From Shoryuken Wiki!

Introduction

Tatsunoko V.S. Capcom: Ultimate All Stars is the latest Capcom fighter in the V.S. (versus) series. This is an update from the last version, Tatsunoko V.S. Capcom: Cross Generation of Heroes (Japanese version only). CGoH (the abbreviation for "Cross Generation of Heroes") was also released in the arcades in Japan (and you might find a few in the U.S. arcades) on December 11th, 2008. People that are familiar with the Marvel V.S. Capcom (and 2) series should feel right at home with this port. Instead of the Capcom team fighting against good old Marvel, they're fighting the Tatsunoko side. This installment of the V.S. series reintroduces super jumping, air combos, advanced guard, and a new way to extend combos, called Baroques. Also, this time around, UAS (the abbreviation for "Ultimate All Stars") added five additional characters (three from the Tatsunoko side, and two from the Capcom side), online wi-fi battles, two additional colors for each character, and a small bonus shooting game. The previous roster has been tweaked from small (but very important and significant ways) to great differences (either improved or nerfed-or toned down) for each character.

I stated in the CGoH's wiki that this game would unlikely ever see a U.S. release. Obviously, I was wrong. Thanks to many fans and hardcore gamers (along with Seth Killian's demand for a U.S. release), this game is in our hands! However, there was no arcade release for this version in Japan. Also, a character had to be sacrificed in order for a U.S. version to exist: Hakusho Daimao.

On that note, lets get started with the guide, and I hope this is a great place to start you off in this wonderful and enjoyable fighter! ^_^





Main Menu

The main menu has had an upgrade since CGoH. This is the new main menu in UAS:

Arcade Mode

Versus Mode

Survival Mode

Time Attack Mode

Training Mode

Play Data Mode

Options Mode

Shop Mode

Gallery Mode

Extra Game-(This is unlocked when you beat Arcade mode and collect the yellow letters to make out the message: "Thank You For Playing" during the credits. You can collect these yellow with either Doronjo and her crew (on a bike-they jump), or with Roll (she flies on the screen with her broom. In order to use Roll in the credits, beat Arcade Mode with Roll).

Nintendo Wi-Fi Connection Mode-You MUST be connected to the internet in order to play people online. You can either with a router (you can find that online; this is the recommended option) or with Wi-Fi wireless (not recommended).

This is in order. When you hit the start button at the title screen, you are highlighting Arcade Mode.

Shop Information

Similar to Marvel V.S. Capcom 2, the more times you play Arcade Mode, Extra Game Mode, Survival Mode, or Time Attack Mode, the more points you earn. In Shop Mode, you can buy artwork, colors three and four for all the characters (note: you must beat Arcade Mode in order to get the additional colors--example: if you want Ryu's 3rd and 4th colors, beat Arcade Mode with Ryu; a message should appear after you beat Arcade Mode with Ryu. Once you get the message, the colors for Ryu should be available for purchase), movies, and information about the roster and the stages.

Hidden Characters

There are five Hidden Characters. They are:

Capcom Side: Frank West Zero

Tatsunoko Side: Joe the Condor Tekkaman Blade Yatterman-2



Here is how to unlock them:

Capcom Side:

Beat Arcade Mode with three different Capcom characters to unlock Frank West

Beat Arcade Mode with six different Capcom characters to unlock Zero.

Tatsunoko Side:

Beat Arcade Mode with three different Tatsunoko characters to unlock Tekkaman Blade.

Beat Arcade Mode with six different Tatsunoko characters to unlock Joe the Conder.

Beat Arcade Mode with Tekkaman Blade, Zero, Joe the Condor, and Frank West to unlock Yatterman-2.

Character Damage Scale

Thanks to Keits from the shoryuken forums, he was able to get the entire rosters HP (hit points, lol...or more like health points, I think). The link is here: http://shoryuken.com/threads/223420-TvC-UAS-Character-Health-Study-Short-Version Here is the chart of the roster (with Keit's notes from the posted link above):

These are all estimations. They are not perfect, take them for what you will. The only thing thats perfectly accurate is if I say 2 characters have the same health, they 100% do.

