I was very surprised last night when playing online that the floor on Uncharted Region of China broke and we fell through to another stage. As many times as I went through Arcade Mode, I never saw that happen. That was awesome! Anyone know if other stages do that too?
Zero is my favourite new character to play. Not only was I a fan of Zero during the Megaman X games, he is quite fun and easy to use here. Perhaps too easy. His light, medium, hard, -> + hard, dragon punch combo is his best combo that I've found but I tend to spam it a lot because its so easy to do.
Edgey, Gumshoe, Godot, Sissel, Larry, then Mia, Franziska, Maggie, Kay and Lynne.
I'm throwing my money at the screen but nothing happens!
The Z-motion (which could've been explained a bit better, yes) is essentially just a quarter-circle after pressing forward.(it's technically forward, down, down-forward, but it accepts forward, quarter circle forward too, so there's no reason not to).
For an air combo, you need to press up before the character rises to his feet, in other words as quickly as possible after launching your opponent. It's a bit hard to get it down in the heat of battle, but try it in practice mode.
Hyper moves are just like regular special moves, except you press R instead of an attack button (you can press two attack buttons, too, but using R is easier).
You're getting better music, animated endings and a heap of mini games too. Worth the 20$.
There's a friend code, yes, you can see it by going into the "register friend code" menu after going online.
Thanks for that. I decided to swallow my pride and spend some time with Tekkaman on Training Mode. Wow, move list can be displayed -- damn that helped! Of course having read the frickin' manual you'd think they'd mention the two AT button to trigger Hyper bit, wouldn't you? Mostly I just press the d-pad in different ways and then M+H attack buttons to desperately try to pull the hypers off, but thanks for the "Z" explanation! Yatterman has some sweet moves too. The air combo still eludes me -- I've managed a single in-air hit on a few occasions after knocking them into the sky, but they recover too quickly.
I noticed that once I started using Hyper moves, so did the computer AI for the first time.
Still cannot beat the boss -- cheapest crap I've seen outside of King of Fighters '94. I've managed to get through the first two transformations, but the 3rd one is ridiculous. I can't even manage to build up my levels to try a hyper move, but I guess I'll have to keep trying -- would M-Bison or the chick from Gatchaman (SPOILER) have been that bad instead of a giant ball from a game I don't want to play? I'll keep that in mind about Cross Generation of Heroes, but frankly until I actually manage to beat this game whether or not the endings are animated is academic!
Friend code will get posted someday (I should really use that line in Backloggery), but until I've had more time with the game I don't see any attraction in online. Right now I can blow through the first seven stages without a continue and I feel like I'm doing really well, but getting my ass kicked over and over in online matches will only sour me on the game.
@SeanAaron Since you seem to be fond of Tekkaman (him and Ken the Eagle were my first Arcade Mode combo, and Tekka was my main), I suggest repeatedly throwing your sword at the third form of Yami, making sure to always catch it; using the move where Tekka spins his sword near the ground, and waiting for an opening to do the Hyper Combo where he throws his sword in the air and bounces his eye lasers of it to deal massive damage (the HC where he rides atop his machine, Pegas, is good for bringing the pain too). I hope these strategies will help you rack up levels and attack aggressively. Be warned I am using simple controls and thus cannot tell you how to do the moves and I can beat Arcade Mode (Yami included) solely with Tekkaman. However, it took me many tries the first time I tackled Yami. Good luck. P.S. A final tip: To ensure Tekkaman has the points he needs for the HCs, swap him out with your partner (which I assume is Yatterman-1) if he's on the verge of death, do your best to rack up levels with the partner, and send Tekkaman back in to finish the boss.
Playing keep away and tossing a lot of projectiles makes it a piece of cake. If he traps you in a corner, super jump over and head to the other side. I used Ryu for the most part to unlock everyone - he makes Yami very easy.
Tatsunoko vs Capcom - 0045-4226-761
http://flipnote.hatena.com/518C63F031CA4938@DSi/
Best way I found to beat Yami: is more of a fierce hit and block strategy and relying on multi-hit supers (ryu hadouken, yatteman d, df, f, AA , tekkaman 's beam, Morrigan's , Batsu's etc.
"I understand your opinion. I just don't care about it." -Jedah Tatsunoko vs Capcom: 2966-0056-9944
I definitely have more luck playing people of a similar skill level in the evenings. Only once did I get put up against an uber opponent tonight (who quickly destroyed me), and all of the rest of the time the battles were pretty balanced. I don't mind getting beat when it's a close fight, in fact that makes it all the more fun when rematching. But getting obliterated outright ... no fun at all!
My "Ranking" still stinks though, last I checked, I had won 23 and lost 33 putting me in the 40% range. I don't mind the rank too much, I don't expect to be #1 by any means, but I would love to get it above 50%.
Tatsunoko vs Capcom - 0045-4226-761
http://flipnote.hatena.com/518C63F031CA4938@DSi/
Yami is not that bad, i mean he's hard but he's no Shin-Akuma(capaom vs snk). Just stay far away hitting him with projectiles for the first two forms. Then hyper the last form like crazy. If your using a character without projectiles just go up two him and do an air combo. You wont knock him in the air but you will still jump really high this will almost always make him miss his attacks then just do M And H attacks on the way down. Rinse and repeat and you got yourself a dead Yami.
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I just got the game yesterday. At first, I did not like it very much. But, now I like it very much. I still hate Yami though.
Ha, I just knew you'd come around!
I got a deal I couldn't resist I just unlocked Frank West, and I must say, he's pretty dang cool. My team consists of Frank West (1) and Viewtiful Joe (2). I'm not a huge fan of using anyone from the Tatsunoko side, 'cept for Tekkaman. I still think that Yami's one of the cheapest bosses of all time. Plankton in the "Nickolodian All-Stars" DS game takes first place (don't ask why I had the game)
Still cannot beat the boss -- cheapest crap I've seen outside of King of Fighters '94.
He's pretty easy, really, he's just different from all the other characters, and must be treated accordingly. Combos don't work on him, most specials and hypers don't work on him, a number of moves don't have any effect (largely those that involve grabbing). All you have to do is simply to block until he attacks, hit him with some powerful and fast attack (some specials work, but it's better to use your strong normal attack), then go back to blocking. Don't try anything fancy, just sit there and play cheap. Supers are risky, and usually not worth it - you want enough levels to Mega Crash out of his grab move when he uses that.
Another strategy is to use people with long range weapons. I've found Saki to be of tremendous use.
Maybe it's just me, but have you noticed how some characters (Batsu) are immensly cheap? I was on roll on Survival last night, but was thwarted by Batsu's grab/jump/crash land attack. He used it five times in a row. Plus, some other characters will corner you and use powerful attacks like Tekkaman's stab/throw to the ground attack. I'm not saying that a good 'ole clubbing in the corner is something everyone does, but sometimes it just really pushes my buttons.
you want enough levels to Mega Crash out of his grab move when he uses that.
Crap. I never thought of that. I need to get better at using that Crash thing. At least I figured out how to dodge that deathly grab though. When he winds up for the grab, duck when he swings at you, then is a good time to use a Super Attack (like Ryu's insane-douken, or West's megabuster)
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