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You are viewing a story from GN Version 3.1. Time may not have been kind to formatting, integrity of links, images, information, etc.

Tatsunoko Vs. Capcom - version differences

by rawmeatcowboy
02 November 2009
GN Version 3.1

KEY:
[+] = positive change (buff)
[-] = negative change (nerf)[*] = unimportant change (no effect on gameplay)
[?] = unknown change (unsure if this is a positive or a negative change)

——————–UNIVERSAL/SYSTEM CHANGES————————-
+ Throws are more useful (tick throws exist. You can throw someone while they are attacking, can throw after blockstun etc.)
- Characters fall faster now.
- Megacrash pushes up and away. Can still combo after a megacrash.
- Baroque is not as potent
+ Giant characters cannot be so easily comboed/infinited
+ characters gain a bit more meter while being hit
- cannot force the opponent into a corner after a juggle via the air combo trick
* Stage-specific music
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
- Damage scaling on DHCs is more severe, devaluing hyper combinations somewhat
+ characters now have more proration as their health bars get lower (guts)

Full list of changes here

 
Pinball FX on Nintendo Switch