TATSUNOKO vs. CAPCOM Cross Generation of Heroes & Ultimate All-Stars by Greed Sever DISCLAIMER: Everything is owned by whoever owns it (i.e. not me) This document was created and owned by Sean O'Donovan (me) If you would like to use any information in this guide, or post this guide on your site, go for it, just GIVE ME CREDIT!!! faq version: I'm going to stop numbering the versions since the guides fully functional for Cross Generation of Heroes and Ultimate All Stars isn't out yet. I've also changed the button notations, just to confuse you. ------------------------------------------------------------------------------- This guide will function for both the Japan only Cross Generation of Heroes, and it's update Ultimate All-Stars. Any differences between the 2 versions will be noted. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- A WORD FROM THE AUTHOR Welcome to Greedy's guide to one of the best fighting games to be released in years, Tatsunoko vs. Capcom. TvC is the latest and greatest entry in Capcom's long running "Vs. Series" which includes great games like Marvel vs. Capcom 2 and Capcom vs. SNK 2. The gameplay is much more reminiscent of the former, but actually somewhat balanced. The game features, possibly, the best cast of any of the previous installments so far, even though it's relatively small, the variety is immense and you'd be hard pressed to find 2 characters that play even remotely similar. Excellent cel shaded graphics, superior production values, very refined gameplay and tons of lightning paced fighting fun will make any fighting game fan proud to own a Wii. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Q & A Q-What's Tatsunoko? A-Tatsunoko is a Japanese animation production company responsible for some of the most infuential anime ever. Stuff like Gatchaman inspired what became known as Tokusatsu (the kind of stuff that was later bastardized and hocked on us under the title of Power Rangers) and worked on several anime that became popular outside of Japan. Gatchaman became one of the first notable anime in the U.S., before the term anime was even coined (You probably knew it as G-Force or Battle of the Planets) They also handled the anime adaptations of such classics as Mach Gogogo (a.k.a. Speed Racer) and Neon Genesis Evangelion. Q-What's Capcom? A-Capcom is one of the most enduringly influencial third party video game companies. Responsible for many of the most recognized franchises in gaming, such as Street Fighter, Mega Man, Devil May Cry, Resident Evil and so on, if you play video games you've almost definitely played a Capcom game. Q-Where do I recognize some of these Tatsunoko characters from? A-Ken, Jun and Joe are from Gatchaman, which was released overseas as G-Force or Battle of the Planets. Tekkaman Blade was released here as Teknoman, and from what I hear Yatterman is becoming quite popular in the states lately as well. Q-Where's Speed Racer??? A-Unfortunately Speed's not in the cards for the game, since Tatsunoko doesn't actually OWN the character, they just produced the anime. Same goes for Macross and Evangelion. ...if you have any other questions, feel free to e-mail me at the address at the end of the guide. Just be sure to put TvC somewhere in the title, so I know you're not a kidnapped African princess wanting me to send money to her father or anything. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- FAQ NOTATION d = down f = forward u = up b = back n = neutral df etc. = diaginally down and forward, etc. d,df,f = Input the directions in a sequence, i.e. the example to the left would be Ryu's Hadouken motion. 360 = Input a sequence of directions going either clockwise or counter clock- wise so that you hit at least 6 directions in a row (i.e. b,db,d,df,f,uf) [d] = direction must be held for about 1-2 seconds for the command to work. [A/B/C] = The attack button can/must be charged air = the attack CAN be used in mid-air AIR = the attack MUST be used in mid-air move command-(#) = can be followed with the appropriate follow up attack (#)-move name = can only be used as a follow up attack to the appropriate attack. A = Light Attack B = Medium Attack C = Heavy Attack P = Partner Action AA = Any 2 attack buttons -#- = Hyper Combo, requires however many stocks are where the # is (usually either 1 or 3) "" = Move names in quotes are just made up by me and aren't official. Also some names I have for command normals are from other games, but aren't technically official for this game (i.e. I call Soki's df-H Lift, because that's what it's called in Onimusha, but it's not the official name in TvC) ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE BASICS Attacking: This game only uses 3 attack buttons: light, medium and hard, which I will be noting as A, B and C respectively. Combos: This game uses the typical Vs. Series "Dial-a-combo" system which basically means... -light normal attacks can be cancelled into anything -medium normal attacks can be cancelled into anything except light or medium normals -hard normal attacks can be cancelled into anything but normal attacks -command normals (i.e. f-B) can be cancelled into special moves or hyper combos -special moves can be cancelled into hyper combos ...This is a generalization of course, but most attacks tend to follow this system. Also, you can always cancel into a launcher, pursue your enemy then start comboing again from normal attacks. Hyper Combo: This is this games super attack. Every character has two hyper combos that cost 1 stock (noted with -1-) and 1 hyper combo that costs 3 stocks (noted with -3-) You can build stocks by attacking, hitting your enemy and being hit. Level 3 Hyper Combos cause a "cinematic effect" which can disrupt other attacks on screen (i.e. Ryu does an assist attack, you hit the opponent with your -3- before the Hadouken hits, the Hadouken disappears once the cinematic starts) Life: The life gauge is seperated into 3 parts: yellow is your actual health. When this runs out your character is knocked out. Red is recoverable. This will gradually refill while the character is off screen. Empty is life lost forever. When both characters lose all yellow health, you lose. Throws: Pressing forward or backward and hard attack while close to your opponent will make you throw them. Throws are unblockable. You can also throw while in the air by pressing any direction (except up) and hard attack while close. Tech Throw/Breakaway: When you are thrown, if you enter a throw command yourself quickly enough you will escape the throw. You can generally only tech out of regular throws. ------------------------------------------------------------------------------- MOVING AROUND Beides the usual walking, crouching and jumping there are a few other means of transportation in this game... Dash/Backdash: Tapping forward or backward twice quickly will make your character dash in that direction. Different characters dash in different ways. Super Jump: Tapping down then up will make your character jump much higher than normal. This is used to pursue your enemy after they've been launched. Air Dash/Backdash: Once per jump your character can dash or backdash in the air, just like on the ground. Air Jump: Once while you are in the air you can jump. You can airdash and airjump while you are in the air without touching the ground BUT you cannot, say jump then air dash twice or air jump then airdash twice. You CAN however jump, airdash, airjump then airdash again. Jump Cancelling: More of an expansion to air jumping, but important enough for it's own header, jump cancelling is the act of air jumping during an aerial rave in order to reset the combo, i.e. you can't usually combo a light attack off of a hard attack, but you can jump cancel a hard attack then connect with a light attack. Recovery Roll: When knocked down, hold left or right to roll in that direction as you get up. ------------------------------------------------------------------------------- PARTNER STUFF Note that all partner actions require that you be "Assist O.K." What this basically means is, whenever you use a partner action your partners portrait will be all scrambly for a second or so, during which you cannot use partner actions. Also, if your partner is knocked out you cannot use partner actions at all anymore. Assist: Pressing P will call your partner on screen to do a pre-specified attack. Your teammate can be hit out of the attack, and any damage he/she takes will be recoverable. You can only call for an assist when you are close to the ground (you don't necessarily have to be standing) Tagging Out: You must hold back and press P to switch characters. This can only be done while standing. Variable Air Raid: While you are doing an aerial rave (air combo) you can input d,df,f-P to do a special attack that, if it hits, will cause you to instantly tag out. This costs 1 stock to use. Variable Counter: While you're blocking press f-P to call in your partner to counter your opponent's attack. Costs 1 level of Super Meter. Variable Combination: When your character does a hyper combo, by pressing P during the start-up your partner will come out and do a pre-determined hyper combo of their own. This costs an additional 2 stocks, on top of the cost of the original hyper combo. Delayed Hyper Combo: On the other hand, while your character is actually performing a hyper combo, you can enter the command for any of your partner's hyper combos to immediately stop the first hyper and have your partner come on screen to do his/her own hyper combo. This can only be done once (you can't keep tagging back and forth) If you want to switch characters at the beginning of a match, just hold P during the characters' intro animations, before "Ready?" pops up. ------------------------------------------------------------------------------- FANCY NEW CRAP Mega Crash/Assault: Press A+B+C+P simultaneously. Consumes 1 stock and some health. Can be done in the air. This is very similar to Guilty Gear's Psych Burst, in that you can activate this while being hit to break your opponent's combo. I've heard that it can also be used offensively to continue combos, but I haven't been able to get it to work. Baroque: Press P+A/B/C while hitting the opponent. Another possibly Guilty Gear inspired move, this is pretty similar to Forced Roman Cancels. At the cost of all of your character's red health, this will cancel whatever attack you were performing and cause your character to glow. You character will continue glowing until the current combo ends. While glowing, your character's attack strength will be increased relative to the amount of red health you had when activating the Baroque. Push-Block: Press f+AA while blocking. Not actually new, it's been around in most (if not all) of the Marvel vs. Capcom games, but it doesn't fit in another category. This will basically just push your opponent away while you are blocking their attack, allowing you to mitigate chip damage or escape from a combo alltogether. This does extend the amount of time your character recovers after blocking however. ------------------------------------------------------------------------------- C H A R A C T E R M O V E - L I S T S Use the code (with brackets) to quickly find who you're looking for... TATSUNOKO SIDE Ken the Eagle [KTEGL] Jun the Swan [JTSWN] Casshan [CASHN] Tekkaman [TEKMN] Polimar [HRCPM] Yatterman-1 [YATR1] Doronjo [DRNJO] Karas [HEZTK] Gold Lightan [GLDLT] Hakushon Daimao [HKSDM] Ippatsuman [IPTSM] Tekkaman Blade [TKMBL] Joe the Condor [JTCDR] Yatterman-2 [YATR2] CAPCOM SIDE Ryu [SKHDK] Chun Li [CHNLI] Alex [AELSR] Morrigan [MORGN] Batsu [ZKKAD] MegaMan Volnutt [ROCKV] Roll [RCHAN] Kaijin no Soki [KNSKI] PTX-40A [LPPTX] Saki [SKOMK] Viewtiful Joe [VTFJO] Frank West [FRNKW] Zero [ZSABR] ------------------------------------------------------------------------------- =============================================================================== Ken the Eagle Science Ninja Team Gatchaman [KTEGL] =============================================================================== 1 Bird Run [b]f-A/B/C-air 2 Bird Shoot f,d,df-A/B/C-air 3 Eagle Rush f,df,d,db,b-A/B/C-AIR 4 Random Fly b,d,db-A/B/C-air 5 "Axe Kick" f-B 6 "Somersault Kick" df-C -1-7 Gatchaman Senpou Inazuma Kiri d,df,f-AA -1-8 Kagaku Ninpou Bird Smash f,d,df-AA-air -3-9 Kagaku Ninpou Hinotori d,db,b-AA-air ASSIST ATTACK: Bird Run (doesn't return) VARIABLE HYPER: Kagaku Ninpou Bird Smash #-You probably know Ken better as Ace Goodhart from Battle of the Planets. #-"Kagaku Ninpou" means Science Ninja. 1-BIRD RUN-The projectile will fly at different paths depending on what button you used. It will also hit the opponent on the return path. 2-BIRD SHOOT-A version goes straight, B version goes upward at a 45 degree angle, C version goes directly up. 3-EAGLE RUSH-After a slow start up, Ken dives down and does a series of stomps. Not safe on block. 4-RANDOM FLY-A simple teleport. Teleports almost to the top of the screen with A putting him about 2/5 from the far left, B in the middle and C 2/5 from the far right. 5-An overhead kick. 6-Ken's launcher. 7-GATCHAMAN SENPOU INAZUMA KIRI-The first upward kick must connect for the move to come out. Will not work against armored characters. 8-KAGAKU NINPOU BIRD SMASH-A simple dashing attack, similar to Jill's Close Fighting A+ in MvC2. Will lose most of it's hits if it hits slightly above or below the opponent. 9-KAGAKU NINPOU HINOTORI-Ken flies to the back corner then flies diagonally downward to initiate the attack, much like Spider-Man's Maximum Spider in the Marvel games. Hits at about the fourth fifth of the screen. Nice for punishing projectiles. =============================================================================== Jun the Swan Science Ninja Team Gatchaman [JTSWN] =============================================================================== 1 Bind Bomb d,df,f-A/B/C-air 2 Bingo! (bomb attached)-d,db,b-A/B/C-air 3 Dancing Swan b,d,db-A/B/C 4 Inazuma Kick f,d,df-A/B/C 5 Swan Crush b,d,db-A/B/C-AIR 6 "Hop Sweep" f-B 7 "Side and Drop Kick" f-C 8 "Double Handstand Kick" df-C -1-9 Scratch Burst d,df,f-AA-air -1-10 Mirage Swan b,d,db-AA -3-11 Kagaku Ninpou Hinotori d,db,b-AA-air ASSIST ATTACK: Bind Bomb (doesn't leave a bomb in CGH, does in UAS) VARIABLE HYPER: Scratch Burst #-Again, better known as Agatha, or Princess from Battle of the Planets. 