ultimate: --------- QCB + 2A This Week's Surprise Robots Variable Attacks: ----------------- Assist: M Yatter Splash Counter: Crouching Heavy Combination: Super Passion Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Yatter Slide DF + M ------------------------------------------------------------------------------- - Can't cancel this move A slide. Seemingly useless in combos. ------------------------------------------------------------------------------- Yatter Spark Hold H (air) ------------------------------------------------------------------------------- - Ground version unblockable at full charge - No cancel at max charge Yatterman-2 can charge her Hs. The ground version becomes unblockable at full charge, which is good for mixups if your opponent is napping. However, you can't cancel it into anything. cH works exactly the same way. You can also charge in the air, which makes the cross-up a little better. ------------------------------------------------------------------------------- Yatter Shield QCB + A ------------------------------------------------------------------------------- - Reflects non-super projectiles - High stagger, next hit lifts Very similar to Karas's move, but it recovers a little faster. Useful for reflecting projectiles and for ground combos. Button pressed determines duration, the H version is too slow to combo after. ------------------------------------------------------------------------------- Yatter Step QCF + A ------------------------------------------------------------------------------- - M version is an overhead - H version must be blocked low Classic annoying mix-up move. Yatterman-2 takes a quick step forward, and you can press an attack button for one of 3 followups: - The L version is just a poke. - The M version must be blocked high. - The H version must be blocked low. As you can see, you have to guess which way to block. Anyone who's ever played (or fought) Chris in King of Fighters should be intimately familiar with this kind of nonsense. If they guess wrong, Super Cancel to your ultimate for huge damage, if they guess right, Baroque cancel the end lag so it becomes safe. Spam this after any blocked or really any time the opponent is blocking. Hooray annoyingness. The button you use initially determines the length of the step she takes. Watch out for opponents who have Super Armor moves, though, your mixups are worthless against them. ------------------------------------------------------------------------------- Yatter Swing Charge B, F + A (air) ------------------------------------------------------------------------------- - Projectile - High stagger, next hit lifts - Can only have one on screen at a time - Heart vanishes if Yatterman-2 is hit Yatterman-2 bats out a little electric heart. If the enemy is hit by it, they're staggered. The trajectory depends on the button pressed. L goes diagonally down. It will bounce off walls. M goes straight ahead. It will bounce off walls, and picks up speed every time it does so. H goes straight up. It'll fall back down a couple seconds later about three quarters of a screen from where it was launched. It will bounce and come back down a little bit farther ahead if it misses. The L version is decent from high in the air, and the H version is a decent trap, but M is the standout version. Shoot this baby just a little bit over the enemies head (charge down back, then jump back and shoot it), and it'll effectively block them from jumping for a good 3-4 seconds. Then you can dash in and do whatever you want. Be aware that all versions of this move disappear if you are hit. ------------------------------------------------------------------------------- Yatter Splash A Rapidly (air) ------------------------------------------------------------------------------- - Continues as long as you mash Yatterman-2 does a quick flurry of pokes. Unlike all other mash moves, the button you use DOES matter here. L does the pokes straight ahead of you. M does the pokes diagonally upward, this is an acceptable anti-air. In the air, it's diagonally downward. H does a quick step forward, then pokes. It's decent for keeping people out, I guess, but generally Yatterman-2 is all about rushdown so you may not use this much. As an assist, it's lousy for the same reason all anti-air assists are lousy. If it had been the L version it would have been a great assist. ------------------------------------------------------------------------------- Super Passion (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Projectile - Can Charge by holding 2A - Can follow up with a combo Yatterman-2 generates a spark heart and lobs it forward, it bounces around a few times before disappearing. It's weak, but the enemy can't really do much while it's out, so it's another lockdown move. If it hits, you can follow up with a combo You can charge this, it will grow in size up to twice and deal more damage. But obviously this makes it come out slower. If Yatterman-2 is hit while charging it, it simply falls straight down. It can hit the opponent during this time, so it's not that safe to interrupt it, particularly if it's already big. ------------------------------------------------------------------------------- Omotchama's Roll (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Omotchama attacks every second and a half or so for about 5 seconds. Summons Omotchama, Team Yatterman's mascot. He floats around and occasionally attacks the enemy. This is a great source of pressure, and it's a decent strategy to super cancel to this any time you want to reduce the lag of something. Also, while he's around, the opponent basically can't combo you, so it's a good way to stall for time. You can use Omotchama's attacks to link ground combos together, but it requires good timing / luck. If Omotchama is on the screen when you win a battle, he does a win pose too. ------------------------------------------------------------------------------- This Week's Surprise Robots (Level 3) QCB + 2A ------------------------------------------------------------------------------- - Mash buttons for more hits - Works on Giants Yatterman-2 slides forward with surprising speed, and if she hits, she summons Yatter-Pelican. Yatter-Pelican spits out lots of exploding birds on to the opponent, then at the end their spirits form a giant bird that skewers your helpless foe. You can mash buttons to get way more birds. Don't forget to mash P, too. This is a great super, it's barely affected by damage scaling so you can use it in long combos with little penalty. Combos: =============================================================================== Basic 1: Around 13.3k damage ------------------------------------------------------------------------------- LMcMHcH -> L Yatter Shield -> cL -> Launch -> LLMM -> MH You have to dash after the L Yatter Shield unless you're in the corner. Cancel the M after the first hit, and don't cancel the H too early or you will miss. However, if you cancel fast enough the combo can still work even if you miss the cH. Try to jump straight up after the launch. Her air combos can be weird, since her jM can hit twice. Don't be surprised if you have to improvise here. You'll be doing this combo in minor variations almost constantly. Yatterman-2 is all about finding openings and then whittling you down. Basic 2: Around 26.4k damage (mashed) ------------------------------------------------------------------------------- Yatter Step (any) -> This Week's Special Robots After landing any Yatter Step, you can do your ultimate for huge damage. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> Yatter Step (any) Makes for stupidly good pressure on a blocking opponent, too. Thoughts on Yatterman-2: =============================================================================== With a variety of moves that are hard to block and more tools than a Swiss Army Knife, Yatterman-2 is this game's token annoying mix-up character. She focuses on pressuring the opponent, poking and prodding from every possible direction until they mess up and give her an opening. She's also pretty good at controlling space and can shut down the strategies of certain other characters. Yatterman-2's greatest strength is her ability to overcome the opponent's guard. She's packing the unholy trio of defense-breaking moves: a crossup in her jM, an unblockable with her charged H, and a mix-up move with Yatter Step. Put this all together and you've got a nightmare for anyone who tries to block her onslaught. Obviously, most people are going to try to keep moving, but even then she can use her Yatter Swing to try to keep them pinned down. Defensively, though, she's not quite as solid. She's packing a ton of tools, but most of them are offensive, unlike Ken she lacks a solid escape option. Pair this up with her very low health and she's definitely at risk of being pinned down in much the same way she would do to others. Thankfully, she has Omotchama, who can protect her from an opponent's combo (and is thus a pretty safe cancel from any ground attack), just be aware that some moves can't be interrupted once they hit. In terms of matchups, Yatterman-2 is generally most effective against characters with straightforward fighting styles, like Ryu and Casshan. They tend to rely on standard jump-ins and punishing laggy moves to create their openings, and you really can't play that game against her. She's also pretty decent against characters who try to control space like Ken and Doronjo, because she can definitely keep pace with them and can keep them from playing their game to the fullest extent. However, she does have her share of problems, the worst of which is people with command throws. Alex is perfectly willing to let her get in his face with her wimpy mix-ups, block them, then buffer a Power / Hyper Bomb while she recovers, and Omotchama can't do a thing to help because all characters are invincible while throwing. Also, despite the fact that her range is decent, characters with great range like Soki and Tekkaman are not afraid to face her on the ground and even if you trade combos back and forth they'll last a lot longer than she will. Yatterman-2 is also a terrible giant fighter, her mixups are totally useless against them, Omotchama can't protect you at all, and her projectile is a bit too slow to be effectively spammed. Just try to keep on the move and get a few licks in here and there while you charge her Ultimate. You'll need to pay attention to team structure with Yatterman-2, since her assist is pretty terrible and she's got some significant bad matchups. She does have a pretty interesting blocked / whiffed DHC option in Omotchama's Roll, though, so she's easy to switch in in a pinch. I'd recommend pairing her up with someone pretty beefy like Alex who can handle the high damage dealers and the Giants. Incidentally, team Yatterman is actually pretty bad, they don't support each other very well. It's hard to say where Yatterman-2 will fall in the competitive order. Mix-ups tend to be extremely effective at low levels of play, but as you start to play better and better opponents, so too do their abilities to block or punish mix-ups on reaction improve. Still, she's got a lot of tools that can make for good pressure and can be scary in skilled hands. ############################################################################### C-13 Gold Lightan: Origin: =============================================================================== Gold Lightan is the main character of the anime "Golden Warrior Gold Lightan". Gold Lightan a sentient super robot who can be stored as a pocket-sized gold lighter (hence the name) but he grows to 30 meters tall when activated. His mission is to protect the Earth from alien robots, usually by punching right through them and crushing their circuitry. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Gold Lightan has about 71500 HP - Gold Lightan can't double jump or superjump - Gold Lightan's cL and cM hit mid - Gold Lightan's jL and jH can cross-up (but your enemy has to walk under you) - Gold Lightan's normal attacks cause chip damage Changes from CGoH: ------------------ - He can now combo H -> Launch - Gold Stomp now hits the entire floor - Gold Crash now hits OTG - M and H Tank Slice knock the opponent down now, can follow up with Gold Crash - Battleship Breaker goes much farther across the screen Move List: =============================================================================== Command Normals: ---------------- F + M Crush Punch B + M Far Kick F + H Front Throw (even when far) B + H Back Throw (even when far) Special Moves: -------------- HCF + A Tank Slice HCB + A Battleship Breaker D, D + A Gold Quake 360 + H Gold Press Basic Supers: ------------- HCF + 2A (air) Gold Crash HCB + 2A Gold Kick Ultimate: --------- QCF + 2A (During Gold Crash) Gold Finger Crash Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Crush Punch F + M ------------------------------------------------------------------------------- - Overhead - Hits OTG Very slow, but useful in a few situations. ------------------------------------------------------------------------------- Far Kick B + M ------------------------------------------------------------------------------- It has a lot of range, but it's not that useful. ------------------------------------------------------------------------------- Front / Back Throw F + H / B + H ------------------------------------------------------------------------------- - Unblockable Gold Lightan can perform his throws even at a distance and they hit airborne opponents. Too bad it's so easy to Throw Escape. ------------------------------------------------------------------------------- Tank Slice HCF + A ------------------------------------------------------------------------------- - Reflects Projectiles Gold Lightan does a low chopping attack. It's not terribly strong and it doesn't have much use in combos, but he can use it to reflect certain projectiles. Unfortunately, it's pretty slow and you're just asking to eat a beam super if you try it. Button used determines damage and how high back the opponent is tossed by it. ------------------------------------------------------------------------------- Battleship Breaker HCB + A ------------------------------------------------------------------------------- - L and M versions are wallbounces - H version is a snapback Gold Lightan does a powerful Drop Kick. This move recovers ridiculously slow, Lightan hits the ground like a sack of bricks and spends ages getting back on his feet. Surprisingly, though, this move is quite useful in combos. There are two variations depending on the button you press. L and M get you a wallbounce attack. It doesn't recover fast enough for you to do a combo afterwards (without Baroque), but you can super cancel. H gets you a snapback effect. This means the opponent's character is switched, and their partner loses any red health they might have. This acts as a wallbounce if the other character has no partner. To get either effect, though, you must actually hit with the kick part, which means your opponent must be in the air. If they're on the ground, you'll simply fall on them with your foot for slight damage. Generally, you want to cancel your launcher into this move. ------------------------------------------------------------------------------- Gold Quake D, D + A ------------------------------------------------------------------------------- - Hits OTG Gold Lightan stomps the ground, and anyone on the ground who isn't blocking low gets hit. This is decent for interrupting your opponent at long range, but it's pretty slow. Button pressed determines speed and damage. ------------------------------------------------------------------------------- Gold Press 360 + H ------------------------------------------------------------------------------- - Unblockable - Opponent can Throw Escape Gold Lightan throws his opponent to the ground, and then flattens them with his body. Hilarious, very strong, and can hit airborne opponents, but unfortunately it's the only command throw in the game that can be escaped, and it's rather easy to do. Still, at least this does allow you to get right beside your opponent. ------------------------------------------------------------------------------- Gold Crash (Level 1) HCF + 2A (air) ------------------------------------------------------------------------------- - Hits OTG Gold Lightan does a super version of his Gold Stomp, if he hits, he grabs the opponent, rips out their soul, and crushes it in his fist. Ouch. Like the stomp, this hits everywhere on the ground, and as an added bonus, you can also initiate it in the air and hit on the way down. It's a great way to counter just about anything, and it can also hit OTG. You can also perform your ultimate during this move for 2 more levels, more on that below. ------------------------------------------------------------------------------- Gold Kick (Level 1) HCB + 2A ------------------------------------------------------------------------------- Gold Lightan does a powerful kick, and if it hits the opponent bounces off the wall and ends up under Lightan's foot. Easy to put into combos. ------------------------------------------------------------------------------- Gold Finger Crash (Level 2) QCF + 2A (during Gold Crash) ------------------------------------------------------------------------------- This is performed after landing Gold Crash, just input the motion as he's punching (or just repeatedly do it to make sure you get it). This is the very definition of free damage, since if you land Gold Crash it can't possibly miss. Since you don't have too much use for Mega Crash, you might as well try this any time you have the levels for it. It's not amazingly strong, but it's still a fair bit of extra power. Combos: =============================================================================== Basic 1: Around 23.9k damage ------------------------------------------------------------------------------- cMH -> Launch -> M Battleship Breaker -> Gold Crash Straightforward and fairly damaging. Alternatively, you can use H Battleship Breaker for the snapback effect, which is particularly enjoyable after a bad tag. Gold Finger Crash increases damage to 30k. Basic 2: Around 21.7k damage ------------------------------------------------------------------------------- cMH -> M Tank Slice -> Gold Crash Weaker, but it works on crouching opponents (omit the H). The latter part (L Tank Slice -> Gold Crash) even works on Giants. Basic 3: Around 18.8k damage ------------------------------------------------------------------------------- cMH -> Launch -> Gold Press This would be epic if you couldn't Throw Escape Gold Press. Still, you can try to catch someone napping, I guess. Basic 4: Around 16.7k damage ------------------------------------------------------------------------------- jH -> Gold Crash If you're fast, you can Gold Crash after any jH against a grounded opponent. Baroque 1: Around 34.5k damage ------------------------------------------------------------------------------- cMH -> H Tank Slice -> Baroque -> MH -> Launcher -> M Battleship Breaker -> Gold Crash Only works in the corner, make sure you let the M get both hits in. Is it really allowed for Lightan to do such a big combo? You can do the H Battleship Breaker for the snapback instead, if you want. Baroque 2: Around 33.2k damage ------------------------------------------------------------------------------- cMH -> Launch -> M Battleship Breaker -> Baroque -> MH -> Launch -> M Battleship Breaker Gold Relaunch Combo! You'll note that this is a no-super combo and it does almost as much damage as you could do with a super, that's because the second M Battleship Breaker hits twice. You can also use H Battleship Breaker, and the snapback will still happen. It also looks hilarious. Thoughts on Gold Lightan: =============================================================================== Of the two Giants, Gold Lightan is the one with the flashier combos. He's also much more oriented towards close-range fighting and he can take the most damage of any character in the game. Gold Lightan's strength is in his combos. Put simply, they are ridiculously strong. If he gets a launcher on you, expect it to hurt a lot. He can also take in an absolute ton of punishment, almost as much as two full characters, though he can't restore his health in any way so you might as well take full advantage of Baroque. Gold Lightan's main disadvantage is that he needs to be really close to his opponent's to deal damage, and he's extremely vulnerable while dashing and it's pretty easy for opponents to escape from him. You have to approach carefully and make sure to block well, taking an Ultimate from a badly-timed dash can instantly end your match. There's also the inherent disadvantage of both Giants, which is that they can't ever have a partner character, and thus when they face a bad matchup, they have no way to escape. This is probably their biggest disadvantage. In terms of matchups, Gold Lightan does best against speedy guys, at least the ones who don't have any special tools against him. Their combos are useless against him, and if they close in he'll tear them apart. Ken, the Yattermans, Chun-Li, and Viewtiful Joe are all examples of people who can't fight him well. He also does pretty well against PTX, since PTX can't get away from him very easily. On the other hand, he does terribly against anyone with great keep-away, his approach is terrible and they can just projectile him to death. Also, there's the characters that have tools that put Giants into hit stun, if you come up against Tekkaman or even Casshan the match is basically over before it even starts. These are even worse for Lightan than PTX since Lightan needs to approach more and he's terribly vulnerable when doing so. Competitively, Gold Lightan will probably be somewhere near the bottom. Sure, he does okay against certain teams, but there are certain characters who can beat him fairly easily on their own and there's nothing he can do about this since he can never have a partner. He's pretty firmly in "counterpick only" territory. ############################################################################### C-14 Ryu: Origin: =============================================================================== Ryu is the player character from the original "Street Fighter" arcade game and the flagship character of the Street Fighter series. Ryu is an expert martial artist whose only purpose in life is to better himself and become stronger. His great strength and potential has made him a target of interest for series villains Akuma and M. Bison, who hope to use his power for their own ends. In addition, he must struggle against his own inner darkness, the "Satsui No Hado", which is the urge to use lethal force in order to win. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Ryu has about 48000 HP - Ryu can double jump - Ryu's jH is a cross-up - Ryu's assist keeps the opponent grounded Changes from CGoH: ------------------ - H Tatsumaki Senpukyaku is a bit slower - Shinku Tatsumaki Senpukyaku is weaker - Shin Shoryuken has less range (it becomes Metsu Shoryuken outside its range) Move List: =============================================================================== Command Normals: ---------------- F + M Sakotsu Wari F + H Roundhouse Kick Special Moves: -------------- QCF + A (air) Hadoken DPF + A Shoryuken DPF + A (air) Tatsumaki Senpukyaku RDP + A Jodan Sokutou Geri Basic Supers: ------------- QCF + 2A (air) Shinku Hadoken QCB + 2A Shinku Tatsumaki Senpukyaku Ultimate: --------- DPF + 2A Shin Shoryuken DPF + 2A (see description) Metsu Shoryuken Variable Attacks: ----------------- Assist: H Hadoken Counter: L Shoryuken Combination: Shinku Hadoken Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Sakotsu Wari F + M ------------------------------------------------------------------------------- - Overhead Ryu's famous 2-punch overhead. Good in blocked strings for mixups. It has some nice follow up options, too. ------------------------------------------------------------------------------- Roundhouse Kick F + H ------------------------------------------------------------------------------- A strong kick. Not really notable, but very useful in combos. Be aware that this hits very high and it may not hit very short characters unless you lift them into the air somehow, say, with cH. ------------------------------------------------------------------------------- Hadoken QCF + A (air) ------------------------------------------------------------------------------- - Projectile - Used as Assist Even if you've never played a Street Fighter game before, you probably know this move. Ryu throws his trademark fireball. It works much like it always has, but it has a lot more stagger than before, making it a potent combo tool. Button used decides the speed and startup time. As an assist, it rocks. You can use it as a projectile if you want (it travels really fast), or you can use it to extend your combos, it staggers the opponent a lot and keeps them on the ground. It's probably the best assist in the game. ------------------------------------------------------------------------------- Shoryuken DPF + A ------------------------------------------------------------------------------- - Used as Variable Counter Ryu's classic anti-air uppercut. It works the same way it always has. It's not very useful in combos, what it does best is what's it's meant for - countering jumping attacks. Button used decides the height of the jump and the damage. As a Variable Counter, it functions basically the same as all other Variable Counters. You can easily follow up after it. ------------------------------------------------------------------------------- Tatsumaki Senpukyaku QCB + A (air) ------------------------------------------------------------------------------- Ryu's hurricane kick. Hits multiple times and is useful in combos. Button used decides number of hits and damage. A trick with this move is that if used on the ground, it lifts the opponent into the air, but if used in the air, they stay on the ground. Thus, you can actually use it right near the ground to hit a grounded opponent and then continue your combo. It's easy to do this after an air dash, but to do it "from the ground" you have to do the motion, then press up, then the button, all as one smooth motion (it's basically half circle up + A). You can do this before any combo to add a lot of damage, and it's fairly safe. ------------------------------------------------------------------------------- Jodan Sokutou Geri RDP + A ------------------------------------------------------------------------------- - Wallbounce Ryu has FOUR special moves? No way! (actually, it's from Street Fighter 3). This is a powerful sideways kick that also acts as a wallbounce, so you can follow it up if you're near the corner. This move has basically no use outside combos, don't ever just toss it out because it can be punished. ------------------------------------------------------------------------------- Shinku Hadoken (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Beam - Used in Variable Combination Ryu fires a laser-like Shinku Hadoken. This super is extremely useful, partially because it's useful in combos (though Shinku Tatsumaki is often better), but mostly because it starts up so fast and you can use it to punish virtually anything. Opponent does any attack from out of range? Shinku Hadoken. Dashes at you? Shinku Hadoken. Throws a non-super projectile? Shinku Hadoken. It's really the super of a thousand uses. In a Variable Combination, unsurprisingly, it performs well, easily adding damage to whatever super it's paired with. ------------------------------------------------------------------------------- Shinku Tatsumaki Senpukyaku (Level 1) QCB + 2A ------------------------------------------------------------------------------- Ryu performs a stronger version of his Tatsumaki Senpukyaku. It's very strong, but starts up a little slow. This super basically has one use, albeit an extremely important one, which is in that bread and butter combo listed below. ------------------------------------------------------------------------------- Shin Shoryuken / Metsu Shoryuken (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Can combo after Shin Shoryuken - Puts Giants into Hit Stun Ryu performs a more powerful version of his Shoryuken. Which version you get depends on where the enemy is. Shin Shoryuken requires the enemy to be right in front of Ryu, or a little bit above him. If they're in range, Ryu will Punch them in the gut, then do a massively powerful Shoryuken. If they're not, he'll do the multi-hitting Metsu Shoryuken instead. Shin Shoryuken is purely better, in addition to being stronger it blasts the opponent sky-high, and you can combo when they come back down. The timing for the follow-up is very difficult, though. One trick you can use it to do an L Tatsumaki Senpukyaku, it won't hit, but afterwards the follow-up comes almost immediately. This can allow you to perform combos on Giants, but it's obviously a bit pricey. Combos: =============================================================================== Basic 1: Around 23.5k damage ------------------------------------------------------------------------------- LMcMHcH -> F + H -> H Jodan Sokutou Geri -> LM -> Launch -> LLMM -> M -> L Hadoken -> Shinku Hadoken Relatively basic despite its length, the air combo is the only tricky part due to Ryu's weird jM. In the corner, you can put in H before the launch for extra damage. Basic 2: Around 19.8k damage ------------------------------------------------------------------------------- LMcMH -> F + H -> M Hadoken -> Shinku Tatsumaki Senpukyaku Keeps the opponent grounded the whole time, which makes it a good DHC combo. The part of the combo before the super is also great in partner extensions. Just don't accidentally Shoryuken instead of the Hadoken, make sure you let go of forward before you do the Hadoken. Basic 3: Around 15.7k damage ------------------------------------------------------------------------------- F + M -> L Hadoken -> Shinku Tatsumaki Senpukyaku Brutal damage for an overhead combo. Also, L Hadoken is safe, so you don't have to hit detect the F + M, you can cancel right into the Hadoken. Corner 1: Around 31.9k damage ------------------------------------------------------------------------------- LMcMHcH -> F + H -> H Jodan Sokutou Geri -> LMH -> F + H -> M Tatsumaki Senpukyaku -> Shin Shoryuken -> (wait) Launch -> LM -> M -> L Hadoken -> Shinku Hadoken Want to show off? This is the combo to go with. The combo up until the M Tatsumaki is quite easy, then you have to do Shin Shoryuken just as it ends. Now the really hard part begins, the insanely tight relaunch window. It takes quite a long time for them to come down, so you must get the timing down. The trick I use is to do an L Tatsumaki immediately after Shin Shoryuken, it obviously doesn't hit but they fall just a split second after it finishes so the timing is a bit easier that way. If you do manage the launch, you'll need to quickly use your judgement in terms of how many hits to do in the air combo. The higher off the ground they were when you hit them, the more hits you'll need before the jump cancel. If you don't think you can get the timing, you can do a Shinku Hadoken on the ground, and it'll end up doing about 28k damage. Partner 1: Varies ------------------------------------------------------------------------------- LMcMH -> F + H -> M Hadoken -> Partner that doesn't lift -> (air) M Tatsumaki Senpukyaku -> follow up with any combo Requires a partner who's assist does not lift the opponent off the ground, like Morrigan. It helps to do this in the corner but it isn't required. This combo is monstrously powerful, but ridiculously hard to do. That M Tatsumaki must be done IN THE AIR, but you've got to be like 1 frame off the ground in order for it to hit. To pull it off, do a "half circle up", that is, D, DB, B, UB, U and press M right after you leave the ground. If you can pull this part off, the rest of the combo is pretty easy. If you mess up, just do Shinku Hadoken after the (ground) Tatsumaki, at least you'll still get good damage. You can also do this combo as a Baroque combo, just Baroque instead of summoning your partner after the Hadoken. Thus, in theory you could actually do the loop twice, once with your partner and once with Baroque (do Baroque first for optimal damage). Good luck with that, though. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> F + H -> M Hadoken If you're awesome, you can try to do the instant air Tatsumaki Senpukyaku, as in the Partner 1 combo. Thoughts on Ryu: =============================================================================== If this game makes one thing abundantly clear, it's that Ryu is back on top of the fighting world. He's still much the same as he's always been, but everything he does just works a little bit better. For those who somehow don't know about Ryu, he's extremely balanced and handles any situation well. Ryu's strengths are pretty much "everything". He's very strong, he has good health, he can fight well at any distance, and he's an awesome partner for absolutely anyone. Ryu's only weakness is that his offense isn't terribly varied. His only real mix-up is his overhead, though thankfully it's a good one. He also has a pseudo-weakness in the fact that he's easily the game's most popular character, so everyone's fought him a million times and knows all of his moves. Still, this barely matters at all. Ryu has good matchups against many characters with very one-dimensional playstyles, since he can adapt his game to give them trouble. He actually has pretty decent range for a character who is so balanced and does big damage with juggle combos, so he's not the easiest person in the world to approach. Ryu's only real weakness is against other fairly balanced characters. As balanced characters go, his damage output actually isn't super high anymore, someone like Tekkaman can easily outpace him in damage. He also doesn't have too many tools to fight extremely speedy guys like Ken and Yatterman-1. Ryu is an excellent Giant fighter. Hadoken and Shinku Hadoken are great against them, and Shin Shoryuken also works well if you can land it. Ryu is also one of the game's best partners. His assist is probably the best in the game, it works amazingly for combos, helping you approach, and covering lag, and he's also one of the best at DHCs and VHCs. The fact that he has few bad matchups also really helps. Competitively, Ryu is probably still at the very top. Though some others have been buffed up to try to bring them to his level, he hasn't really been brought down much and he's still a ridiculously solid choice for any team. It's not a coincidence that like 50% of all teams include Ryu. ############################################################################### C-15 Chun-Li: Origin: =============================================================================== Chun-Li is one of the six new characters introduced in "Street Fighter 2". Unlike Ryu, who fights solely to become stronger, Chun-Li's motivations are more traditionally heroic - she's an undercover agent of Interpol on a mission to defeat M. Bison and destroy his crime syndicate, Shadoloo. She's also searching for any information about the disappearances of both her father and her former partner, Charlie. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Chun-Li has about 46000 HP - Chun-Li can triple jump - Chun-Li's cL hits mid - Chun-Li's jL and jM are cross-ups - Chun-Li's assist lifts the opponent up Changes from CGoH: ------------------ - Hyakuretsukyaku pushes the opponent away faster - Tenshokyaku has more hit stun, allowing for followups Move List: =============================================================================== Command Normals: ---------------- F + H Flip Kick D + M (air only) Step Kick Special Moves: -------------- HCF + A Kikoken A Rapidly (air) Hyakuretsukyaku DPF + A (air) Tenshokyaku Charge D, U + A (air) Spinning Bird Kick Basic Supers: ------------- QCF + 2A Kikoushou DPF + 2A Hoyokusen Ultimate: --------- QCF + 2A (air only) Shichisei Senkukyaku Variable Attacks: ----------------- Assist: L Tenshokyaku Counter: Launcher Combination: Kikoushou Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Flip Kick F + H ------------------------------------------------------------------------------- - Overhead - Crossup at close range Chun-Li does a front flip kick. It must be blocked high, and if performed very close to the opponent, it actually must be blocked the other way. Follow up options aren't great. ------------------------------------------------------------------------------- Step Kick D + M (air only) ------------------------------------------------------------------------------- Chun-Li's classic step kick. It crosses up well enough, but since she bounces off (whether it hits or is blocked), you can't follow it up, at least not without Polimar's assist or something. ------------------------------------------------------------------------------- Kikoken HCF + A ------------------------------------------------------------------------------- - Projectile Chun-Li throws an energy ball. It comes out much slower than most projectiles, and it has a range / speed tradeoff. Its main use is in partner combos, do a Heavy into H Kikoken then call your partner to continue the combo. Button chosen decides how far it goes and how quickly it travels. There's an inverse relationship here, L is far but slow, H is close but fast. ------------------------------------------------------------------------------- Hyakuretsukyaku A Rapidly (air) ------------------------------------------------------------------------------- - Continues as long as you mash Chun-Li kicks so fast her feet become blurs. This does extremely little damage per hit and is generally just asking to get killed in damage scaling. Still, I've seen it put to some insane use in some combo vids, but I can't seem to pull those tricks off. Maybe I'm not mashing quite enough? ------------------------------------------------------------------------------- Tenshokyaku DPF + A (air) ------------------------------------------------------------------------------- - Used as Assist Chun-Li does a rapid series of diagonal kicks, flying upward as she does. This is decently powerful and isn't terribly affected by damage scaling, so it makes for a good combo ender. I'm not sure I'd actually try it as an anti-air, though, it's just asking to be punished if blocked or whiffed. Button used decides number of hits and damage. As an assist, I'm not terribly fond of it. It lifts the opponent up quite high, so the amount of followups you can do is limited, however, it will also hit an opponent who is fairly high off the ground, and it does pin the enemy down a bit longer than most assists. You can also use it as a fairly safe anti-air if you've got great timing. ------------------------------------------------------------------------------- Spinning Bird Kick Charge D, U + A ------------------------------------------------------------------------------- Chun-Li flips upside-down, and spins her legs like a helicopter. This is quite strong, but it has a terrible motion. Still, if you are a master of slow combos, you can use this as an air combo finisher for a tiny bit of extra damage over Tenshokyaku. ------------------------------------------------------------------------------- Kikoushou (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Used in Variable Combination Chun-Li performs a mega Kikoken that surrounds her whole body. On its own, this is quite weak. You can put it in combos, but you'll usually get better damage out of an air combo, so this probably won't see much use. You can use it as an anti-air of sorts, though. In Variable Combinations, this is pretty bad. It's just as weak as ever, it does a lot of hits (so it affects damage scaling), and it doesn't have great range. I would refrain from using Variable Combination if you've got Chun-Li, it's just not worth 3 levels. ------------------------------------------------------------------------------- Hoyokusen (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Last hit launches Chun-Li does a flurry of kicks ending in an upwards kick. The last hit acts as a launcher, so you can press up (press it exactly as the kick hits) and follow with an air combo. I find it a bit harder than normal to air combo after this, but it'll generally get you a fair bit of extra damage. ------------------------------------------------------------------------------- Shichisei Senkukyaku (Level 3) QCF + 2A (air only) ------------------------------------------------------------------------------- - Works on Giants Chun-Li dashes towards the opponent, in a kicking pose. If it hits, a bunch of Japanese characters appear on the screen and it gets ridiculously flashy. This super is strong, but unfortunately it's absolutely butchered by damage scaling so it's rarely worth the levels unless you know it'll be fatal. However, there is a really awesome way to use this super in UAS. Variable Air Raids now reset damage scaling, so you can do a V. Air Raid, then do MH or some other tiny combo and then this Super for full damage. This allows you to tack on about 20k damage to any air combo! Of course, it does cost 4 levels, but it's quite possible to hit 40k damage in one combo for it. Combos: =============================================================================== Basic 1: Around 14.7k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> MMH -> MH -> MH -> H Tenshokyaku Very basic air combo. Chun-Li can jump twice in mid-air, make sure both are up-towards if you're not in the corner. Basic 2: Around 15.4k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> MMH -> MH -> MH -> H Spinning Bird Kick Stronger air combo, but harder to do. You have to start the charge just after you press the last M, otherwise you'll get D + M instead and it doesn't work. Basic 3: Around 18.5k damage ------------------------------------------------------------------------------- LMcMH -> H Kikoken -> Hoyokusen -> MMH -> MH -> MH -> H Tenshokyaku Bread and butter super variant. You can use Spinning Bird Kick instead, but the damage difference is so minimal that I'd go with the easier option. Basic 4: Around 12.3k damage ------------------------------------------------------------------------------- LMcMH -> H Kikoken -> Kikoushou Only use this if you want to DHC, Hoyokusen is otherwise a better choice. Basic 5: Around 22.1k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> MMH -> MH -> MH -> H Spinning Bird Kick -> Shichisei Senkukyaku Flashy as all get out, but not great damage for 3 stocks. You could Hoyokusen in this combo, but that tacks on only about 3k for yet another stock. This is not what Shichisei is meant for, you should be using it in V.Air Raids. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> H Kikoken Simple, but works well enough. Thoughts on Chun-Li: =============================================================================== Old Lightning Legs is pretty much the same as she always is, extremely fast and agile, with combos that hit thousands of times, but totally reliant on close-range fighting. Chun-Li's greatest advantage is her mobility. As the only character in the game who can do three jumps (and thus 3 air dashes), she can get around faster and more precisely than almost all other character in the game. To this end, she cannot really be kept out or ran away from, she can follow her opponent anywhere. Also, since her combos hit so many times, she builds a lot of meter, that's always useful, and she's got pretty good range with her long legs. On the other hand, Chun is not very strong, and she doesn't have many mix-ups, either, so she has some problems dealing damage. Her lack of variety also hurts her against certain opponents. In terms of matchups, Chun-Li is very strong against the keep-away characters, keeping Chun out doesn't really happen. This also includes Doronjo, who likely won't be able to set much up against her since she's constantly moving. Her range also gives her a bit of an edge against close range characters with terrible range like Viewtiful Joe and Casshan. On the other hand, Chun-Li's advantage is basically useless against people who are extremely strong but have poor approaching skills. Chun-Li can't really keep the likes of Tekkaman Blade, Soki, or Polimar out, at best she can try to stay away from them and run down the clock, but this will only work if she's ahead. She has similar problems against some balanced characters too who simply outpace her in damage output, like Tekkaman and Ippatsuman. Chun-Li is also one of the game's worst Giant fighters. She has absolutely no tools against them, simply staying defensive and getting in quick attacks is the extent of her capability here. Even her Ultimate isn't that strong against them and it's not easy to land. As a partner, Chun-Li is a bit below average. Her assist is not that great, it lifts the opponent so your follow-up options are weaker, and she's terrible in VHCs and not much better in DHCs. She also has some pretty big weaknesses in terms of matchups so make sure you find someone who covers them, possibly a keep-away character or someone with a limited approach. You could also use her to funnel meter to a character who uses a lot of it, like Karas. One amazing trick she does have though is to perform Shichisei Senkukyaku in a Variable Air Raid, since that resets the damage scaling it's super strong. Competitively, Chun-Li is probably somewhere near the middle. Her game isn't as flexible as the likes of Ryu and she also isn't as strong. She could really have used some buffs from CGoH to make up for the loss of her infinite and the minor boost to Tenshokyaku doesn't really cut it. ############################################################################### C-16 Morrigan: Origin: =============================================================================== Morrigan is a character from the "Darkstalkers" series of fighting games. Morrigan is a succubus, and the heir to the family Aensland which rules the demon world. Morrigan possessed so much power that upon her birth part of it was separated from her to become her sister, Lilith. Luckily for her many admirers, Morrigan is a more family-friendly sort who sustains herself through entertainment (usually fighting) and not by seducing sleeping men and taking their souls. Nevertheless, she dresses the part and the games show off her voluptuousness at every opportunity, so it's not really surprising that she has a substantial fanbase. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Morrigan has about 44000 HP - Morrigan can double jump - Morrigan's cL hits mid, but her L hits low - Morrigan's jM and jH are cross-ups - Morrigan's assist keeps the opponent grounded Changes from CGoH: ------------------ - Morrigan's cM now combos into H - Morrigan's cL actually hits low now - F + H acts as a launcher on airborne opponents - Darkness Illusion is not as powerful as it used to be. - Shell Kick has the flying screen effect Move List: =============================================================================== Command Normals: ---------------- F, F / B, B (air) Vernier Dash F + M Bat Thrust F + H Heel Slice Special Moves: -------------- QCF + A (air) Soul Fist DPF + A (air) Shadow Blade HCB + A Vector Drain QCB + H (air only) Shell Kick Basic Supers: ------------- QCF + 2A (air) Finishing Shower HCB + 2A (air) Valkyrie Turn Ultimate: --------- RDP + 2A (air) Darkness Illusion Variable Attacks: ----------------- Assist: H Soul Fist Counter: L Shadow Blade Combination: Finishing Shower Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Vernier Dash F, F / B, B (air) ------------------------------------------------------------------------------- Morrigan's special dash. On the ground, it lifts her into the air, allowing her to do an air attack very quickly. In the air, it moves her towards the ground, letting her land quicker. Using the forward Vernier Dash is a great way to open your combos, use H, it's very strong, has good priority, and combos well into your ground strings. The longer you hold the second tap, the farther you go. You can jump cancel this move, if you quickly input F, F, U + M, you can perform a medium attack just a few frames off the ground, which will act as a quick overhead. This somewhat reduces your followup options, though. ------------------------------------------------------------------------------- Bat Thrust F + M ------------------------------------------------------------------------------- A short attack with Morrigan's bats. The opponent is knocked down by this, but Morrigan doesn't seem to have any great OTG options. ------------------------------------------------------------------------------- Heel Slice F + H ------------------------------------------------------------------------------- - Launches airborne opponents Best used after cH. Makes for a funny launcher since it doesn't launch the opponent high at all, you must basically double jump and attack at the same time to get the second set of attacks in. ------------------------------------------------------------------------------- Soul Fist QCF + A (air) ------------------------------------------------------------------------------- - Projectile - Used as Assist Morrigan throws a purple fireball. Compared to the Hadoken, they're bigger, they come out a little slower, she has more control over how fast they go, and they go diagonally in the air. Because of these properties, they're a little less useful in combos, but tons more useful in terms of playing keep-away. Button used determines how fast they go. As an assist, it works the same as Ryu's, which means it's extremely good at extending combos. ------------------------------------------------------------------------------- Shadow Blade DPF + A (air) ------------------------------------------------------------------------------- Morrigan does an uppercut with her wings. It's very similar to most anti-airs, but it hits several times and the H version goes ridiculously far. Also, she can do it in the air. Button used determines height and number of hits. L is pretty safe. As a Variable Counter, this is very useful. Just juggle your launcher and give them a Darkness Illusion. ------------------------------------------------------------------------------- Vector Drain HCB + A ------------------------------------------------------------------------------- - Unblockable - Works on Giants Morrigan grabs the opponent and delivers a spinning piledriver (no, not Zangief's version). You wouldn't really expect someone like Morrigan to have a command throw, but it's still a useful asset to have against people who are good at blocking. ------------------------------------------------------------------------------- Shell Kick QCB + H (air only) ------------------------------------------------------------------------------- - Flying Screen on last hit Morrigan performs her old back and RK, she turns her legs into a drill and it hits a couple times. This come out slower than it used to, so it's a bit harder to make use of it. ------------------------------------------------------------------------------- Finishing Shower (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Used in Variable Combination Morrigan poses, and fires a bunch of missiles from her wings. This is strong, but it's really really slow, so if you want to combo into it, either use a Variable Combination or an assist that buys you tons of time. In Variable Combinations, this move is fantastic. Your partner can cover the startup, and it'll do great damage when paired with almost anyone. ------------------------------------------------------------------------------- Valkyrie Turn (Level 1) HCB + 2A (air) ------------------------------------------------------------------------------- - Can combo afterwards Morrigan flies off the screen, then dashes back. You can press H to make her use her drill attack, which will hit loads of times for huge damage. If that wasn't enough, you can follow up with a combo right afterwards, so this is generally the strongest level 1 super in the game. Of course, there's a big catch. It comes out insanely slow, and doesn't work if your opponent is in the opposite corner. You can combo into it, using a Variable combination is the easiest way I can think of. ------------------------------------------------------------------------------- Darkness Illusion (Level 3) RDP + 2A (air) ------------------------------------------------------------------------------- - Works on Giants Morrigan dashes at the opponent, if she hits, Morrigan and Lilith give the opponent a severe beatdown. This is easily comboable, extremely strong, and barely affected by damage scaling. Obviously, this is a fantastic move, you'll want to try to land it whenever you get a chance. Combos: =============================================================================== Basic 1: Around 16.1k damage ------------------------------------------------------------------------------- cLcMHCH -> F + H -> Launch -> LLMM -> MM -> H Shadow Blade Welcome to Morrigan's weird launcher. You must cancel the H after 2 hits, and the F + H barely launches the opponent at all. You must jump up towards after the launch, and you must press up and M pretty much at the same time to get the second 2 Ms in. You won't even see her jump, you'll just be able to keep attacking. Practice this. Your effort in learning this is well rewarded, though, it does pretty good damage and you can easily add in more hits beforehand with Vernier Dash. You can land 3 hits of the standing H in the corner for a little more damage. Basic 2: Around 28.0k damage ------------------------------------------------------------------------------- cLcMHCH -> F + H -> Launch -> LLMM -> MM -> H Soul Fist -> Darkness Illusion Pretty great damage, particularly if you get a few hits from Vernier before you start the combo. You can break 30k with a jH beforehand. Actually, anything you can possibly put before this helps, since damage scaling barely affects Darkness Illusion at all. Basic 3: Around 37.1k damage ------------------------------------------------------------------------------- Valkyrie Turn -> cLcMH -> Launch -> LMM -> MM -> H Soul Fist -> Darkness Illusion Doesn't work in the corner. Of course, you have to find some way of hitting with Valkyrie Turn, which is no easy feat. Recommended Extension Combo: ------------------------------------------------------------------------------- cLcM -> H -> H Soul Fist This is an awesome extension because you can Vernier into jH afterwards for a ton of damage. Make sure you let the H hit 3 times. Getting the jH followup with Baroque is hard but possible. Thoughts on Morrigan: =============================================================================== Morrigan is another very balanced character, like Ryu. Actually, she's probably even more balanced than he is, she's got a few more tricks up her sleeve and she can zone better, she may well be the most balanced character in the entire game. Morrigan's strength is how versatile she is. She's got zoning, she's got mix-ups, she's got combos, she's got a great assist, and she even has a command grab. She's basically like Ryu with his ability to adapt to any situation, but even more so. She's also faster than Ryu, and she sticks to the air a lot, so it's harder to land big combos on her. Morrigan's main weakness is her damage output, which is not nearly as high as Ryu's. In particular, her supers are pretty bad, both of her Level 1s have very limited use, and her Ultimate has lost damage since CGoH. She has to make greater use of the tools at her disposal to get the job done. In terms of Matchups, Morrigan performs pretty evenly against most characters. However, she can play a competent keep-away game with her Soul Fists, so she has an advantage over characters with poor approaching skills like Polimar. It's also hard to land a ground combo against her so she may frustrate characters like Jun and Casshan who are very dependent on ground chains. Her speed and zoning abilities also allow her to hold her ground against other speedy characters like Ken and Karas, and that definitely helps. Very few characters have a significant advantage against Morrigan. Her worst matchups are probably against other balanced characters, since they have no obvious weaknesses for her to exploit and she can't match them in terms of damage. Still, if you make good use of her tools, you shouldn't be at a substantial disadvantage. Morrigan is a fairly good Giant fighter. Soul Fist is great against Giants, and Vector Drain gets them away from you if they get too close, but Finishing Shower isn't as good as Shinku Hadoken or Grand Slam Attack, it might be best to let her build meter so her partner can use their Ultimate. Morrigan is a fairly good partner for most characters, since her assist is awesome and Finishing shower is actually one of the game's best VHC supers. Sadly, she's lost her old friend Hakushon Daimaou (he was in CGoH but not UAS), he used to provide some amazing DHCs for Valkyrie Turn, without him it's nearly useless. Nevertheless, her extremely balanced performance makes her a great pick for any team with a character with strong matchup dynamics. Competitively, Morrigan is probably somewhere towards the higher end of the middle. She's definitely a viable character against pretty much anyone, but you may have to work harder for your wins than someone playing Ippatsuman or Tekkaman. ############################################################################### C-17 Alex: Origin: =============================================================================== Alex is the flagship character of "Street Fighter 3". He's a wrestler from New York who enters the World Warrior to defeat the mysterious tournament organizer Gill after his friend Tom is badly beaten by him. After defeating Gill and finding Tom recovered, he continues fighting to hone his skills. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Alex has about 54500 HP - Alex can't perform a mid-air jump, but he can superjump - Alex's cL hits mid - Alex's jL is a cross-up - Alex's assist lifts the opponent up Changes from CGoH: ------------------ - H Slash Elbow is now a wallbounce - Fully charged H Flash Chop is much more powerful now - Hyper Bomb can't be jumped after the Super Flash Move List: ------------------------------------------------------------------------------- Command Normals: ---------------- F + H Lariat Special Moves: -------------- QCF + A Flash Chop HCB + A (air) Power Bomb DPF + A (air) Air Knee Smash Charge B, F + A Slash Elbow _DPF + H Drop Kick Charge D, U + A Air Stampede Basic Supers: ------------- QCF + 2A Boomerang Raid RDP + 2A Stun Gun Headbutt Ultimate: --------- 360 + 2A Hyper Bomb Variable Attacks: ----------------- Assist: M Slash Elbow Counter: Lariat Combination: Boomerang Raid Move Breakdown: ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Lariat F + H ------------------------------------------------------------------------------- Combos after cH, but I haven't found much use for it. ------------------------------------------------------------------------------- Flash Chop QCF + A ------------------------------------------------------------------------------- - Inflicts a lot of stagger, next hit DOESN'T lift. - H version unblockable at full charge - H version works on Giants Alex performs a powerful chop. If it hits, the opponent is turned around and staggered for a long time. There are two variations of this move: L and M are similar, Alex simply chops the opponent and turns them around. L comes out a little quicker but has less stagger. H is chargeable, and when fully charged, it becomes an unblockable attack, and is extremely strong, though heavily affected by damage scaling, so it's not some kind of super awesome followup to Stungun Headbutt. L and M are extremely useful in Baroque combos and for super cancelling, H is best used as a surprise or after someone dies. ------------------------------------------------------------------------------- Power Bomb HCB + A (air) ------------------------------------------------------------------------------- - Unblockable - Ground version works on Giants Alex performs a jumping power bomb. This is his main command throw, and you'll be using it an absolute ton. It can be performed in the air, which is a huge plus, it's a great air combo ender. Also, you can use this whenever you're blocking a string of attacks to throw the opponent out of it. Pressuring Alex is almost never safe. ------------------------------------------------------------------------------- Air Knee Smash DPF + A (air) ------------------------------------------------------------------------------- - Unblockable Alex leaps upwards, and if he hits his opponent, he slams them into the ground. This is an anti-air throw, so it's good to use against anyone who tries to jump in against you. You can also use this as a reset at the end of your air combo. Button pressed determines how high he leaps and the angle. Doesn't work on Giants, stick to Power Bomb. ------------------------------------------------------------------------------- Slash Elbow Charge B, F + A ------------------------------------------------------------------------------- - H version is Wallbounce - Followup has Snapback effect - Used as Assist Alex performs a rushing elbow. This has some use in combos, but it's most useful for the follow-up, pressing DPF + H gets you a drop kick. If it hits, it has a snapback effect, meaning the opponent's character is switched and their partner loses all red life. You can even perform this in some combos which are pretty strong. Button pressed determines how far it lifts the enemy off the ground, L keeps them grounded, M picks them up just a little, H is a lot. The Drop Kick can be performed after any version, but it will not combo after the L version. The L version is a good time to call your partner if you want to extend your combo. ------------------------------------------------------------------------------- Air Stampede Charge D, U + A ------------------------------------------------------------------------------- - Overhead - Hits OTG Alex does a quick jump followed by a stomp. This must be blocked high. This is a good thing to cancel a sweep into, if the sweep hits, this will OTG, if not, there's a good chance they might block it incorrectly. Just be careful, there's a little bit of recovery time. Button used decides power. H doesn't seem to be any slower than L. ------------------------------------------------------------------------------- Boomerang Raid (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Last hit is unblockable - Used in Variable Combination - Works on Giants Alex does several flash chops, ending in a back drop. This isn't bad damage and it's easy to combo into, but Stun Gun Headbutt will usually result in better damage. In Variable Combinations, this move is extremely poor, possibly the worst available. It will almost never hit fully, and even if it does, while Alex is throwing the enemy, they can't be hit by your partner's attack. The one use this move has is in DHCs, it's the only super Alex can DHC out of. This works on Giants insofar as the last hit will work. ------------------------------------------------------------------------------- Stun Gun Headbutt (Level 1) RDP + 2A ------------------------------------------------------------------------------- - Unblockable - Dizzies, next hit lifts - Works on Giants, including dizzy effect Use Your Head! Alex grabs the opponent and repeatedly headbutts him, leaving him dizzied. Afterwards, you can follow up with whatever you want, but be aware that your next hit will pick the opponent off the ground, regardless of what it is (no more Stun Gun Headbutt loop from the beta). You can't DHC out of this super (it's a throw), but you can have your partner take advantage of the stun if you want, just start up a Boomerang Raid and immediately DHC to your partner (before Alex even hits him). This obviously "wastes" one super, but it's occasionally useful. This is a rare super that is modified by what buttons you use, how far Alex leaps before the grab depends on which buttons you press. LM is a tiny leap, LH is a bigger leap, and MH is a huge leap. For combos, you generally want LM. This move isn't too good for resets, though, because you can see it coming a mile away and that makes it easier to get the jump (even initiating a jump is enough, it doesn't grab out of prejump frames) or the tag that you need to avoid it. This works on Giants, but it's actually not that useful since Alex's air command throws don't work on Giants. The strongest followup is H Flash Chop. ------------------------------------------------------------------------------- Hyper Bomb (Level 3) 360 + 2A ------------------------------------------------------------------------------- - Unblockable - Works on Giants Alex performs his ultimate combination of back drops and power bombs. This super has the unusual property that it does more damage if it hits from behind, so it's just made for super-cancelling out of M Flash Chop. However, it's often better NOT to combo into Hyper Bomb, Alex's combos are strong enough as it is and Hyper Bomb has another use: Since CGoH, this move now hits in 0 frames after the super flash, which is to say if you're susceptible to it when the super flash occurs, it's got you. Thanks to this awesome buff, Alex can now perform this at almost any time when he's next to you on the ground. In particular, if you use a laggy ground attack and it gets blocked, there's a very good chance you're going to eat this move and a boatload of damage. Alex with 3 levels is scary. This is an absurdly awesome ultimate, one of the few where you can't make any case that using your levels for the Level 1 supers is better. Combos: =============================================================================== Basic 1: Around 20.7k damage ------------------------------------------------------------------------------- cLcM -> Launch -> MMH -> Power Bomb Bread and butter, used extremely frequently with minor variations in almost everything Alex does. You can perform this combo after your jH, which will likely form your main offence. When hitting with a juggle (ie, after Stun Gun Headbutt or your jH), omit the cL unless you're in the corner. Basic 2: Around 24.3k damage ------------------------------------------------------------------------------- cLMcM -> M Flash Chop -> Stun Gun Headbutt -> cM -> Launch -> LLMM -> L Air Knee Smash You must perform the L Air Knee Smash just a little slow so it hits as a reset and doesn't combo, otherwise this will not do nearly as much damage. If you jumped straight up instead of up-towards, use M Air Knee Smash. Basic 3: Around 10.5k damage ------------------------------------------------------------------------------- cLcMcH -> M Slash Elbow -> Drop Kick Pretty big damage for a combo with the snapback effect. This even works as a juggle, so you can do it after your jH. Practice the timing on the Drop Kick so you don't miss it in an actual battle. Basic 4: Around 26.0k damage ------------------------------------------------------------------------------- cLMcM -> M Flash Chop -> Hyper Bomb Not the world's best use of levels, but once the Hyper Bomb starts you can't Mega Crash. Use when it'll be fatal. Basic 5: Around 8.5k damage ------------------------------------------------------------------------------- cLcMcH -> H Air Stampede Very weak, but annoying to block. Use sparingly for mixups. Corner 1: Around 26.5k damage ------------------------------------------------------------------------------- cLcMcH -> H Slash Elbow -> LM -> Launch -> LLMM -> L Air Knee Smash This is why you don't want to let Alex trap you in the corner. Works off jH. Again, L Air Knee Smash must hit as a reset if you want the big damage. You have to walk backwards a step for the LM before the relaunch if you land this in the exact corner. If you start this with jH, omit the LM altogether. Baroque 1: Around 24.7k damage ------------------------------------------------------------------------------- cLcMcH -> M Slash Elbow -> Baroque -> Launch -> MMH -> Power Bomb Very powerful even with very little red life, with a lot it's insane. Will also work after a jH, but omit the cL unless you're in the corner. You can also pull this off with some partners, if they have an attack that juggles. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcM -> L Slash Elbow Leads to some insanely strong followups. Thoughts on Alex: =============================================================================== Alex is the game's grappler. If you've ever played Zangief or any other grappling character in another fighting game, you should know what to expect. If not, he excels at putting the hurt on opponents with his powerful grabs and if you let him get right next to you you're basically dead. He's also definitely in the running for "most improved since CGoH", his throw tactics are far better now and he's much stronger overall. First and foremost, Alex is extremely strong. Even a tiny little combo from him consisting of a hit or two into his command throw is going to do as much as a full combo from some characters. More importantly, though, Alex has the ability to pull out his command throws on a moment's notice, say, immediately after he blocks a laggy attack. And calling a helper won't protect you, the moment that grab lands Alex is invincible. If Alex gets in your face, he can lay on the hurt like no one else in the entire game, his grabs even give him mix-up options. Also, Hyper Bomb is probably the game's best ultimate, it's easy to land, strong, and limits your opponent's options when you have it. So it makes sense that for him to get in your face is extremely hard. Alex is the only non-giant character in the game who can't double jump, and he also has a terrible dash and few other approaching options. Your jH is pretty much your only good approaching tool, and even then it's severely punishable on block. You'd better hope you have a partner who can help you get in if you're facing someone who's good at keeping you out. Alex also has the most significant matchup dynamics in the entire game (except for Giants at least). On the positive side of things, Alex does not take crap from anyone. Mix-up characters will find their game plan is completely shut down by Alex, every time he blocks a mix-up move (or maybe even before it even comes out!), they're getting a Power or Hyper Bomb for huge damage. The Yattermans, Ken, Tekkaman Blade, they'll all have to tone down their abuse unless they want to see their health disappear in a flash. This also goes for anyone with laggy attacks, like Tekkaman or Karas, or really any close-range fighters period. If you can't keep Alex out, he's bringing the pain. That makes his bad matchups pretty obvious, anyone who can keep him out is going to make short work of him. This obviously includes all keep-away characters as well as balanced characters who can play decent keep-away like Morrigan and Doronjo. Joe the Condor is also packing some tools to try to make sure Alex can't get close to him, and Soki's quick pokes have enough range that he may be able to keep Alex from getting close. Alex also makes ridiculously short work of the Giants, particularly Gold Lightan, since his command grabs work just as well on them as anyone else. To make matters even more unfair, they can't even throw him back, since all of their throws are escapable. As a partner, Alex is pretty bad. His assist is average at best at covering lag, and Alex is horrifically bad and DHCs and VHCs. He also has huge matchup dynamics, so you must choose his partner carefully. Still, he does handle a number of otherwise nasty matchups with relative ease. Competitively, it's hard to know where to place Alex. It's undeniable that he's far better than he was in CGoH, the Hyper Bomb buff alone is massive, and the ramifications of the throw buffs are still being worked out. Played well, it looks like he's got pretty good matchups on a big portion of the cast, which could well see him place fairly high. Or maybe his bad matchups are so bad that they'll keep him down. Time will tell, but he's definitely very fun to play regardless. Ret's rumble! Why we waiting? ############################################################################### C-18 Batsu: Origin: =============================================================================== Batsu is the main character of Capcom's "Rival Schools" series. Rival Schools centers around high school students fighting to protect Japan from complex conspiracies and teachers with frightening demonic powers, basically a pretty straightforward simulation of the Japanese school system. Batsu is an accomplished martial artist and a passionate warrior of justice with a strong belief in the power of teamwork. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Batsu has about 48000 HP - Batsu can double jump - Batsu's cM hits mid, but his L hits low - Batsu's jM and jH are cross-ups - Batsu's assist lifts the opponent up Changes from CGoH: ------------------ - Guts Bullet doesn't knock the opponent down anymore - Shooting Star Kick no longer bounces away on block - Guts Counter no longer has infinite super armor, it can only take a few hits Move List: =============================================================================== Command Normals: ---------------- F + M Haymaker F + H Elbow Bash F + M (while blocking) Guts Counter: Haymaker F + H (while blocking) Guts Counter: Elbow Bash Special Moves: -------------- QCF + A (air) Guts Bullet DPF + A Guts Upper QCB + A Crescent Kick QCB + A (air only) Shooting Star Kick Basic Supers: ------------- QCF + 2A (air) Super Guts Bullet DPF + 2A Super Guts Upper Ultimate: --------- HCB + 2A United By Fate Variable Attacks: ----------------- Assist: L Guts Upper Counter: Launcher Combination: Super Guts Bullet Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Haymaker F + M ------------------------------------------------------------------------------- Batsu throws a haymaker. You can cancel this into any special move pretty easily. ------------------------------------------------------------------------------- Elbow Bash F + H ------------------------------------------------------------------------------- - High stagger, next hit lifts Batsu reels back and delivers a powerful elbow bash. This has a lot of stagger and you can follow up with a ground combo. Too bad it's too slow to combo into without an assist. ------------------------------------------------------------------------------- Guts Counter F + M / F + H (while blocking) ------------------------------------------------------------------------------- - Super Armor - F + H has high stagger, next hit lifts By pressing F + M or H while blocking, some Kanji will appear on Batsu and he'll perform the indicated move, much like his Tardy Counter from Rival Schools. However, while countering, Batsu has Super Armor, so if your opponent continues to try to attack you, they'll end up being attacked instead. This makes them great for fighting "dial-a-combo" players who keep inputting their combo commands even when you're blocking them. However, Batsu can only absorb so many hits before he loses the Super Armor, so be careful about using this against multi-hitting attacks. The M Tardy Counter is faster, but has fewer follow-ups. ------------------------------------------------------------------------------- Guts Bullet QCF + A (air) ------------------------------------------------------------------------------- - Projectile Batsu throws his Guts Bullet. It's a fairly standard projectile, except that it's a bit slow and some of the versions don't go full screen. It's fired diagonally when used in the air. Button used determines startup time, distance travelled, and speed. H goes full screen and travels fast, but is slow to come out. ------------------------------------------------------------------------------- Guts Upper DPF + A ------------------------------------------------------------------------------- - Used as Assist Batsu takes a step forward and performs a flaming uppercut, which launches the opponent straight up. It's a poor anti-air, but it makes for a great launcher, if you use Baroque to follow it up. Button used determines the size of the step he takes, and how high it launches the enemy if it hits. This is an interesting assist, because you can use it as a substitute for your own launcher. Obviously it's not too good at extending combos, though. ------------------------------------------------------------------------------- Crescent Kick QCB + A ------------------------------------------------------------------------------- - Overhead Batsu does a flaming kick that must be blocked high. Unfortunately, he's airborne when he does this, so you can only cancel into Super Guts Bullet, and it won't hit properly. Calling your partner is a much better option, if you have a good one you may be able to follow up with Super Guts Upper and get in a solid combo. Button used determines speed and power. ------------------------------------------------------------------------------- Shooting Star Kick QCB + A (air only) ------------------------------------------------------------------------------- Batsu performs a fast drilling kick from the air. This move travels extremely quickly, so it's a great way to get around the screen in a hurry or approach a keep-away character, and if you have really great aim, it can even hit as a cross-up. It's also useful in air combos. Be careful, though, this move is ridiculously unsafe on block. If using it for mobility, you'll want to try not to hit with it. Button used decides angle. L is steep, M is moderate, H is shallow. ------------------------------------------------------------------------------- Super Guts Bullet (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Projectile - Used in Variable Combination Batsu throws a multi-hitting Guts Bullet. This chips well and is useful in combos, usually after a regular Guts Bullet. This move has a much bigger hitbox than you might think, even when it looks like it might miss it may still hit fully. This is also pretty good in variable combinations. ------------------------------------------------------------------------------- Super Guts Upper (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Last hit launches Batsu performs a super Guts Upper. Just like in Rival Schools, if this hits, it counts as a launcher, so you can press U to pursue and do an air combo. There's a lot of fun ground combos involving this. ------------------------------------------------------------------------------- United By Fate (Level 3) HCB + 2A ------------------------------------------------------------------------------- - Can follow up after Double Guts Bullet and Double Guts Upper - Works on Giants - Double Guts Bullet and Double Guts Upper put Giants into hit stun Batsu does a punch, and if it hits, he does a Team-Up Technique from Rival Schools. There are 3 variants, depending on what partner you have. I've listed the partners in the same order they're listed on the select screen. Double Guts Bullet: ------------------- Given by: Ken the Eagle Yatterman-1 Ippatsuman Ryu Chun-Li Morrigan Viewtiful Joe Zero Batsu and his partner throw two spiralling Guts Bullets that hit a bunch of times. This is the weakest of the Team-Up Techniques, but you can easily launch after it if you're in the corner. If your partner has already been beaten, you'll always get this move, regardless of which move you'd have gotten if they were alive, but it'll do about 1.5x more damage than normal. Double Guts Upper: ------------------ Given by: Tekkaman Polimar Joe the Condor Alex Megaman Volnutt Kaijin no Soki Frank West As the name implies, Batsu and his partner perform a Double Guts Upper. This is a little stronger than Double Guts Bullet, and you can relaunch after it from anywhere, not just the corner. However, it does more hits, so the damage scaling is a bit worse for your follow-up. Double Shooting Star Kick: -------------------------- Given by: Jun the Swan Casshan Karas Doronjo Tekkaman Blade Yatterman-2 Roll Saki Batsu and his partner kick the opponent a bunch of times, ending with a double Shooting Star Kick. This is by far the strongest of the Team-Up Techniques. You can't follow it up, but it does absolutely massive damage on its own. Combos: =============================================================================== Basic 1: Around 20.9k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> M Guts Bullet -> Super Guts Bullet Bread and Butter. Heavy Damage for one level, too. It often looks like this won't hit, but it usually does. Basic 2: Around 26.5k damage ------------------------------------------------------------------------------- LMcMHcH -> L Guts Bullet -> Super Guts Upper -> LMM -> M -> M Guts Bullet -> Super Guts Bullet And now you see why you should fear Batsu, this is pretty ridiculous damage for 2 levels. Try to cancel to the Super Guts Upper as late as possible, if you do it early it won't get as many hits, and too early and it will miss altogether. Basic 3: Around 16.8k damage ------------------------------------------------------------------------------- F + M -> M Guts Upper -> Super Guts Upper -> LMM -> M -> H Shooting Star Kick -> H Shooting Star Kick F + M counter combo. You must cancel the M Guts Upper before it hits fully, or the Super Guts Upper will not hit. Of course, if you want to spend another level, the M Guts Bullet -> Super Guts Bullet finisher from the previous combo also works. Basic 4: Around 21.8k damage ------------------------------------------------------------------------------- F + H -> cM -> Launch -> LLMM -> M -> H Guts Bullet -> Super Guts Bullet F + H counter combo. In the corner, you can do LMH before the launcher. Basic 5: Around 36.7k damage ------------------------------------------------------------------------------- LMcMHcH -> L Guts Bullet -> United By Fate (Double Guts Upper) -> Launch -> LLMM -> M -> M Guts Bullet -> Super Guts Bullet Extremely heavy damage, but you do pay 4 levels. This combo works with any United By Fate technique, but outside the corner your followups are best on the Double Guts Upper. The rest of the combo will work after any method of comboing into United By Fate, for example off of F + H or a Variable Counter. You can even Super Guts Upper for the relaunch, but it's not really worth it. Basic 6: Around 15.4k damage ------------------------------------------------------------------------------- LMcMH -> L Guts Bullet -> Super Guts Bullet Use this if you want to DHC to a super that needs a grounded opponent, otherwise you have much better ways to deal damage. Corner 1: Around 22.7.k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> M Shooting Star Kick -> H Shooting Star Kick -> M Guts Bullet -> Super Guts Bullet In the corner, you can toss in 2 Shooting Star Kicks before the Guts Bullet. This also applies to any other combo that has a similar structure. Also works if you're close enough to the corner that the first Shooting Star Kick hits the opponent into the corner, you'll probably want 2 Hs in this case. Corner 2: Around 36.3k damage (if partner is alive) ------------------------------------------------------------------------------- LMcMHcH -> L Guts Bullet -> United By Fate (Double Guts Bullet) -> Launch -> LMM -> M -> M Shooting Star Kick -> H Shooting Star Kick -> L Guts Bullet -> Super Guts Bullet This has to be done in the corner. You can do Super Guts Upper instead of the launch if you so desire. Remember that if your partner dies, your Team-Up Technique automatically becomes Double Guts Bullet, so if you were using someone who had Double Guts Upper, you now have to use this combo in the corner. However, it will now do much more damage. Baroque 1: Around 22.0k damage ------------------------------------------------------------------------------- LMcMHcH -> H Guts Upper -> Baroque -> LMM -> M -> M Guts Bullet -> Super Guts Bullet Baroque basically lets you turn your H Guts Upper into a mini Super Guts Upper, allowing you to get a fair bit more damage in for your levels. You must cancel into the H Guts Upper just a tad slow or it will miss. Also, don't forget to super jump after baroquing. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> M Guts Bullet Strong extension, tacks on a fair bit of damage to Bnbs. Thoughts on Batsu: =============================================================================== Batsu is another fairly balanced character. What sets him apart from Ryu and the others are his defensive options and his Ultimate, both of which are pretty unique. Batsu's biggest strengths are his damage output and versatility. He's packing both one and two level combos that do a lot of damage and are easy to land, even off a juggle. However, it's his Guts Counter that really makes him stand out. Guts counter allows him to punish ground attacks (and summoning a helper doesn't even work, since he has super armor), which makes him stronger defensively than most characters. He's also got an interesting Ultimate, which can lead to insanely strong combos with the right partners. He's also got pretty good range on his jumping attacks, which is always useful. Batsu's biggest weakness is probably in terms of mix-ups, his overhead just isn't very good in most cases. Still, as long as you can force the opponent to go on the offensive, you can use Guts Counter to get openings. Also, Shooting Star Kick isn't nearly as good for approaching as it used to be, and his projectile is a bit poor outside of combos, so he can be kept out by certain characters. In terms of matchups, Batsu is very strong against anyone with slow attacks, like the Tekkamen, Soki, or Karas, his Guts Counter totally destroys their offense. He's also adequately capable of keeping Alex out, but don't use the Guts Counter on him or you'll get Power Bombed. Batsu is less effective against extremely speedy guys, like Yatterman-1, Chun-Li, Viewtiful Joe, and Ken, since most of their attacks are pretty safe and they can punish him if he throws his Guts Counter out randomly. He basically has to play like any balanced character against them, and he isn't as good as Ryu or Ippatsuman that way. He's also not great against keep-away anymore, because his mobility has taken a big hit since CGoH. Still, if you have really good timing you can still use Shooting Star Kick to get in. Batsu is quite good against the Giants. He has a decent projectile and super projectile, and if you get the chance to use United By Fate it does insane damage and allows a followup. As a partner, Batsu is pretty good. His assist isn't stellar, but he's great in DHCs and Variable Combinations, and he has some nice matchups. You may want to consider which United By Fate super he gets from his partner, though, Double Guts Upper is easily the best one. Competitively, I suspect Batsu will end up pretty high. Being balanced is always a plus, and his Guts Counter gives him some unique advantages against some characters who can otherwise be nasty to deal with. ############################################################################### C-19 Megaman Volnutt: Origin: =============================================================================== Megaman Volnutt is the main character of the "Megaman Legends" series, which is a Megaman series featuring 3D action-adventure style gameplay. Megaman Volnutt exists in a dystopian future where the Earth has been flooded. Megaman works as a Digger, a type of treasure hunter who searches ancient ruins for possible sources of energy. He tends to get caught up in a lot of trouble, either at the hands of crazy pirate genius Tron Bonne or various shadowy figures from a past he cannot remember. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Megaman has about 42000 HP - Megaman can double jump - Megaman's cH hits high, and it doesn't knock down (unless fully charged) - Megaman's jM is a cross-up - Megaman's assist lifts the opponent up Changes from CGoH: ------------------ - Machine Gun and Weapon Change now share the same counter, Megaman can do up to 2 of either in the air, or one of each - Machine Gun Sweep fires at a higher angle on the ground - His Charge Shot can now be Baroqued and Super Cancelled Move List: =============================================================================== Command Normals: ---------------- F + M (Normal Arm equipped) (air) Mega Punch F + M (Gun Arm equipped) (air) Machine Gun (forward version) DF + M (Gun Arm equipped) (air) Machine Gun (diagonal version) F + M (Shield Arm equipped) (air) Shield Rush F + M (Drill Arm equipped) Mega Drill (low version) DF + M (Drill Arm equipped) (air) Mega Drill (anti-air version) Special Moves: -------------- D, D + A (air) Weapon Change (standing) QCF + A (air) Weapon Change (forward) QCB + A (air) Weapon Change (backward) H (hold and release) (air) Charge Shot Basic Supers: ------------- QCB + 2A (air) Machine Gun Sweep DPF + 2A Max Power Drill Uppercut Ultimate: --------- QCF + 2A Max Power Shining Laser Variable Attacks: ----------------- Assist: Mega Drill (anti-air version) Counter: Launcher Combination: Machine Gun Sweep Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Weapon Change (standing / forward / backward) D, D + A / QCF + A / QCB + A ------------------------------------------------------------------------------- - Changes equipped weapon - Can use up to twice in air - Count shared with air Machine Gun Weapon change is used to change Megaman's equipped weapon. You can perform this while standing still, or you can do a little step forward or back. Note that this is a special move, so you can cancel moves into it, for example you can cancel Shield Rush into a Weapon Change to make it recover faster, or you can cancel air Gun Shot into a Weapon Change to pick up some mobility. You can even change weapon twice in mid-air for a mini airdash. There's loads of uses for this move. Which weapon you change to depends on which button you press. L is the Gun, M is the Shield, and H is the Drill. Using the button for the weapon you currently have will get you the Normal arm. ------------------------------------------------------------------------------- Mega Punch F + M (air) ------------------------------------------------------------------------------- - High stagger, next hit lifts Megaman's Normal Arm has one simple attack, a punch. However, this attack has great stagger, so you can follow it up with whatever you want (you'll often want to cancel it into a Weapon Change, then follow up). This will be used in almost every combo that you do, so get used to cancelling out of this move into Weapon Change (forwards). ------------------------------------------------------------------------------- Machine Gun (normal / anti air) F + M / DF + M (air) ------------------------------------------------------------------------------- - Projectile - Can use up to twice in air, count shared with Weapon Change Megaman's Gun Arm is used to fire a 3-shot burst. It's good for keep-away (in conjunction with the Charge Shot), but be aware that some projectiles go right through it. The DF + M version goes diagonally, which will be up-forward on the ground, and down-forward in the air. Using a Weapon Change (forwards) after this move allows you to move around faster, but you'll have to switch back into the Gun Arm afterwards if you want to keep shooting. ------------------------------------------------------------------------------- Shield Rush F + M (air) ------------------------------------------------------------------------------- - Wallbounce - No chip damage while Shield is equipped, drains super gauge instead Rock charges ahead with his shield, which acts as a wallbounce if it hits. This is instrumental in his combos, since he can easily use it in air combos and then relaunch afterwards. As an added bonus, when equipping the Shield Arm, you take any chip damage to your super gauge instead of your health bar. If you have no super gauge, you take chip damage normally. ------------------------------------------------------------------------------- Mega Drill (low / anti-air) F + M / DF + M (air) ------------------------------------------------------------------------------- Megaman rushes ahead with his drill. The anti-air version works acceptably well as an anti-air (though using your Gun Arm is safer), and it's good in air combos. The low version hits low, and is useful in a couple combos, but you can't do it in the air. As an assist, it's okay. It functions almost the same as Chun-Li's assist, it picks the opponent up off the ground, but it holds them there for a while, so you can probably juggle. ------------------------------------------------------------------------------- Charge Shot H (Hold and Release) (air) ------------------------------------------------------------------------------- - Projectile - When fully charged, eats non-super projectiles Megaman can begin to charge his charge shot at any time by holding H. Over time, the shot will get bigger, and you can fire it by releasing H. If you're holding down when you let go of H, you'll fire a diagonal version. When fully charged, it's very powerful (almost as strong as a beam super), but if you're hit, you'll lose your charge. You can charge while attacking, so make sure to charge it during a super or whenever you're playing keep away. Landing a Machine Gun Sweep gives you enough time for a full charge! Since this move counts as a special move and is activated by releasing H, if you hold H too long in a combo, you'll often end up cancelling into (the weakest possible version of) this move. Make sure to just tap H when you want to launch. At the medium level of charge, this will eliminate other projectiles. At full charge it goes right through them. Unfortunately, at the minimum level of charge, other projectiles go through it. You can also super cancel this move, but don't expect anything to hit from too far away. ------------------------------------------------------------------------------- Machine Gun Sweep (Level 1) QCB + 2A (air) ------------------------------------------------------------------------------- - Projectile - Used in Variable Combination Megaman unleashes a massive barrage of gunshots at his opponent. You can aim the gunshots by pressing up and down. This super is fantastically useful, it comes out fast, it combos easily, and since it inflicts so ridiculously many hits, damage scaling has almost no effect on it. After this super, you're left with the Gun Arm. In Variable Combinations, it's the best super, bar none. Since this takes so long to execute, if Rock is your partner, he'll pin the opponent down, allowing you to run around and do a follow-up after your super finishes. This is also really useful in DHCs because it starts up so fast and isn't heavily affected by damage scaling. And you can charge a full Buster Shot every time you land it! ------------------------------------------------------------------------------- Max Power Drill Uppercut (Level 1) DPF + 2A ------------------------------------------------------------------------------- Rock does a powerful uppercut with his Drill Arm. This isn't the most useful super ever, most of his more powerful combos involve going to the air and using Machine Gun Sweep, but it works okay in a couple combos. After this super, you're left with the Drill Arm. This buys you enough time for about half a Buster Shot charge. ------------------------------------------------------------------------------- Max Power Shining Laser (Level 3) QCF + 2A ------------------------------------------------------------------------------- - Can Mash buttons and spin joystick for extra damage - Can follow up afterwards - Puts Giants into hit stun Megaman turns his hand golden and punches. If he hits, he tosses the opponent into the air and blasts them with his Shining Laser. Afterwards, the opponent falls back down and you can do a follow-up, ala Shin Shoryuken. This move is not affected by damage scaling that much, so despite being weak it does okay in really long combos (which Megaman excels at). After this super, you're left with the Normal Arm. You can mash buttons and spin the joystick during this super for a little extra damage, for max damage you must do both. Combos: =============================================================================== Basic 1: Around 13.1k damage ------------------------------------------------------------------------------- LMcM -> F + M -> Weapon Change (Drill) -> cL -> Launch (Hold H) -> LLMM -> M -> DF + M -> Charge Shot Start with Normal Arm. Not terribly strong, but it's easy to do if you can't wrap your head around the wallbounce combo. Basic 2: Around 16.1k damage ------------------------------------------------------------------------------- LMcM -> F + M -> Weapon Change (front step) (Drill) -> F + M -> Max Power Drill Uppercut Start with Normal Arm. Not bad damage, and very easy to do. Don't forget to charge that Shot during this combo! Basic 3: Around 23.0k damage ------------------------------------------------------------------------------- LMcM -> F + M -> Weapon Change (front step) (Shield) -> cL -> Launch -> LLMM -> MM -> F + M -> Weapon Change (see below) (Drill) -> (land) Launch -> LLMM -> M -> DF + M -> Machine Gun Sweep This is where playing Megaman really begins. Start with Normal Arm and take a deep breath. Don't let the length of this combo scare you, it's not quite as hard as it looks, and with practice it's very possible to do it consistently. The trick is getting in position for the relaunch, but here's where the magic of weapon change comes in: If you're in the corner, use the back step variant, it'll line you up correctly. If not, use the front step version, and do a quick dash for the relaunch. But make sure to TAP THE RELAUNCH! You don't want to end up with a cancel into Charge Shot. Depending on how low to the ground you land the relaunch, you may have to omit one L in the first part of the air combo. Lower = fewer Ls. And don't cancel the Drill early, let it hit fully. And don't forget to take your free full charge during Machine Gun Sweep. You can make good use of that later. Basic 4: Around 32.0k damage ------------------------------------------------------------------------------- LMcM -> F + M -> Weapon Change (front step) (Shield) -> cL -> Launch -> LLMM -> MM -> F + M -> Weapon Change (see below) (any) -> (land) Max Power Shining Laser -> (wait) Launch -> LMM -> M -> Machine Gun Sweep The Weapon Change after the Shield works the same way as the previous combo. Feel like showing off? Both the timing on Max Shining Laser and the Relaunch afterwards are tough (perform Shining Laser pretty late, he has to be almost on the ground by the time the punch gets there, the relaunch comes pretty quick). The damage really isn't stellar for the levels you're paying, this is really only useful if you just need that extra bit of damage for it to be fatal (or you really want to make the crowd go wild). If you're not confident you can land the relaunch, you can simply use Machine Gun Sweep or Full Burst Drill Upper right after Max Shining Laser (ideally you should wait a half second for optimal damage). The benefit of using Machine Gun Sweep on the ground is you can DHC. Don't forget to mash during Max Shining Laser for extra damage, and charge during your Machine Gun Sweep. As before, you need to start with the Normal Arm and you don't actually need to be right in the corner, but it helps to be close. Basic 5: Around 24.1k damage ------------------------------------------------------------------------------- LMcM -> F + M -> Weapon Change (front step) (Shield) -> cL -> Launch -> LLMM -> MM -> F + M -> Weapon Change (see below) (any) -> (land) LM -> Charge Shot -> Machine Gun Sweep Minor variant of the original combo. You must hold H after the launch in order to have the full charge when you need it. This is very slightly stronger than the original combo, but it's a lot harder to land the standing L after the wallbounce than the relaunch. The main point of it is that it's a bit more DLC friendly. Baroque 1: Around 25.2k damage ------------------------------------------------------------------------------- Launch -> MM -> DF + M -> M -> DF + M -> Baroque -> M -> DF + M -> Charge Shot -> Machine Gun Sweep Requires Drill Arm, and you must hold H starting at the launch. A nifty air combo extension that uses Baroque's ability to give you another mid-air jump. Both of your mid-air jumps must be up-back, or you will miss. Remember to let the last Drill Rush hit fully. This is strong by itself, but the real point of this combo is to use it after the wallbounce / relaunch combo for sick damage. It's best if you don't have much red life when doing this. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcM -> Charge Shot Only useful if your Charge Shot is at the third level of charge. For all intents and purposes, Megaman doesn't really have an extension. Thoughts on Megaman Volnutt: =============================================================================== Many people will look at Megaman's Machine Gun and Charge Shot and see a pure keep-away character, but his true strength lies in the fact that he can also fight pretty well at close range, and switch between the two fighting styles at a moment's notice. As mentioned, Megaman is very balanced and can fight either up close or far away. Obviously, which he should do more of depends on his opponent, if he's fighting someone who is strong and close range but easily kept out, he should play keep-away, if fighting someone who is balanced he should play more of a mix, and if going up against another keep-away player he should close in. In addition to this flexibility, he also has great mobility through the use of his Weapon Changes, they essentially give him another air dash and he can cancel his air attacks into them to make them recover faster. Obviously, Megaman would be extremely overpowered if he was the best at both keep-away and close-range fighting, so he isn't. His keep-away isn't quite as good as Saki's (though he can run away better than she can), and his close range fighting isn't as good as most of the close-range characters, in particular is normals have bad range and he's fairly dependent on hitting grounded opponents. He has to make use of all of his abilities to overcome these weaknesses. He also has low health, which is never a good thing. Since he can play either close range or keep-away pretty well, Megaman is great against anyone with a very pronounced weakness. Against anyone with a bad approach like Alex or Polimar he can play keep-away, and against people who would like to play keep away, like Saki or Doronjo, he has the mobility to close in. Even for those whose weaknesses aren't so drastic, he can switch between styles on the fly, for example against Tekkaman Blade he can play keep away until he gets close, then switch to close-range fighting until he has a chance to get some space and play keep away again. It should be no surprise then that Megaman's worst matchups tend to be against balanced characters. They can usually approach well enough not to be easily kept out, and when they get in they're generally much better at close range fighting than Megaman is. Megaman really has to mix it up against them to come out on top. Megaman is also an amazing Giant fighter, which isn't surprising because he does have a lot of experience fighting giant robots. He can quite easily fight them like he would in his own game, simply defending against their attacks until he can get a Charge Shot or Machine Gun round in, and Machine Gun Sweep is very strong if he can get the chance to do it. Max Power Shining Laser even lets him do a combo, but it's probably not worth it. In teams, Megaman is pretty useful. His assist isn't too great, but he's probably the best VHC character around, Machine Gun Sweep lasts absolutely forever in Variable Combinations and thus his partner should have plenty of time to dash forward and attack after their super finishes. He also gives you some nice matchup dynamics as long as you back him up with someone to fight the balanced guys. Competitively, I suspect Megaman will end up towards the upper middle. He was a bit higher in CGoH, but unlike most characters he hasn't really seen any buffs, so he's probably fallen a bit by comparison. Still, if you can master both of his fighting styles and switch between them well he can fight well against almost anyone. ############################################################################### C-20 Kaijin no Soki: Origin: =============================================================================== Kaijin no Soki is the main playable character from "Onimusha: Dawn of Dreams", an action game for Playstation 2. After the fall of Oda Nobunaga, Toyotomi Hideyoshi takes control of Feudal Japan. Unfortunately, an Omen Star appears in the sky and the vicious Genma ravage the land once again. Soki is a powerful swordsman who has the ability to transform into a Demon (the Onimusha) and fight against the Genma. The gracious villagers give him the title of Kaijin no Soki (Soki of the Ash). Quick Stats and Character Changes: =============================================================================== Stats: ------ - Soki has about 52000 HP - Soki can double jump - Soki's jH is a cross-up - Soki's assist lifts the opponent up Changes from CGoH: ------------------ - L Slam now has high stagger, and H is a wallbounce, but none of them have super armor - In his Onimusha form, Soki's regular attacks now inflict chip damage. Also, with each hit he draws out more souls. - Also, the Deflect counter now stuns the opponent longer if they hit it. Move List: =============================================================================== Command Normals: ---------------- F + H Heavy Thrust _MH (simultaneously) Power Slash Special Moves: -------------- HCF + A Head Splitter _MH (simultaneously) Launcher DPF + A Slam HCB + A Deflect _MH (simultaneously) Chain D, D + H Finisher Basic Supers: ------------- QCF + 2A Sword of Purification DPF + 2A Oni Tactics _MH (simultaneously, L1 version only) Thunder Slash Ultimate: --------- HCB + 2A Onimusha Transformation DPF + 2A (Red Soul Gauge full) Oni Cutter Variable Attacks: ----------------- Assist: Slam Counter: Launcher Combination: Blade of Purification Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Heavy Thrust / Power Slash F + H / _MH ------------------------------------------------------------------------------- Soki does a powerful forward thrust. It has crazy range and is pretty strong. This move has a special followup, by pressing MH you can slash through the opponent, tossing them behind you. You can't mash the follow up, if you time it wrong it won't come out. However, you can also simply cancel the heavy thrust into a special move, like the Slam. ------------------------------------------------------------------------------- Head Splitter HCF + A ------------------------------------------------------------------------------- - Super Armor - High Stagger, next hit lifts - Followup acts as launcher Soki pulls his sword back, then does a powerful vertical slash. It comes out slow, but while winding up, Soki has Super Armor. If it hits, press MH (together) afterwards to launch, you can do an air combo. Don't toss this TOO much, it's very punishable, but if you see a slow attack coming or you know your opponent always continues his combos even if blocked go for it. Button determines speed and power. ------------------------------------------------------------------------------- Slam DPF + A ------------------------------------------------------------------------------- - L version has high stagger, next hit lifts - H version is wallbounce. - Used as Assist Soki does a shoulder tackle surrounded by blue energy. This comes out quick enough to use in combos, and the L version has that nice high stagger effect that you can use to continue ground combos. H version is a wallbounce, but is slower than the L version. The M version just knocks down. Button used determines damage and how high far back it knocks them. As an assist, this isn't that good. The version you get simply pushes back, and you can't follow it up with much. It doesn't even have Super Armor anymore like it did in CGoH. ------------------------------------------------------------------------------- Deflect / Chain HCB + A / _MH ------------------------------------------------------------------------------- - Counter Soki brandishes his sword, if the opponent hits it, he counters them. If you land it, press MH just after it hits for a follow up slash. I recommend you just mash the LMH button if you've got one set. Doesn't work on Giants. ------------------------------------------------------------------------------- Finisher D, D + A ------------------------------------------------------------------------------- - Hits OTG. Soki does a quick sword plant. Useful after finishing an air combo near the corner, or for cancelling into Oni Tactics. Can also use to reduce ending lag on a blocked combo. ------------------------------------------------------------------------------- Blade of Purification (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Used in Variable Combination Soki directs the fire sword on his back to attack the opponent. It creates a whirlwind of fire, then slams the opponent, creating an explosion. This chips okay and is fairly safe on block, since if your opponent attacks, the final hit may get them. It's also useful in combos. In Variable Combinations, it's okay. The last hit may miss, though. ------------------------------------------------------------------------------- Oni Tactics (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Chargeable - L1 version does wallbounce on airborne opponents Soki begins to charge his sword. If you continue to hold the button, he'll keep charging, until you release it or reach the full charge, at which time he'll do one of three attacks, depending on how charged it was. First level of charge - Just a slash. You get this if you don't charge it at all. However, this is useful because if it hits an airborne opponent, it acts as a wallbounce. You can press MH after this version for a follow-up, but it won't hit if the opponent is in the air. Second level of charge - A slash that stuns the enemy, then an overhead slash with an energy wave. Third level of charge - Same as above, but a lot more powerful. This does more damage than many Ultimates. This is mostly used for that wallbounce, but if the opponent gets caught in some incredibly laggy move (ie. missed ground Machine Gun Sweep), feel free to get behind them and charge it. Sadly, the Super Flash doesn't happen until AFTER you release the button, so you can't just use a variable combination to buy yourself charging time. Rats. ------------------------------------------------------------------------------- Onimusha Transformation (Level 3+) HCB + 2A ------------------------------------------------------------------------------- - Super Armor - Continues until gauge runs out - Attacks release Souls, P to absorb Soki transforms into his Demon Form, and your gauge starts to drain (this will take however much you've got). In his Demon Form, Soki has permanent Super Armor (though he can still be thrown). Additionally, when you hit the opponent, soul orbs will be released, which you can absorb by holding P (you can't call your partner in Demon Mode). They have the following effects when absorbed: Yellow restores some of your health. Yes, you can even get yellow life back. Blue restores some of your super bar, and drains a bit of the opponent's bar, letting you stay in Demon Form longer. Red fills one counter on your Red Soul Gauge, when it's full you can use Oni Cutter. Obviously, in Demon Mode, Soki is an offensive powerhouse like the world has never seen. The opponent is clearly going to try to run away from you, though (no human player would dare attack him), so you've got to try to chase them down. Make use of throws and aerial attacks to try to get hits in. You can perform two supers in Demon mode, the Blade of Purification (it still costs one level, but it gets you a ton of orbs if it hits), and his Ultimate, which is described below. ------------------------------------------------------------------------------- Oni Cutter (Level Max) DPF + 2A (red soul gauge full) ------------------------------------------------------------------------------- - Consumes whatever Super Gauge you have left - Works on Giants Soki slashes with both of his swords, and if he hits, he does an extremely powerful follow-up. This is ridiculously strong, and you'll probably also done heavy damage filling the Red Soul Gauge (and recovered a lot of health). This is easy to combo into, but really the trick is getting the Red Soul Gauge full against an opponent who's going to do all they can to get away from you. Combos: =============================================================================== Basic 1: Around 20.1k damage ------------------------------------------------------------------------------- LMcMH -> F + H -> L Slam -> LM -> Launch -> LLM -> MH Bread and butter. Soki's amazing range makes this easy to land (omit the cM if you are far away, since its range isn't very big). You must wait longer after launching before doing the L than with most characters because Soki's jM is so slow. You can land the Finisher for a little extra damage if you're near the corner. You can also put in a couple more Ls at the beginning and an H before the Launch. Basic 2: Around 26.3k damage ------------------------------------------------------------------------------- LMcMH -> F + H -> L Slam -> LMH -> F + H -> MH -> Blade of Purification Seems like it would miss, but Soki glides backward as he readies the Blade of Purification, causing it to hit (you must cancel VERY fast, though). Amazing damage for one level. Basic 3: Around 29.8k damage ------------------------------------------------------------------------------- LMcMH -> F + H -> L Slam -> LMH -> F + H -> MH -> Oni Tactics (Level 1) -> Lightning Slash (misses) -> Blade of Purification Immediately after Oni Tactics hits, do the Lightning Slash. It will miss, but it's Super Cancelable, so you can do Blade of Purification afterwards. As you can see, this doesn't tack on a ton of damage for the level you're paying, so it's probably not worth it in most cases. Basic 3: Around 14.3k damage ------------------------------------------------------------------------------- Head Splitter -> MH (simultaneously) -> LMM -> MH Do this after any Head Splitter that lands. The timing on the MH is annoying, takes a lot of practice. Basic 4: Around 29.7k damage ------------------------------------------------------------------------------- LMH -> F + H -> MH (Simultaneously) Oni Cutter Extreme damage, if you can get that gauge filled. You can omit the MH without losing too much damage, if you're not confident in it. Baroque 1: Around 18.0k damage ------------------------------------------------------------------------------- Deflect -> Chain -> Baroque -> LMH -> Launch -> LMM -> MH -> Finisher Must be done in the corner, which limits its usefulness. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> F + H -> Finisher Pretty sick damage here. Try to extend Soki's combos whenever you can. Thoughts on Kaijin no Soki: =============================================================================== Soki is the game's poking character. He has an absurd amount of range on his attacks, particularly L and jM, and he can perform a powerful combo after hitting with either, so he spends most of his time prodding the enemy with them until they give him an opening. If someone foolishly attempts an attack from outside their own range, they're going to get poked. Jumping in against him is also nearly useless because his ground attacks have so much range and he also has counters and super armor attacks. Soki's strength is obviously in his insane range. His L has WAY more range than any other L in the game, it's even got as much range as the best Hs, and it comes out much faster. It's amazing how easily he can poke people out of jump-ins and dashes with simple standing Ls. He also has a great jump-in with his jM, though it's not quite as exceptional. Beyond this, Soki also has a ton of health, a few counters, and his combos hit extremely hard. Soki's main weakness is mobility. Though his pokes are quick, he himself is quite slow, and he doesn't have good approaching options. He's also not nearly as capable in the air as he is on the ground, so he has a tough time tracking down people who try to stay away from him. His Ultimate also isn't too useful, most people can just run away until it ends and he can't really catch them. In terms of matchups, Soki has an edge against close-range fighters, particularly those with bad range. Chun-Li, Viewtiful Joe, Roll, Alex, and Polimar are just asking to be poked, and there's almost nothing they can do about it. It's also nasty to jump in on him because he can use his counter or Head Splitter, and Blade of Purification is great at punishing instant air dashes. Characters who can stay away from Soki will do much better, because his approaching options are terrible. Obviously this includes the keep-away characters, as well as set-up characters like Doronjo and Frank West, but even some balanced characters like Morrigan can pull this off well enough. You'd better pair him up with a good assist to help him approach or these characters will shut down his offense easily. Soki is also terrible against the Giants. His pokes are utterly useless against them and his counters don't work, even his Ultimate is of little use. Even Blade of Purification is a bit too slow to be really reliable. As a partner, Soki is average. His assist is pretty bad, but he's decent in DHCs and VHCs (his VHC is one of the only ways to land Morrigan's Valkyrie Turn). Make sure his partner can fight Giants. I suspect Soki will wind up in the middle of the pack. His pokes are really great, but his approach is so bad that they kind of cancel each other out. It's simply too easy for many characters to stay away from him. ############################################################################### C-21 Roll: Origin: =============================================================================== Roll is a character from Capcom's "Megaman" series. This particular version of Roll is from "Megaman Powered Up". Roll is a housekeeping robot built by Dr Light, and the sister of Rock (who was weaponized to become Megaman). Despite being built solely for cleaning and moral support, she seems to be finding her way onto the battlefield a lot as of late. Dr Light is obviously a firm believer in the third law of robotics, "A robot must strive to protect itself". Quick Stats and Character Changes: =============================================================================== Stats: ------ - Roll has about 40000 HP - Roll can double jump - Roll's jM and jH are cross-ups - Roll is a slightly larger target when facing left than when facing right - Roll's assist keeps the opponent grounded, but the next hit lifts Changes from CGoH: ------------------ - Roll can now combo H into her launcher - Roll's dashes are much quicker now, both on the ground and in the air. - Roll Broom Swing now reflects projectiles and knocks down, even when not charged Move List: =============================================================================== Command Normals: ---------------- F + M Broom Smack Special Moves: -------------- Charge B, F + A Roll Mop Up DPF + A Roll Splash QCF + A Roll Broom Swing QCB + A Roll Power Up Basic Supers: ------------- Charge B, F + 2A Roll Mop Up Turbo QCB + 2A Roll Down Time Ultimate: --------- DPF + 2A Oh. No. You. Didn't! Variable Attacks: ----------------- Assist: L Roll Splash Counter: L Roll Swing Combination: Roll Mop Up Turbo Move Breakdown: ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Broom Smack F + M ------------------------------------------------------------------------------- - Overhead Not exactly fast, but it has decent follow up options. ------------------------------------------------------------------------------- Roll Mop Up Charge B, F + A ------------------------------------------------------------------------------- - Hits OTG - Mash for scrubbing Roll charges forward, frantically sweeping. Afterwards, you can mash buttons to have Roll scrub the ground, but this will only hit if you used this move to OTG (which you will most of the time). When charged, this does more hits and you can scrub more. Button determines startup time, hits, and damage. ------------------------------------------------------------------------------- Roll Splash DPF + A ------------------------------------------------------------------------------- - Projectile - Leaves a puddle that knocks down - Eats non-super projectiles - Uncharged version has high Stagger, next hit lifts - Used as Assist Roll throws some water from her bucket in an arc. Works like a projectile, and has pretty good stagger. If it doesn't hit, it leaves a little puddle, and if the opponent steps on it they fall down. This projectile also eats other projectiles like Hadokens, which makes the H version good for projectile fights. It can also OTG if not charged. When charged, she throws the water straight ahead and hits a few times. This is faster but otherwise this isn't a huge improvement, use the charge on something else instead. Button determines how far she throws the water. This is a great assist, it staggers a lot and keeps the opponent grounded, much like Ryu's assist. You can't use it to hit from far away, but you can leave a puddle, which is almost as annoying. It also has the ability to hit OTG, which is always handy. Even if Roll had powered up before switching out, she will still throw the regular version when you call her assist. ------------------------------------------------------------------------------- Roll Broom Swing QCF + A (air) ------------------------------------------------------------------------------- - Wallbounces when charged - Reflects non-super projectiles - Used as Variable Counter Roll swings her broom like a baseball bat. This is okay as an air combo ender. It can also reflect projectiles. When charged, this becomes a wallbounce, and becomes a ton