Guts - At 30% HP remaining, characters reduce incoming damage by 20%. At 15% HP, characters reduce incoming damage by 30%. '

Health listing and estimations

- MOST HEALTH first -

1.) Gold Lightan ~71,500hp

2.) PTX-40A ~65,000hp

3.) Alex, Tekkaman ~54,500hp

4.) Kaijin no Soki ~52,000hp

5.) Frank West, Tekkaman Blade, Casshan ~49,500hp

6.) Ryu, Batsu, Doronjo, Polimar ~48,000hp

7.) Chun Li, Viewtiful Joe, Ippatsuman ~46,000hp

8.) Morrigan, Saki, Joe the Condor, Jun the Swan, Ken the Eagle ~44,000hp

9.) Megaman Trigger, Yatterman-1, Yatterman-2 ~42,000hp

10.) Roll, Zero ~40,000hp

11.) "Karas Tier" Karas ~37,500

Notation

Joystick/Controller Notation

This time around, I am going to add numerical notation. I will keep the Street Fighter (or "SF") notation as a reference for those who are more comfortable/familiar with SF notation:

Numerical Notation

Think of the directions as if you are looking at your numerical keyboard pad, based on first player (1P) side:

7 8 9

(Jumping-up-back) (straight-up jump) (Jumping-up-forward)

4 5 6

(Walking backwards/blocking if attacked) (Neutral/standing) (Walking forward)

1 2 3

(Crouching-down-back) (Crouching) (Crouch-down-forward)

6 - Move the arcade stick/controller pad forward

4 - Move the arcade stick/controller pad backward

8 - Move the arcade stick/controller pad up

2 - Move the arcade stick/controller pad down

236 - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.

214 - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.

41236 - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.

63214 - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.

623 - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.

421 - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.

896321478/Full Circle Motion a.k.a. "360 motion" - Complete one full motion with your arcade stick/controller pad

Charge - Depending on the special move or super, you will either hold 4 (back) for a few second, then hit 6 (forward) followed by whatever button you hit, or hold 2 (down) for a few seconds, then hit 8 (up) followed by whatever button you hit.

Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving 6 (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving 4 (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (8) or crouching (2) is universal on both player sides.

Street Fighter Notation

F - Move the arcade stick/controller pad forward

b - Move the arcade stick/controller pad backward

U - Move the arcade stick/controller pad up

D - Move the arcade stick/controller pad down

QCF - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.

QCB - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.

HCF - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.

HCB - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.

DP - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.

RDP - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.

360/Full Circle Motion - Complete one full motion with your arcade stick/controller pad

Charge - Depending on the special move or super, you will either hold b (back) for a few second, then hit F (forward) followed by whatever button you hit, or hold D (down) for a few seconds, then hit U (up) followed by whatever button you hit.

Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (U) or crouching (D) is universal on both player sides.

Four Button Notation

A - Weak Attack

B - Medium Attack

C - Strong Attack

P - Partner Button

Arcade Stick Button Layout

(A) (B) (C)

(P)

Descriptor

Numerical Connectors

+: This means to hit at the same time. For example, Ryu's super energy fireball wave is 236 + AB. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.

-> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is 5A -> 5B -> 5C =3 hit ground combo.

xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: 5A -> 5B -> 5C -> 236+A xx 236+AB. Normals > Specials > Supers.

~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back 4 for a few seconds, then 6 (hits the enemy) +A/B/C ~ 236+A ~ 6+C.

/: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is 236+A/B/C.

Street Fighter Connectors

+: This means to hit at the same time. For example, Ryu's super energy fireball wave is QCF + A+B. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.

-> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is A -> B -> C =3 hit ground combo.

xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: A -> B -> C -> QCF+A xx QCF+AB. Normals > Specials > Supers.

~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back (b) for a few seconds, then forward (F) (hits the enemy) +A/B/C ~ QCF+A ~ F+C.

/: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is QCF+A/B/C.





State Modifiers

s. - This means that you should be doing whatever you need to do in the standing position. For example, Ryu's fireball can be done both in the air and ground. In this case, ground fireball is s.QCF+A (or 236A)

c. - This means that you should be doing whatever you need to do in the crouching position. For example, a crouching Karas three hit combo: c.A -> c.B -> c.C (or 2A->2B->2C or this combo can also be written as: 2A2B2C or even 2ABC).

j. - This means that you should be doing whatever you need to do while you're jumping. For example, Ryu's jumping Heavy Attack (C) will look like this: j.C (or 8C)

sj. - This means that you should be doing whatever you need to do while you're super jumping (to super jump, tap down on your arcade stick/controller pad, the up quickly on your arcade stick/controller pad). For example, Veautiful Joe's super jump Heavy Attack (C) will look like this: sj.C (or 28 (should be super jumping)C).