1-BIND BOMB-The move will hit farther, the harder the button used was. When this move hits there will be a flashing bomb on the enemy. As long as there is a bomb on the enemy, you can use Bingo! to detonate it, providing some interesting combo setups. Bombs stay on the enemy until you use Bingo! or that character tags out. (If Jun tags out, the bomb will stay attached) 2-BINGO!-Detonates any bombs attacked to the opponent and puts them into a juggle-able state. 3-DANCING SWAN-The dive forward must connect for the rest of the attack to come out. 4-INAZUMA KICK-Jun will shoot a wire straight up, which doesn't hit. The A version will end there (as a feint) and has almost no delay afterward. The B and C versions will continue with Jun doing a somersault kick, which will juggle the enemy and leave Jun in the air when she recovers, enabling an air combo. 5-SWAN CRUSH-Works similarly to Ken's Eagle Rush. 6-Jun will hop forward harmlessly then perform a low hitting kick. 7-The second hit is an overhead. 8-Jun's launcher. 9-SCRATCH BURST-The combo must hit for the "Bingo!" part to happen automatically (but you can always use Bingo! manually later) =============================================================================== Casshan Neo-Human Casshan [CASHN] =============================================================================== 1 Denkou Punch d,df,f-A/B/[C] 2 Zan Iwa Chop f,d,df-A/B/C 3 Ryuusei Kick d,df,f-A/B-AIR 4 Flying Drill d,df,f-C-AIR 5 Friender Yobidashi f,df,d,db,b-A/B/C 6 Hiza Kyaku b,d,db-A/B/C 7 "Side Kick" f-B 8 "Upper Chop" df-C -1-9 Brutal Axe f,d,df-AA -1-10 Scrap Andro b,db,d,df,f-AA -3-11 Chou Hakai Kousen b,d,db-AA ASSIST ATTACK: Zan Iwa Chop VARIABLE HYPER: Brutal Axe #-Casshan is also sometimes called "Casshern" or "Kyashaan" (which is actually how it would be literally spelled in Romanji) but it's Casshan in Ultimate All-Stars, so that's what I'm going with. 1-DENKOU PUNCH-C version can be held. If fully held, it becomes unblockable and Casshan will throw the enemy afterwards. 2-ZAN IWA CHOP-Can hit enemies on who are knocked down. Casshan jumps further based on the strength of the button used. 3-RYUUSEI KICK-The angle is a little steeper for the A version. 4-FLYING DRILL-Knocks down any enemy hit, even Lightan and PTX-40A. 5-FRIENDER YOBIDASHI-Casshan whistles as Friender does an attack: A: Friender dives in an arc, doing a single hit bite attack. B: Friender runs forward and, if it hits, bites hold of the enemy, holding them for you to attack. If you do not hit the enemy, he'll be knocked down. C: Friender runs to Casshan's side and breathes flames for a moment. 6-HIZA KYAKU-Slow anti-air, but Casshan has auto-gaurd the whole time he's crouching down. This move must be blocked high. 8-Casshan's launcher. 9-BRUTAL AXE-Hits knocked down opponents. 10-SCRAP ANDRO-If the initial 2 hits don't hit, Casshan will not finish the move. 11-CHOU HAKAI KOUSEN-Casshan emits a very slowly lengthening beam. If it hits, Casshan will blow the enemy up for lots of damage. If Casshan misses or the attack is blocked, he will hunch over and be left vulnerable (he does this when it hits also, but the enemy doesn't recover fast enough to do anything about it) =============================================================================== Tekkaman Tekkaman the Space Knight [TEKMN] =============================================================================== 1 Tekk Lancer [b]f-A/B/C 2 Zanga Kazaguruma [d]u-A/B/C-air 3 Tekk Winn d,db,b-A/B/C 4 Gatling Lancer A/B/C...-air 5 Dai Ouichi Kougeki d-C-AIR 6 "Double Lance Slash" f-C 7 "Upper Stab" df-C -1-8 Voltekka d,df,f-AA-air -1-9 Daikaiten Tekk Lancer f,d,df-AA -3-10 Space Knight Formation d,db,b-AA ASSIST ATTACK: Tekk Winn VARIABLE HYPER: Voltekka #-Tekkaman must have his lance to perform any special moves, except Tekk Winn. #-Most of Tekkaman's normal attacks will be pretty much the same without the lance, just with vastly reduced range and less damage. 1-TEKK LANCER-Tekkaman will be unarmed after throwing the lance, shortening the reach of his normal attacks. The lance should fly back to you after the move ends, but if you move or are hit before it returns it will stick in the ground waiting to be picked up (much like Balrog/Vega's claw from the Street Fighter games) You can tag out to have the lance instantly returned to Tekkaman. 3-TEKK WINN-The height of the angle at which Tekkaman shoots the grapple is higher the harder the button used. If it hits a standing opponent, Tekkaman will pull the opponent behind him, during which they can be hit. If it hits an aerial opponent, they'll be slammed to the ground. 4-GATLING LANCER-C version will only let you tap for so long before Tekkaman automatically stops stabbing. 5-DAI OUICHI KOUGEKI-Can hit knocked down opponents. 7-Tekkaman's launcher. 8-VOLTEKKA-Much like Ironman's Proton Cannon from the Marvel games. Tekkaman will ready himself before the flash, but after losing a stock, then perform the blast. There is also a delay after using this attack where Tekkaman hunches over. #-If you use this move in the air, Tekkaman will stand on Pegas (his big blue robot) as he fires the beam. 9-DAIKAITEN TEKK LANCER-Tekkaman will throw his lance diaginally upward before the flash, then fire a Voltekka at the lance, which refracts down in a spread. I find this much more useful as an anti-air, since the lance throw can hit and juggle the opponent in place as the Voltekka hits it. =============================================================================== Polimar Hurricane Polimar [HRCPM] =============================================================================== 1 Tsunagiashi Katana Kyaku d,df,f-A/B/C 2 Handou Sandan Kyaku f,d,df-A/B/C-air; A/B/C; d,db,b-A/B/C 3 Hazaki Ura Kuzureken [b]f-A/B/C 4 Arashi no Kamae d,db,b-A/B/C-(1) 5 (1)-Polimar Sliding A 6 (1)-Backdraft B 7 (1)-Hurricane Rush C 8 "Rolling" f-B 9 "Rolling Arashi no Kamae" f-[B]-(1) 10 "Uraken" f-C 11 "Rising Palm" df-C -1-12 Shinkuu Katate Koma 360-AA-air -1-13 Tenshin Polimar Drill L+M, L+M, M+H -3-14 Hissatsu Gen'ei Hurricane d,df,f-AA ASSIST ATTACK: Tsunagiashi Katana Kyaku VARIABLE HYPER: Tenshin Polimar Drill #-I'm really not sure why Capcom decided to spell his name with an "I" in UAS, I've NEVER seen it spelled any way other than PolYmar. #-Benimaru fans should have their ears perked up after reading the names of Polimar's attacks ;) 1-TSUNUGIASHI KATANA KYAKU-This move can be cancelled into itself, Handou Sandan Kyaku or Hazaki Ura Kuzureken at the cost of one "mark". 3-HAZAKI URA KUZUREKEN-The last hit will bounce the enemy off of the wall, allowing you to uggle if you were close enough to the corner. 4-ARASHI NO KAMAE-Adds one "mark" and can be cancelled into Polimar Sliding, Backdraft or Hurricane Rush. 5-POLIMAR SLIDING-Hits low. Can be cancelled into Tsunagiashi Katana Kyaku, Handou Sandan Kyaku or Hazaki Ura Kuzureken at the cost of a "mark". 6-BACKDRAFT-Can be cancelled into Tsunagiashi Katana Kyaku, Handou Sandan Kyaku or Hazaki Ura Kuzureken at the cost of a "mark". 7-HURRICANE RUSH-Polimar moves forward and performs his normal throw. 8-Polimar moves quickly forward. if you are close enough, Polimar will end up behind his enemy. Has almost no recovery. 9-Holding B will cause Polimar to do his Arashi no Kamae. 10-Useful as a mix up with the f-B. 11-Polimar's launcher. 12-SHINKUU KATATE KOMA-Very slow command grab, but is unblockable and does tremendous amounts of damage, as much as most lvl.3 Hyper Combos. Very difficult to connect on the ground, but it comes out MUCH quicker in the air, and is the ending for most of Polimar's big combos. In the air this move connects in front of or slightly above Polimar. 13-TENSHIN POLIMAR DRILL-Has a lot of start up but does tremendous damage and can hit knocked down enemies. However, this is the attack used when you do a Variable Combination, making your VCs MUCH more damaging. #-In an early preview video for the game this move was different. Polimar would start by pushing his opponent all the way to the screen's corner (a la Rugal Bernstein) before becoming the drill and ramming into him. 14-HISSATSU GEN'EI HURRICANE-You must have 3 "marks" to do this move. Does insane amounts of damage. =============================================================================== Yatterman No.1 Yatterman [YATR1] =============================================================================== 1 Kendamagic d,df,f-A/B/C-air 2 Yatter Kanden [b]f-A/B/C 3 Yatter Chuudan f,d,df-A/B/C-air 4 Yatter Run d,db,b-A/B/C-(1) 5 (1)-Yatter Jump A 6 (1)-Yatter Sliding B 7 (1)-Yatter Chuudan C 8 "Angled Shot" f-B 9 "Sweep Shot" f-C 10 "Rising Club" df-C -1-11 Tokkoutai Yatterwan d,df,f-AA-air -1-12 Shakunetsu Yatterwan d,db,b-AA (aim u/d) -3-13 This Week's Surprise Robot f,d,df-AA ASSIST ATTACK: Kendamagic VARIABLE HYPER: Tokkoutai Yatterwan #-I'll be referring to Yatterman-1 as Gan to avoid confusion with Yatterman-2 #-In CGH, Yatterwan will be replaced by Yatterpelican when Gan is in his alternate color. #-Yatterwan's name comes from the fact that "wan" is the Japanese version of the sound a dog makes. 1-KENDAMAGIC-The range increases the harder the button used. The attack will only hit where the little "pop" occurs at the attack maximum range. #-The thing Gan fights with is called a Kendama (hence the oh-so-witty name) It's kind of like those cup with a string and ball toys you get in crappy goody bags at birthday parties. 2-YATTER KANDEN-Gan kicks, then tries to bind the enemy with his toy, shocking them. The enemy then falls slowly, during which they can be hit. This works on Lightan and PTX-40A also, but not Yami of course. 3/7-YATTER CHUUDAN-Gan jumps forward flailing his toy. 5-YATTER JUMP-Gan... uh, jumps. 6-YATTER SLIDING-Hits low. 10-Launches. 11-TOKKOUTAI YATTERWAN-Gan is completely invincible and cannot be hit out of this move, making it the bane of all giant characters, especially Yami. This move can hit knocked down enemies. At the beginning of this move Gan will instantly hop off screen before coming back on riding Yatterwan. All of this makes this move a great, unorthodox counter since it gets Gan out of the way (even while airborne) then returns attacking and invincible. 12-SHAKUNETSU YATTERWAN-Yatterwan can hit when he's moving forward. Yatterwan will start breathing fire as soon as it reaches Gan, so the closer you are to the corner, the sooner the attack really starts. You can aim the stream of fire up and down. It seems to me, and apparently others as well, that if you use this move with Yatterpelican (in Gan's 2p color) the fire stream doesn't work quite right and it tends to hit in a stupid way or just completely wiff when it should hit. Of course, you won't have to worry about this in UAS. 13-THIS WEEK'S SURPRISE ROBOT-The projectile must connect for the rest of the move to activate. #-In the anime, Gan throws a mecha-bone to Yatterwan to give it the ability to make mini-robots (which would be different every episode) #-Also, in CGH, if you use Gan's 2p color he'll throw a mecha-fish to Yatterpelican instead and it will make mini-duck robots instead of crocodiles. =============================================================================== Doronjo (w/Boyakki & Tonzra) Yatterman [DRNJO] =============================================================================== 1 Aidzuwakamatsuken d,df,f-A/B/C 2 Buta Moodaterya... f,d,df-A/B/C 3 Muhou Ishi d,db,b-A/B/C-air 4 Naniwa Clutch b,d,db-A/B/C 5 Ultra Relax d,d-(1) 6 (1)-Doronjo Somersault C 7 (1)-Doronjo Spin d-C 8 (1)-"Get Up" u 9 "Doronjo Somersault" df-C -1-10 Zen Tehakokokara d,df,f-AA -1-11 Dai Fukuro Matsuru d,db,b-AA -3-12 Akunobana f,d,df-AA ASSIST ATTACK: Taunt VARIABLE HYPER: Zen Tehakokokara #-Doronjo is assisted in almost all of her attacks by her goons, Boyakki and Tonzra. Boyakki is the skinny one in green and Tonzra is the fat one in purple. #-Obviously, Tonzra and Boyakki can only be doing one attack at a time, so if Tonzra is already out doing a Naniwa Clutch, you can't use Muhou Ishi or another Clutch until he drops back into a porthole. You can have both goons doing different attacks at the same time though. #-The physical attacks of Boyakki and Tonzra (like Aidzuwakamatsuken) will trigger counter moves. In fact, if Boyakki hits Karas during his Shiranui, Karas will still hit Doronjo. #-Doronjo's taunt serves like an actual projectile. It hits for 2000 damage and can even be done in the air. 1-AIDZUWAKAMATSUKEN-What a name. Boyakki will appear from a porthole next to where Doronjo starts the attack then move forward while thrusting his hands to attack. Boyakki moves further the harder the button used. 2-BUTA MOODATERYA...-Boyakki will make a palm tree (?) pop up on the screen with a pig (??) climbing up. When the pig reaches the top the tree explodes(???). A appears to the left of the field, B in the middle and C to the right. 3-MUHOU ISHI-Tonzra pops up next to Doronjo and throws a boulder. The arc is wider (and thus the range is longer) the harder the button used. 3-MUHOU ISHI (aerial version)-Tonzra will instead drop from the top of the screen. L drops on the left side of the screen and H is on the right. 4-NANIWA CLUTCH-Tonzra will appear and attempt to grab the enemy and hold them vulnerable. Again, A makes him appear to the left and C makes him appear to the right. 5-ULTRA RELAX-Doronjo lies down, giving her a very low profile. Can be cancelled with Doronjo Somersault or Doronjo Spin. 6-DORONJO SOMERSAULT-Launches. 7-DORONJO SPIN-Hits low and knocks down. 8-Quickly cancels Ultra Relax. 9-Launches 10-ZEN TEHAKOKARA-It takes a LONG time for this attack to do anything, but luckily Doronjo recovers fairly quickly. Tonzra will cause a HUGE ball to drop down and roll across the field. 11-DAI FUKURO MATSURA-This is a physical counter. Despite being a Hyper Combo, it doesn't counter Hyper Combos. 