more useful. Button determines speed and power. As a Variable Counter, it works pretty good, it recovers nice and fast just in case it gets blocked. ------------------------------------------------------------------------------- Roll Power Up! QCB + A ------------------------------------------------------------------------------- - Next special acts as charged variant Roll charges her broom, allowing her to perform the charged version of the next special attacks she uses. You should do this as often as you can, because her moves are a lot more useful when charged. ------------------------------------------------------------------------------- Roll Mop Up Turbo (Level 1) Charge B, F + 2A ------------------------------------------------------------------------------- - Hits OTG - Used in Variable Combination A more powerful version of Roll Sweep that ends in a Baseball Swing. Damage isn't bad, though it can be hard to get all the hits in. In a Variable Combination, it's not bad. It's easier to land all the hits with someone else to pin the enemy down, but it doesn't do huge damage. ------------------------------------------------------------------------------- Roll Down Time (Level 1) QCB + 2A ------------------------------------------------------------------------------- - Heals health - Also heals any other robot character, damages others Roll poses, then a power pellet falls from above onto her, and she recovers a fair bit of yellow life. The power pellet can actually hit anyone, if it hits Roll, Rock, Casshern, Gold Lightan, PTX-40A, or Zero, they'll be healed, anyone else takes a little bit of damage. This is easily Roll's most interesting super. Obviously, the healing is very helpful, it lets you survive a lot longer (but make sure you do it when it's safe). However, this super has other uses. After being healed, you can DHC, which is loads of fun if someone's about to hit you. You could DHC to a counter super, a throw super, or just something that starts up really fast. If your partner is one of the people who gets healed by the power pellet, you can even DHC before the pellet hits and heal your partner. What a great move. ------------------------------------------------------------------------------- Oh. No. You. Didn't! (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Hits OTG, but doesn't work properly - Works on Giants Roll scrubs the ground so hard that it causes a fire, and if the opponent touches it, it sets their butt on fire (yes, seriously). As they hopelessly try to fan the flame out, Roll comes to help them with a giant bucket of water, but she spills it, resulting in a tidal wave. This is clearly the most entertaining Ultimate in the game. The damage is pretty good too and it's easy to combo into, but that barely matters. The ability to rob Ryu of his dignity is worth the price of admission by itself. This super doesn't work as an OTG. The flame will hit a few times but the super won't activate properly and the damage is pathetic. Combos: =============================================================================== Basic 1: Around 23.2k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> MM -> H Roll Broom Swing -> (land) Roll Mop Up Turbo Requires Roll Power Up first. You may have to dash after the wallbounce, and charge the Mop Up Turbo during the dash. The charge is hard to do if you're in the corner, do the corner version of this combo (below) instead. Also easily DHCable to any super that hits OTG. Alternatively, you can doll Roll Healing instead. You won't do as much damage, but you get some health back. You could even DHC into Casshan's Brutal Ax and heal him as he hits the opponent! Basic 2: Around 17.4k damage ------------------------------------------------------------------------------- F + M -> Roll Mop Up Turbo The timing on the super is hard (getting the full charge in the span of this one move requires practice) but it can be done. Roll's overhead is a good thing to use if your dash-in cL's are being blocked. You can alternatively do Oh. No. You. Didn't for 24.9k damage. Corner 1: Around 20.0k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> H Roll Broom Swing -> (land) Launch -> LMM -> MM -> H Roll Swing Corner variant. Damage is high for a no-super combo. It never hurts to build levels, you can use them to heal yourself. I find it absurd that this deals more damage than Megaman's version of this combo, though he can do it outside the corner. Corner 2: Around 29.1k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LMM -> M -> H Roll Broom Swing -> (land) Oh. No. You. Didn't! Don't want to mess around with Relaunches? Set their butts on fire instead. Don't do the super too early or it will not hit properly. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> H Roll Mop Up Acceptable damage, but does nasty things to damage scaling. Thoughts on Roll: =============================================================================== Like in past VS Games, Roll is a weird short character who avoids many combos simply by being so tiny. Unlike in the other games, though, this actually matters now because she's not atrociously bad anymore. In fact, she's even gotten a lot better since CGoH, if this trend continues she'll be top tier a few games from now. Roll's greatest asset is her small stature, many combos simply don't work on her because the attacks go over her head. This is especially true if she's crouching, which causes most standing attacks to totally miss her. This not only gives her counterattack opportunities, but it also extends her life longer than you would expect with her tiny HP. Also, she's got a great assist, good mobility, a number of interesting tricks, and her damage output is surprisingly decent. There's no question that she's a fully-fledged character this time. Roll's main weakness is that she doesn't have much range and she has terrible health, those characters that can combo her well can destroy her in seconds. She also can't really keep people out, at best she can try to run away. Roll's matchups are totally dependant on how her size affects her opponent's comboing abilities. I haven't adequately tested all characters, but I do know that Tekkaman, Alex, and Polimar can all combo her acceptably, while Ryu, Chun-Li, and Casshan all have trouble. I would guess that the super strong close-range guys can generally find strong combos against her, but the balanced types may have more trouble. So she's probably a bit of an anti-balance character. She's also got decent mobility and can approach keep-away characters without much trouble. Roll is a terrible Giant fighter, though, because basically everything they can do works on her and she doesn't have too many things to use against them. She also can't heal herself easily, they can take her heal if she tries it (and you really don't want to heal the Giants). As a partner, Roll is very useful for many characters. Her assist is great for almost anyone, it can protect you from projectile spam, extend combos, or even hit OTG, characters with poor approaching skills benefit especially well. She also has the rare ability to follow up a super that knocks down with Roll Mop Up Turbo, making her a great DHC partner for some characters. Speaking of which, she can also use Roll Down Time to heal her partner if paired with any robot character, and that's got to be one of the best ways to pull off a safe tag. To top it all off, having someone who stuffs Ryu's combos is always handy. Competitively, Roll may actually do pretty well. She's got some problems with the real strong guys but it's generally not too hard to find someone else who can deal with them, and she can really add a lot when paired with the right characters. The days of the Roll Tier are definitely over. ############################################################################### C-22 Saki: Origin: ------------------------------------------------------------------------------- Saki is a character from an obscure Japanese arcade game called "Quiz Nanairo Dreams". This game is a combination of a dating sim and a quiz game, involving six women who were given six special jewels that are needed to save the world. And only romantic coercion (symbolized through mastery of quizzes) can induce them to give them to the hero. Saki is one of the six women, she's a soldier in the Earth Defense Force who carries a gun that's as big as she is. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Saki has about 44000 HP - Saki can double jump - Saki's L hits low - Saki's jM is a cross-up - Saki's assist lifts the opponent up Changes from CGoH: ------------------ - All of her H attacks are now cancellable - The World's Greatest Attack is more powerful - The Unblockable Ammo is weaker and does not knock down Giants anymore - Non-assist version of F + H has high stagger, can cancel into the Headbutt Move List: ------------------------------------------------------------------------------- Command Normals: ---------------- F + H Gun Swing Special Moves: -------------- D, D + A Load Special Ammo RDP + A (air) Hand Grenade HCF + A Experimental Positron Cannon HCB + A Headbutt Basic Supers: ------------- QCF + 2A Positron Storm HCB + 2A Load Special Armor-Piercing Shell Ultimate: --------- DPF + 2A The World's Greatest Attack Variable Attacks: ----------------- Assist: Gun Swing Counter: Launch Combination: Positron Storm Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Gun Swing F + H ------------------------------------------------------------------------------- - Normal version has high stagger - Used as Assist You can follow up the normal version with the Headbutt, but the assist version doesn't stagger the opponent, it just flicks them back, so it's pretty bad. ------------------------------------------------------------------------------- Load Special Ammo D,D + A ------------------------------------------------------------------------------- - Changes Saki's equipped ammo - L version eats non-super projectiles - M version can extend combos Saki reloads her gun with one of three types of ammo. You fire them with H: If you already have the gun loaded you'll change your ammo type. L gets you the Buckshot. This has a wide hitbox and eats projectiles, but generally it's not that useful. M gets you the Plasma Sphere. This traps the enemy if it hits (and it keeps them grounded, which is great), so you can follow up with a combo. H gets you the Power Ammo. This does heavy damage, and blasts the enemy upwards like they had been hit by a Variable Counter, so you can often follow up after it. Be aware that it takes her a fairly long time to reload her gun, so it's best to do it when your opponent is incapacitated in some way, or use a helper to buy you a free moment (watch out for Shinku Hadokens). ------------------------------------------------------------------------------- Hand Grenade RDP + A (air) ------------------------------------------------------------------------------- - Can use once per jump Saki throws a grenade. If it hits, the opponent is blasted backwards. You can also use this in the air, and it's probably better there, since you can throw one grenade, then double jump and throw another. These will form a large part of your keep-away game. Button used decides trajectory. L and M are low (M goes farther), H is an arcing throw which is good as an anti-air. ------------------------------------------------------------------------------- Experimental Positron Cannon HCF + A ------------------------------------------------------------------------------- - Beam - Eats non-super projectiles Saki shoots a laser beam from her gun (it's a flexible weapon). This eats projectiles and does good chip damage, so this is what you should use against anyone who foolishly tries to match projectiles with you or turtle. Button used determines startup time and power. ------------------------------------------------------------------------------- Headbutt HCB + A ------------------------------------------------------------------------------- - Unblockable - High stagger, next hit lifts Saki grabs her opponent, then headbutts them. You can follow up afterwards. Saki isn't exactly someone you'd expect to have a command throw, but it's pretty helpful in combos nonetheless (and she needs all the help she can get). ------------------------------------------------------------------------------- Positron Storm (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Beam - Used in Variable Combination Saki puts on a pair of safety goggles, and fires a massive laser on a 45 degree angle. This comes out extremely fast and can easily be used in combos or as a potent anti-air. A great time to do this is after blasting the opponent with either the Power Ammo or the Piercing Ammo, they flick the opponent up right into the ideal range for this move. In a Variable Combination, this tends not to work well, because of the trajectory it usually won't hit fully or will miss entirely. Just use DHCs with it instead. ------------------------------------------------------------------------------- Load Special Armor-Piercing Shell (Level 1) HCB + 2A ------------------------------------------------------------------------------- - Changes Saki's equipped ammo Saki loads her gun with her most potent ammunition, the Piercing Ammo. As the name would suggest, this ammo is unblockable. It's also very strong. This ammo fires just a tiny bit slower than the Power Ammo. This seems like a drawback, but it's actually a plus, that speed has been carefully calculated so that when you use this in a combo, your combo will end like 1 frame before the Piercing Ammo hits, and thus while it remains unavoidable, it will hit as a reset for extra damage. This massively blasts the opponent back (and they can't block till they hit the ground), so you'll always want to follow up with something, either a combo, H Laser Beam, or Positron Storm, depending on the circumstances. This is a fantastic super, it really gives Saki's offence a huge boost. If you've got a free moment and you can afford to spare a level, go for it. Chances are you'll find an opportunity to blast them with it. ------------------------------------------------------------------------------- The World's Greatest Attack (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Counter - Works on Giants Counter super. Saki poses, and if hit, she lets herself be knocked to the ground and slowly starts to get up. Then when her opponent isn't expecting it, she suddenly strikes with her gun and shoots him with everything she's got. It doesn't do bad damage, and people are going to be trying to close in on Saki all the time, but you may be able to do better things with your levels. Still, at least this works on the giants where the other counters don't. This it the only counter move in the game that works on Giants. I guess it really is the world's greatest attack. Combos: =============================================================================== Basic 1: Around 16.5k damage ------------------------------------------------------------------------------- LcM -> Headbutt -> cLcM -> Launch -> LLMM -> MH -> (land) Positron Storm Must have Power Ammo Loaded. Bread and butter combo, though Saki probably won't be doing a ton of combos. If you don't have any ammo loaded just go for an M Hand Grenade at the end If you don't want to spend a level, you can do M Experimental Positron Cannon instead. Basic 2: Around 21.5k damage ------------------------------------------------------------------------------- F + H -> cLcM -> Launch -> LLMM -> MH -> (land) Positron Storm Again, requires power ammo. As you can see, the F + H makes this combo significantly stronger, if you have a partner with an assist that keeps the enemy grounded, try to use them to combo into the F + H. Basic 3: Around 28.8k damage ------------------------------------------------------------------------------- LcM -> Headbutt -> cLcM -> Launch -> LMM -> MH -> (land) Positron Storm Uses Unblockable Ammo for a reset. The timing is a bit tricky, you'll need to practice it. Make both jumps straight up, and remember that you're pressing the H a little late so it doesn't combo. You can do H Experimental Positron Cannon if you don't want to spend (another) level on the Positron Storm. Basic 4: Around 12.6k damage ------------------------------------------------------------------------------- LMcMH -> F + H -> Headbutt -> cLcM -> Launch -> LLMM -> M -> M Hand Grenade Must have the Plasma Sphere loaded. Not very strong, but it's a general kind of follow up to the Plasma Sphere. Corner 1: Around 16.0k damage (Power Ammo) ------------------------------------------------------------------------------- LMcM -> Headbutt -> cLcM -> Launch -> LMM -> MH -> (land, dash in) cL -> Launch -> LLMM -> M -> M Hand Grenade Must have Power Ammo or Piercing Ammo Loaded. The timing on the relaunch with the Unblockable Ammo is much easier and the combo does a lot more damage, but otherwise it's much the same either way. Tekkaman 1: At least 28.0k damage ------------------------------------------------------------------------------- Load Special Armor Piercing Shell (Hold P) -> H -> do whatever Fire the Piercing Ammo right away. This combo is totally unblockable, Saki's Piercing Ammo will immediately crush the opponent's defenses, leaving them unable to block the Voltekka. Saki can then fire some shots, use the Experimental Positron Cannon, do an air combo, whatever. Scary powerful. This will work with anyone else who has a Beam Super but it's not as powerful. Tekkaman 2: About 16.6k damage per loop ------------------------------------------------------------------------------- cLcM -> Headbutt -> [cL -> Launch -> LMM -> MH -> (land) Tekkaman's assist -> Load Special Armor Piercing Shell] Must have Piercing Ammo Loaded to start with. You can repeat the part in the square brackets until you run out of levels or mess up. Even scarier than the last combo is this semi-infinite. It's very hard to do, but Tekkaman's assist can not only link your reset combos together, it even buys you enough time to load the Piercing Ammo again (you must do this before Tekkaman hits). Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH Requires Plasma Sphere to be loaded. Somewhat limited usefulness. Thoughts on Saki: =============================================================================== Saki is this game's main keep-away character, she generally tries to keep you as far away from her as possible with her grenades, lasers, and other weapons. She can also fight up close to some extent, and some of her combos can actually be really strong, but her range is really bad. Saki's main strength is in keeping people out. If you have bad mobility, getting in against Saki is a nightmare and she may be able to kill you before you can land a single hit. Her grenades are stupidly effective for keep away on their own, to say nothing of all the other tools she has at her disposal. She's also packing some combo ability through her various ammos, and her unblockable ammo is a great pressure tool against any fool who tries to turtle against her. Saki's biggest weakness is her close-range fighting abilities. She's not totally incapable of combos, but generally her normals have bad range or are slow, virtually any other character has the advantage if they can get right in her face (unless she's paired up with Tekkaman, anyway). She also doesn't have great health, she won't be surviving too many combos, so keep the opponents away for as long as you can. Her assist is also pretty bad. Saki obviously dominates anyone with bad mobility. Alex, Soki, Polimar, none of them can do a damn thing against her, they'll never get close enough to attack. Played well, she can even keep out speedier characters like Jun, Viewtiful Joe, and the Yattermans, as well as some balanced characters like Ippatsuman and Casshan. As long as they don't have any attacks that start up crazily fast, she has a good chance of keeping them out. Her biggest problems are characters with amazing mobility, who just can't be kept out. Chun-Li, Ken, and Megaman can all approach her pretty easily no matter what she does and do some good damage once they get in there. There are also characters with anti-keep away tools, like Tekkaman's Whip, Doronjo's Naniwa Clutch, Joe the Condor's Savage Shot, any instant startup supers, and so on, and these also give them an advantage against her. Frank is especially bad because he has both zombies and the instant startup Real Megabuster. Saki is an incredible Giant killer, one of the best out there. She was practically made for killing them, it's easy to stay away from them and spam her projectiles, her Unblockable ammo is nasty, and her counter actually hits them, if they're stupid enough to do a fullscreen Battleship Breaker or VS Tackle when she has 3 levels. If her assist was better she'd probably be the Giant's worst nightmare. As a partner, Saki isn't very good. Her assist is lousy, as is her VHC, and her DHC options are poor except for using them to load her Unblockable Ammo. She also has strong matchup dynamics so make sure to account for them when choosing your team. Speaking of team choice, it needs to be stated that Saki is stupidly good when paired with certain partners, particularly Tekkaman, which opens up the two nasty tricks I've outlined in the combo section. With Tekkaman backing her up, Saki has a nearly competent close-range game in addition to her keep-away and becomes instant murder when she gets 3 levels. Since Tekkaman is also great, I could see her landing a high spot on the tier list from this combination alone. Otherwise, she'd probably tend to land somewhere towards the middle. ############################################################################### C-23 Viewtiful Joe: Origin: =============================================================================== Viewtiful Joe is the titular character of the beat-em-up "Viewtiful Joe". Joe is a movie buff who one day sees his dreams come true when he and his girlfriend Silvia are sucked into an action movie. With the help of his idol, Captain Blue, he becomes a superhero with the ability to use a variety of movie-style special effects to his advantage. Unfortunately for Joe, the real world isn't nearly as interesting as the movie world. Quick Stats and Character Changes: =============================================================================== Stats: ------ - Viewtiful Joe has about 46000 HP - Viewtiful Joe can double jump - Viewtiful Joe's jM and jH are cross-ups - Viewtiful Joe's assist lifts the opponent up, but they don't recover until after they hit the ground Changes from CGoH: ------------------ - Mach Speed now acts as a launcher - You can now combo after Slow and Zoom in - Desperado fires faster than it used to (but is still slow) - Joe can only do one Red Hot Kick in the air now - Voomerangs are a little slower to throw, but when charged they home in better Move List: =============================================================================== Command Normals: ---------------- F + M Stubby Punch Special Moves: -------------- QCF + A (air) Voomerang QCB + A Shocking Pink QCB + A (air only) Red Hot Kick A rapidly (air only) Air Joe Basic Supers: ------------- QCF + 2A (air) Desperado DPF + 2A Mach Speed Ultimate: --------- RDP + 2A Slow and Zoom In Variable Attacks: ----------------- Assist: H Shocking Pink Counter: Launch Combination: Desperado Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Stubby Punch F + M ------------------------------------------------------------------------------- - Overhead This is one of the game's fastest overheads, and it doesn't even look like one so it's hard to block. However it has almost no hitstun so followups are limited, Mach Speed is about the only thing that will hit. ------------------------------------------------------------------------------- Voomerang QCF + A (air) ------------------------------------------------------------------------------- - Projectile - Trajectory changes if charged Joe throws a Voomerang. It's pretty quick, and you can "cancel" the lag by throwing one just before you hit the ground (or just as you leave it), so it's quite a useful projectile. You can also charge it, if fully charged it will curve back around for a second hit (the second hit doesn't combo, but it's annoying). Button pressed determines trajectory. L is straight, M goes up (down in the air), and H goes forward a little bit before coming back. The H version can be used for some mixups, particularly after an H Red Hot Kick that doesn't hit. If you want to through an L Voomerang on the ground, performing it as half-circle up (D, DF, F, UF, U) + L will allow you to throw them faster, since landing on the ground cancels the lag from the move. You can't cancel a move with this, though, since you will not be able to jump. ------------------------------------------------------------------------------- Shocking Pink QCB + A ------------------------------------------------------------------------------- - Projectile - Can also hit Joe Joe kicks out a bomb, which takes a little while to explode. When it does, whomever is hit by it (this can include Joe himself) is blasted back, and you can easily juggle. Button pressed determines time until detonation. L is shortest. You can push the bombs around with attacks (try a Voomerang), and you can bring out up to 4 at a time if you really want to be a pyromaniac. As an assist, this is interesting. It has no value in combos, but the bomb can be useful in pressuring your opponent, and you can do a juggle combo if it hits. Just don't hit yourself, you'll really look like a chump. ------------------------------------------------------------------------------- Red Hot Kick QCB + A (air only) ------------------------------------------------------------------------------- - Can only use once before touching the ground Joe does a... Red Hot Kick. It's like a faster version of Batsu's Shooting Star Kick, but he can only do one each time he leaves the ground. It still gives him great mobility, though. Button used decides trajectory, L is down, M is diagonally down, H is straight ahead. ------------------------------------------------------------------------------- Air Joe A rapidly (air only) ------------------------------------------------------------------------------- - Continues as long as you mash buttons Joe does a rapid series of punches and kicks for as long as you keep mashing buttons. This is basically only useful as an air combo "ender". ------------------------------------------------------------------------------- Desperado (Level 1) QCF + 2A (air) ------------------------------------------------------------------------------- - Projectile - Wallbounce - Used in Variable Combination Come on Six Machine! The Six Machine turns into a cannon, and Joe very slowly takes aim with it, then launches a powerful blast. This super is extremely slow, there's only a couple ways to combo into it, but at least the damage is high. In a Variable Combination, this is much better, because your partner can cover the targeting time with their super. ------------------------------------------------------------------------------- Mach Speed (Level 1) DPF + 2A ------------------------------------------------------------------------------- - Last hit launches Joe does a rapid flurry of punches, ending with an upward punch. It's almost identical to Chun-Li's Hoyokusen super. ------------------------------------------------------------------------------- Slow and Zoom In (Level 3) QCB + 2A ------------------------------------------------------------------------------- - Can follow up afterwards - Puts Giants into hit stun Joe kicks his opponent, then slows down time. His opponent attempts a punch, but Joe dodges it and hits him in the back, launching him upwards for Joe's special pose. Afterwards, they're tossed up in the air ala Shin Shoryuken, and you can do a relaunch combo or just use Desperado. Combos: =============================================================================== Basic 1: Around 16.0k damage ------------------------------------------------------------------------------- LMcMH -> Launcher -> LLMMH -> MH -> Air Joe (as many hits as you can) Bread and butter. Do your second jump after the H gets two hits, and try to activate Air Joe after 2 hits, too (you'll have to start mashing when you enter the last M). Basic 2: Around 13.5k damage ------------------------------------------------------------------------------- LMcMH -> Launcher -> LLMMH -> MMH -> H Red Hot Kick If you don't want to mess around with Air Joe, you can do this instead. It's a bit weaker, but more dependable, and the enemy is knocked to the ground instead of just falling beside you. Basic 3: Around 18.3k damage ------------------------------------------------------------------------------- LMcMH -> L Voomerang -> Mach Speed -> MH -> MH -> Air Joe Make sure you jump up towards. Not bad damage for one level. Basic 4: Around 29.1k damage ------------------------------------------------------------------------------- LMcMHcH -> L Voomerang -> Slow and Zoom -> Launch -> LMMH -> MH -> Air Joe You must cancel the slide into the Voomerang very fast. Timing the relaunch is hard, but the damage is worth it. Alternatively, you can just do Desperado after the Slow and Zoom. It's a touch weaker and you pay another level, but it's easy to land. Corner 1: Around 18.5k damage ------------------------------------------------------------------------------- LMcMH -> Launcher -> LLMMH -> MMH -> H Red Hot Kick -> Air Joe It's basically your two non-corner combos, put together. Start mashing H even before you do the QCB to make sure you get Air Joe as fast as possible. Polimar 1: Around 18.5k damage ------------------------------------------------------------------------------- LMH -> Polimar's assist -> Desperado Finally, a combo into Desperado that works. Unfortunately, this isn't as strong as it was in CGoH. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> L Voomerang Very standard extension here. Thoughts on Viewtiful Joe: =============================================================================== Viewtiful Joe is kind of like a combination of Ryu and Chun-Li, he's a fast close combat combo guy, but he's a tad more versatile than Chun-Li is. However, this comes at the expense of range, he probably has the shortest range on his attacks of all characters in the game. Viewtiful Joe's main strength is his speed, he's extremely fast at both moving around and attacking. He also has great mobility thanks to Red Hot Kick, so he's pretty good at getting in on people. Unlike Chun, though, he has both a projectile and an extremely fast overhead, which makes him a bit more flexible. He's also a bit shorter than most characters and a few combos miss him, but not nearly as many as miss Roll. Joe's height also contributes to his main disadvantage, which is that his limbs are ludicrously short and he has almost no range on his normals. Joe literally has to be pressed up against his opponent to hit, and thus he's quite vulnerable to advancing guard or anyone with good range. Joe performs well against anyone who doesn't want to him to get in, like keep away or set-up characters, and he has enough speed to go toe-to-toe with even the fastest characters around. He's also balanced enough to fight on even terms with the other balanced characters. Also, since he's so short, his combos all work on Roll, so he's a great choice against her. Where Joe does badly, though, is against characters who have a ton of range. Soki, the Tekkamen, Karas, and even Chun-Li all have huge range advantages on him. Thankfully, he does have some projectiles to use, but he's not really too adept at keep away and keeping these guys out probably isn't going to be an option. He's also prey for Alex, since Alex's throw range is often farther than Joe can even reach with his attacks. Joe is an okay choice against Giants. His Voomerangs are pretty decent here, and you can always toss out a Shocking Pink or two for extra damage. His Ultimate works pretty well on them, too. Joe performs averagely well in teams. His assist is extremely hard to use well, but he's an awesome VHC character, if you can cover the startup Desperado does a lot of damage and comes with a free wallbounce for followups. Also, his tag is ever so slightly safer than other characters, because if he is hit during his taunt he will be put in a juggle state. Competitively, Joe is probably around the middle. His supers have been buffed since CGoH, but his Voomerangs have been nerfed, so his playstyle has shifted more towards rushdown, and his short limbs mean he is easily pushblocked out of his strings. Thankfully, that overhead is a real monster, make extremely frequent use of it. ############################################################################### C-24 Frank West: To Unlock: ------------------------------------------------------------------------------- Beat Arcade Mode with 3 Capcom characters. Origin: ------------------------------------------------------------------------------- Frank West is the main character of the Survival/Action game "Dead Rising". Frank is an investigative reporter who jumps at the chance to investigate reports of a Zombie uprising in the town of Willamette. Unfortunately, the rumours turn out to be perfectly accurate and Frank finds himself trapped in a mall with thousands of zombies and a handful of human survivors. Thankfully, he's covered wars and his resourcefulness knows no limits. Quick Stats: =============================================================================== - Frank has about 49500 HP - Frank can double jump - Frank's cL and cM hit mid - Frank's jM and jH are cross-ups - Frank's assist keeps the opponent grounded Move List: =============================================================================== Command Normals: ---------------- D + H Knee Drop Special Moves: -------------- QCF + A (air) Grand Slam HCB + A Giant Swing Charge B, F + A Roundhouse Kick DPF + A Zombie Attack RDP + A Zombie Spree D, D + A Evasive Roll Basic Supers: ------------- QCF + 2A The Real Megabuster HCB + 2A Dead Rising Ultimate: --------- DPF + 2A (not against Giants) Zombie Charge DPF + 2A (against Giants) Big Bad Explosion Variable Attacks: ----------------- Assist: Snapshot Counter: L Grand Slam Combination: The Real Megabuster Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Knee Drop D + H (air only) ------------------------------------------------------------------------------- Frank does a quick knee drop. This is quite punishable on block so cancel it into something. ------------------------------------------------------------------------------- Grand Slam QCF + A (air) ------------------------------------------------------------------------------- - H version is Wallbounce Frank pulls out his trusty baseball bat and takes a big swing. Used mainly to end combos. You can also Grand Slam zombies to turn them into projectiles of a sort. The L version is fast, but only bats them a little distance. M is slower and hits a little farther, and H is even slower, but is a wallbounce. ------------------------------------------------------------------------------- Giant Swing HCB + A ------------------------------------------------------------------------------- - Unblockable - Works on Giants Frank's command throw. Great while pressuring the opponent with zombies. The H version is the strongest and doesn't seem to be any slower, so you might as well always use it. They may have slightly different hitboxes. You can also Giant Swing a Zombie, and the zombie can hit the opponent as Frank Spins it around. There is also a bug involving using this move to cancel the ending lag on Frank's Launcher. See Infinite 1 in the combo section for more on this. ------------------------------------------------------------------------------- Roundhouse Kick Charge B, F + A ------------------------------------------------------------------------------- Frank performs a powerful roundhouse kick. The exact attack he does depends on the button you press. L is a fakeout. M is powerful forward kick. H is low sweep. Not tremendously notable as an attack, but it gives Frank more mix-up options. ------------------------------------------------------------------------------- Zombie Attack DPF + A ------------------------------------------------------------------------------- - Summons a Zombie - Lots of stagger on hit, next hit DOESN'T lift - Can also hit Frank - Puts Giants into hit stun Summons a zombie. Each button does something different. L summons the zombie from the wall behind Frank. M summons the zombie from the wall in front of Frank. H causes the zombie to fall from the sky in the middle of the screen. It can hit on the way down. After the zombies have been summoned, they'll lumber around the screen, chasing either Frank or his opponent, if they hit them they will be immobilized for a second while they fight the zombie off. The zombies can be blocked, which will kill them, or attacked by either Frank or his opponent to turn them into a projectile of sorts. Hitting them with Frank's Grand Slam makes them an even stronger projectile. This is insanely useful on the giants, summon Zombies behind them every chance you get, then follow up with an air combo. ------------------------------------------------------------------------------- Zombie Spree RDP + A ------------------------------------------------------------------------------- - Hits OTG - H version is Wallbounce Frank summons a zombie in a runaway shopping cart. Funny, yes, but also acts as a potent OTG wallbounce. Quite useful in combos. ------------------------------------------------------------------------------- Evasive Roll D, D + A ------------------------------------------------------------------------------- - Invincible Frank performs a quick roll. The button pressed determines the effect. L rolls forward, but won't go through the opponent. M rolls forward, but will go through the opponent. H rolls backwards. These all have an absolute ton of invincibility frames, but Frank is a bit vulnerable when coming out of the move. These are also handy to use after blocked ground strings. ------------------------------------------------------------------------------- Snapshot Assist only ------------------------------------------------------------------------------- - Used as Assist Frank takes a picture with his camera. This does no damage, but it inflicts a little stagger from virtually anywhere on the screen. This move is only used for Frank's assist, he can't use it normally. It's an amazing assist, one of the best in the game, because it keeps the opponent grounded and basically everyone can follow it up. ------------------------------------------------------------------------------- The Real Megabuster (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Beam - Used in Variable Combination Frank pulls out a Megabuster he found at the Willamette Mall... but this isn't a toy, it's The Real Megabuster! Frank transforms into Megaman and fires a powerful beam. It starts up crazily fast, and can be used to punish almost anything. Too bad he can't use this in the air. This is okay in Variable Combinations, but it's best in DHCs, since it starts up so fast it'll hit after almost anything. ------------------------------------------------------------------------------- Dead Rising (Level 1) HCB + 2A ------------------------------------------------------------------------------- - Unblockable - Can follow up afterwards - Puts Giants into hit stun Frank does a super version of his command grab, ending with him batting the opponent "to the moon!". They fall back down afterwards and are vulnerable to anything that hits OTG. Frank will face the wall after this super until his opponent comes back, so you have to do any followup commands the other way. ------------------------------------------------------------------------------- Zombie Charge (Level 3) DPF + 2A (not against Giants) ------------------------------------------------------------------------------- Frank pulls out a Servbot head (from Megaman Legends) and leaps forward, trying to put it on his opponent's head. If he succeeds, he punches them through a massive wave of zombies, then slams them onto the ground. What a ridiculous move. This actually combos pretty well. ------------------------------------------------------------------------------- Big Bad Explosion (Level 3) DPF + 2A (against Giants) ------------------------------------------------------------------------------- - Projectile - Works on Giants (obviously) A zombie falls from the sky a little ways ahead of Frank. If it hits, Frank sets up a bunch of explosives, then blasts the giant with a shotgun. This is not terribly strong as ultimates go, but at least it comes out fast. Combos: =============================================================================== Basic 1: Around 12.9k damage ------------------------------------------------------------------------------- LMcM -> Launch -> LMM -> MM -> M Grand Slam Very basic air combo. Not very strong, but easy to land off a lot of things. Basic 2: Around 16.2k damage ------------------------------------------------------------------------------- LMcMcH -> H Zombie Spree -> LM -> Launch -> LLMM -> MM -> M Grand Slam Good damage, and pretty easy to do. Doesn't work in the corner, though. Basic 3: Around 19.0k damage ------------------------------------------------------------------------------- Dead Rising -> (back dash) H Zombie Spree -> cLcM -> Launch -> LLMM -> MM -> M Grand Slam Frank will be facing the same way after Dead Rising, but the opponent will fall behind you, so you have to backdash and to the H Zombie Speed. The opponent will be wallbounced on the side they come in on, so keep dashing that way for the relaunch. It's confusing combo, but it's easier to understand in action. Basic 4: Around 17.6k damage ------------------------------------------------------------------------------- Dead Rising -> H Zombie Spree -> The Real Megabuster Easier version of the above, but the damage isn't nearly as good. Basic 5: Around 24.1k damage ------------------------------------------------------------------------------- LMcMcH -> L Grand Slam -> Zombie Charge Pretty easy to do and fairly strong. Corner 1: Around 19.6k damage ------------------------------------------------------------------------------- LMcM -> Launch -> L Grand Slam -> LMcMH -> H Grand Slam -> LMcM -> Launch -> LLMM -> M -> L Grand Slam Fun little corner combo that involves Frank's infinite trick, but doesn't do any loops for those of you who consider infinites "cheap". See Infinite 1 for how to perform this. Baroque 1: Around 34.3k damage ------------------------------------------------------------------------------- LMcMcH -> H Roundhouse Kick -> Baroque -> McMH -> H Grand Slam -> McMH -> M Grand Slam -> Zombie Charge Must be done in the corner. Not the most practical combo ever, but it is pretty hilarious if pulled off properly. The Real Megabuster will also work. Infinite 1: Around 14.9k damage for 5 loops ------------------------------------------------------------------------------- [M -> Launch -> Giant Swing (misses)] And the game's first infinite discovered is for... Frank? The key to this infinite is to cancel Frank's launcher into Giant Swing. It will miss, but the act of cancelling the launcher somehow causes the opponent not to recover unti they hit the ground. You can use this to launch them over and over again. With a little practice, this is not very hard to do at all, and it does quite a lot of damage in a short amount of time. The only trick is to make sure you cancel into Giant Swing fast enough to trigger the bug. As if this wasn't scary enough, this infinite works perfectly well as a juggle, and you do not have to be in the corner. If Frank lands any standing M, he can put you in the infinite. If you mess up and hit too high, jump up and do an air combo. If you do it low enough, you may actually re-stand the opponent (you can continue to attack). Recommended Extension Combo: ------------------------------------------------------------------------------- LMcM Frank doesn't have any useful extension combos. There's better ways to spend your Baroque with him. Thoughts on Frank West: =============================================================================== Frank West is another set-up character, like Doronjo, except that his setups aren't quite as complicated and his combos are easier to do. I guess you could say he's Doronjo-lite: same great tools, easier to use. As mentioned above, Frank West's main strength is that he has a ton of tools at his disposal: He's got his zombies, which he can call to various locations and even use as projectiles, he has an OTG wallbounce, he has a command throw, and he even has a beam super that starts up almost instantly. This lets him adapt to almost any situation. Also, he has high health and a great assist. Frank's biggest disadvantage is the fact that his set-ups can backfire. His zombies can be used against him just as easily as they can help him, so you have to be that much more careful. Also, he's a lot less manoeuvrable than Doronjo and has less options in the air, so he can't play keep-away very well. Frank has to fight it out. Much like Doronjo, Frank has a clear advantage against keep-away characters. Summoning a zombie behind someone in the corner makes for an easy approach, or you can just use The Real Megabuster to blast through their attacks. He can do the same thing against slower attackers like Soki and Tekkaman, if they don't approach him they're getting zombied, and if they do, they're getting a command grab or The Real Megabuster. Unfortunately, Frank can't keep people out or run away all that well, so most characters are eventually going to get in against him. Fast characters will give him fewer chances to use his command throw (and it's not that strong, anyway), and he certainly can't match grapples with Alex. At least he has fairly good combos of his own and can't be counted out in a close-range fight. Frank is also an awesome Giant fighter. His command grab works on them, but more importantly, his Zombies put them into hit stun, allowing for a combo. This means Frank can actually pressure the Giants, if they counterattack him while a zombie approaches, it'll leave them wide open. And even if they manage to get around his Zombie shenanigans, he's still got The Real Megabuster. As if that wasn't enough, Frank is also an amazing partner. His assist is incredible, even though it does no damage it can extend almost any combo. On top of that, his assist hits basically the whole screen, so it can interrupt anything your opponent might be doing. It's basically all the goodness of his anti-keep away game, in assist form. He's also great and DHCs with The Real Megabuster and has some good matchup coverage. He's a great addition to any team and it's worth your time to learn how to use him. Competitively, I suspect Frank will end up fairly high, he's got a ton of great tools at his disposal and not too many weaknesses, but it's always a bit hard to tell with set-up characters. His usefulness as a partner character is undeniable, though, if you need help approaching, Frank's your man. ############################################################################### C-25 Zero: To Unlock: ------------------------------------------------------------------------------- Beat Arcade Mode with 6 Capcom characters. Origin: ------------------------------------------------------------------------------- Zero is a character from the "Mega Man X" series. Zero is a skilled Maverick Hunter and X's partner in keeping the peace between humans and reploids (sentient machines who become harder to tell apart from humans with every generation). Like X, he can learn skills from his foes, but he learns techniques for his Z-Saber instead of taking their weapons. Though he is the originator of the Maverick Virus and he occasionally wonders what he is fighting for (sometimes loudly), Zero is fiercely loyal to those he cares about and always comes through in a pinch. Quick Stats: =============================================================================== - Zero has about 40000 HP - Zero can double jump - Zero's cH hits mid - Zero's jH is a cross-up - Zero's assist lifts the opponent up - Zero's forward dash continues as long as you hold F Move List: =============================================================================== Command Normals: ---------------- F + H Dashing Slash Special Moves: -------------- DPF + A (air) Ryuenjin Charge B, F + A Hadangeki QCB + A (air) Hienkyaku Hold A, then release (air) Hyper Zero Blaster QCF + A (air only) Sentsuizan Basic Supers: ------------- QCF + 2A Rekkoha QCB + 2A Sogenmu Ultimate: --------- DPF + 2A Dark Hold Variable Attacks: ----------------- Assist: M Ryuenjin Counter: Launcher Combination: Rekkoha Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Dashing Slash F + H ------------------------------------------------------------------------------- Zero dashes forward with his Z-Saber, creating a Purple energy wave that hits 3 times. This is very useful in combos, particularly after Sogenmu because Zero's Hyper Zero Blaster can extend combos. ------------------------------------------------------------------------------- Ryuenjin DPF + A (air) ------------------------------------------------------------------------------- No Capcom fighting game is complete without a flaming uppercut. This is a pretty standard anti-air, it's mostly useful at the end of air combos. After Sogenmu, this hits more times. As an assist, it's pretty terrible, it hits the opponent so high up that you really can't follow up with anything. ------------------------------------------------------------------------------- Hadangeki Charge B, F + A ------------------------------------------------------------------------------- - Projectile - H version eats projectiles Zero fires a green slash wave. It's a fairly standard projectile, but the H version hits twice and thus can go through most other projectiles. After Sogenmu, he fires twice as many, so it goes through projectiles even better. ------------------------------------------------------------------------------- Hienkyaku QCB + A (air) ------------------------------------------------------------------------------- - Can use once per jump Zero does a quick dash. He can go through the opponent, but be aware that he is not invincible during this move. Button pressed determines where he goes. on the ground, L and M both go straight ahead (though M is a longer dash), and H goes diagonally upward. In the air, L goes straight down, M goes straight ahead, and H goes diagonally upward. You can do this twice in the air if you jump in-between them. The main use of this move is to move is for Zero's air to ground combos, but you can also use it to get around quickly. You can also the M version on the ground after a blocked ground combo, with certain assists (ie Ryu's) this can make for a ridiculously deadly crossup, and you'll be able to combo afterwards. ------------------------------------------------------------------------------- Hyper Zero Blaster Hold A, then release (air) ------------------------------------------------------------------------------- - Projectile Zero charges up his Z-Buster (which he hasn't inexplicably lost in this game!) He fires it when you release the button. You can use any button for this attack, and the button you use does not affect it in any way. Holding down extra buttons does not change this attack, just pick a button you won't need for a while and charge away. After Sogenmu, he fires twice as many shots. ------------------------------------------------------------------------------- Sentsuizan QCF + A (air only) ------------------------------------------------------------------------------- - High stagger, next hit lifts. - Hits OTG Zero does a quick diagonal dive with his Z-saber. This staggers a grounded opponent well, allowing for a follow-up. It will also hit OTG. After Sogenmu, this hits twice, but this isn't really useful. M comes out a little faster than H but recovers slower. L is a fakeout. The stagger on this move buys you enough time to use Sogenmu and combo afterwards, which is really the only way Zero can do decent damage, so you'll be making heavy use of it. You should learn how to do an "instant air Sentsuizan", by pressing D, DF, F, UF + H, this way it comes out almost fast enough to act as an overhead. ------------------------------------------------------------------------------- Rekkoha (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Projectile - Invincible - Used in Variable Combination Zero's Giga Attack from X6. He punches the ground, then a moment later a bunch of Rainbow lasers come down from the sky. The actual attacking part of this super comes out extremely slowly and you need an assist or to use a Variable Combination to combo into it. On the plus side, Zero is invincible the entire time he does this move, and it chips well, so you can either use it for chipping or if you see a slow attack coming at you. ------------------------------------------------------------------------------- Sogenmu (Level 1) QCB + 2A ------------------------------------------------------------------------------- - Gives Zero Sogenmu status for about 5 seconds Zero poses, and a blue aura surrounds him. For about the next 5 seconds, Zero will perform the Sogenmu variant of his special moves (except Hienkyaku). This makes Zero's combos a lot better, but your opponent will probably just run away after you activate it, so ideally you want to find a way to put it into the middle of your combo. The easiest way to do this is with an assist, but there are other ways. ------------------------------------------------------------------------------- Dark Hold (Level 3) DPF + 2A ------------------------------------------------------------------------------- - Works on Giants Zero dashes forward, and if he hits, he traps his opponent in time, then charges his Z-saber and slashes right through them. This is easy to combo into, but it's not that strong and damage scaling butchers it, so you may want to find something else to do with your levels. It's better than sitting on them, though. Combos: =============================================================================== Basic 1: Around 12.6k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> LLMM -> MM -> H Ryuenjin Extremely basic combo that doesn't do a lot of damage. Basic 2: Around 20.3k damage ------------------------------------------------------------------------------- cLcMcH -> F + H -> Dark Hold Cancel the F + H after only one hit for optimal damage. Still weaker than if you used Dark Hold by itself, and many characters can do this much damage for a single level. Corner 1: Around 13.5k damage ------------------------------------------------------------------------------- LMcMH -> Launch -> MM -> MM -> L Hyper Zero Blaster -> H Sentsuizan Hold L after the first attack, and let go after the last M. This does a little better damage than Zero's other air combo. Corner 2: Around 19.4k damage ------------------------------------------------------------------------------- Sogenmu -> McMH -> F + H -> L Hyper Zero Blaster -> cLcMH -> Launch LLMM -> MM -> H Ryuenjin Hold L as you perform Sogenmu, and release it after the F + H lands 2 hits. This combo is basically Zero's main redeeming factor, but you have to be within 1 screen's worth of distance from the corner for it to hit (if you're at the maximum range, you'll have to dash once after the Hyper Zero Blaster). Obviously, the ideal way to do this involves comboing into Sogenmu somehow. Thankfully, this entire combo will still work even if it hits as a juggle, which gives you more options for doing it. The main ones are after H Sentsuizan or after a Partner's assist. Corner 3: Around 20.3k damage ------------------------------------------------------------------------------- McMH -> Launch -> MM -> MM -> L Hyper Zero Blaster -> L Hienkyaku -> LMH -> Launch -> LLMM -> MM -> H Ryuenjin Requires at least half a charge (on L, but you can switch it) before starting the combo. Do the Ms after the first launch pretty late, then fire the Blaster immediately after the last M and immediately Hienkyaku, you'll make it to the ground faster than they do. Obviously, preparing this combo restricts your ability to use L. However, it's still not that hard to get a chance to do this, just hold L when you jump in on someone, if you hit with jH you can follow up with this combo. Or you can do a basic ground string starting with L, then use an extension combo to buy yourself more charging time. Recommended Extension Combo: ------------------------------------------------------------------------------- LMcMH -> F + H Hold L, and don't use L in the following combo, this can buy you a full charge for the Hyper Zero Blaster you need for your corner combos. Thoughts on Zero: =============================================================================== Zero is a "glass cannon", fast and strong but extremely weak defensively. He's kind of similar to Karas, but he trades some speed for more health and a lot more versatility. Zero's definitely strongest on the offensive, his attacks all have huge hitboxes and his jH crosses up ridiculously well, he can also do loads of damage without even using a super level if he can trap his opponent in the corner. He's also a great meter-builder, because many of his attacks deal multiple hits. However, he's not totally one-dimensional, he's also packing two surprisingly decent projectiles that he can use to get some space if needed (and he can even charge one while using the other). As a glass cannon, Zero's main weakness is his non-existent defense. His health is as bad as Roll's, and he doesn't have the benefit of her tiny frame to soften the damage he takes from combos. If the opponent traps Zero in a good combo, expect him to lose about half his health. As such, you'll be very reliant on your super bar for Mega Crash, so don't expect to use a lot of supers. His supers aren't that good anyway. Zero does well against other speedy guys, he's fast enough to track them down and their combos aren't quite as threatening to him. He can take Karas apart easily enough, and he should have little trouble doing the same to the Yattermans. He can also play a surprisingly decent game of keep-away, so he can do pretty well against Alex, Polimar, and Soki. He's also pretty decent at getting in against the keep-away characters, and the fact that they tend to stay near the corner only makes his job easier. Of course, Zero has problems against people who do loads of damage and aren't easily kept out or ran away from. Obviously Tekkaman is trouble, even one Tekkaman combo can shave off 70% of his health, and Tekkaman Blade really isn't any better. Even the likes of Ryu, Casshan and Ippatsuman deal way more damage than he can deal with, he has to be really careful that he doesn't give up any openings against them. Zero is a pretty good Giant Fighter, though, between his projectiles, jH, and using Rekkoha to go through their laggy attacks he can mess them up pretty badly. But I'd expect no less from an SA-Class Hunter. As a partner, though, Zero is not so hot. His assist isn't very good, his DHCs and VHCs are terrible, and he's got quite a lot of weaknesses that you need to cover. That's probably why he usually works alone. Competitively, I suspect Zero will end up being fairly high, that level of pressure in the hands of a master is always dangerous, and they can usually find some way to overcome low health (just look at Akuma in most of the games he's been in). Heck, a lot of otherwise good players have been losing to Zero spammers online, imagine what would happen if they were playing him properly. ############################################################################### C-26 PTX-40A: Origin: =============================================================================== PTX-40A is a machine from the Action game "Lost Planet: Extreme Condition". In Lost Planet, humans have rendered the Earth uninhabitable and must find a new home, but the planet they have found is only vaguely hospitable and is inhabited by hostile aliens called the Akrid. To this end, the Vital Suits were created, powerful combat mechas designed to withstand harsh conditions. PTX-40A is one of the Vital Suits featured in the game, noted for its well-balanced abilities. Quick Stats and Character Changes: =============================================================================== Stats: ------ - PTX-40A has about 65000 HP - PTX-40A can't double jump or superjump - PTX-40A's cL and cH hit mid, and its cH doesn't knock down - PTX-40A's jH is a cross-up - PTX-40A's L, cL, and M have auto-guard - PTX-40A's normal attacks cause chip damage Changes from CGoH: ------------------ - All version of VS Tackle cause Wallbounce now, and they have auto-guard, meaning any attacks that hit during them will count as blocked - PTX also has auto-guard during some of his normals - F + M -> B + M now has better followup options - Can follow up L-P Buster with cH - M and H Calibre Execution knock down on hit - Missiles travel a little slower - PTX-40A Jumps when its throws are broken - Guns