Monday, June 22, 2009

Cyber Blue for Tatsunoko vs Capcom: The Moveset Ver.2009

I'll be honest, I originally posted this in a thread that died as quick as it came along. And not to see my hard work go to waste I wanted to put my ideas for a Cyber Blue movelist in a blog post so someone could actually see the love and dedication I put into making one. A lot of thought and a lot of gameplay of Battle Circuit went into making this move set for him. If you've ever played Battle Circuit you'll see that Blue stays true to the game albeit a few upgrades to make him more playable in TvC. And if you haven't played Battle Circuit then what in the hell are doing not playing an overlooked Capcom classic. But enough about that, lets get to the moveset.







Code Name: Cyber Blue


Name: Brian Bruno


Series of Origin: Battle Circuit


For the most part, Battle Circuit is a pretty unknown commodity within Capcom. Cyber Blue is of course the main character of Battle Circuit and the best to represent it in Tatsunoko vs Capcom. I personally think his inclusion could do wonders for exposing Battle Circuit to some of the fans who never heard of the game just like the introduction of the Tatsunoko characters and Saki's inclusion as well. Cyber Blue is from a beat-em-up game and I feel his movelist should reflect that as well as his character traits of being reckless but successful in battle.

Button Conventions

LA -Low Attack


MA -Medium Attack


HA -Heavy Attack


P -Partner


Throws


Gut Shots: B or F + HA


(After Gut Shots) Jet Drag: B or F + Any Attack Button


*NOTES*


Blue can do up to 4 Gut Shots before ending the throw.


Jet Drag allows Blue to dash and throw his opponent in the corner to continue offensive pressure.


Jet Drag is only possible after hits 1-3

Special Attacks

Cyber Blast: Hold any Attack Button for 2 Seconds or More then Release


Knuckle Shot: HCF + Any Attack Button


Hyper Tornado: DP + Any Attack Button


Burning Heel Kick: HCB + Any Attack Button


Heat Kick: (In Air) HCB + Any Attack Button

*NOTES*
Cyber Blast allows Blue to unleash a blast of energy directly in front of him. Also destroys projectile type attacks and can be charged before release. Attack Strength and Charge Time determine damage and combo output.


Knuckle Shot is just a simple dashing punch. Attack Button Strength determines screen distance covered. (1/4, 1/2, and Full Screen respectfully)


Hyper Tornado is your basic anti-air except Blue goes up diagonally and hits repeatedly. Attack Button Strength determines how many hits the move does. (3, 5, and 7 hits respectfully)


Burning Heel Kick is just like Terry's Crack Shoot and should be treated as such. Attack Strength determines screen distance covered.


Heat Kick is reminiscent of Viewitful Joe's Slow + Zoomed Red Hot Kick from the games. Attack Strength determines how many hits the move does. (1, 2 and 3 hits respectfully) 

Hyper Combos

Cyber Cannon: QCF + 2 Attack Buttons


Giga Crush (In Air): QCF + 2 Attack Buttons


Download (In Air): QCB + 2 Attack Buttons


(Level 3) Final Upgrade: HCF + 2 Attack Buttons


Enders for Final Upgrade

Hyper Knuckle Shot: No additional input needed

CODE: Static Shock: QCF + LA

CODE: Rock Tumble: QCF + MA


CODE: Meteor Shower: QCF + HA


CODE: Lightning Towers: QCF + P


Cyber Cannon: CODE Maximum: HCF + 2 Attack Buttons


*NOTES*


Cyber Cannon is a souped up version of the Cyber Blast. This move goes full screen and can be charged as well. Charge Time determines damage output.


Giga Crush is done in the air. Think of Blanka's Super Electricity from Street Fighter EX3. Buttons and Directional Input can be mashed to do more damage.


Download allows Blue do 20% additional damage as long as the boost lasts or until tagged out. Duration is 5 ticks on the game clock. Think Hayato's Plasma Field from Marvel vs Capcom 2.


Final Upgrade is just an auto combo that can be ended in many different ways. Blue has 6 possible outcomes of how the move ends. When it's time for the end of the Final Upgrade, Harry will appear for a quick second and this is when you put in the additional commands for the Final Upgrade enders.


Hyper Knuckle Shot is normal way the Final Upgrade ends if you either don't input an additional commmand or don't have any additional Super Meter to continue it. It's just a powered up Knuckle Shot to end the Final Upgrade.


CODE: Static Shock allows Blue to get assistance from Yellow (Beast) Iris to perform the Static Shock. A current of Electrical Energy runs across the ground doing massive damage to the opponent. CODE: Static Shock costs 1 Additional Meter to perform.


CODE: Rock Tumble allows Blue to get assistance from Alien Green. Giant boulders fall from the top of the screen doing massive damage to the opponent. CODE: Rock Tumble costs 1 Additional Meter to perform.


CODE: Meteor Shower allows Blue to get assistance from Pinky and Pola AKA Pink Ostrich. Meteors fall from the sky doing massive damage to the opponent. CODE: Meteor Shower costs 1 Additional Meter to perform.


CODE: Lightning Towers allows Blue to get assistance from Captain Silver. 5 Lighning Bolts come from the sky, electrocuting the opponent doing massive damage to them. CODE: Lightning Towers costs 1 Additional Meter to perform.


Cyber Cannon: CODE Maximum allows Blue to call on the help of all his friends to charge his Cyber Cannon to do massive damage to his opponent. Cyber Cannon: Code Maximum costs 2 Additional Meters to perform.