12-AKUNOBANA-Doronjo kneels down as a pig bomb goes off in front of her, triggering a very cinematic series of explosions as the Doronbos try to escape on their bicycle-made-for-three. And fail. #-Sadly Doronjo doesn't get her clothes blasted off like she does in the anime. #-In an early preview version of CGH Doronjo had a pretty funny looking hyper combo where the three goons tip-toed over the opponent. It didn't make much sense and was obviously canned from the final product but it's maybe worth looking up on Youtube. =============================================================================== Karas Karas [HEZTK] =============================================================================== 1 Kasha [b]f-A/B/C-(1) 2 (1)-Yoi Nagi d,df,f-A/B/C-(2) 3 (2)-Yasha Kuruma f-C 4 (2)-Yoru Katana b,f-A/B/C 5 Narukami f,d,df-A/B/C-air 6 Hikou f,df,d,db,b-A/B/C-(3) 7 (3)-Ukifune d,df,f-A/B/C 8 (3)-Tsuri Kitsune d,db,b-A/B/C 9 Kumo Soto Kagami d,df,f-A/B/C-(4) 10 "Dashing Slice" f-[C] 11 "Reverse Slash" df-C -1-12 (4)-Zan'eijin d,df,f-AA -1-13 Shiranui f,d,df-AA -3-14 Hieizan Tsuki f,df,d,db,b-AA ASSIST ATTACK: Kumo Soto Kagami VARIABLE HYPER: Zan'eijin #-Karas can pass thru his enemy with his dash and backdash, and is invincible while he's all hazy. #-Karas has the lowest vitality of any character in the game (yeah, even Roll takes a hit better than Karas) It's entirely possible for Yami's 3rd form to kill Karas in TWO HITS! #-Despite this, Karas is still the coolest thing that has ever existed, ever. 1-KASHA-When you hit with the dash, this move can be cancelled into Yoi Nagi. 2-YOI NAGI-A simple dashing slash. Can be cancelled into Yasha Kuruma or Yoru Katana. 3-YASHA KURUMA-A jumping overhead slash. 5-NARUKAMI-A pretty simple uppercut. Very fast to come out. #-Contrary to what I previously believed, Karas doesn't turn into a jet for this move (yes, Karas is so cool he can actually turn into a jet) 6-HIKOU-A grapple attack similar to Tekkaman's Tekk Winn. If it hits you can follow it up with Ukifune or Tsuri Kitsune. 7-UKIFUNE-Karas flying kicks the enemy to the wall, then slashes them. 8-TSURI KITSUNE-Karas pulls the enemy towards them, leaving them vulnerable in the air. 9-KUMO SOTO KAGAMI-This move reflects projectiles and can be cancelled into Zan'eijin whether it hits or not. 10-Holding C will make this move more damaging and cause the enemy to fall down in place when they're hit. 11-Launches. 12-ZAN'EIJIN-This move must be done during the Kumo Soto Kagami (unless it's used as a Delayed Hyper Combo) After a few passes of the sword Karas will go invisible, and thus invincible, until the end of the move. 13-SHIRANUI-Physical counter. Despite being a Hyper Combo, it doesn't counter Hyper Combos. 14-HIEIZAN TSUKI-This move IS blockable. Tsuri Kitsune is a nice set up for it. #-I'm really impressed by how faithful Karas is to the source material, especially this move, which is ripped right out of the anime. =============================================================================== Gold Lightan Golden Warrior Gold Lightan [GLDLT] =============================================================================== 1 Sensha Hanshi b,db,d,df,f-A/B/C 2 Kuuho Wari f,df,d,db,b-A/B/C 3 Gold Quick d,d-A/B/C 4 Gold Press 360-C 5 "Hammer Punch" f-B 6 "Throw" b/f-C 7 "Gold Uppercut" df-C -1-8 Gold Kick f,df,d,db,b-AA -1-9 Gold Crush b,db,d,df,f-AA-air-(1) -2-10 (1)-Gold Finger Crush d,df,f-AA #-Lightan cannot be teamed up with another character, and thus cannot use any tagging abilities. He can use Mega Crush and Baroque though. #-Lightan and PTX-40A are the only characters that can be dizzied. #-Lightan also has super armor, meaning moset attacks don't cause him to go into hitstun, he can't be thrown normally and most attacks generally act as though Lightan blocked them. This effect doesn't work against another Lightan, PTX-40A or Yami though, and Lightan can be knocked down if he is dizzied. #-Lightan cannot air jump or air dash. #-For some reason, Lightan's 2nd and 4th colors (which are silver) are actually named "Silver Lightan". His name is printed that way, his picture is silver and the announcer even calls him Silver Lightan when you select him! I've finally found the basis for this color, it seems to be a variant Gold Lightan toy called "Gold Lightan Black Ver." which, despite the name is in fact silver. 1-SENSHA HANSHI-Reflects projectiles. 2-KUUHO WARI-If Lightan hits an aerial opponent with the jump kick it will be a snap-back and force your opponent to switch characters. If the kick misses, Lightan's landing will also hit as an overhead attack. This has MUCH more range in UAS than in CGH. 4-GOLD PRESS-Unblockable. You CAN tech out of this (pretty easily at that) 5-Can hit opponents who are knocked down. 6-For some reason, Lightan will do his throw animation regardless of how close he is to the enemy. Lightan can throw another Lightan or PTX-40A and can throw an aerial opponent even though this is a standing throw. 7-Lightan's launcher. Can be cancelled effectively into Kuuho Wari and Gold Kick. 8-GOLD KICK-The straight kick must hit for the rest of the attack to come out. 9-GOLD CRUSH-The opponent must be standing to get hit by the shockwave and start the move. The aerial version is preferred for it's MUCH better recovery time. Can be followed with Gold Finger Crush. #-If this move is used against another Lightan or PTX-40A, you can see Lightan pulling out the enemies mechanical "heart" and crushing it. 10-GOLD FINGER CRUSH-Only takes 2 stocks to use and must be done during Gold Crush. =============================================================================== Hakushon Daimao The Genie Family [HKSDM] =============================================================================== 1 Nazeka Slip d,d-A/B/C 2 Itsumono Mahou d,df,f-A/B/C 3 Totsuzen Tackle [b]f-A/B/C 4 Sekka Kunanode Kyuuin f,df,d,db,b-A/B/C 5 Shoushiya Risugitakan f,d,df-A/B/C-air 6 "Stick Flick" f-C 7 "Big Sneeze" df-C 8 "Big Drop" d-C-AIR -1-9 Honka Kutekini d,df,f-AA -1-10 Nakkou Yerisugitan Kan f,d,df-AA -3-11 Dousenari Motto Kyuuin d,db,b-AA ASSIST ATTACK: Hard Attack VARIABLE HYPER: Honka Kutekini #-Due to "liscencing problems" Daimao is not playable in Ultimate All-Stars. 1-NAZEKA SLIP-Daimao falls down, which can hit, and causes a pile of junk to fall down, which can hit. Using A will drop junk on the left side of the screen, B in the middle and C on the right. There can only be 2 junk piles on the screen at a time. The junk piles will remain on the screen until they are destryed by Itsumono Mahou. #-The banana peel Daimao slips on will hit but it does almost no damage 2-ITSUMONO MAHOU-Daimao waves his hands around, and if theres any junk lying around from the Nazeka Slip, it will explode and damage nearby enemies. This move is really unpredictable as far as which pile will blow up. The button used for this move determines what happens to the junk pile... A: The junk will turn into an ugly little dog that will run towrds the nearest enemy (you'll know who the dogs going after because a targetting reticle will appear) Even after the dog attacks whoever it's targetting, it will turn and run off screen, hitting whoever is in it's way. B: The junk pile explodes damaging the opponent if he/she's nearby. C: The junk turns into a very not-delicious lookin pile of food that will heal whoever touches it. 3-TOTSUZEN TACKLE-Daimao runs forward trying to hit the enemy with his glowing fat. 4-SEKKA KUNANODE KYUUIN-Short ranged, unblockable throw with long start-up. The B version will make the enemy bounce off of the wall, allowing juggles or either of Daimao's anti-air throws. The C version is one of the few "snap-back" attacks in the game and will force your opponent to switch characters. 5-SHOUSHIYA RISUGITAKAN-Unblockable throw that can only hit airborne enemies. 7-Launches. Pretty slow for a launcher. 8-Can hit knocked down enemies. Daimao will fall straight down no matter what his jump trajectory was. 9-HONKA KUTENIKI-Some of the first bunch of hits must hit for the last hit to come out. Right before the last hit the enemy will be dizzied, making this attack great for Delayed hyper Combos going into slow start-up moves like Joe's Six Machine Cannon or Polymar's Tenshin Polymar Drill. 10-NAKKOU YERISUGITAN KAN-Stronger version of the Shoushiya Risugitakan. Involves farting. 11-DOUSENARI MOTTO KYUUIN-Unblockable throw. =============================================================================== Ippatsuman Gyakuten! Ippatsuman [IPTSM] =============================================================================== 1 Rainball d,df,f-A/B/C-air 2 Quick Stance f,d,df-A/B/C-air 3 Mound Zapper d,db,b-A/B/C 4 Justice Liner [b]f-A/B/C 5 "Rising Side Kick" f-B 6 "Shoulder Rush" f-C 7 "Upper Punch" df-C -1-8 Ippatsu Gyakuten Homerun f,df,d,db,b-AA -1-9 Zettai Gyakuten Breaker f,d,df-AA-air -3-10 Gyakuten Ou, Nanzan! b,d,db-AA ASSIST ATTACK: Justice Liner VARIABLE HYPER: Ippatsu Gyakuten Homerun 1-RAINBALL-Ippatsuman throws a baseball that return to him. A throws fairly straight, B throws in an arch and C makes the ball spin in a broad spiral and moves slower. 2-QUICK STANCE-If this move is done while dashing, Ippatsuman will punch diagonally forward instead of straight up (think Demitri's Demon Cradle in Darkstalkers) 3-MOUND ZAPPER-The column of energy can hit. This move can hit a knocked down enemy. 7-Launches. 8-IPPATSU GYAKUTEN HOMERUN-The multicolored pyrotechnics can hit. Very good against Yami. 9-HEAVENLY POTEMKIN BUSTER-Will only hit airborne enemies. Unblockable. 10-GYAKUTEN OU, NANZAN!-Ippatsuman will jump into a giant robot and stay there until you run out of energy (which constantly drains) or use the H attack. The robot can only be hit in it's chest. -A: will punch with the left hand, B will punch with the right. -Holding down will make the corresponding hand pound the ground with it's fist, and can hit knocked down opponents. -Holding up will make the corresponding hand swing a sword horizontally. B version will slash higher than the A version. -C will make the robot S-L-O-W-L-Y charge up the crystal in it's chest. When fully charged it will release an unblockable, unavoidable blast. =============================================================================== Tekkaman Blade Tekkaman Blade [TKMBL] =============================================================================== 1 Shamshir A/B/C... 2 Baselard d,df,f-A/B/C-air 3 Katzbalger [d]u-A/B/C 4 Falchion d,db,b-A/B/C 5 "Lance Burst" df-C 6 Dai Ouichi Kougeki d-C-AIR -1-7 Crash Intrude d,df,f-ABC-air -1-8 Voltekka f,d,df-ABC -3-9 Omnidirectional Super Voltekka f,df,d,db,b-ABC-air ASSIST ATTACK: Katzbalger (A version) VARIABLE HYPER: Voltekka #-Blade is only playable in Ultimate All-Stars. #-You may know this character better as the titular character in "Teknoman" #-Blade has very funky dashes. All of them have relatively long start up, but travel very fast once they get going. Also, his ground dashes go upward at a very sharp angle. #-However, if you cancel his dash too early you'll still do a standing attack even though Blade was already slightly airborne. 1-SHAMSHIR-Unlike most tapping special moves, this can't be done continuously. There's a pause between slashes no matter what strength you use. 2-BASELARD-The A version will throw the broken lance either forward (standing) or diagonally down (jumping) and will just act as a projectile. If the B or C version hits however, Blade will teleport to the opponent to slash them away. The C version flies at the same trajectory as the A version and the B version flies at the opposite trajectory of A and C 3-KATZBALGER-A and B versions are simple stationary uppercut type attacks, but the C version will follow the uppercut with Blade dashing forward while spinning his blade. 4-FALCHION-Blade will dash forward (further depending on how hard the button you pressed was) while leaving his lance spinning in place. He'll then pull the lance to him with his wire. The dash does no damage, but passes through your opponent. 5-Blade's launcher. 6-Basically the same as Tekkaman's version. 7-CRASH INTRUDE-Blade will dart forward, wrapped in green energy, then if he hits, will go into a cinematic where he criss-crosses the opponent repeatedly then slams into them from the background. You can follow up his launcher with this attack almost instantaneously. 8-Voltekka-Unlike Tekkaman's version, Blade's shoots diagonally upwards (like Saki's Positron Storm) and cannot be performed in the air. 9-OMNIDIRECTIONAL SUPER VOLTEKKA-At first Blade will crate a spherical pulse around himself. If that hits he'll go into the cinematic portion of the attack (which your opponent obviously can't escape. However, if the pulse misses, Blade will still shoot his Voltekka horizontally. *That's an Alba Meira move name if I've ever heard one. =============================================================================== Joe the Condor Science Ninja Team Gatchaman [JTCDR] =============================================================================== 1 Wild Lasso [b]f-A/B/C 2 Savage Shot f,d,df-A/B/C-air 3 Shuriken Feathers [A/B/C]-air 4 Cactus Bunker f,df,d,db,b-A/B/C 5 Batering Ram d,df,f-A/B/C 6 "Palm Upper" df-C -1-7 Condor Magnum d,df,f-ABC-air -1-8 Bird Missile Strike f,d,df-ABC -3-9 Science Ninpo:Tatsumaki Fighter f,df,d,db,b-ABC-air ASSIST ATTACK: Savage Shot (upward) VARIABLE HYPER: Condor Magnum #-Joe is only playable in Ultimate All-Stars. #-Joe's crouching C is a projectile. #-Joe is so badass, a viable strategy would be to just stand idle and let Joe mad-dog your opponent until they forfeit. 1-WILD LASSO-Joe will shoot a tether diagonally down (A version), forward (B version) or diagonally upward (C version). If the tether hits, it will WRAP AROUND THE OPPONENT'S NECK, JOE WILL DRAG THEM TO THE GROUND, AND HE WILL SHOOT THEM IN THEIR MOTHERFUNKING BRAINS! 2-SAVAGE SHOT-Joe will shoot a few rounds off at about a 45 degree angle. 3-SHURIKEN FEATHERS-It doesn't seem like the amount of time you hold the attack does anything. A version will hit once, B twice and C three times. 4-CACTUS BUNKER-Joe will turn his back tto his opponent (cuz he ain't got time for your jive-ass). If he gets hit the background will go blood red, Joe and the opponent will go silhouette and Joe will underarm bust a cap into the opponent's gut. God Joe is badass. #-Sorry for the colorful descriptions, the Training Stage music is making me feel all funky and gangster. 5-BATERING RAM-A slowish attack with good range. A version will make your opponent crumple, B will leave them stunned long enough to combo and C will make them bounce off of the wall. 6-Joe's launcher. 7-CONDOR MAGNUM-Joe will throw 2 spreads of Shuriken Feathers (diagonally down for the aerial version) If they hit Joe will then Falcon Punch your opponent. Sorry, did I say Falcon Punch? I meant Falcon Punch to the balls. 