reload faster Move List: =============================================================================== Command Normals: ---------------- F + M Chainsaw _B + M Retreat F + H Front Throw (even when far) B + H Back Throw (even when far) Special Moves: -------------- QCF + A Right Weapon QCB + A Left Weapon Charge D, U + A Calibre Execution Charge B, F + A VS Tackle Basic Supers: ------------- HCF + 2A Arsenal Barrage DPF + 2A Tactical Calibre Ultimate: --------- RDP + 2A L-P Buster Move Breakdown: =============================================================================== ------------------------------------------------------------------------------- Chainsaw / Retreat F + M / _B + M ------------------------------------------------------------------------------- - Can follow up after Retreat A slow chainsaw attack. You can "cancel" this move by pressing B + M before he takes the swing with the chainsaw, and if you're close enough the exhaust from his retreat can hit and it blasts the opponent back. You can then cancel Retreat into something, such as M VS Tackle, Calibre Execution, or even L-P Buster. ------------------------------------------------------------------------------- Front / Back Throw F + H / B + H ------------------------------------------------------------------------------- - Unblockable - Wallbounce - Can hit airborne opponents PTX's throw would be extremely good if it wasn't so easy to Throw Escape. ------------------------------------------------------------------------------- Right Weapon / Left Weapon QCF + A / QCB + A ------------------------------------------------------------------------------- - Uses equipped weapon - If no weapon is equipped, replaces the weapon - The Missile is unblockable - Can cancel into each other once PTX-40A can hold two weapons, one on its right shoulder and one on its left. If it has a weapon, inputting the motion will cause it to fire it. After a certain number of shots, the weapon will fall off, and next time you input the command PTX-40A will receive a random* weapon as a replacement. Assuming it has two weapons, it can fire the other one without getting up by inputting the other motion. You can make your shots combo this way, if you have the right set of weapons. Button pressed determines firing angle, L is low, M is medium, H is high. *Though the weapon you receive is random, they're not all equally likely, the Machine gun is most common, then the Buckshot, then the Missile, then finally the Super Missile. It seems like the button you use to reload may affect the probabilities of which weapon you get, these are my findings, it seems like L makes the Machine Gun more common, M makes the Buckshot more common, and H makes the Missile more common. Missiles are very rare even on H, though. At the start of every match, the Right Arm will always hold a Missile, and the Left will hold a Machine Gun. The weapons are described in more detail below: Machine Gun: ------------ Fires a quick barrage of bullets. This chews right through projectiles and chips well. It's probably the best all purpose gun, which is good, because you get it by far the most often. You get 3 uses before it falls off. Buckshot: --------- Fires a spray of bullets. This has a wider hitbox than the than the Machine gun, is stronger, and has more stagger, but the range is much less. You get 3 uses before it falls off. Missile: -------- Fires a missile. It homes in, and it's unblockable. A shame you don't get it more often. You get only 1 use before it falls off. Super Missile: -------------- Fires a super missile. This doesn't home and it can be blocked, but when it hits, it makes a huge explosion. You can only get this weapon through Arsenal Shot. The only way to keep it is to be Stunned before it fires. The weapons all look different, so make sure to learn what they look like. ------------------------------------------------------------------------------- Calibre Execution Charge D, U + A ------------------------------------------------------------------------------- PTX-40A does an uppercut of sorts with its chainsaw. This hits multiple times and does good damage, though it's a bit slow to come out. It's great damage, though, so try to make use of it. You can also follow it up with lots of stuff (including itself, via Baroque) if you're in the corner. Button used determines speed, number of hits, and damage. ------------------------------------------------------------------------------- VS Tackle Charge B, F + A ------------------------------------------------------------------------------- - Auto-guard while dashing - Wallbounce - H Version is a snapback PTX-40A does a tackle. The L and M versions are wallbounces (but only in the corner), the H is a snapback. Obviously, snapbacks are very useful after people tag. You might as well always go for the snapback if you're not in the corner, if you are, go for the wallbounce and cancel into Tactical Calibre. If you are hit by anything while dashing, it counts as being blocked. You cannot advancing guard during this time, and you still take chip damage. ------------------------------------------------------------------------------- Arsenal Barrage (Level 1) QCF + 2A ------------------------------------------------------------------------------- - Consumes both Weapons, reloads before activating if you have none PTX-40A fires a barrage using both weapons at its opponent, then restocks with Super Missiles and fires those. If you don't have a weapon when you start this, you'll be randomly given one. This super would rock, were it not for one crucial problem - the Super Missiles will never, ever hit. Even if the first part of this super hits, the Super Missiles restock too slow to combo properly, in fact, the opponent can easily just super jump and hit you, even if the first part hits. Great. The only way this super can not be ridiculously terrible is if one of the weapons you have are Missiles, because the Missiles are fired 4 times here and do pretty good damage, plus, they remain unblockable and flick the opponent up. They may even be forced to block the Super Missile part. Alternatively, if you have a Super Missile, it is fired twice for utterly huge damage. Too bad they're so rare. In the event that some dumb lug actually gets hit by the super missiles, you can juggle afterwards with VS Tackle. ------------------------------------------------------------------------------- Tactical Calibre (Level 1) DPF + 2A ------------------------------------------------------------------------------- PTX-40A does two chainsaw swipes, if either hits, it crushes it with the chainsaw for moderate damage. This is far more reliable than your previous super, but it's still really punishable if it misses and it comes out slow. ------------------------------------------------------------------------------- L-P Buster (Level 3) RDP + 2A ------------------------------------------------------------------------------- - Loses equipped weapons - Can follow up after it hits PTX-40A dashes forward, and if it hits its opponent, it sheds its armour in exchange for two swords, and spins into the air, cutting its opponent multiple times and finishing with a double slash. The dash is NOT unblockable. This move causes you to lose whatever weapons you might have had. This is very strong and you can follow up with a cH after it hits. It's actually kind of ridiculous damage. Feel free to Baroque the cH into ANOTHER cH afterwards for even more punishment. Combos: =============================================================================== Basic 1: Around 9.9k damage ------------------------------------------------------------------------------- cM -> cH Easy to land, but not very strong. Basic 2: Around 11.1k damage (Machine Gun) ------------------------------------------------------------------------------- Launcher -> H Machine Gun or H Buckshot Doesn't work if the Launcher hits as a juggle. Basic 3: Around 28.9k damage ------------------------------------------------------------------------------- Buckshot -> L-P Buster Hooray! It's a combo that you might reasonably land! You can also Launch before this, combining this with the previous combo. Make sure to combo to L-P fast, you don't want this to be blockable. Basic 4: Around 20.6k damage ------------------------------------------------------------------------------- F + M -> B + M -> M VS Tackle -> Tactical Calibre Press F + M, then immediately start holding B, press M at the last second then do the VS charge. Not a corner combo, but requires extremely good timing to hit with the Tactical Calibre if performed outside the corner. H VS Tackle also works for the Snapback effect. L-P Buster will also work after the VS Tackle, and it's a bit easier to hit with. Just don't cancel too fast or you may miss. Also combos off of a standing M, but it's a bit hard to buffer the VS tackle that way because you have to cancel the F + M immediately. Basic 5: Around 16.7k damage ------------------------------------------------------------------------------- M -> F + M -> B + M -> H Calibre Execution Easier followup to the Retreat. Can't follow up with much other than L-P unless you're near the corner, though. Basic 6: Around 28.6k damage ------------------------------------------------------------------------------- Missile -> L-P Buster You have to cancel before the missile hits, so you'd better hope they don't dodge it. Still, there are a number of ways you can "trap" the opponent with the Missile, so this is pretty useful. Corner 1: Around 27.2k damage ------------------------------------------------------------------------------- L-P Buster -> (dash) cH Needs to be relatively near the corner for this to hit. Works after any method of comboing into L-P Buster. Corner 2: Around 16.5k damage ------------------------------------------------------------------------------- M VS Tackle -> Tactical Calibre Decent damage, particularly with the autoguard effect. Go through their attacks and nail them. You can land this combo off the Missile, too. Corner 3: Around 13.7k damage ------------------------------------------------------------------------------- Throw -> L Calibre Execution Keep in mind you can use your back throw, when YOU are in the corner. Too bad this is so easy to Throw Escape. Corner 4: Varies ------------------------------------------------------------------------------- [Throw] (repeat as many times as possible) A "chain throw" of sorts, you can repeat your throw infinitely in the corner. Of course, it's super easy to Throw Escape. Baroque 1: Varies ------------------------------------------------------------------------------- cH -> Baroque -> cH Only works as OTG and must be done on the last hit of the cH. Still, it's free damage and is very strong if you have a lot of Red Life. Very fun after L-P Buster. Baroque 2: About 44.0k damage ------------------------------------------------------------------------------- F + M -> B + M -> H Calibre Execution -> Baroque -> H Calibre Execution -> L-P Buster -> cH Must be done in the corner and takes good timing. You must hold DB after the F + M, then cancel to Calibre Execution at the right time. Tactical Calibre will work too (and does a respectable 30k damage), but can you really pass up a combo that does 44k? The Baroque part of this combo also works after a VS Tackle near the corner, but it's not as strong. Thoughts on PTX-40A: =============================================================================== Of the two Giants, PTX-40A is definitely a bit more versatile. It still has the big combos, but it can also fight at a distance with its weapons. The price of this versatility is significantly lower health than Gold Lightan (though not as much lower as it was in CGoH). Also, like Lightan, PTX has also been significantly buffed up in UAS. PTX is both very strong and versatile, which are definitely good traits to have. It has multiple avenues for landing the big hits, as well as an easier time approaching than Gold Lightan due to its autoguarding moves. It's not nearly as easy to simply turtle against PTX, it'll chip you down if you try. PTX's main disadvantage is health, it has a lot less than Gold Lightan, and nowhere near as much as two non-Giants would have. Even a team of Karas and Zero has way more health than PTX. You really have to stretch your HP if you want to get anywhere. PTX also shares the same weakness as Gold Lightan, which is that since it can't ever have a partner, it has no escape from bad matchups. Even though PTX is a bit more well-rounded, there are still many characters that crush the Giants and PTX has little defense against them. PTX does best against speedy guys who have no useful anti-giant tools, much like Lightan. However, unlike Lightan, PTX can also fight at a distance, so simply running away and spamming fireballs isn't as effective against him. This means he has some chance against the likes of Doronjo and Morrigan, who have decent projectiles but not beams. PTX is still easily victimized by any move that puts it into hit stun, perhaps even more so than Gold Lightan because it has lesser health. It only takes a few of Tekkaman's whips for PTX's health to be completely gone, or a few Friender Calls, or even a handful of Illusion Swans from Jun for its health to be totally gone. Beam supers, like Shinku Hadoken and The Real Megabuster are still deadly, and even with PTX's projectiles, Saki is still a nightmare. Competitively, PTX-40A is probably pretty low. Sure, PTX is definitely above Lightan, and can actually do pretty well in some matchups, but the chance that you'll encounter a good Giant fighter and be doomed before the match even starts will likely keep it from rising too high. Still, PTX is a great counterpick against certain characters, and beating a spammer senseless with PTX is perhaps the most satisfying experience the game has to offer. ############################################################################### C-27 Yami: Yami is the final boss of Arcade Mode. He isn't playable without a cheat device. Origin: =============================================================================== Yami is a character from the critically acclaimed PS2 / Wii game "Okami". Yami is a collection of evil spirits that has the ability to morph into many forms and spread darkness across ancient Japan. Move List: =============================================================================== First Form: ------------------------------------------------------------------------------- Regular Moves: -------------- Hammer Sawblade Missiles More Missiles Supers: ------- Power Steal Hyper Sawblade Second Form: ------------------------------------------------------------------------------- Regular Moves: -------------- Low Tentacle Swipe High Tentacle Swipe Tentacle Spin Supers: ------- Shockwave Tentacle Grab Third Form: ------------------------------------------------------------------------------- Regular Moves: -------------- Pound Tornado Meteor Missiles Supers: ------- Laser Grab Ultimate Laser Meteor Mash Move Breakdown: =============================================================================== First Form: =========== Yami is just a ball in this form. Hammer: ------- Yami forms a hammer and tries to squish you with it. Sometimes he'll jump and do it, but you don't have to block it high. Sawblade: --------- Yami forms a sawblade and swipes at you with it. Missiles: --------- Yami calls two missiles that home in on you. More Missiles: -------------- Yami spits 4 missiles out of its top. Power Steal: ------------ Yami pauses, then a ring of red energy appears around him. This does little damage, but it takes away all your super levels and heals Yami if it hits you. This move is unblockable, just superjump away. Hyper Sawblade: --------------- Yami forms two sawblades, then spins them around like crazy. This must be blocked low, but you don't want to be caught blocking it since it does insane chip damage even with advancing guard. Try to get into the air and throw projectiles or something until it ends. Second Form: ============ Yami sprouts tentacles and starts to walk around. Low Tentacle Swipe: ------------------- Yami swipes low with a tentacle. Wallbounces. High Tentacle Swipe: -------------------- Yami swipes high (about one jump's height) with a tentacle. Wallbounces. Tentacle Spin: -------------- Yami sits down and spins his tentacles. Shockwave: ---------- Yami creates a shockwave. You can superjump over it. Tentacle Grab: -------------- Yami attempts to grab you with a tentacle. You can Mega Crash out of it. Third Form: =========== Yami grows a hand for his third form. Pound: ------ Yami pounds the ground with his fist. The first hit must be blocked high, the second must be blocked low, which is annoying. It's easiest to block if you're in the air. Tornado: -------- Yami summons a tornado. This chips a fair bit, and it's hard to get an attack out after this attack since it holds you for a while. Meteor: ------- Yami throws a meteor against you. It's hard to punish this, because blocking it pushes you back. Missiles: --------- Yami gestures and some missiles appear. This is a good time to hit him, but don't forget to block the missiles. Laser Grab: ----------- Yami extends his palm to you, then does a quick grab. If he gets you, he blasts you to bits with his laser. You can crash out of this, but it's best to avoid it altogether with a superjump. Ultimate Laser: --------------- Yami raises his hand up to the sky, then creates a huge laser beam and sweeps it across the arena. For the love of god, do not jump at his hand, you'll take 100% damage and you won't be able to crash out. Just sit in the corner and block. You can easily get a hit in afterwards. Meteor Mash: ------------ Yami raises his hand up to the sky, then points and a bunch of Meteors fall. Easily blocked and does little chip damage, this is his least threatening move. Fighting Yami: =============================================================================== Fighting Yami as non-giants is generally not very difficult, against all of his forms your strategy is basically the same - sit in the corner and block, and jump and kick him a few times after he does any punishable attack. Against his third form you have far less time to counter attack and his attacks hit harder, but other than that it's pretty simple. You even get some health back after every form. A couple characters have it super easy, for example Ippatsuman can use his Grand Slam Attack for insane damage, and Megaman can just sit back and charge his Charge Shot (just like a REAL Megaman boss!), but most people should just save their levels for Mega Crash, in case you get caught in one of his grabs. However, fighting Yami as the giants is MUCH harder, because they can't super jump out of the way of some of his attacks. It's particularly bad as Gold Lightan, who can't do much other than jab him (at least PTX can use his guns for reasonable damage from a distance). As Gold Lightan, you've just got to try to block and counter with a bunch of jabs, and Mega Crash if he catches you in anything. =============================================================================== =============================================================================== S-0 Finer Points of Strategy: There will be some general tips for playing effectively here. ############################################################################### S-1 Landing Hits: When you play against a competent human player and not the computer, you'll quickly notice that they're a lot more adept at blocking, especially if you repeatedly attempt the same combo. Figuring out how to land an unblocked hit is very important when you're playing any non keep-away character (see the next section for how to play keep-away). There are loads of different avenues of attack that you can take, but there is one thing that is important to all of them - you have to mix it up. Against the computer, you can usually just attempt the same combo over and over and since the computer doesn't learn it will remain effective. Against a person, though, if you constantly do the same thing they'll quickly figure out how to counter it. You have to be at least somewhat unpredictable. When you're on the offensive: ----------------------------- Obviously, the most important aspect of going on the offensive is being close enough that your attacks actually hit. For some really speedy characters, this is almost a complete non issue, but there are others who have much more trouble here. To approach the enemy, the most basic thing to do is dash, but be careful, because you cannot block while dashing. An air dash is a bit safer, since you can cancel it with a double jump and regain your ability to block (unless you can't double jump), but even then you can still be hit by moves that start up adequately fast. If you're playing against an extremely defensive opponent who is simply waiting for you to drop your guard, you might consider simply walking towards them or jumping up-towards, this is not fast but at least you can block at any time. Some characters also have certain moves that they can use to approach, if you have one of these make sure you know how to use it, but be aware that they are usually not totally safe. Once you're within your range, the two simplest ways to start a combo are to dash in and perform a low attack, or to jump, immediately air dash, and perform an air attack. These must be blocked low and high, respectively, and if the opponent blocks the wrong way, you've got your opening. Unfortunately, blocking this isn't really that hard and it may be difficult to force openings if this is all you do. This is why you need to mix up your offense. The simplest way to overcome blocking is to throw your opponent, just walk up to them and press F or B + H. Throws are not very strong and most people can't follow them up (Karas can follow his up with his Ultimate), but since UAS is more generous with throw opportunities than CGoH was they're not a bad way to get in a little damage against a defensive opponent. If you possess command throws, these can be used in much the same way as regular throws, but they're much better, and you may even be able to chain into them against a blocking opponent. Command throws are really great ways to put the pressure on and force your opponent to be more aggressive. You really have little to fear from turtlers (as long as they're not keep away characters) if you have a command throw. Another effective way to mess up your opponent's blocking is to use an overhead or unblockable attack. For example, if I'm playing Roll, and I'm doing a jH -> LMcMH that is being blocked, the next time I do it, I could do jH -> cLM -> F + M. The F + M is an overhead and must be blocked high, whereas normally the next attack in the combo would be blocked low, so it can be hard to defend against. Usually, your options after an overhead aren't quite as good as after a regular attack, but if nothing else you can always cancel into a super. You can use unblockable attacks in much the same way, for example, as Karas, Instead of doing my regular combo I can just toss out F + H at some point, then charge it fully and hope I catch my opponent napping. It's easy to get jabbed out of that, though. One final way to force an opening is by baiting your opponent to counter-attack, then beating their attack in one way or another. One option is to perform a laggy move (for example, Ryu's Donkey Kick), and then super cancel into a super that starts up really fast. If they try to dash in to take advantage of your opening, they'll eat the super. Another way is to again try to provoke them to attack you, and call your partner. You might eat an attack, but your partner will probably hit them if they try to combo. You can also use certain slow special moves to this effect, for example Doronjo's In The Beginning and Viewtiful Joe's Shocking Pink. When you're on the defensive: ----------------------------- Though it might seem surprising, when you're guarding against your opponent's combos, you'll have quite a few opportunities to start a combo of your own. Your most commonly used option here will be Advancing Guard (pushblock), which is done by pressing LMH simultaneously. This has two useful properties, one, you recover from blocking faster, and two, it shoves the opponent back, and if they continue the combo they were doing the next hit might miss. Advancing Guard is very useful if you have a super that starts up really fast, for example as Ken, you can use Advancing Guard and then immediately use Science Ninpo Bird Smash if they continue their combo. You can also use advancing guard to buy yourself more time to punish a laggy attack, but be aware that the opponent might super cancel if you try to dash in. Eventually, your opponent will probably learn not to keep comboing after being pushblocked, but it's still a very useful defensive weapon and it can mess up their offence. Another extremely useful way to counter-attack is to use variable Counter, by pressing F + P while blocking. Variable Counter is probably the absolute best way possible to force an opening, if used against a slow attack like a Heavy the opponent usually has no way to avoid getting hit, and you're given a free chance to juggle afterwards. The downside is that you pay one level for this privilege. Still, you do get a tag out of the deal, so you should consider using this if you need to tag. You can always try to beat out your opponent's attack with an attack of your own: If your attacks hit each other, the attack with higher priority will win out and the loser will be hit, possibly leaving them open to a combo. Though it would be an insurmountable task to determine the priority of every attack in the game, generally standing Heavy attacks, Launchers, and anti-airs have good priority and may beat out jumping attacks. This is especially useful if your character fights with a weapon (a sword, for example), since weapons have far higher priority (and reach) than fists and feet. You could also try to call in your partner to have them match priority with your opponent, the advantage here is that if they lose, you can still block, so the risk is much less. One last option is to use moves that give you super armor or counter moves. If the opponent hits you while you have super armor, your attack will still occur and you'll usually hit before the opponent recovers. Counter moves are even better, if the opponent so much as jabs you they will activate. Just be aware that you can be thrown out of any of these moves. ############################################################################### S-2 Playing Keep-Away: Playing keep-away is fundamentally very different from fighting at close range. Your sole objective is to keep your opponent away from you, and to that end you'll have to play in a very reactionary way - if they super jump, you want to do something to hit them out of the air or dash to the other side. If they dash in, you want to blast them. You've got to be on your toes at all times. Obviously, you would also like to inflict a little damage against your opponent if they're just sitting there. This is where chip damage comes in - use quick projectiles to gradually chip away at your opponent's life, or throw out some kind of mix-up attack, but be careful not to do it too predictably or they may super jump over it and close in on you. It's still important to mix it up. Be very careful against characters with beams, though, these can punish almost anything you can do. If you've got a partner who can help you with your keep away (anyone with a projectile or an anti-air assist), don't forget to use them. It's also a bit safer to toss projectiles with your partner if your opponent is packing a fast startup super, at least it'll hit your partner (who will only take a few hits) and not you. When the opponent does close in on you (which they eventually will), your game changes. You could try to switch to close-range fighting (even Saki does have some combos at close range), or perhaps you'll just want to get away. If you find yourself trapped (as any keep-away character), you'll probably want to try to variable Counter and wait for a better time to switch back in. There's really not a ton more that can be said about this, playing keep-away really boils down to knowing which moves can counter what (this information can be found in the character section), knowing what the opponent is capable of (don't randomly fire Megaman's Machine Gun at Ryu), and having good reflexes. It's something that you have to practice a lot against real people to get good at. ############################################################################### S-3 Mega Crash: Mega Crash allows you to escape combos, and is thus extremely useful for prolonging your life. However, it has a high cost, so knowing WHEN to use it if of the utmost importance. Many new players Mega Crash too much, and thus they either end up crippling their offence or not having it when they need it. There are also people who don't use it at all and end up dying in two combos. The trick to knowing when to Mega Crash is to know what your opponent is capable of and to be aware of your surroundings. This is best illustrated as a series of examples, however even then there are exceptions to these (see below for alternate scenarios): Suppose I'm jumping in on Morrigan, and she beats me out with her launcher and jumps up to follow with an air combo. Morrigan generally has two things she can do in the air - she can either do her standard air combo, which is fairly weak, or do her Darkness Illusion combo, which is extremely strong. Thus, whether or not to Mega Crash depends on how many levels she has. If she has 2 and a half levels or more, you probably want to Mega Crash, if not, just eat the combo. Another example, let's see this time I'm jumping in on Yatterman-1, and he beats out my attack with his Launcher. Normally, the best thing he could do here is his basic air combo which does little damage. However, it all changes if we're near the corner, then he can perform his much stronger corner combo that ends in Yatter Wan Flame. This is much more damaging (god forbid if he has a partner with a super that hits OTG that he could DHC into), you'll probably want to escape from this. Final example, let's say I'm fighting Tekkaman, and he hits me with his H Space Lance from far away. In this case, don't Mega Crash. Even if you do, Voltekka is still going to get you, because the Mega Crash won't hit Tekkaman and you aren't invincible during the Mega Crash animation. It's generally unsafe to Mega Crash against anyone with a beam super if the Crash isn't going to hit them (another