Miscellaneous Notation

Tap/Rapidly - Repeatedly press a button. For example, Chun-Li's lightning kick is done by tapping A/B/C continuously.

Deep/Close - How close a normal/special/super is performed. This is also used for "jump-in's," meaning you get closer to your enemy and do an air attack to guarantee a hit.

Far - How far a normal/special/super is performed. This is also used for "footsie," or "poke" games, or hitting your defending enemy until you have an opportunity to strike and deal damage.

Reversal - The ability to do a special move at the right time.

Game Mechanics

Rolling

When your enemy knocks you down from a throw, tripping you, or at the end of an air combo, you land on the ground hard. You can roll backwards (take your arcade stick/controller pad and hold back) or forwards (take your arcade stick/controller pad and hold forward).

Throws

To throw, tap forward or backwards+C.You can also do an air throw by tapping forward or backwards+C. Throws are different depending on your character. You can escape throws on the ground and in the air by tapping forward or backwards+C. If you are successful, you will escape your enemy's throw and a message will pop up, saying "Tech Hit."

Dashing and Air Dashing

Everyone in this game can dash forward (with your arcade stick/controller pad, tap forward twice, or F, F or 66) or backwards (with your arcade stick/controller pad, tap back twice, or b, b or 44) in the air. You can also dash forward (tap forward twice, or F, F or 66) or backwards (tap back twice, or b, b or 44). An alternative to dashing and air dashing tapping command is to tap all three attack buttons (A+B+C) at the same time.

Super Jumps

With your arcade stick/controller pad, tap down, then quickly tap up to do a super jump. Everyone has this ability.

Double Jumping

After a regular jump (tap up) or super jump (tap down, then quickly tap up), you can do a second jump by tapping up on your arcade stick/controller pad.

Advance Guard

While blocking, tap all three attack buttons (A+B+C) at the same time. Your enemy will be pushed back from you. This removes block stun and gives you some space to attack/escape. You can also avoid chip damage (or while blocking a special or super, you receive tiny damage) by doing Advance Guard.

Tagging/Cross-Over Attack

Just like all the other Marvel versus Capcom series, this feature lets you switch out your current character with your partner. Simply tapping Back+P (or 4P) (Partner button) will get your partner out. Your partner will tag in with a hit and do a one second pose with some speech or grunting. However, if you tag out and your enemy blocks or misses your enemy, it can leave you open for your enemy to hit you. You cannot block for the one second that you are out, so be careful when you tag out. Also, Tagging helps out your other partner because whatever is red on their health bar can be restored as long as they are not tagged back to the fight. However, you cannot simply "tag around," because once you switch to your partner, there is a 5-6 second delay before your partner's portrait appears (the portrait will be static like a T.V. when they are either dead or tagged out). Once their face appears, it will say "Assist O.K." and the healing process begins. If your partner dies, you are alone, and your partner's portrait stays static. Note: When picking Gold Lightan or PTX-40A, you cannot pick another character.

Pre-Match Tagging

You can switch your character with your partner before the match begins. As they taunt, before the screen flashes "Ready" and "Fight," tap on the arcade stick/controller P, and your partner will switch places.

Partner Assist Attack/Cross-Over Assist

Simply press the P (Partner button) to get your partner out to attack. Unlike Marvel V.S. Capcom 2, you cannot choose the "Assist Type," rather, everyone has their own unique assist attack. Some are better than others. You can call use Partner Assist Attack while you are attack with normal/specials/supers or while you are normal jumping. However, you cannot use Partner Assist Attack while you super jump. Note: When picking Gold Lightan or PTX-40A, you cannot pick another partner, which means you don't have the ability of Partner Assist Attack.

Baroque

In order to activate Baroque, you have to have some red bar in your life bar. Once you do, you can activate Baroque by simply pressing A/B/C+P (you'll know you've activated it because your character will look like a rainbow). Baroque is unique because it gives you the ability to extend moves and combos to deal more damage. It also gives you the ability to chain supers that may not be possible or very difficult to do normally. The more red bar you have in your health bar, the more damage you will do in Baroque mode. However, you have to be in a middle of a normal/special move to activate it. It is advised to use Baroque within a combo. For example, a Ryu combo with Baroque thrown in may look like this: s.A -> c.A -> s.B -> c.B -> s.C -> F+C -> A+P (Baroque) -> dash (tap F two times) -> s.A -> c.A -> s.B -> c.B -> s.C -> F+C -> QCB+A xx QCF+AB (or in numerical notation: 5A2A5B2B5C6C -> A+P (Baroque)-> dash (66)-> 5A2A5B2B5C6C -> 236A -> xx 236AB). The only drawback is once you activate Baroque, you lose your red bar, which means you lose your "potential" amount of returned health. One addition to Baroque in UAS is if you activate Baroque during an air combo and have used all of your air jumps within your air combo, it is possible to extend your air combo because:

You gain one additional jump

You gain one additional air dash/air dash back

Variable Air Raid/Cross-Over Air Raid

During an air combo, you can switch your current character out with your partner, and continue your air combo. This is done by doing QCF+P (or 236P). Variable Air Raid appears to reset the damage scale in the middle of your air combo. Variable Air Raid uses one super bar. PTX-40A and Gold Ligthan cannot use Variable Air Raid.

Variable Counter/Cross-Over Counter

While blocking (while being attacked, hold your arcade stick/controller pad back), take your arcade stick/controller pad and tap forward+P, (or 6P). You must have a partner in order to use Variable Counter. Variable Counter uses one super bar. PTX-40A and Gold Lightan cannot use Variable Counter.

Mega Crash

Mega Crash will be familiar to those that have played the Guilty Gear series, BlazBlue, or Arcana Heart. What this does is gets you out of tough situations, such as long blocking, or long combos, or getting out of supers. You simply hit all four buttons at the same time (A+B+C+P). Mega Crash will push the enemy back, giving you some room to think of your next move. However, there are a few draw backs. First, you have to have two super meters. Second, every time you use Mega Crash, it takes some of your life away. And finally, because Mega Crashes gave many characters the ability to extend his or her combo (i.e. Karas in the corner), the use of a Mega Crash during the combo is greatly reduced; so unless you know your enemy will die within a combo that uses Mega Crash, it might be worth saving the two super bars and your health. However, if you are using it to gain the ability to use Baroque, that may lead to some interesting set-ups.

Launchers

Launching is done by tapping downwards and forward (DF)+C (or 3C). Every character in this game has a launcher. The launcher leads into air combos (by tapping up, or 7/8/9).

Variable Combination/Double Team Super/Cross-Over Combination

To do a Variable Combination/Double Team Super, choose your super, followed by tapping P during the super animation or "flash". For example, your team is Ryu/Karas. Do Ryu's QCF+AB (or 236AB) super, then tap P during Ryu's super animation to get Karas to join in to do his super. Variable Combination/Double Team Super uses three super bars.

Delayed Hyper Combo/Team Hyper Combo

Similar to Marvel V.S. Capcom 2, you use your current characters super, followed by inputting your choice on your partners super. For example, your team is Ryu/Chun-Li. Do Ryu's QCF+AB super, then input Chun-Li's QCF+AB (or 236AB) super during Ryu's super. Ryu's super gets interrupted, and Chun-Li continues with her super.

Snapback

Snapbacks are character specific. Alex, PTX-40A, and Gold Lightan have Snapbacks.

Alex's Snapback - Take your arcade stick/controller pad and charge back, then tap forward+C (or charge 4, then tap 6C), (he hits the enemy with his elbow) -> (delay, wait until the elbow flash animation is done) -> then do DP+C (or 623C) (doing a drop kick animation and kicking out the enemy).

PTX-40A's Snapback - Take your arcade stick/controller pad and charge back, then tap forward+C (or charge 4, then tap 6C)(he hits his enemy with a charging elbow, pushing them off screen).

Gold Lightan's Snapback - Take your arcade stick/controller pad and motion HCB+C (or 63214C)(he does an air dive kick right into your enemy) (Note: This has to be done when your enemy is jumping, otherwise, your leg will hit the ground, and you will not get Snapback to work).

Ground Dash Glitch

Originally found from SRK member Smurvis, is a glitch where your character can cancel a ground dash (both backwards and forwards) into another dash (making the second dash much fast). Almost everyone in the game can Ground Dash Glitch except for: Gold Lightan, Tekkaman Blade, Morrigan, and Zero. To do a ground dash glitch, tap 6696 (or 4474 for back dash version) to do the forward version. You can slightly delay the 96 (or 47 for the back dash version) input to go even further. This can open up to new ground combo possibilities. Smurvis made a video on the Ground Dash Glitch, you can find it here: http://www.youtube.com/watch?v=Z9JVvBMyHiw You can also find the thread discussing the Ground Dash Glitch here: http://shoryuken.com/threads/224598-TvC-Ground-Dash-Glitch-%28vid%29

The Characters

Capcom Side