8-BIRD MISSILE STRIKE-Joe will call the God Phoenix with his Jimmy Olsen watch. The jet will swoop by peppering the field with machine gun fire. Joe is entirely vulnerable during this part because he's still talking on his radio watch, saying dirty things to Jun no doubt. When the God Phoenix is done firing it will launch a missile straight up. After a few seconds the missile will crash down hurting ANYONE (including Joe) whose standing on the ground. #-Nothing is cooler than killing your opponent with the machine gun fire, Joe doing his whistling victory pose, then the missile setting everything around Joe on fire just before the screen goes black. 9-SCIENCE NINPO: TATSUMAKI FIGHTER-The flip kick must connect for the rest of the move to come out, but Joe kind of leaps forward when he does it so it's easier to land than Ken's Inazuma Kiri. =============================================================================== Yatterman-2 Yatterman [YATR2] =============================================================================== 1 Yatter Shield d,db,b-A/B/C 2 Yatter Step d,df,f-A/B/C; A/B/C 3 Yatter Swing [b]f-A/B/C-air 4 Yatter Splash A/B/C...-air 5 "Yatter Sliding" df-B 6 "Electric Stick" [C] 7 "Low Electric Stick" d-[C] 8 "Flying Electric Stick" [C]-AIR 9 "Zap Stick" df-C -1-10 Super Passion d,df,f-ABC -1-11 Omotchama's Roll f,d,df-ABC -3-12 This Week's Surprise Robots d,db,b-ABC ASSIST ATTACK: Yatter Splash (B version) VARIABLE HYPER: Super Passion (half charged) #-Yatterman-2 is only playable in Ultimate All-Stars. #-I'll be referring to Yatterman-2 as Ai to avoid confusion with Yatterman-1. 1-YATTER SHIELD-A lot like Karas' d,df,f-A/B/C. Reflects projectiles. 2-YATTER STEP-Ai will do a quick dash forwards which can be cancelled into a followup. A hits in the middle with the most range, B hits high and C hits low. 3-Yatter Swing-Ai will "bat" an electric spark at her opponent. A will hit it downwards, which will then rebound up and forward, and then up off of the edge of the screen. B will hit it straight forward and it will actually keep rebounding off of the edges of the screen until it hits or is blocked. C will hit it straight upwards. It will then fall down about half of the maximum screen width away, then rebound back upward and fall again at the edge of the screen. #-If Ai is in her 1st or 3rd color the spark will be a heart. If she's in her 2nd or 4th color it will be a star. 4-YATTER SPLASH-On the ground, A will do a normal, Hyakuretsu Kyaku-ish forward stab. B will stab upward and C will have Ai dash forward before doing the A version. In the air, A stabs forward, B downward at 45 degrees, and C stabs straight downward. The dash at the beginning of the ground C version is identical to Yatter Step (even Ai's little shout), so it may be good for mindgames. 5-A simple sliding kick. 6/7-Ai's standing and crouching C attacks can be held down to charge them. If they're fully charged they will be unblockable. 8-Her jumping C can be charged the same way, but it's not unblockable. 9-Ai's launcher 10-SUPER PASSION-If you don't charge it Ai will throw down a spark that will bounce back and forth in an arc several times. If you charge it, it can grow to 2 levels. When either charged version is released it will slowly decend. It's almost identical to Oro's Yagyu Oodama from SFIII or Wang-Tang's Big Dragon Ball from Power Stone. #-The spark will take the same shape as the Yatter Swing. 11-OMOTCHAMA'S ROLL-Omotchama (that little dice robot from the Yatterman stage) will start buzzing around the opponent and occasionally hit them. 12-THIS WEEK'S SURPRISE ROBOT-Unlike Gan, Ai dashes forward to physically attack in order to start this attack. #-Surprise, surprise, this is why Gan doesn't have Yatterpelican in his 2p color anymore. Also notice that Ai uses the robot fish Gan use to use in CGH, but instead of ducks, Ai's attack makes flying fish. =============================================================================== Ryu Street Fighter [SKHDK] =============================================================================== 1 Hadouken d,df,f-A/B/C-air 2 Shouryuuken f,d,df-A/B/C 3 Tatsumaki Senpuukyaku d,db,b-A/B/C-air 4 Joudan Sokutou Wari b,d,db-A/B/C 5 Sakotsu Wari f-B 6 "Spin Side Kick" f-C 7 "Ducking Fierce" df-C -1-8 Shinkuu Hadouken d,df,f-AA-air -1-9 Shinkuu Tatsumaki Senpuukyaku d,db,b-AA -3-10 Shin Shouryuuken f,d,df-AA ASSIST ATTACK: Hadouken VARIABLE HYPER: Shinkuu Hadouken 1-HADOUKEN-A simple projectile. Goes straight in air also. Seems laggier than in other games. 3-TATSUMAKI SENPUUKYAKU-This move hits multiple times, and always goes straight forward when used in the air; both unlike how this move works in Street Fighter. 4-HIGH BLADE-LEG KICK-This move will cause the enemy to bounce against the wall, allowing you to juggle with Shinkuu Hadouken, or pretty much anything if you're close enough. #-aka High Blade-Leg Kick. 5-SAKOTSU WARI-Hits overhead. 7-Ryu's launcher. 10-SHIN SHOURYUUKEN-The first hit must connect before Ryu leaves the ground for the move to come out properly. Otherwise Ryu will just do an underpowered Shouryuuken. =============================================================================== Chun Li Street Fighter II [CHNLI] =============================================================================== 1 Hyakuretsu Kyaku A/B/C...-air 2 Kikouken b,db,d,df,f-A/B/C 3 Tenshou Kyaku f,d,df-A/B/C-air 4 Spinning Bird Kick [d]u-A/B/C-air 5 Kaku Kyaku Raku f-C 6 Senjou Shuu df-C 7 Yousou Kyaku d-B-AIR -1-8 Kikoushou d,df,f-AA -1-9 Houyokusen f,d,df-AA -3-10 Shichisei Senkuukyaku d,df,f-AA-AIR ASSIST ATTACK: Tenshoukyaku VARIABLE HYPER: Kikoushou #-Chun Li's taunt doesn't hit in this game. #-Chun Li appears to be a cross between her SFIII and SFA versions. 1-HYAKURETSU KYAKU-A version will keep kicking as long as you keep tapping. B and C will only kick for a smaller burst, but are more damaging. 2-KIKOUKEN-Start up is faster the harder the button used, but the range is also shorter, A going about 3/4 of the screen while C doesn't even leave Chun's hand. 4-SPINNING BIRD KICK-Can be used in the air again. This move will always move forward when used in the air. Since Chun-Li is technically in the air during this move you can cancel it directly into the Shichisei Senkuu Kyaku. 5-KAKU KYAKU RAKU-leaping overhead hit. 6-SENJOU SHUU-Launches. 7-YOUSOU KYAKU-Chun will bounce off of the enemy when this hits and can keep attacking afterwards. 8-KIKOUSHOU-This will actually negate beam super combos like Shinkuu Hadouken (although it won't outlast Shinkuu Hadouken so you'll still lose out) 9-HOUYOUKUSEN-The last hit launches. =============================================================================== Alex Street Fighter III [AELSR] =============================================================================== 1 Flash Chop d,df,f-A/B/C 2 Machine Gun Chop d,df,f-[C] 3 Power Bomb f,df,d,db,b-A/B/C-air 4 Air Knee Smash f,d,df-A/B/C-air 5 Slash Elbow [b]f-A/B/C-(1) 6 (1)-Drop Kick f,d,df-C 7 Aerial Stampede [d]u-A/B/C 8 Lariat f-C 9 "Rising Shoulder" df-C -1-10 Boomerang Raid d,df,f-AA -1-11 Stungun Headbutt b,d,db-AA -3-12 Hyper Bomb 360-AA ASSIST ATTACK: Slash Elbow VARIABLE HYPER: Boomerang Raid #-Alex has an AWFUL voice over in this game! No "At ease losah!" equals not Alex :{ #-Alex's Flying Cross Chop, which was a command normal in SFIII is now Alex's normal jumping Hard Attack. #-You can no longer hold down Alex's taunt to prolong it like you could in Street Fighter III. 1-FLASH CHOP-The attack's start-up and range both get longer, the harder the button used. Using the B or C version will turn your opponent around long enough to hit them with the "behind" versions of either the Power Bomb or Hyper Bomb. 2-MACHINE GUN CHOP-Holding C during Flash Chop will change it to the Machine Gun Chop. C must be held until the attack releases automatically to get this version to come out. You cannot follow this move with the "behind" throws (as far as I can tell). This move is unblockable. 3-POWER BOMB-An unblockable throw. This move can now be done in the air and can be comboed into. Performing this move from behind the opponent (i.e. after Flash Chop) results in the "Power Backdrop", which is slightly more damaging. 4-AIR KNEE SMASH-This move can also be done in the air now. This move can only hit an airborne opponent. 5-SLASH ELBOW-If this attack connects it can be followed by the Dropkick. 6-DROPKICK-This move acts like a Snapback from Marvel vs. Capcom 2. If both of your opponent's characters are still alive it will force the characters to tag out. 7-AERIAL STAMPEDE-The distance Alex jumps is determined by the button strength. Can hit knocked down opponents (a good way to be an asshole when the match is over :) 9-Alex's launcher. 10-BOOMERANG RAID-If the chops connect Alex will follow with an unblockable (I assume) Power Bomb. 11-STUNGUN HEADBUTT-Alex jumps forward and does an unblockable throw when he lands, which will automatically dizzy the opponent. It's difficult to tell if activating this move with A+C gives it more range than A+B, but B+C deffinitely goes the furthest of the three. #-Alex does a pretty cool looking variation of this move against Lightan and PTX-40A where he actually climbs onto their head to headbutt them. 12-HYPER BOMB-Unblockable throw. Like in SFIII this move does not appear to be instantaneous, meaning it works better as a punishment or a counter. Doing this move on a turned around enemy results in the "Backdrop Bomb", which does more damage. =============================================================================== Morrigan Darkstalkers [MORGN] =============================================================================== 1 Soul Fist d,df,f-A/B/C-air 2 Shadow Blade f,d,df-A/B/C-air 3 Vector Drain f,df,d,db,b-A/B/C 4 Shell Kick d,db,b-C-AIR 5 "Needle Wings" f-B 6 Crescent Liner f-C 7 Mysterious Arc df-C -1-8 Finishing Shower d,df,f-AA-air (aim u/d) -1-9 Valkyrie Turn f,df,d,db,b-AA-air; [A] -3-10 Darkness Illusion b,d,db-AA-air ASSIST ATTACK: Soul Fist VARIABLE HYPER: Finishing Shower #-Morrigan is one of the few characters who appeared in Marvel vs. Capcom to be in this game, but she plays much more like her Darkstalkers 3 incarnation than her MvC version. #-Darkstalkers is known as "Vampire" in Japan. #-Morrigan has a weird dash in this game. If you do a ground dash she'll fly slightly upwards and if you air dash she'll sort of swoop down. You can also cancel her dashes by pressing up which will pop her upward a bit. #-Her full name is Morrigan Aensland. 1-SOUL FIST-The projectile travels a little less than full screen when done with A or B. The projectile travels at a 45 degree angle downward when used in the air. This is not only a big fireball but it also moves pretty slowly making it pretty good for zoning and taking up screen room. #-This move uses the ES Soul Fist fireball like in MvC. 2-SHADOW BLADE-A simple multi-hit dragon punch type attack. #-No more shadows... 3-VECTOR DRAIN-Unblockable throw. 7-MYTERIOUS ARC-Morrigan's launcher. 8-FINISHING SHOWER-This move has quite a bit of delay as Morrigan has to "make" the missiles for a bit before they begin to fire at your opponent. However, if Morrigan is hit out of this move after she has made some missiles, the missiles will still fly toward your opponent. You can hold up or down to direct the missiles somewhat. 9-VALKYRIE TURN-The first command will make Morrigan fly across the screen, during which she is invincible. She will then slowly fly back, during which you can press an attack button to make her do a Shell Kick which does a good amount of chip damage. 10-DARKNESS ILLUSION-Unblockable auto-combo. #-Instead of a Morrigan doppelganger helping with this combo, Lilith attacks with Morrigan. =============================================================================== Batsu Rival Schools: United by Fate [ZKKAD] =============================================================================== 1 Kiai Dan d,df,f-A/B/C-air 2 Guts Upper f,d,df-A/B/C 3 Mikazuki Kick d,db,b-A/B/C 4 Ryusei Kick d,db,b-A/B/C-AIR 5 "Overhead Punch" f-B 6 "Elbow Smash" f-C 7 "Donkey Kick" df-C -1-8 Zenkai Kiai Dan d,df,f-AA-air -1-9 Zenkai Guts Upper f,d,df-AA -3-10 Final Symphony f,df,d,db,b-AA ASSIST ATTACK: Guts Upper VARIABLE HYPER: Maximum Guts Bullet #-Rival Schools is known as "Shiritsu Justice Gakuen" in Japan. #-Some of Batsu's command normals will cause a "clash" effect like in Project Justice. If f-M or f-H hits an attack (probably just normal attacks) the two attacks will just cancel each other out. I've seen Batsu's f-H cancel out Lightan's d-H!!! #-You can also do a Tardy Counter using these moves by entering the command while blocking. #-His full name is Batsu Ichimonji. 1-KIAI DAN-The range is longer, the harder the button you used. A reaches just past Batsu's fist, while C reaches almost full screen. In mid-air, Batsu will throw the projectile at a 45 degree angle. #-aka Guts Bullet 2-GUTS UPPER-Batsu will move forward further the harder the button used. 3-MIKAZUKI KICK-Hits overhead. #-This move now has flame effects, instead of the wind effects it had in the Justice gakuen series. #-aka Crescent Star Kick 4-RYUUSEI KICK-The angle of decent will be very steep for A, about 45 degrees for B, and extremely shallow for C. #-aka Shooting Star Kick 5-Overhead. 7-Launches. 8-ZENKAI KIAI DAN-Works just like Guts Bullet, but always has long range. #-aka Maximum Guts Bullet 9-ZENKAI GUTS UPPER-Launches, but I find it hard to follow up. #-aka Maximum Guts Upper 10-FINAL SYMPHONY-Batsu will start with an overhead punch, then his partner will come out and the two will perform a team Hyper Combo. Which combo they do depends on who Batsu's partner is: -DOUBLE GUTS UPPER-Tekkaman, Polimar, Daimao, Alex, Rock, Soki -DOUBLE GUTS BULLET-Ken, Yatterman-1, Ippatsuman, Ryu, Chun Li, Morrigan, Viewtiful Joe -DOUBLE SHOOTING STAR KICK-Jun, Casshan, Karas, Doronjo, Roll, Saki Using this move WILL lock your assist for a moment just like doing any other double hyper combo would. You can still use this move if your partner is knocked out, but their ghost will join Batsu (who's weeping ridiculously the whole time) instead, and you will always do the Maximum Guts Bullet. #-Notice that this move uses the same start up effects as the Team-Up attacks do in Project Justice. #-The official name for this move is "Ai To Yuujou no Tsuupuraton", but I like Final Symphony better :) =============================================================================== MegaMan Volnutt Mega Man Legends [ROCKV] =============================================================================== 1 Weapon Change (Forward) d,df,f-A/B/C-air 2 Weapon Change (Backward) d,db,b-A/B/C-air 3 Weapon Change (Neutral) d,d-A/B/C-air 4 Mega Buster (stand/jump/crouch)-[C] -1-5 Machine Buster Sweep d,db,b-AA-air (aim u/d) -1-6 Full Burst Drill Upper f,d,df-AA -3-7 MAX Shining Laser d,df,f-AA ASSIST ATTACK: Drill Upper VARIABLE HYPER: Machine Buster Sweep #-MegaMan is known as Rock in Japan, and Mega Man Legends is known as "Rockman Dash". #-I'll just be referring to him as Rock, because it's quicker and I like it better. 