example is Megaman's Shield Rush, if you Crash the wallbounce part he can easily just Machine Gun Sweep). There's a couple other things to keep an eye out for: If you see that your opponent has a lot of red life, and they hit you with something, there's a very good chance you could be eating a massively powerful Baroque combo. However, you shouldn't Mega Crash immediately, you should wait until they activate Baroque, then do it, so that they lose all their red life. Unfortunately, this means that an opponent with a lot of red life can combo you with some degree of impunity, you could eat the whole combo waiting for a Baroque that never comes. There's little defence against this, if you use Mega Crash before they Baroque, and are left with less than 2 levels, then you can bet your bottom dollar that Baroque combo is coming for you. Opponents with a lot of red life are dangerous any way you look at it, but most of the time they'll also have low yellow life and you might be able to kill them. It's a high-stakes game for both of you. Another thing to keep in mind is how much life you have. Let's go back to the Morrigan example for a minute: This combo is not very strong, but if you only have 9k yellow life it'll still probably be fatal. In this case, you're forced to make a difficult choice between Mega Crashing and dying. The first thing to look at is how much red life you have - if you have a lot, Mega Crash and try to tag out, the loss of that much red life is brutal. Conversely, if you have little or none (perhaps you already Baroqued), you may want to let yourself die and keep the levels for your partner (unless your partner is already dead, in which case you should always Mega Crash, you've got nothing to lose). Two other things to consider is how much your partner could still contribute if they were alive. If your partner has a really good assist, they can still use it even if they're almost dead (just watch out for calling them in when they're going to be hit). They can also still DHC or participate in any other Variable attacks. On the other hand, when your partner is dead, you receive a slight damage output boost, that may be more useful than what you'd get out of a partner who just has a sliver of health. The last thing to watch for is whether or not your opponent is actually going to continue the combo. For example, suppose Soki caught me on a dash with his standing L. He can follow up into a strong ground combo, but it's possible that he might not have been expecting that attack to hit, and he might not follow up in time before I can block. For this reason, whenever the opening hit is delivered by the person who was on the defensive, I'd wait for the second hit in the combo before you Mega Crash. You can save yourself a lot of levels this way. Oh, you can also use Mega Crash offensively in certain combos. After being hit by Mega Crash, the opponent doesn't recover until they hit the ground, so you may have a lot of follow-up options. However, keep in mind this will cost you two levels (that's one super and a DHC right there, which will usually do more damage), so it's only useful in very rare instances. On the other hand, if you Mega Crash defensively, and then have the chance to follow up with something that hits OTG, it's usually a good idea to take it. ############################################################################### S-4 Baroque: Baroque is probably the most complicated strategic factor in TvsC, so that's why I've left it for last. Fundamentally, Baroque has two very different uses. The first, and more simplistic application, is to use Baroque to extend combos. It's not hard to do a short ground string, then use Baroque, then do a powerful combo, and if you have a lot of red life this can do a ton of damage. There are also some character who can special combos that they can't do otherwise with the use of Baroque, and some of these are extremely strong. The second use is more abstract, which is that you can use Baroque to cancel the ending lag on a move that doesn't hit. This has two benefits, for one it can be used to cover you from being counter-attacked after an unsafe hit, and two, if you have a mix-up move (like an overhead), you can use it before or after a Baroque cancel to make it harder to block. We'll start with the first usage. Even if you have only a little red life, you can generally use Baroque to make your combos a tiny bit stronger, but if you have a lot of red life you can take a combo that normally does only average damage and turn it into a one hit kill. With a ton of red life, you can deal out brutal damage on a moment's notice. Your opponent obviously isn't going to want this, so if you Baroque they'll usually use Mega Crash almost immediately to try to escape the damage. Obviously, then, the best time for a big baroque combo is when your opponent doesn't have enough levels for Mega Crash, by the time they build up enough to escape you'll have done insane damage. Since your opponent has to maintain enough levels to Mega Crash, there's an additional "pressure effect" when you have a lot of red health. Since dropping below 2 levels is extremely unsafe, your opponent will have to limit both their offensive use of supers and their defensive use of Mega Crash. Of course, if you have a lot of red life, you're also likely close to being dead, so the situation becomes quite tense for both of you. Stay on your toes and do your best to capitalize on your situation. Now, for the other way to use Baroque. Using Baroque to cancel the ending frames of your attacks is obviously most useful if you're a character whose attacks tend to have a lot of end lag. A speedy character like Yatterman-2 has a lot less to gain from this technique than a slow guy like Tekkaman. However, if you're using it to be tricky with mix-up techniques, it can be useful for anyone with a fast mix-up. Also, since all attacks are essentially unsafe against the Giants, you'll want to use this against them a lot if you're forced to fight up close. So what's the best way to use Baroque defensively? Well, for one thing it's best if you don't have much red life. At best, this offers you the chance of getting a hit in, which may result in a massive waste of recoverable health. Since this is just as effective with the tiniest sliver of red health, it's best to do it then. Also, if you have certain assists, they may be able to cover your ending lag in much the same way. Casshan is very good at this, for example. You also may be able to cancel into certain safe special attacks or a mix-up move, such as Tekkaman's Falchion. Or you could just stop your combo earlier if you notice that it is being blocked, and thus avoid this situation altogether. Ultimately, Baroque is very useful on both attack and defense. That's not to say you should never recover your health, that can also be helpful, but don't forget the options that Baroque gives you, and never waste your red life. =============================================================================== =============================================================================== M-0 Miscellaneous: ############################################################################### M-1 Unlockables: This section covers the various unlockables: Characters: =============================================================================== Tekkaman Blade - Beat the game with 3 Tatsunoko characters Joe the Condor - Beat the game with 6 Tatsunoko characters Frank West - Beat the game with 3 Capcom characters Zero - Beat the game with 6 Capcom characters Yatterman-2 - Beat the game with the other 4 secret characters So you have to beat the game at least 14 times to get everyone Colours: =============================================================================== Character's third colour - Defeat the Giant on Stage 4 Character's fourth colour - Defeat the final boss on Stage 8 Gallery Stuff: =============================================================================== Character Bio - Available when character is unlocked Character Ending - Beat the game with that character Opening Movie 2 - Unlock every character Special Movie - Beat Arcade Mode with all unlockable characters Icons: =============================================================================== These icons can be used on Nintendo Wifi Connection. Each one has a different unlock condition, some of which are hard to figure out. The icons are listed from left to right. Big thanks to RaijinK for providing the list of unlock conditions. Page 1 Top Row: --------------- Science Ninja Team Symbol - Clear Arcade Mode with Ken the Eagle Bird Run - Clear Arcade Mode without using a continue Casshan Symbol - Clear Arcade Mode with Casshan Friender - Make 20 purchases from the shop Tekkaman Symbol - Clear Arcade Mode with Tekkaman Pegas - Place on the high score board in Arcade Mode Polimar Symbol - Clear Arcade with Polimar Polimet - Buy all Tatsunoko Character Galleries Yatterman Symbol 1 - Clear Arcade Mode with Yatterman-1 Kendamagic - Win at least 10 consecutive rounds in Survival Mode Page 1 Bottom Row: ------------------ Dokurobei Symbol - Clear Arcade Mode with Doronjo Doronbo Symbol - Buy 3rd colors for at least 10 Tatsunoko characters Rainball - Clear Arcade Mode with Ippatsuman V Symbol - Buy 3rd colors for all Tatsunoko characters Yo-Yo - Clear Arcade Mode with Jun the Swan G-3 Helmet - Buy 4th colors for at least 10 Tatsunoko characters Full Moon - Clear Arcade Mode with Karas Zan Kanji - Clear Arcade with at least 10 different characters Tekkaman Blade - Clear Arcade Mode with Tekkaman Blade Crystal - Unlock Tekkaman Blade and obtain at least 20 icons Page 2 Top Row: --------------- Yatterman Symbol 2 - Clear Arcade Mode with Yatterman-2 Heart - Clear Arcade with at least 20 different characters Bird Missile - Clear Arcade Mode with Joe the Condor G Symbol - Buy 4th colors for all Tatsunoko characters Gold Lightan - Clear Arcade Mode with Gold Lightan Gold Lightan Symbol - Collect at least 1,000,000 Zenny in total Ryu's Glove - Clear Arcade Mode 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 Mode with Chun-Li Chun-Li's Insignia - Purchase all Stage Galleries Page 2 Bottom Row: ------------------ 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 Mode with Morrigan Wing Accessory - Perform a combo with at least 99 hits Alex's Glove - Clear Arcade Mode with Alex Bandana - Perform a combo that does at least 45k damage V-Watch - Clear Arcade Mode with Viewtiful Joe Viewtiful Joe Symbol - Buy 3rd colors for at least 10 Capcom characters Mega Buster - Clear Arcade Mode with Megaman Volnutt Servbot - Buy 3rd colors for all Capcom characters Page 3 Top Row: --------------- Broom - Clear Arcade Mode with Roll Bucket - Buy 4th colors for at least 10 Capcom characters Saki's Chest Symbol - Clear Arcade with Saki Saki's Helmet - Buy all Capcom Character Galleries Horns - Clear Arcade Mode with Kaijin no Soki Souls - Play for at least 30 hours Camera - Clear Arcade Mode with Frank West Zombie - Buy 4th colors for all Capcom characters Z Sabre - Clear Arcade Mode with Zero Z Symbol - Clear Arcade with all Megaman characters (Volnutt, Roll, and Zero) Page 3 Bottom Row: ------------------ Gatling Gun - Clear Arcade Mode with PTX-40A VS Caliber - Clear all Blocks in Ultimate All-Shooters Tatsunoko Symbol - Already unlocked Capcom Logo - Already unlocked 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 Mode once on the highest difficulty Versus Symbol - Play 10 matches in Versus Mode Extra Game: =============================================================================== During the credits minigame (see below), collect all the Gold Letters. ############################################################################### M-2 Credits Minigame: If you press A while the credits are displayed, you can play a biking minigame with Doronjo and company. Press A to jump, and use the dpad to move around. Try to collect the letters, they give you Zenni for the shop, and try especially to get the gold letters, collecting all of them (spells "Thank you for playing") unlocks Ultimate All Shooters. The biggest trick is avoiding the pits, the bike can only jump when it is relatively level, press back just before a pit to ready yourself for the jump. If you can't do it, play as Roll, she gets to fly freely and doesn't have to worry about pits. ############################################################################### M-3 Ultimate All-Shooters: Ultimate All-Shooters is a full-fledged vertical shoot-em-up, similar to Raiden or whatever else. For those who played CGoH, it's a highly expanded version of PTX's old minigame. You can play as one of four characters in this game, who are covered below. The game can also be played by up to 4 players at once, and it saves your best score and which route you took to get it. There are some icons you can unlock here for the main game, too, and you earn Zenni for playing. Controls: =============================================================================== Hold the Wiimote Sideways. Move with the DPad. Press 1 to use your main attack Press 2 to use your sub attack (if you have ammo) Press A to use your special attack (if you have ammo) Pressing B at the title screen takes you back to the main game. When you move around, your character will face that direction, this affects which way they will fire. However, if you hold down the fire button, you can move around while continuing to fire in that direction. The Status Window: =============================================================================== The status window shows your information. Listed above the top window is your Power level, up to 2. In the top left is your current amount of lives, up to 3. In the top right is the ammo you have for your sub weapon. In the middle is your health bar. On the bottom is the amount of special attacks you have. When your special attack is active, the bar shows how long it will last. Scoring and Pickups: =============================================================================== Pickups: -------- Thermal Energy - Recovers your health Points Bamboo - Gives some points Pow - Powers up your Main Weapon. You lose one each time you get hit. Mech - Gain ammo for your Sub Weapon. Each character gains a different amount. 999 is the max. SP - Gain one use of your Special Attack. 3 is the max. Most powerups except SP shift between themselves and Thermal Energy. Try to select the powerup you want. Scoring: -------- 5 points for enemy missiles. 10 points for shooting most enemies and collecting Points Bamboo. 25 points for blowing up towers. 50 points for blowing up midbosses. 100 points for blowing up bosses. Characters: =============================================================================== =============================================================================== Tekkaman Blade Excitable Lance-Wielding Warrior =============================================================================== Main Weapon - Lance ------------------------------------------------------------------------------- - Melee attack Tekkaman Blade attacks with his lance in the direction he is facing. It has short range, but is pretty strong when upgraded. You'll have to be good to avoid taking hits and losing your power, though. Sub Weapon - Katzbalger ------------------------------------------------------------------------------- - 20 uses per pickup - Melee attack - Destroys bullets Tekkaman Blade spins his lance around him, hitting nearby foes. It also clears out enemy bullets. This is a good move to use when you're surrounded, which will be often. Good thing you get to use it a lot. Special Weapon - Voltekka ------------------------------------------------------------------------------- Tekkaman Blade fires a powerful laser straight ahead. It's very strong, but you are not invincible while it fires, so watch out. Thoughts on Tekkaman Blade: ------------------------------------------------------------------------------- Tekkaman Blade is a melee character. The fact that you have to get so close to your targets makes him difficult to use, but he's effective in the right hands. =============================================================================== Ken the Eagle The World's Strongest Ornithologist =============================================================================== Main Weapon - Bird Run ------------------------------------------------------------------------------- - Goes through enemies and barriers - Can hit on the way back - Can throw up to two at once Ken throws his Bird-shaped Boomerang. It's a great all-purpose weapon, though the damage output isn't that high. Sub Weapon - Hand Gun ------------------------------------------------------------------------------- - 15 uses per pickup Ken also apparently has a hand gun, despite never using it in-game. He fires shots pretty slowly, but at least they're a little stronger than the Bird Run. Special Weapon - Science Ninpo: Phoenix ------------------------------------------------------------------------------- - Melee attack - Invincible Ken turns into a Phoenix, damaging enemies if he touches them. He can still move pretty quickly, allowing him to clear out many enemies. Thoughts on Ken: ------------------------------------------------------------------------------- Ken is quick, but his damage output is not very high. Just like in the main game, actually. Unfortunately, here it is more of a disadvantage. =============================================================================== Ryu Stereotypical Martial Arts Guy =============================================================================== Main Weapon - Hadoken ------------------------------------------------------------------------------- - Goes through enemies and barriers Ryu throws his trademark Hadoken. It goes through enemies, which is very useful. However, he can't move while throwing it. Sub Weapon - Jodan Sokutou Geri ------------------------------------------------------------------------------- - 20 uses per pickup - Melee attack - Fires an energy shot forward if it hits something Ryu does a powerful kick. It has very little range, but if you hit something with it it fires an energy shot straight ahead, that can hit something else. Special Weapon - Shinku Tatsumaki Senpukyaku ------------------------------------------------------------------------------- - Melee attack - Invincible Ryu Spins around for a while, hitting nearby enemies. He can not be hurt while doing this, so get right on top of the target. Thoughts on Ryu: ------------------------------------------------------------------------------- The strong guy on the team. Ryu dishes out huge damage, but he can't move while attacking, so he has a bit of trouble avoiding some bosses. =============================================================================== PTX-40A The Only One Who Belongs Here =============================================================================== Main Weapon - Machine Gun ------------------------------------------------------------------------------- PTX fires his main gun at a high rate. Damaging, but otherwise not very remarkable. Sub Weapon - Buckshot ------------------------------------------------------------------------------- - 5 uses per pickup - Doesn't have to stop firing main weapon to use PTX fires a multitude of bullets right in front of him. The range is short, but it does absolutely huge damage to bosses. Special Weapon - Missiles ------------------------------------------------------------------------------- PTX fires a ton of missiles. They do a ton of damage and home in, but be aware that you aren't invincible during this move. Thoughts on PTX-40A ------------------------------------------------------------------------------- PTX-40A is a very balanced character who can fight both regular enemies and bosses well. It's not surprising, after all, it is a perfectly balanced VS. Walkthrough =============================================================================== Ultimate All-Shooters features 10 levels, but you'll only play 4 of them each time you play the game. They're arranged in a tree layout, you start at Block A, and each time you complete a stage you move to one of the two adjacent stages in the next set. See the diagram below for details. G H I J \/\ /\/ D E F \/ \/ B C \ / A Which stage you go to depends on fulfilling certain conditions in the stage, see below for what they are. =============================================================================== Block A In The Beginning =============================================================================== This stage is reasonably long, but easy. Take the time to collect powerups and ammo. Boss - Mega Scorpion ------------------------------------------------------------------------------- Periodically charges at you. Just avoid his charges and blast him. Stage Condition ------------------------------------------------------------------------------- If you have less than 1100 points, you'll go to Block B. If you have 1100 points or more, you'll go to Block C. =============================================================================== Block B Scorpion Sting =============================================================================== This stage is really packed with enemies, including several Scorpion midbosses. Destroy them all for lots of points. Boss - Mega Wasp ------------------------------------------------------------------------------- Fires shots at you and occasionally a barrage of Wasps. Try to deal with him fast, it's hard to dodge all of his shots and the towers at the same time. Stage Condition ------------------------------------------------------------------------------- If you collect more Points Bamboo than Thermal Energy, you'll go to Block D. If you collect as much Thermal Energy as Points Bamboo, you'll go to Block E. =============================================================================== Block C Barren Land =============================================================================== There are a lot more enemies and towers here, be careful of all the bullets. There are extremely few chances to earn points here. Boss - Mega Scorpion Mk II ------------------------------------------------------------------------------- Charges at you twice in a row now. Fight him the same as before, you just have to move a bit more. Stage Condition ------------------------------------------------------------------------------- If you have less than 2100 points, you'll go to Block E. If you have 2100 points or more, you'll go to Block F. =============================================================================== Block D Arctic Adventure =============================================================================== Tons of enemies here, but not all that difficult (unless you're trying to keep your score down, that is). The boss is a real pain, too. Boss - Arctic Behemoth ------------------------------------------------------------------------------- Moves along the top, occasionally lunging at you, and firing icy missiles from its sides. It also sometimes fires an icy wave that homes extremely quickly. Try to dispatch him as quickly as possible. Stage Condition ------------------------------------------------------------------------------- If you have less than 2000 points, you go to Block G. If you have 2000 points of more, you go to Block H. =============================================================================== Block E Gnat Attack =============================================================================== This is another base level with exploding jellyfish and towers. Partway through the stage, you will be swarmed by gnats, but don't worry - destroying them yields a massive amount of powerups. Boss - Magma Behemoth ------------------------------------------------------------------------------- Moves around the top of the screen, occasionally making a slow lunge at you, and occasionally firing shots from its side after lunging. Periodically fires a wave of fire that follows you around. The sooner you clear out the enemies, the easier a time you'll have avoiding the fire waves. Stage Condition ------------------------------------------------------------------------------- If you have less than 2200 points, you go to Block H. If you have 2200 Points or more, you go to Block I. =============================================================================== Block F Creepy Crawlers =============================================================================== There are many Crawlers and exploding Jellyfish here, which will limit your movement. Tread carefully and use your special attacks if needed. Boss - Mega Behemoth ------------------------------------------------------------------------------- Moves around the top of the screen quickly, pausing to jab at you. Periodically falls back and fires a barage of bullets, ending with a massive spray that covers almost the whole screen. This boss is extremely nasty because of all of the other junk on the screen. Use special attacks to get rid of the melee attackers ASAP, or you'll be torn apart befor you can blink. Stage Condition ------------------------------------------------------------------------------- If you have less than 2900 Points, you go to Block I. If you have 2900 points or more, you go to Block J. =============================================================================== Block G Hornet's Nest =============================================================================== This level features a lot of enemies and a fairly easy boss. Boss - Queen Mega Wasp ------------------------------------------------------------------------------- Rushes at you while constantly firing gnats. She doesn't have too much health, just keep on her and she'll go down. =============================================================================== Block H Back Door =============================================================================== This is an incredibly easy level, you just have to make your way through a few towers, kill a scorpion, and then fight an easy boss. Boss - Mega Crawler ------------------------------------------------------------------------------- Moves around the screen, occasionally firing or swiping at you. The towers can be an annoyance, but this guy is not hard. You can probably wipe him out with a special or two before he can do much of anything. =============================================================================== Block I It's a Trap! =============================================================================== This level is extremely easy, but the boss can be difficult if you're not prepared. Boss - Dark Crawler ------------------------------------------------------------------------------- Quickly chases you around the screen, swiping if you get close. If you're far away, it fires a dark projectile at you. He does high damage and is fast, hopefully you're well armed with Specials. =============================================================================== Block J Skull Castle =============================================================================== True to Capcom game form, you have to refight several of the bosses here, and there are a ton of enemies. Thankfully, the boss is not too difficult. Boss - Scorpion King ------------------------------------------------------------------------------- The scorpion returns for his final battle. This time, he's bigger and charges THREE times. Just make sure to get rid of the other stuff and he'll go down fast. =============================================================================== =============================================================================== Z-0 Contact and Credits: ############################################################################### Z-1 Contacting Me: You can reach me via email at terotrous (at) yahoo (dot) com. Include Tatsunoko vs Capcom or "TvsC" in the topic title so I know it isn't spam. If you find out anything I add to the guide I'll add you to a list of contributors. I don't check my email that much, so be aware it might take me a long time to get back to you. A better way might be to post on the Wii Tatsunoko vs Capcom message board at GF, I check it fairly often. Similarly, I guess if you want to play this game online, you can post there, I'd probably see it. What to contact me about: ------------------------- If you find any really awesome combos, or have some notable corrections or other special tricks you'd like to point out, they'd be appreciated. What not to contact me about: ----------------------------- Asking if you can host my guide on your site. I always say no. ############################################################################### Z-2 Special Thanks: Capcom and Tatsunoko - For making this game happen, and also for all the other excellent games / shows they've made. Gamefaqs - For hosting this guide. Ascgen - http://ascgendotnet.jmsoftware.co.uk/ This program helped me create that ascii logo I used here (though it also took a LOT of picture editing) Wikipedia - http://en.wikipedia.org/wiki/Main_Page Provided some of the background information for the Origins sections. Keits - http://www.youtube.com/user/Rockeits Provided the HP totals for the various characters, also has some excellent video tutorials on Youtube for those who find it easier to watch this game than read about it. Sheer_H - Compiled a list of all changes to this game since CGoH. GF Posters - Thanks to the following posters on the Gamefaqs message boards for their contributions and corrections: Bigmara choyboy123 DarkGea FalconPain Earthbound360 Fynal Infinite Wisdom koopabros64 latiosking12 lightdragoon88 Lil-Yuri Lord_Legacy megachao24 mslugger1991 Reptobismol RaijinK SearchBomber SirIlpalazzo SSBM Pichu windwolf3571 YoyokuKO zephyrical Other contributors - Thanks to the following people from outside of GF who sent me various submissions or corrections: Dart Dragoon MagnomanX Zye And also to anyone else who posts on Gamefaqs, Shoryuken, or Youtube with information related to this game. That's it for now. If you submit information, your name could be here! ############################################################################### C-3 Closing Information: Thanks for reading this guide. I hope you found it helpful. Gnik out. Tatsunoko vs Capcom: Ultimate All Stars Guide copyright Adam King, 2010. Do not reproduce or redistribute. Tatsunoko vs Capcom: Ultimate All Stars the game, and all related copyrights and trademarks are held by their original owners. This guide is not intended to infringe upon said copyrights in any way.
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