By Spencer . October 21, 2008 . 9:52pm
At Tokyo Game Show I spent a good amount of time with the Wii version of Tatsunoko vs. Capcom: Cross Generation of Heroes. I started out playing with Ryu since I imagined he handle similarly to the Street Fighter games. For the most part Ryu has the same moves. Good old reliable Ryu, but not Street Fighter IV Ryu. You can’t Hurricane Kick your way through people.
The command for the Hurricane Kick is slightly different too. You roll backwards a quarter of a circle and hit any of the three attack buttons. Tatsunoko vs. Capcom: Cross Generation of Heroes doesn’t have different buttons for punches and kicks. There are just three attack buttons: weak, medium, and strong plus a button to call out a partner. Essentially you can throw fireballs, knock an enemy in the air with a Dragon Punch, and Hurricane Kick with the same button. Hit the B button and you call out your partner character to jump in and use a move like Marvel vs. Capcom 2. Switching characters is done by holding back and pressing B. The button layout fits the Classic Controller well, but how does Tatsunoko vs. Capcom: Cross Generation of Heroes work with just a Wii Remote?
Surprisingly, the control scheme isn’t as game breaking as Capcom vs. SNK 2: EO. Tatsunoko vs. Capcom maps basic attacks to one button and special attacks to another. If you’re playing with Ryu and you mash the basic attack button you automatically do a canned combo. You can alter your moves by holding a direction plus pressing the attack button, but since you only have one attack button you’re missing moves. The advantage players with a lonely Wii remote have is they can do one button special attacks. As Ryu the special attack button makes him throw a fireball. Holding a different direction on the D-pad makes him do other moves like the Hurricane Kick and Dragon Punch. The B button underneath the D-pad is used to call out a partner. Fighting game enthusiasts probably won’t use just the Wii remote, but Capcom did a decent job making the Wii Remote only set up something anyone can play.
Once I finished experimenting with the controllers I moved on to other characters.
Karas – My favorite new character to play as. He carries a sword and has a useful hookshoot projectile too.
Gold Lightan – Unlike the other characters Gold Lightan doesn’t get a partner character. He also takes up like the entire screen. Gold Lightan towers over other characters so you have to kneel down and ground punch them. The feeling of seeing Gold Lightan versus two smaller characters is pretty cool.
Doronjo – Very confusing to use at first since She doesn’t do special attacks. Two other Yatterman villains pop up out of holes and attack for her. I guess this is close to Captain Commando’s call outs, but much slower.
Yatterman – Uses his yo-yo like Kendama and has a super move where dogs run on the screen like the Servbot rush.
Rock Volnutt – He felt like Mega Man from the Marvel vs. Capcom games minus the the super hyper mega armor supers. If you hold down the strong button Mega Man charges up his Mega Buster for a more powerful shot. You can partially charge while air dashing for quick blasts.
PTX-40A – Like Gold Lightan the Lost Planet vital suit takes up both character slots and it towers over single characters. The VS attacks with equipped weapons like a chainsaw to chop and a gattling gun. One super move makes PTX-40A unload all of its armor and at the end new weapons are attached to the vital suit.
Images courtesy of Capcom.