1-WEAPON CHANGE (FORWARD)-Rock will roll forward slightly while changing his weapon. Using this in the air will make Rock pop diagonally upward. 2-BACKWARD-Same as Forward, but Rock will roll backward instead. 3-NEUTRAL-Same as the other Weapon Changes, but Rock does not move. 1/2/3-WEAPON CHANGE-When you perform any Weapon Change Rock will equip one of three weapons based on which button you used. If you use the same button (say, you're equipped with the Shield Arm and do d,df,f-B) Rock will take off that weapon and go back to being unarmed. Unarmed f-B: A simple overhead punch that must be blocked high. has pretty good range for an overhead. A: Machine Buster f-B: Shoots several bullets forward. b-B: Shoots several bullets at an angle, either upward if done while standing, or downward if done in the air. B: Shield Arm f-B: Very short ranged, but it reflects projectiles and will blast your opponent really far away if the shield hits them. C: Drill Arm f-B: Rock slides across the ground with the drill, hitting low. b-B: Rock does a Shouryuuken type attack with the drill arm. Aside from the Shield Arm, the weapons only affect Rock by changing his B command normals. The Shield Arm seems to reinforce his blocking abilities (Though this may be purely cosmetic) 4-Rock fires a small energy shot forward, or diagonally upward if crouching. If you hold C Rock will charge the shot up (you can do whatever you want while charging, except use C attacks obviously) Charging the shot will significantly increase the size, hits and damage the projectile causes, but being knocked down will cause Rock to lose the charge. 5-MACHINE BUSTER SWEEP-Rock fires a long stream of machine gun shots. On the ground Rock can angle the shots upward or back down to horizontal. In the air Rock can angle the shots downward. After this move, Rock will be equipped with the Machine Buster. 6-FULL BURST DRILL UPPER-A vertical rising attack with the Drill Arm. After the attack Rock will be equipped with the Drill Arm. 7-MAX SHINING LASER-Rock does a short ranged gut punch while his Buster is charged, then launches the opponent into the air, equips the Shining Laser and blasts the opponent all to hell. This move will leave Rock without a weapon equipped. #-When Rock was first announced for the game, a video showed him firing the Shining Laser as a straight forward, horizontal beam attack. #-Gundam RX-78, eat your heart out ;D #-In CGH Rock had a VERY easy infinite consisting of just repeatedly doing Lx3 into M into H into Weapon Change (Forward) then repeating from the beginning since the weapon changes have almost no recovery. This has apparently been taken out in UAS though. =============================================================================== Roll Mega Man [RCHAN] =============================================================================== 1 Roll Homerun d,df,f-A/B/C-air 2 Roll Goshigoshi [b]f-A/B/C; A/B/C... 3 Roll Basha f,d,df-A/B/C 4 Roll Ikuwayoo d,db,b-A/B/C 5 "Broom Smash" f-B 6 "Broom Upper" df-C -1-7 Roll Goshigoshi TURBO [b]f-AA -1-8 Roll Hitoyasumi d,db,b-AA -3-9 ...Taihen f,d,df-AA ASSIST ATTACK: Roll Basha VARIABLE HYPER: Roll Goshigoshi TURBO #-Mega Man is known as Rockman in Japan. #-Roll is based on her Mega Man Powered Up (a.k.a. Rockman Rockman) version, thus she fights with her broom and has entirely different attacks than in Marvel vs. Capcom. 1-ROLL HOMERUN-A fairly simple horizontal broom slash that knocks the enemy a good ways away. If Roll is powered up by Roll Ikuwayoo the move does more damage and knocks back much further. I fact, if you're close enough to the corner and hit with the charged up Homerun, it will bounce the enemy off of the wall like Ryu's High Blade-Leg Kick. 2-ROLL GOSHIGOSHI-Roll rushes forward mopping the ground with her broom (?) doing multiple hits. This move can hit a knocked down enemy. While Roll is rushing forward, if you tap an attack rapidly she'll stand in place and scrub the ground repeatedly. When you're powered up this move does a lot more hits. Keep in mind that if this moves OTGs an opponent they can't Mega Crash it. #-In CGH Roll can hit a knocked down Hakushon Daimao with Roll GoshiGoshi infinitely. #-I think Goshigoshi is an onomotopoeia similar to sloshing or splashing. 3-ROLL BASHA-Roll takes out a bucket and tosses water in an arc. The arc is wider (thus having more range) the stronger the button used. If the water doesn't hit the enemy, it will create a puddly on the ground which stays there for a few seconds. If the enemy walks over the puddly they'll slip and fall down. Lightan and PTX-40A don't slip on puddles, but they kind of lose their balance a bit, but not long enough to really have any impact. If Roll is charged up, the water will gravity-defyingly fly out directly forward. 4-ROLL IKUWAYOO-Roll charges up her broom. Next time you perform one of her other special moves it will be upgraded. You can't lose this charge (like, say, Rock can) and it only works on the next special move you use, and can't be stacked if you use it multiple times. This move is pretty quick, so it's a good idea to use it every time you have a little breathing room. 5-An overhead. The entire rainbow over Roll's head can hit, making it a decent (but slow) anti-air attack also. 6-Roll's launcher. 7-ROLL GOSHIGOSHI TURBO-Like Roll Goshigoshi but hits many more times for more damage and ends with a Roll Homerun. The sweeping part can OTG like the normal version of GoshiGoshi, but the Homerun part doesn't and an OTG'ed opponent has plenty of time to get up and beat face while Roll is staring into the distance. Roll is kind of slow ;) 8-ROLL HITOYASUMI-Roll prays, then an energy pellet falls from the sky onto her. If it hits her she will recover some health. If it hits your opponent it will justinflict a very small amount of damage. #-The pellet will actually heal any character (whether it's your opponent or your partner) so long as that character is "robotic", in other words: Megaman, another Roll, Zero, PTX-40A, Casshan or Gold Lightan. #-When Roll is healed by this, a Megaman style health gauge will appear on the screen and fill up. 9-...TAIHEN-Roll scrubs furiously in front of her, creating a flame. If the opponent is hit by the flame, they'll catch their ass on fire and Roll will pick up a HUGE bucket of water and dump it out, creating a tidal wave that overtakes the enemy. #-Of course, the tidal wave doesn't hit the enemy until their ass has gone out anyway. =============================================================================== Kaijin no Soki Onimusha: Dawn of Dreams [KNSKI] =============================================================================== 1 Kabuto Wari b,db,d,df,f-A/B/C-(1) 2 Hajiki Issetsu f,df,d,db,b-A/B/C-(1) 3 (1)-Rensa Issetsu B+C 4 Tetsu Sai Hazaki f,d,df-A/B/C 5 Ouichi d,d-C 6 Thrust f-C-(1) 7 Lift df-C -1-8 Joukaken d,df,f-AA -1-9 Oni Senjutsu f,d,df-[AA] -3-10 Oni Kakusei f,df,d,db,b-AA > Absorb Souls [P] 11 > Oni Nagi (all souls)-f,d,df-AA ASSIST ATTACK: Tetsu Sai Hazaki VARIABLE HYPER: Joukaken #-Soki's game is called Shin Onimusha: Dawn of Dreams in Japan. 1-KABUTO WARI-Soki slowly raises his sword above his head and then chops downward. The attack is powerful and has a lot of range, but the start up is very slow. However, Soki cannot be knocked out of this attack! You can press medium attack and hard attack simultaneously the moment this attack hits to follow up with Rensa Issetsu. 2-HAJIKI ISSETSU-A counter attack that will reverse non-low, non-throw, physical attacks. You can press medium attack and hard attack simultaneously the moment this attack hits to follow up with Rensa Issetsu. 3-RENSA ISSETSU-A very quick slash that launches the opponent. 4-TETSU SAI HAZAKI-Soki does an elbow rush forward (the distance is further the stronger the button used). Soki cannot be knocked out of this attack, making it a good way to get in on projectile users, etc. 5-OUICHI-A simple downward stab that can hit knocked down opponents. Has more range than it seems. 6-THRUST-Soki rears back a bit then thrusts his sword forward. This attack has crazy long range and can be followed by Rensa Issetsu. 7-LIFT-Soki's launcher. 8-JOUKAKEN-Soki throws his sealing sword (the red one) toward the opponent, then it rises up spinning and on fire. Then it stops, aims itself at the enemy and shoots toward them. The last part can hit a knocked down enemy. 9-ONI SENJUTSU-Soki gathers souls to his sword then slashes forward quickly. If you just tap AA the attack will do a pretty measely amount of damage, but it can be charged up to 3 levels by holding AA. Level 2 and 3 has Soki do the slash, then leap into the air and come down with a powerful lightning slash, doing much more damage. You can do some neat stuff with the level 1 charge version of this move in a Delayed Hyper Combo since it ends so quickly. 10-ONI KAKUSEI-Soki transforms into his demonic Oni form, getting much faster and gaining super armor. Soki's hyper meter will begin to rapidly diminish, and when it is empty he'll return to normal (you can still get more meter back to prolong the transformation). In this form, when Soki hits the enemy, souls will begin to float around. Soki cannot use partner related abilities in Oni form, but holding the P button will cause Soki to gather the souls, filling in the dots above his hyper meter. If he is knocked down, he will lose souls, but if he can gather enough to fill in all of the dots, he can perform the Oni Nagi. Soki can still use Joukaken in this form, but not Oni Senjutsu. 11-ONI NAGI-This move requires you to have all of the "soul dots" filled in. Very quick, damaging, and cool looking. Using this will end Oni mode. =============================================================================== PTX-40A Lost Planet: Extreme Condition [LPPTX] =============================================================================== 1 R Weapon Shot d,df,f-A/B/C 2 L Weapon Shot d,db,b-A/B/C 3 Riot Tackle [b]f-A/B/C 4 Critical Caliber [d]u-A/B/C 5 "Chainsaw Swipe" f-B 6 "Throw" b/f-C 7 "Leg Exhaust" df-C -1-8 Barrage Shot b,db,d,df,f-AA -1-9 Tactical Blitz f,d,df-AA -3-10 L-P b,d,db-AA #-PTX-40A cannot be teamed up with another character, and thus cannot use any tagging abilities. He can use Mega Crush and Baroque though. #-Lightan and PTX-40A are the only characters that can be dizzied. #-PTX-40A also has super armor, meaning most attacks don't cause him to go into hitstun, he can't be thrown normally and most attacks generally act as though PTX blocked them. This effect doesn't work against Lightan, another PTX-40A or Yami though, and PTX can be knocked down if he is dizzied. #-PTX-40A cannot air jump or air dash. 1-R WEAPON SHOT-PTX will fire his right weapon (duh) or replace the right weapon if he doesn't have one equipped. L fires diagonally downward, M fires straight and H fires diaginally upward. 2-L WEAPON SHOT-Does the same thing as the R Weapon Shot, just with the left weapon. #-PTX's weapons have limited amuntition, and when the ammo runs out the weapon will fall off. You must then use the Weapon Attack to replace it. #-Which button you use when replacing the weapon determines which weapon you get... A: Gatling gun, which has 3 shots B: Short ranged, wide spread buckshot with 3 shots C: Homing missile with only 1 shot. 3-RIOT TACKLE-The C version of this attack is a snapback, meaning if you hit the opponent and their partner is still alive, it will force them to tag. 4-CRITICAL CALIBER-The distance PTX moves forward is further the stronger the button used. 6-Like Lightan, PTX will go into his throw animation no matter how far away your enemy is and can throw aerial enemies even though it's a standing throw. 7-Launches. 8-BARRAGE SHOT-PTX will replace his guns with gatling guns and fire a tream of bullets, then equip 2 rocket launchers and fire the rockets at the enemy. When the rockets explode, the explosions hang around for a while, requiring you to keep blocking for a while. This attack will automatically aim for your opponent. This attack will leave PTX with no weapons equipped. 9-TACTICAL BLITZ-The second chainsaw swipe must hit for PTX to do the third swipe. 10-L-P-PTX will be left with no weapons equipped after this move is used. =============================================================================== Saki Quiz Nanairo Dreams [SKOMK] =============================================================================== 1 Shisaku Youdenshi Hou b,db,d,df,f-A/B/C 2 Shiyou Taoshi f,df,d,db,b-A/B/C 3 Hand Grenade b,d,db-A/B/C-air 4 Tokushuudan Reload d,d-A/B/C 5 "Cannon Swing" f-C 6 "Handstand Kick" df-C -1-7 Positron Storm d,df,f-AA -1-8 Kyouka Tekkoudan Reload f,df,d,db,b-AA -3-9 Shijousaidai no Senryaku f,d,df-AA ASSIST ATTACK: f-H VARIABLE HYPER: Positron Storm #-You probably know Saki better as a special partner in Marvel vs. Capcom. #-Her full name is Saki Omokane (it's Saki Kanebou in the arcade version of Quiz Naniro Dreams, but was changed because it's also the name of a candy company in Japan) #-Saki's hard attacks shoot bullets from her cannon. Standing C shoots straight forward, crouching C shoots at an upward angle, jumping C shoots at a downward angle. Saki can change the shot she fires with her Reload moves. 1-SHISAKU YOUDENSHI HOU-Thank god this is the ONLY beam special move in the game. 2-SHIYOU TAOSHI-A close range throw that leaves the enemy vulnerable after Saki recovers, enabling you to follow it up safely. 3-HAND GRENADE-A will make Saki throw the grenade low to the ground, B will throw it in a normal arch, C will throw it in a fairly high and steep arch. 4-TOKUSHUUDAN RELOAD-Saki will load a special bullet into her cannon for the next time she uses C, d-C or C-AIR. A: equips a short ranged buckshot B: fires a short ranged electric ball that will hold the enemy in place for a while allowing you to continue hitting them. C: loads a more powerful version of the normal bullet. 