Tatsunoko vs. Capcom

Tatsunoko vs. Capcom: Ultimate All-Stars (TvC) is a 2D 2-on-2 tag team air dasher fighter with juggles that take characters up into the clouds. Double jumps and air dashes are universal. Baroque is a Roman Cancel that can be performed even on whiff that freezes the screen, extends combos, and allows another double jump or air dash. Meter usage is really interesting in this game. You spend parts of your health bar to make your offense better and you spend your offensive meter for defense. The character roster celebrates the 4 decade legacy of the Tatsunoko franchise.

Helpful Resources

The TvC wiki.
Tatsunoko VS Capcom Community Discord server.
DoctorSc1ence the TvC guy.


Attack Notation

L Light Attack
M Medium Attack
H Heavy Attack
P Partner

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Tatsunoko vs. Capcom uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Tatsunoko vs. Capcom is interesting because it is a Capcom game and those games don't usually use numpad notation. But the airdasher community adopted it as one of their own and they use numpad notation. The community constantly switches between Capcom notation and numpad notation. To appease both sides, I'm going to combine both notations so one side isn't particularly angry at me.

Normal attacks can be canceled into special attacks and super attacks on whiff.

Dash is performed with 66, 44, L+M+H and 4L+M+H. Chaining backdashes is easy because you just have to hold 1 and press L+M+H. You can create distance very quickly.

Chaining forward dashes is much more complicated. The input for forward wavedashing is 66596 or 6696. It's a complicated motion and players find it too difficult to execute consistently. Instead, players use air dashes to approach. Characters can double jump and air dash twice from the same jump as long as a jump separates the air dashes.

Press 1/2/3 then 7/8/9 to high jump. You cannot call an assist during high jump.

There is air blocking and it blocks both grounded and air attacks. You cannot air block during the pre-jump frames.

After a knockdown, hold no direction to quick recover. This is the fastest recovery option. Holding 1 has the character wakeup crouch blocking. Hold 4 to back roll and 6 to forward roll. The rolls can be used to switch sides or create distance. Rolls are fully invincible unless an attack specifically forced the roll. Forced rolls can be hit OTG (on-the-ground).

Air dash to chase after rolls. It's not a punish but it helps keep the pressure going.

Throws are proximity throws performed with 4H/6H and are teched with H. L+H, M+H, and L+M+H are also valid throw tech inputs. L+M+H is a useful option select as it's also the (back)dash input. Throws come out instantly and can be used by the defender to get out of pressure when there's a gap.

Air throws are universal.

3H is the universal launcher. Jump afterwards to follow the opponent into the air to juggle.

Press 4P to Cross-Over Attack or tag. The outgoing character is invincible. Tags are homing mid attacks that are unsafe on block. The incoming character loses all their recoverable health when tagging in this way.

Press P with any direction that's not 4 to Cross-Over Assist. Assists are fully invincible during recovery which means blocked assists cannot be punished. If you see an assist, try to counter hit it or avoid blocking it.

Tagging can be canceled into Baroque to make it safe on block or to combo off of on hit. If tag hits in the corner it can be canceled into Mega Crash for a combo. You won't use either option often because there are better uses for your meter but these options might be useful in life or death situations.

Variable Air Raid (VAR) is a mechanic unique to TvC. It allows players to tag in their partner without ending the combo. It costs 1 bar of Hyper Combo Gauge and is performed in the air with 236P. The screen freezes, a tag is made, the incoming character keeps all their recoverable health, and they take their partner's place on the screen. VAR can be used in neutral outside of combos and if it whiffs it doesn't cost any meter.

Hyper Combos are the game's super attacks. Characters have Level 1 and Level 3 Hyper Combos. Hyper Combos cannot be Bursted.

Hold P during certain Hyper Combos to perform Cross Over Combination. Both characters will attack without tagging. In total it costs 3 bars of Hyper Combo Gauge.

Even with only two characters on a team, there is still Delayed Hyper Combo (DHC) via Team Hyper Combo (THC). A character can appear in a Team Hyper Combo twice.

Press L+M+H in blockstun to pushblock. It's very safe because 4L+M+H techs throws and backdashes when not in blockstun.

Variable Counter is performed in blockstun with 6P. It costs 1 bar of Hyper Combo Gauge. It's not the character's assist attack, instead it is a better attack that launches on hit.

Baroque is a Roman Cancel that is activated by pressing P and another attack button during any part of an attack. It spends your recoverable health. It can be done on hit or whiff. Baroque is great in juggles because it gives you another double jump and airdash if you've already used all your air actions. There is a height modifier for damage in this game. The higher your opponent is on screen the more damage they take.

The more recoverable health was spent on Baroque, the more damage is boosted. At less than 10% recoverable health Baroque actually decreases the damage of attacks. For this reason, players tend to use Baroque defensively when recoverable health is low by using Baroque to make unsafe attacks safe or to cancel a whiffed attack with a lot of recovery frames.

Zoning is not as oppressive in Tatsunoko vs. Capcom as it is in Marvel vs. Capcom because chip damage gives the opponent Baroque if they didn't already have it. They can use Baroque cancel to get through projectiles.

Mega Crash with L+M+H+P. It is a Burst that costs 2 bars of Hyper Combo Gauge and 10% recoverable health. Unlike most games, Mega Crash spends offensive meter instead of defensive meter which means you can Burst several times a game with no drawbacks. It is unsafe on block but it can be difficult to punish due to pushback. You can even Mega Crash a Mega Crash to negate it.

Mega Crash can be comboed into from L normal attacks. It launches and can be comboed off of in the corner. You don't want to use Mega Crash as a combo starter or extender because damage scaling makes the combo low damaging. Consider this bonus damage after Mega Crashing to keep your opponent in the corner.

Because Mega Crash exists, players often avoid activating Baroque in combos when they have a lot of recoverable health unless their opponent has less than 2 bars of Hyper Combo Gauge. It's devastating to lose all your recoverable health and get nothing from it. The strategy is to perform long damaging combos to get your opponent to Burst and spend 2 bars. Use Variable Air Raid to extend combos. Then when they have less than 2 bars that's when you perform Baroque combos.

If you have a lot of recoverable health and you just can't get your opponent to go under 2 bars, the only thing you can do is tag out and hope your partner recovers that recoverable health in reserve.

Baroque Unblockable

During Baroque activation, the screen freezes but the characters unfreeze at different times. This creates unblockable setups. Roll walks up to Yatterman and whiffs an attack. This attack cannot trigger proximity guard or the following attack will not be unblockable. She then Baroque cancels her whiffed attack into another attack. After the screen freeze, Roll unfreezes 11 frames before Yatterman. If Yatterman wasn't blocking before the screen freeze, he is completely vulnerable for these 11 frames.

To make sure Roll's attack starts up during the screen freeze I plink the inputs. I'm whiffing L, Baroque canceling it, then pressing M. During L I press and hold H+P to Baroque cancel then press M 1 frame after.

Baroque unblockables sound overpowered but they're not. They are difficult to do because you have to stand at a very precise range to hit them. And because they spend recoverable health, they're not always worth doing. You don't want to spend half your health bar for a low damage unblockable combo.

Giants have armor on everything. They are hard counters to some characters but they themselves can be hard countered by other characters. Pretty much any character with good armor breaking attacks is guaranteed to beat the giants and any character with no armor breaking attacks is guaranteed to lose to the giants. In a tournament, the winner has to keep their character(s) but the loser is allowed to change their character(s). Even if a giant wins the first game they are practically guaranteed to lose the second game.