Tatsunoko vs. Capcom: Ultimate All-Stars

Tatsunoko vs. Capcom: Ultimate All-Stars

Tatsunoko vs. Capcom: Ultimate All-Stars is a crossover fighting game developed by Eighting and published by Capcom. It was originally released in Japan for arcades and the Wii video game console in December 2008. A second version was released for the Wii in North America, Japan, and Europe in January 2010, featuring additional characters and online multiplayer. It is the seventh Capcom-designed installment in their Vs. fighting game series, and the first to be fully rendered in 3D graphics.

About Tatsunoko vs. Capcom: Ultimate All-Stars in brief

Summary Tatsunoko vs. Capcom: Ultimate All-StarsTatsunoko vs. Capcom: Ultimate All-Stars is a crossover fighting game developed by Eighting and published by Capcom. It was originally released in Japan for arcades and the Wii video game console in December 2008. A second version was released for the Wii in North America, Japan, and Europe in January 2010, featuring additional characters and online multiplayer. It is the seventh Capcom-designed installment in their Vs. fighting game series, and the first to be fully rendered in 3D graphics. The game received generally positive reviews from critics, who praised its approachable gameplay for newcomers and depth for veteran players. However, reviewers had mixed experiences with its online component, and found Arcade mode lacking in replay value. It has an Arcade game mode: the player fights against artificial intelligence against the final boss character, Yami from Ōkami from the final episode of the Yami vs. SNK anime series. It also has a Time vs. Time Mode, which requires the player to defeat every character in the game in the shortest time possible to win in the longest time possible. It can be played as a single player or as a team with up to four players at a time, and uses a simplified three-button attack system. The Wii version of the game has five control options: the Classic Controller, Nintendo GameCube controller, third-party arcade sticks, and two simplified control schemes—intended for inexperienced players—for the Wii Remote. The arcade release of Cross Generation of Heroes has a control scheme consisting of a joystick and four buttons. It features characters from both Capcom’s video game franchises and various anime series produced by Tatsunokos Production.

The gameplay is set in a 2.5D environment where the characters are rendered in three-dimensional graphics, but their movements are restricted to a two dimensional plane; they may only move left and right, and upward through the air. Players use controller inputs to perform attacks; the most basic attacks are executed by pressing one of three attack buttons: light, medium, or strong. A match ends when a team has no characters left, or when the timer reaches zero—in which case, the team with the most remaining life wins. When characters switch, the incoming one performs a special attack upon entry, and the previous one can regenerate health. Similar inputs are used to perform even stronger versions of special moves called Hyper Combos and Team Hyper combos; these deal damage relative to the size of the player’s Hyper Combo gauge, which increases when the character inflicts or receives damage. Certain universal techniques are usable by all characters; for example, each character possesses one that launches opponents upward, rendering them vulnerable to an air combo. Other common common moves include the \”Mega Crash\”, which creates a temporary barrier around the character to knock back opponents, but partially drains their life gauges, but allows players to knock them back to the ground. Players may augment basic attacks with joystick or control pad directional inputs; for instance, a standard strong attack can become a sweep when the down input is added.