5-Knocks down. 6-Launches 8-KYOUKA TEKKOUDAN RELOAD-Loads a very powerful, unblockable version of Saki's regular bullet for the next time she uses her cannon. You can do some neat tricks with this and Delayed Hyper Combos, since Saki recovers so much faster than her opponent, i.e., do a DHC with Ryu, then shoot the bullet to break the opponent's gaurd so the rest of Shinkuu Hadouken hits and you can run up and do whatever you want. 9-SHIJOUSAIDAI NO SENRYAKU-Physical counter =============================================================================== Viewtiful Joe Viewtiful Joe [VTFJO] =============================================================================== 1 Voomerang d,df,f-[A/B/C]-air 2 Air Joe A/B/C...-AIR 3 Shocking Pink d,db,b-[A/B/C] 4 Red Hot Kick d,db,b-A/B/C-AIR 5 "Back Hand" f-B 6 "Uppercut" df-C -1-7 Six Machine Cannon d,df,f-AA-air -1-8 Mach Speed f,d,df-AA -3-9 Slow and Zoom d,db,b-AA ASSIST ATTACK: Shocking Pink VARIABLE HYPER: Six Machine Cannon #-Joe's Japanese voice over horrifies me when he says "Henshin a-go-go baby" 1-VOOMERANG-Joe can hold down the button used to make his boomerang catch fire and change it's effects. Charging this move in the air will slow Joe's decent somewhat... A: Throws the boomerang directly forward. If it's charged up it will fly off screen then loop back to hit the opponent from behind. B: Goes forward a bit then curves and goes straight upward. In the air it curves downward instead. If the ground version is charged it will drop back down after flying upward. If the aerial version is charged, it will spin in the ground then roll forward. C: On the ground it will curve sharply upward and go above and behind Joe. In the air it will loop downwards instead. If you charge up either version the boomerang will continue on it's trajectory all the way around Joe then fly forward. 2-AIR JOE-Joe does a very rapid auto-combo as long as you keep tapping. 3-SHOCKING PINK-Holding A/B/C will make Joe keep juggling the bomb. The button used determines how far Joe kicks the bomb. The bomb can be knocked back and forth by any attack from either character and the explosion will hurt either character. 4-RED HOT KICK-A goes straight down, B goes diagonally and C goes straight forward. Joe will bounce off of whatever he hits after this move allowing you to attack more or even use this attack again (in CGH only). In UAS Joe can only use this move once while airborne. 5-I have no idea what the point of this move is. It has very little range and doesn't seem too special. #-If you're standing next to an idle Doronjo and try to use this move it's actually impossible to get it to hit! Doronjo's pipe will push Joe's big head away and Joe's stubby arms can't reach Doronjo's body! 6-Launches. 7-SIX MACHINE CANNON-Extremely long start up, but does lots of damage (especially for a projectile) Shoots at an angle when used in air. #-If you look closely, Sexy Silvia is piloting the Six Machine. 8-MACH SPEED-The first hit must connect (not get blocked) for the rest of the combo to come out. Last hit launches. 9-SLOW AND ZOOM-The first kick must connect to get the rest of the move out. #-Joe closes his mask for this move like he does before a boss fight in VJ. =============================================================================== Frank West Dead Rising [FRNKW] =============================================================================== 1 Roundhouse Kick [b]f-A/B/C 2 Zombie Attack f,d,df-A/B/C 3 Zombie Spree b,d,db-A/B/C 4 Grand Slam d,df,f-A/B/C-air 5 Giant Swing f,df,d,db,b-A/B/C 6 "Shoulder Tackle" df-C 7 "Knee Drop" d-C-AIR -1-8 The Real Mega Buster d,df,f-ABC -1-9 Dead Rising f,df,d,db,b-ABC -3-10 Zombie Charge f,d,df-ABC ASSIST ATTACK: Taunt (hits anywhere, but does no damage) VARIABLE HYPER: Real Mega Buster #-Frank is only playable in Ultimate All-Stars. #-After the zombies start wandering around they will attack either player (who will automatically push them off but still be vulnerable while fighting off the zombie) After they take a hit they will die. Frank can't summon more zombies if there's already one on screen but he can attack or throw them to use them as sort of improvised projectiles. #-For Franks standing C he'll randomly use either a golf club or a plunger. 1-ROUNDHOUSE KICK-A version seems to be a feint. B version is a straight kick forward, C version is a sweep kick, kind of like Cyclops' Cyclone Kick from the Marvel games. 2-ZOMBIE ATTACK-A makes a zombie appear from behind Frank, B makes it appear from behind the opponent, C makes it drop from the center of the screen. The dropping zombie will hit either player (Frank recovers fast enough to block it though) 3-ZOMBIE SPREE-The stronger the button used, the faster the cart will go. Also, A summons a blue cart, B a yellow cart and C a red cart. 4-GRAND SLAM-You can knock zombies with this attack to turn them into dead human sized projectiles. You can als reflect projectiles with this attack. 5-GIANT SWING-Unblockable command throw. If you grab a zombie with this attack the zombie will hit the opponent as it's spinning and when it's thrown. 6-Frank's launcher. Has great range thanks to the little shoulder charge at the beginning. 7-Pretty much like all of the other d-C attacks in the game. 8-THE REAL MEGA BUSTER-Frank hops into his goofy Mega Man X costume and fires a stupidly huge laser while claiming it's the Mega Buster (it seems like it should be the X-Buster, right?) #-The beam from this attack looked different (and better IMO) in the E3 2009 trailer for UAS. 9-DEAD RISING-Another unblockable command throw. You can't catch zombies with this unfortunately (you'll just push them off of you and waste a stock) 10-ZOMBIE CHARGE-Words do this attack no justice, you have to see it yourself. Frank will leap slightly forward in the beginning, so don't start to close or you'll hop right over them. This has to be blocked high also. #-When used against Lightan or PTX this attack changes completely. The robot is distracted by a falling zombie, then looks down to notice gas tanks piled around it's feet, which Frank then shoots with a shotgun to detonate. =============================================================================== Zero Mega Man X [ZSABR] =============================================================================== 1 Ryuenjin f,d,df-A/B/C-air 2 Hadangeki [b]f-A/B/C 3 Hienkyaku d,db,b-A/B/D-air 4 Hyper Zero Buster [A/B/C]-air 5 Sentsuizan d,df,f-A/B/C-AIR 6 "Shouenzan... kinda" df-C 7 Shippuuga f-C 8 "Reverse Kuuenzan" d-C-AIR -1-9 Rekkoha d,df,f-ABC -1-10 Sougenmu d,db,b-ABC -3-11 Dark Hold f,d,df-ABC ASSIST ATTACK: Ryuenjin VARIABLE HYPER: Rekkoha #-Zero is only playable in Ultimate All-Stars. #-If you hold forward when Zero dashes he'll continue to run. #-Zero has one of the few standing A attacks that isn't self cancellable. Gotta do the old fashioned "hu-huh-hooo!" combo. #-Anyone else think it's odd that Zero doesn't have some equivalent to Hyouretsuzan? And that so many of his moves come from awful games? 1-RYUENJIN-Does more hits for stronger versions. #-From Mega Man X4. 2-HADANGEKI-A version is slower, B version is pretty fast, C version ha a slighly longer start up, but does a "Double Hadangeki" which is about as slow as the A version. All in all very Sonic Boom/Ventose-ish. #-From Mega Man X7 *blegh* 3-HIENKYAKU-Sort of like a teleport, but without actually being invincible. Zero will pass through opponents with this attack however. On the ground, A and B go forward (B goes further) and C goes upward. In the air, A goes straight down, B goes forward and C goes diagonally upward. #-From Mega Man X4 4-HYPER ZERO BUSTER-Not Blaster dammit. The longer you hold it the more power- ful it gets (but not as much so as Megaman's) You can hold it to three different levels altogether. The button used doesn't seem to make a difference. Shoots diagonally downward in the air. 5-SENTSUIZAN-A is a feint, B and C dive diagonally downward. #-From Mega Man X6 *blegh* 6-Zero's launcher 7-There's pretty much never a reason not to cancel this into C Ryuenjin if it hits. #-From Mega Man X4. 8-I guess it's for cross-ups? #-In the MMX games, when you used Kuuenzan on big enemies, you could wiggle backward and forward to get more damage. #-From Mega Man X4. 9-REKKOHA-The ground punch doesn't hit so this is pretty difficult to actually land, but if it's blocked it'll quickly push ypur opponent to the corner of the screen. #-I should point out that -I can't get the first part to hit- but I'm almost possitive I've seen it in a video and done it once. Maybe my imagination. #-From Mega Man X6 *blegh* 10-SOUGENMU-While this is active, a shadow Zero will repeat any special move you do. #-You may know this move better by it's English name, Twin Dream, from MMX6. #-From Mega Man X5. 11-DARK HOLD-The uppercut has to hit for the rest to come out, but it's so fast that at point blank range you won't even see the uppercut come out. #-From Mega Man X5. =============================================================================== Yami Okami =============================================================================== Yami is the last boss of the game and thus is unplayable. He has many of the same qualities as Lightan and PTX, except his Super Armor works against everything, including all Hyper Combos. Like previous Vs. Bosses, he has a Super Meter, but it's always empty and just for show, he can do Hyper Combos any time he wants. You'll have to fight 3 different forms of Yami, but unlike previous bosses from the series, your characters will recover some health in between forms. Yami really isn't THAT hard (don't expect Onslaught or anything) but he's definitely harder than Abyss was in MvC2. In his first form Yami is just a ball. Doesn't look very threatening and isn't, unless your name is Gold Lightan or PTX-40A, then you should just give up. Yami's attacks include sweeping the ground with a buzzsaw (hits low), hopping up and slamming the ground with a hammer (hits overhead, and the shockwave can hit if you're too close and not blocking) popping out some homing missiles, Sticking out two buzzsaws and spinning back and forth, or releasing a red pulse of energy which will not only damage you, but also drains most of your super meter. Try to get close to Yami and use quick normal attacks with little recovery so you aren't stuck in an attack when Yami hits you. Characters with good projectiles (especially aerial ones) are very efficient here also (Ken's Bird Run is pretty good since it hit's twice and recovers very fast) If you want an easy time beating Yami (say to unlock characters) use Yatterman-1. He has very quick attacks and Toukkutai Yatterwan absolutely demolishes Yami. After that form is defeated Yami turns in to a ball with tentacles. This form will mostly swing it's tentacles at you or attempt to grab and throw you. These attacks are very easy to dodge. He also has 2 faux Hyper Combos. One involves Yami sending a shockwave of flames toward you. You can try to airdash over, but I would just block them. For the other Yami will whip it's arm downward and try to grab and electrocute you. If you're right up against Yami and crouching this will sail over most characters' heads. This is deffinitely the easiest form, so hopefully you managed to get everyone nice and healthy for the last form, you'll probably need it. Yami's last form takes the shape of a ball with a big creepy looking hand coming out of it. Yami will be floating around constantly during this fight making it tricky to hit him with some moves. Yami's attacks this time around include firing missiles from it's wrist (hits overhead) pounding the ground with his fist (the fist hits overhead, the ensuing shockwave hits low) tossing a tornado at you (easy to block but will keep you pinned down for a while) also impossible to avoid for most characters) a faux HC where he shoots a horizontal ray of fire towards the top of the screen then sweeps it across the ground (just block this, it's not usually worth trying to avoid) and another HC where he'll charge up similarly to the last move, but instead will grab for you then blow you all to hell with a sun beam (does absolutely stupid damage, and all but kills Karas) When fighting this form my only advice is to BE PATIENT. Yami leaves very few good openings to attack in this fight, but he does leave them so just hang tight, block correctly and wait for your moment... Or use Yatterman-1 and do Toukkutai Yatterwan every chance you get ;) ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CHANGES FROM CROSS GENERATION OF HEROES TO ULTIMATE ALL-STARS -Hakushon Daimao is no longer in the game due to liscencing shenanigans, plus I'm sure Capcom figured 99% of Americans wouldn't like him anyway (even though he's awesome) -Tekkaman Blade, Joe the Condor, Yatterman-2, Frank West and Zero have all been added to the cast. -Mini-games are gone, but we get 1 really great new one instead. -All of the characters from CGH are available without having to unlock or buy them. The new characters must be unlocked, but you don't have to buy them. -Due to more liscencing shenanigans, the awesome character specific music has been replaced by stage specific music. I personally consider this a big loss, although the new music is surprisingly not-too-terrible (much better than MvC2) -No more Doronbos on the menu screen. -WI-FIIIIIIIIIIIII! I haven't messed with it yet, but I hear it's pretty decent for Wii. SO WHICH IS BETTER? Short answer: Ultimate All-Stars. Long answer: Ultimate All-Stars may be missing some stuff, but aside from the character-specific music and Daimao, none of it is a big loss, and even those are pretty easily forgiven. The 5 new characters are amazingly well done, the new mini-game far more than makes up for the rest of the missing ones, and we get Wi-Fi. So yeah, if you were a sucker like me and imported CGH, yes, you really should shell out more money to get UAS. It's pretty much a sequel. However, if you're really a completionist, and you have UAS, there are a lot stupider ways to spend money than on CGH. Well, maybe just a few... like meth for instance. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MENUS (CROSS GENERATION OF HEROES) These are listed in decending order... 1-Arcade Mode - If you get lost, listen for Boyakki to say "Akeido Modo". 2-Versus Mode - If you only have 1 controller synced this will be scrambled out, making a good "check point" 3-Survival Mode - Your characters won't recover any health between fights. 4-Time Attack Mode - All conditions are set to default and you can't continue. 5-Training Mode - "Tureiningu Modo Yo". 6-Records Display 7-Game Options 8-Shop 9-Gallery-View Music, pictures, stage data, etc. 10-Mini-Games ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKABLES (Cross Generation of Heroes) Hakushon Daimao - Beat arcade mode once (as in land the last hit against Yami's last form) with a Tatsunoko character. You can then buy Daimao from the shop for 1000 points. Saki - Beat arcade mode once with a Capcom character. You can then buy Saki from the shop for 1000 points. Ippatsuman - Beat arcade mode with 3 different Tatsunoko characters. You can then buy Ippatsuman from the shop for 3000 points. Viewtiful Joe - Beat arcade mode with 3 different Capcom characters. You can then buy Joe from the shop for 3000 points. Mini-Games - Play as a character in arcade mode. You don't need to beat arcade mode with that character or even beat anyone with him, you just need to play as him. That character's mini-game will be available in the shop menu for 500 points. Extra colors - Play a Capcom character's mini-game. That characters extra color will then be available in the shop for 1000 points. Yes, only Capcom characters have extra colors (LAME!) Select the extra colors by pressing H when you select a character. Ryu - Red gi, white gloves Chun Li - Pink dress, brown stockings Alex - Same as his second color, but with darker skin Morrigan - "Dark" palette from Night Warriors & Darkstalkers 3 Rock - Purple with gold trimmings Roll - Pink dress Soki - Silver armor, red trimmings, black underoos Batsu - White jacket and pants, black gloves Saki - Orange on black suit, white hair V.Joe - Gold suit, blue golves, boots and scarf Stage Data - Play a Tatsunoko character's mini-game. A stage data will then be available in the shop for 1000 points. Stage Data IS NOT a new stage, it just lets you look at a stage in the gallery section (DOUBLE LAME!!). Yami's stage data will be available after beating arcade mode. Character Profiles - I believe these show up for purchase when you beat arcade with a character on your team, you'll then be able to buy the profile for that character. Unless you read Japanese, I wouldn't bother. Music - Because of my lack of ability in reading Japanese (and not even paying attention until I'd already gotten most of them) I'm not really sure what the requirements are for music to become available, but, uh... yeah you can buy music... and you should because it's all awesome. *EASY POINTS* - The easiest way I've found to get points in the game is to play Rock's mini-game. Not only is it very easy, but getting it perfect (not hard to do at all) will net you a quick 300 points. CREDITS GAME - Not really an unlockable so much as an Easter egg, but when you beat the game and the credits are rolling push any button and you'll start playing a variation of Doronjo's mini-game where you must jump the bicycle to collect letters of the staff's names and avoid falling into pits. If you do well you'll get "THANK YOU" at the end. Otherwise only some of the letters will appear (I usually just get T A K YOU) There's no reward in CGH, but in UAS you get TONS of extra points for going through this. Also in UAS, you need to complete the "Thank You For Playing" message to unlock Ultimate All-Shooters. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKABLES (Ultimate All-Stars) Characters are automatically unlocked once you meet the requirements, you don't need to buy them. -Tekkaman Blade-Get 3 Tatsunoko character endings. -Frank West-Get 3 Capcom character endings. -Joe the Condor-Get 6 Tatsunoko character endings. -Zero-Get 6 Capcom character endings. -Yatterman-2-Get Blade's, Frank's, Joe's and Zero's endings. *By "getting endings" I mean beating Yami's last form with a character from thatcompany. Colors Every character now has 2 extra colors to buy. The first is made available at the shop once that character has beaten Lightan/PTX-40A in Arcade mode. The second is made available once that character has beaten Yami. There's a bunch of other stuff you can buy like in CGH, it's all pictures and junk, none is too exciting. Ultimate All-Shooters-Collect all of the gold letters in the credits game (below). You don't have to buy this. CREDITS GAME - Not really an unlockable so much as an Easter egg, but when you beat the game and the credits are rolling push any button and you'll start playing a variation of Doronjo's mini-game where you must jump the bicycle to collect letters of the staff's names and avoid falling into pits. If you do well you'll get "THANK YOU" at the end. Otherwise only some of the letters will appear (I usually just get T A K YOU) There's no reward in CGH, but in UAS you get TONS of extra points for going through this. Also in UAS, you need to complete the "Thank You For Playing" message to unlock Ultimate All-Shooters. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MINI GAMES!!!!!! America gets none of these, but we get Ultimate All-Shooters instead, which is way better, so don't feel too left out. Ken the Eagle A very fun whack-a-mole type shooting game where you aim with the pointer and and try to shoot mutants. Occasionally other playable characters will pop up. Hitting them will cost you some points. Also, Berg Katse will sometimes go screaming across the screen. You'll get bonus points if you manage to hit him. Jun the Swan Jun will go free diving through the air and you move the remote to direct her through rings which will get you points. The controls are very tight and I find this game to be really difficult. Casshan Waggle like mad to make Friender win the race. Lame. Tekkaman He'll ride Pegas along a ramp, during which you need to waggle to build up speed. At the end of the ramp there's a red zone where you need to press A to make Tekkaman throw his lance. Based on the speed you've built up you'll destroy a number of spaceships which determines your score. Polimar Swing the remote in circles to make Polimar's drill win a race digging through the ground. A fantastic way to develop carpal tunnel syndrome. Yatterman-1 Yatterwan will run through a stadium and you have to make him brake as close to the finish line as possible without actually ending on the finish line. Doronjo Much like the hidden credits mini game, you control the Doronbo's on their bicycle, jumping over pits, dodging bombs and collecting coins. Definitely one of the more fun mini games. Karas Karas dashes forward and you have to swing the remote to cut down ghosts. Hakushon Daimao Math! Yayz! Ippatsuman Two meters will pop up moving left and right or up and down. Press A to pick where you'll aim. You then have to swing the remote to throw a baseball where you aimed with the meters and try to knock out windows which award various amounts of points. Gold Lightan Waggle the remote to clean up a dirty Lightan. Weird and pretty boring. Ryu There's a meter to the side that constantly fills then resets. You have to flick the remote when the gauge is as full as possible to shoot a Hadouken at objects to destroy them. The higher the meter, the stronger the Hadouken and the more quickly you'll destroy the objects. At the split second when the gauge is totally full it will turn red and you'll throw a Shakunetsu Hadouken which destroys pretty much anything in one hit. Chun Li Tap like crazy to use Hyakuretsu Kyaku to chisel rocks into statues of Ryu. Alex Ever play WarioWare Smooth Moves? It's like that hammer throwing game, but even harder. Spin the remote then release once you've built enough energy to throw a car. Morrigan Tap A with the right timing as the little bats cross the line to the left of the bar then... uh do something at the end. I don't know, I've never actually done this one right. Batsu You'll be given a series of commands which you have to replecate. Megaman Volnutt Each player has a colored box. Servbots will run in and out of the boxes and at the end of each of three rounds you'll have to try to guess how many Servbots where in your box. This is by far the easiest and most lucrative mini game. Roll A pretty fun game where Roll will constantly be running upward and you have to maneuver her around obstacles and Servbots. Running over dirty spots gets you extra points. Kaijin no Soki Time your waggles to hit fireballs flying at you. Saki A pretty fun rail-shooter type game where you shoot down meteors and robots. Sometimes Pegas will appear. Viewtiful Joe Try to snap the best shot of Joe as he runs by. A lot harder than it seems. PTX-40A A really cool old school style game where you control PTX from and overhead view and try to destroy aliens attacking you. Very tricky but quite fun if you're into hard old-school games. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ULTIMATE ALL-SHOOTERS The only remaining mini-game is basically PTX-40A's, but it's been heavily modified and is better than all of the others put together. You pick from Ken, Ryu, Blade and PTX and go on a little over-head shooting spree. The only problem is that this rewards you with tons of points... but as far as I can tell there's no way to quit without resetting and losing all of your winnings. Still, it's super fun. When you startyou choose your character from Ryu, Ken the Eagle, PTX-40A or Tekkaman Blade. Each character has a different weapon, sub weapon and special, which I'll describe below... RYU Weapon-Hadouken-Large projectile that goes straight forward and fires slowly Sub-Weapon-Joudan Sakotsu Wari-A very strong, very short ranged kick Special-Tatsumaki Senpuukyaku-Ryu spins around and you can maneuver him wherever you want KEN the EAGLE Weapon-Bird Run-Throws a boomerang straight forward,which will then return to Ken. Fires kind of slowly but the returning boomerangs help alleviate this Sub-Weapon-Feather Shuriken-Ken throws a feather straight forward. Decent firing rate, but pretty meh altogether Special-Kagaku Ninpo Hintori-Ken turns into a phoenix. Same as Ryu's Special PTX-40A Weapon-Vulcan-Very rapid, weak shots forward Sub-Weapon-Buckshot-Shoots a spread of short ranged projectiles Special-Missile-PTX constantly fires missiles that home in on the nearest enemy. PTX can't fire anything else during this special. As you go along you'll pick up power-ups from defeated enemies and destroyed obstacles. Red blobs restore health, POW increases your normal weapons strength the weird acorn thingies give extra points, the little spaceman (who's from the Capcom game Side-Arms Hyper Dyne btw) gives ammo for your sub-weapon and the SP gives you 1 use of your special. As I mentioned before, don't get too excited about the scads of points you win, as far as I can tell there's no way to save them (and if you figure out a way to, PLEASE e-mail me) ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CHARACTER BIOS These were taken from the English official site... KEN THE EAGLE "I always lead by example, and that's why I must win every fight." Ken is the Science Ninja Team leader. His real name is Ken Washio, he’s 18 years old, and he works as a test pilot. As Ken the Eagle he uses an eagle- shaped boomerang weapon known as the Bird Run. His “light jet,” which he uses for air races while undercover, transforms into the high speed G1 which can be attached to the God Phoenix super-ship. One of his objectives is to find information about his father, whom he barely knew due to them being separated from one another when he was young. PRO: Pretty good at almost everything. Nice projectile, above average movement abilities thanks to f,d,df-A/B/C and Random Fly and generally a very well rounded and versatile character. CON: Not spectacularly good at anything, difficult to rack up huge damage. JUN THE SWAN "Don't mistake my Science Ninja Team-issued yo-yo for a simple toy." The only female member of the Science Ninja Team (which fights the evil organization Galactor), Jun specializes in explosives and sabotaging enemies’ forts. In battle she uses a customized yo-yo-type weapon that has been merged with a knife, and mesmerizes her enemies with her sophisticated moves PRO: Very tricky and lends herself to some interesting combos. CON: Not a heavy hitter at all, you must be tricky to survive. CASSHAN "Every victory brings me closer to the destruction of the Andro Army!" Tetsuya Azuma transformed himself from an ordinary human into the indestructible neoroider, Casshan. After his transformation, he awakened to awesome, newfound powers. He chooses to use these powers to fight against the android Braiking Boss, who has violently seized control of the world. Casshan’s signature face mask and pulsar weapon is accompanied by neoroider abilities such as extendable legs and superhuman strength. He is joined by Friender, his robotic dog partner who has a variety of special powers, including the ability to transform into a number of useful machines. PRO: A variety of verstile attacks, Friender can really drive opponents insane. CON: Most special attacks have pretty long start up so you'll rely a lot on using Friender to buy you time. TEKKAMAN "I'm fighting for the very future of Earth itself!" With his state-of the art Tekset system technology, Joji Mionami transforms himself into Tekkaman, the space knight. Tekkaman protects humanity by fighting off the evil organization, Waldaster, that killed his father. PRO: A big, strong tough character with great attack range? Heck yes! Tekk Winn can set up some cool stuff also. CON: VERY laggy attacks all across the board, slow movement and no unblockable attacks (besides basic throws) all give Tekkaman a hard time putting that muscle to good use. POLIMAR "Transformation is just one of my many abilities!" A heroic crime fighter with a strong sense of justice, Polimar is a master of the invincible Hurricane-style martial art, which is known for its magical movements. He also wears the Polimar Suit, a special high-tech crime-fighting suit made of shape-shifting memory plastic. The real man hidden under the suit is Takeshi Yoroi, a private detective’s assistant, whose undercover identity is that of a hapless loser. PRO: No one can really lay on the hurt like Polimar can. Excellent combos and ludicrously damaging Hyper Combos. CON: No one is quite as awkward as Polimar either. Hypers take a lot to set up generally and you'll have to work around his super slow walking speed. YATTERMAN-1 "When I get in close like that, I just unleash the ole Kendamagic." Yatterman-1 is a globe-trotting hero who invents massive mechanical weapons to save the world. His trademarks are his bright smile, signature mask, and his crime-fighting weapon, the Kendamagic. PRO: Very combo friendly thanks to [b]f-A/B/C. Very fast with great range and overall pretty versatile. CON: Very difficult to use Hyper Combos aggressively, low damage output. DORONJO "Only true beauty can achieve victory, and I am the very definition of true beauty!" Doronjo is a mysterious beauty who leads the Dorombo Gang (which includes her henchmen, Tonzura and Boyacky). She can be easily spotted by her wisps of blond hair peaking from behind her mask and her perfect form-fitting outfit. Although the Dorombo Gang keeps busy with many different evil activities, they are focused on finding the fabled Dokuro Stone, which they believe will lead them to the world’s greatest treasure. PRO: Extremely confusing to play against. CON: Extremely confusing to play as. KARAS "The duty of a Karas... is to protect the city..." Karas is the dark hunter who tries to maintain the order between the human world and the Spirit world. His partner, a cat-like female spirit, acts as his liaison, listening to pleas for help from the human world. When someone needs to be punished, she summons Karas to take care of the matter. PRO: Lightning fast with great range and great combos. Has multiple versatile special attacks. An absolute offensive beast. CON: THE lowest vitality in the game. No aerial Hyper Combos to finish off his great aerial raves. GOLD LIGHTAN "If you have the will, you can overcome an opponent of any size!" Lightan is a golden warrior who came to Earth from the Robot Dimension to save humanity from the invasion of King Ibalda. He retains the form of a small pocket-sized lighter until summoned. When he is called, he transforms into a giant robot traveling along the Rainbow Road and crushes enemies with his dynamic moves. His signature move, “Gold Crash,” pierces straight into his opponents’ heart with his “hand sword” and crushes their core. PRO: Can really put a ton of pressure on once he gets you in the corner. CON: Has a very hard time dealing with opponents with great projectiles. HAKUSHON DAIMAO Since Daimao isn't in UAS he doesn't have an official bio, but here's a quick rundown from what I've gathered. Basically, Daimao is a genie who gets found by a family. Whenever someone sneezes he's summoned and tries to grant their wish, except Daimao's kind of an idiot so he usually screws the wish up. He also has a daughter who appears when someone yawns. She actually intentionally screws up wishes just to be a bitch. Also, on a side note, in Japan both sneezing and yawning in public are considered very impolite, kind of like picking your nose. PRO: Nazeka Slip is a nice way to hit oppponents at any range. His ground throw has three different effects, all useful and his air throw is very quick and damaging. d,df,f-AA is great for DHCs to get off other characters' slower, more powerful Hypers. He can also take lots of damage and heal himself so killing him can really be a hassle. CON: Super slow, huge target and has a hard time dealing damage outside of his command throws. Nazeka Slip can only be used twice before you have to get rid of some junk with his very slow d,df,f-A/B/C. One of the slowest launchers in the game. IPPATSUMAN "I fight to see evil vanquished and good rewarded!" Ippatsuman is a mysterious hero who always appears just in time to save Ran and Harubou, who work for the highly successful Time Lease leasing company. His special rubber suit protects him from attacks by redirecting the impact. He can also throw the “Ultimate Rainball” projectile weapon and manipulate its direction with his superpowers. PRO: Extremely versatile with great attacks for all ranges. Normal attacks have lots of range and often move Ippatsuman forward. CON: A little weak in the anti-air department. TEKKAMAN BLADE "My hatred and anger for the Radam is the only thing that fuels me!" A mysterious young man named "D-boy," driven by resentment towards the alien life forms known as Radam, transforms into the agile and powerful warrior Tekkaman Blade. He hunts down the extraterrestrial enemy with the Tekklancer (variable twin-lances) which provides him with a barrage of diverse, powerful and lightning fast attacks. Coupled with his Voltekka body armor, he is capable of emitting a lethal dose of antimatter particles, sending enemies running for cover. PRO: Has really cool attacks and almost Tekkaman range but with good speed. His level 3 Hyper will still come out even if you don't land it at first. CON: Those funky dashes are a real pain to get used to. You'll have to adjust your play style a good deal to get used to him. JOE THE CONDOR "The tragedy of all losers is that they think they were on the verge of victory." Joe the Condor puts his skills as a crack shot to use as the second-in-command for the Science Ninja Team. His weapons of choice are his trusty Air Gun and Feather Shuriken, and he employs them to a deadly advantage in battle. After his parents were killed when he was very young, he vowed that he would not rest until all evil was eradicated, and he will use any means to achieve that single-minded goal. PRO: The baddest mofo around. Has devastating attacks, great projectiles and ranged attacks and is really easy to make cool combos with. CON: Bird Missile Strike is fairly useless. Maybe too baddass? YATTERMAN-2 So the games already out and they still haven't added her to the site.... well all you really need to know is that she's Yatterman-1's ever-swooning girlfrend. PRO: Has a lot of neat attacks that make her fun and unique to play as. CON: Said unique attacks can take some time to get used to, so she's not as easy to just jump in and learn. RYU "If you keep repeating your mistakes, you will not get anywhere." Ryu is a dedicated martial artist who aspires to become a true fighter. He tirelessly wanders the globe looking for stronger opponents to ensure he continues to improve upon his techniques and strength. He has previously revealed in other VS series his desire to gain the mutual respect of his opponents strictly through battle. His special Hadoken and Shoryuken moves are, inarguably, his trademarks. PRO: Maybe the best Ryu in years. Very versatile. Green my be the new black, but Shinkuu Hadouken is the new Hyper Viper Beam. CON: Um... he's a little boring? CHUN LI "Even in the air I can still dance all over your face!" Chun-Li, a famous Chinese fighter and Interpol agent, is a prominent martial artist who is renowned for her speedy and powerful kicks. Whether showcasing her fighting ability on the job or in the ring, she has never given up hope of finding her missing father. She knows that the Shadaloo crime organization, and its leader, her longtime arch-enemy M. Bison, are linked to her father’s disappearance. PRO: High combo potential and overall solid attacks. CON: No truly dominant Hyper Combos. ALEX "You can talk the talk, but you can't walk the walk yet, loser!" Alex, a young fighter born and raised in Manhattan, sets out to find the mysterious challenger who defeated his mentor and trainer, Tom. Extremely quick and powerful, Alex specializes in hand-to-hand combat with a fighting style that utilizes wrestling techniques and throws, complemented by swinging punches. PRO: One of the few heavy grapplers in the game and a really good one at that with a large variety of attacks. CON: He's big and slow, but he still manages to lay on some pressure. MORRIGAN "There's no crime in doing something that feels good, is there?" Morrigan is a mysterious succubus and the ruler of Aensland. Born to one of the noble families in the Makai world, Morrigan detests boredom and ventures down to the human world in pursuit of stimulating events. She has large wings comprised of bats that also act as her fighting assistants. In battle, her wings can morph into a wide range of weapons to suit her needs, including a drill, blades, a jet booster, and many other forms. PRO: Overall pretty balanced with some interesting tricks here and there (like her weird dashes) CON: None of her Hyper Combos are very useful at all. Darkness Illusion is the most viable but it costs 3 levels and isn't even unblockable like in CvS. MEGAMAN VOLNUTT "Only a few bumps and scrapes, and I barely wasted any ammo." An excavator who makes his living digging for ancient ruins, MegaMan Volnutt never backs down from a fight, regardless of his opponent’s size or strength. His unwavering courage supplements his wisdom in battle. His weapons are the Mega Buster cannon equipped on his left arm and a detachable right arm that can be swapped for a variety of battle-proven attachments. PRO: Very strong at a distance thanks to his multiple great projectiles. Easy infinites don't hurt either. CON: I find it really easy to, say, try to do a Drill Upper (df-B) and accidentally switch weapons instead. Weapon switching is interesting, but I can't help but feel like they could have just made the weapon attacks special moves and just left the whole equipping thing out altogether. ROLL "I'll just have to give it my all since my brother isn't here to give me a hand!" A sweet female robot, Roll is often known as Mega Man’s sister. She was created by Dr. Light, a prominent roboticist, to assist him in the lab. She is a peace-loving robot, but is not afraid to confront villains with her broom during times of emergency. PRO: Tiny target. Some of her moves can really lay on hurt and set up some tricky stuff. CON: She seems to have a hard time accomplishing anything substantial. But if you're a big Roll fan, you'll be happy to hear that she's definitely better than she was in MvC2. BATSU "Put your punches where your mouth is and actually try to hit me!" Batsu Ichimonji is a high school student driven to fight for his friends and family. His fierce moves of the Kiai Dan (“Guts Bullet”) fireball and dashing aerial “Guts Uppercut” represent his straightforward personality and pure fighting style. PRO: Another strong well-rounded character in the vein of Ryu with some neat tricks up his sleeve. CON: He trades variety of utility and doesn't have anything as effective as Shinkuu Hadouken. KAIJIN NO SOKI "I am Soki-slayer of demons, destroyer of darkness! I am the Oni of the Ashes!" Soki, a young warrior equipped with easily identifiable blue armor, is on a mission to destroy the evil Genma. By absorbing souls of the Genma he defeats, he awakens the demon’s power within him and turns into the ultimate Onimusha. Soki’s real name is Hideyasu Yuki, but he was given the nickname of Soki in honor of his wild fighting style, which is similar to the Demon God’s style. PRO: TONS of range and a couple of attacks that he cannot be knocked out of, Soki is a juggernaut who excels at forcing his way into his huge attack range and not getting out of it. CON: Super slow. Beginners may like him for a bit when they see they can't get hit out of Kabuto Wari/Tetsu Sai Hazaki, but it'll take some skill to learn how and when to use his attacks. PTX-40A "This is a perfectly balanced VS. You can't even begin to compare it's weight, firepower, and mobility." A prototype VS (Vital Suit), nicknamed Ivan, no other VS comes close to the PTX-40A in terms of power and capabilities. It is equipped with heavy armaments attached to its shoulders, shotguns for close-up battles, and lighting quick moves never thought possible for its size PRO: Unlike Lightan, PTX mixes good melee attacks with great projectiles and is very dangerous all around. CON: He's a GIGANTIC target. Also, you have to reload his projectiles (though his super armor makes this a lot easier) SAKI "No need to worry! The Earth Defense Squad is on the job!" Saki appears to be an ordinary 16-year-old high school girl, but once a monster appears in her town, she undergoes an unexpected transformation. She becomes an Earth Defense Force specialist, armed with a giant rifle to aid her in defending the town against the attacker. PRO: Not only is her projectile good but she can do a lot of tricky stuff to really make her threatening at long range. CON: Absolutely terrible at close range. I guess her command throw helps some, but overall Saki has an extremely hard time dealing with opponents in her face. VIEWTIFUL JOE "Who's the most viewtiful hero around? That's right, yours truly!" Joe transforms himself into the invincible superhero, Viewtiful Joe, and battles enemies to save Movieland, a place of movies. He expertly manipulates VFX Power, a super ability which contains camera tricks such as Slow Motion and Zoom. With these amazingly beautiful tricks, he thrashes his enemies “viewtifully." PRO: Tiny and quick with one of the trickiest and most useful projectiles in the game. CON: Very short range and less than spectacular Hyper Combos. FRANK WEST "There's gotta be a scoop around here, and I'm gonna find it!" Sensing the scoop of a lifetime, freelance photojournalist Frank West grabs his trusty camera and heads to Willamette, Colorado by himself to investigate a mysterious disturbance. Franks shows a fortitude and resourcefulness during crisis situations not found in the average person. PRO: Zombies are awesome. He's gott some hard hitting attacks, crazy zombie mix-ups and The Real Mega Buster is very powerful. His assist is really useful also. CON: If your opponent isn't swamped with zombies, it's gonna be hard for you to do much, because he's really slow. He also doesn't have any aerial Hypers to finish combos with. ZERO "The key to victory is understanding your enemy's strengths and weeknesses." Zero is a member of the Maverick Hunters, a group that hunts down renegade Reploids known as Mavericks. He is one of the top hunters and has earned an A rank. He is easily distinguished by his crimson highlights and long, blonde hair. His weapon of choice is the Z-Saber, a sword with a blade of concentrated energy. This powerful weapon can be changed to match the vagaries of battle. PRO: Ryuenjin. There are so many ways to combo into this powerful move it's silly. He also has two really good projectiles and great mobility. CON: Aside from Dark Hold, his Hypers pretty much suck. Comboing can feel unnatural since you can't spam his standing A. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CONTACT INFO: Questions, comments, tips, additions, corrections, hatred, love, cookies all can be sent here... imananhinga@yahoo.com Just put something like "TvC faq" in the subject so I know it's not garbage. THANKS FOR READING! -----------------------------------------------------------------------VICTOLY!</p>