Saturday, December 28, 2019

Cyber Blue for Tatsunoko vs Capcom: The Moveset Ver.2019

This was always something I wanted to come back to simply because I'm a lot more knowledgeable about both fighting games and have had 10 years to cultivate a love for this character and the series he represents!

Knowing that it took longer than it ever should for this game to get the shine it deserves with the Capcom Beat-Em Up Bundle/Belt Action Collection releasing and there's no better time than any to put the shine on the game that was the Capcom's arcade swan song for the genre.

Special shout outs to Armored Warriors AKA Powered Gear: Strategic Variant Armor Equipment too! However, you lived on through Cyberbots, Jin Saotome & Tech Romancer even though not most people know that!

Anyway, below is the 10 year revamp of the post from Capcom-Unity which you can find HERE on the blog in all its original glory! NO EDIT GANG!

To fully flesh this out is I'll be making some important changes to his move set for better flow and adding a bit of MvC by adding 3 different assist loadouts even though TvC had a single assist for each character which is covered as well!

NOW, TIME TO GET PAID!

BOUNTY HUNTER STYLE!

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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 move list 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, let's get to the moveset.






Name: Brian Bruno

Code Name: Cyber Blue

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 one to represent the 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 very reminiscent to Saki's inclusion in Cross Generation of Heroes.

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 a well-balanced fighter and leader.

Button Conventions





Light Medium Heavy

Partner

Move List

Throws

Cyber Hang

 + 

Gut Shots

 + 

(During Gut Shots) Jet Drag

 or  + 

Cyber Hang allows Blue to lift his opponent over his head to throw them.
This throw can be directed to either the left or right afterward.

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

Command Normals

Knuckle Shot

 + 

(Air Only) Jackknife Knee

 + 

Knuckle Shot stuns as part of a chain for additional follow ups.
This stun can only happen once during a combo chain and the 2nd will cause a knockdown ending said chain.

Jackknife Knee can hit as an OTG to grounded opponents. Also helpful in double jump combo situations as well.

Special Attacks

Cyber Blast

Hold any  for 2 seconds and release

Cyber Cannon

Hold any  for 4 or more seconds and release

Knuckle Blaster

 + 

(Air OK) Hyper Tornado

 + 

Burning Heel Kick

 + 

(Air Only) Heat Kick

 + 

Cyber Blast allows Blue to unleash a blast of energy directly in front of him.

Cyber Cannon allows Blue to release a blast of energy that covers the full screen.

These moves also destroys projectile type attacks.

Knuckle Blaster is just a simple dashing punch.

Attack Button Strength determines screen distance covered (1/4, 1/2, and 3/4 of the screen respectfully).

On counter hit  &  will wall bounce and  will wall splat.

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 Viewtiful Joe's Slow + Zoomed Red Hot Kick from the games.
Attack Strength determines start up time and angle of attack.  does 2 hits.

Hyper Combos

(Air OK) Cyber Cannon Ω

 +  + 

(Air OK) Super Giga Crush

 +  + 

B.D.L: Power-Up

 +  + 

(Level 3) Final Upgrade

 +  + 

Cyber Cannon Ω is a super version of the Cyber Blast.
This move can be aimed in any direction like Cyclops' Super Optic Blast.

Giga Crush is reminiscent of  Blanka's Super Electricity from Street Fighter EX3.
Buttons and Directional Input can be mashed to do more damage.
This move also has OTG properties.

B.D.L: Power-Up is an install Hyper that gives Blue a 20% additional damage increase.
Duration is 5 ticks on the game clock.
Blue does keep the boost on tag out and that increase does power up his assist attack.

Final Upgrade is Blue's Level 3 that activates a cutscene combo to start.

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.

Blue has 8 possible outcomes of how the move ends.

Final Upgrade Enders

Hyper Cyber End

Activated by inputting an incorrect code or automatically activated when not enough meter is available to activate a different ender.

CODE: Static Shock

 

CODE: Rock Tumble

 

CODE: Meteor Shower

,  

CODE: Lightning Towers



Cyber Cannon: CODE MAXIMUM



CYBER OVERRIDE: CODE Full Force

, , 

CODE GENIUS: Dr. Saturn Special



Hyper Cyber End is normal way the Final Upgrade ends if you enter an invalid command or don't have any additional Super Meter activate one of the enders.
Blue rushes toward his foe and pummels the opponent with a string of hits.

CODE: Static Shock allows Blue to get assistance from Yellow (Beast) Iris & Fin.
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.
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 Lightning 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.

CYBER OVERRIDE: CODE Full Force allows Blue to unleash the full force of the Battle Circuit team to assault his opponent for massive damage!
CYBER OVERRIDE: CODE Full Force costs 2 Additional Meters to perform.

CODE GENIUS: Dr. Saturn Special calls on the assistance of Dr. Saturn & Octopus in Black Elephant who rams the opponent from behind, leaves a Mini Saturn behind that explodes and turns friend and foe alike into a penguin and then runs the opponent over once more!
CODE GENIUS: Dr. Saturn Special costs 2 Additional Meters to perform.

Assist Attacks

Attack, Variable Combination Hyper & Variable Counter Attack

Tatsunoko vs Capcom Style Assist Loadout

 Knuckle Shot & Super Giga Crush &  Hyper Tornado

Marvel vs Capcom 2 & 3 Style Assist Loadout



 Knuckle Shot & Cyber Cannon Ω &  Burning Heel Kick



 Burning Heel Kick & Cyber Cannon Ω &  Hyper Tornado



 Hyper Tornado & Super Giga Crush &  Hyper Tornado

Other Notes

Blue's Mega Crash is the Electric Crush from the game. I wanted to fit it into his moveset but I felt that might be a bit much for TvC. Would fit a bit better in MvCI because of how that game plays out.

If I could work it in there is I would treat it like Maki's Bushin Gokusaken from CvS2 or Mayor Cody's Double Kick from Street Fighter V where it would drain a bit of health on hit as they work in the arcade games where the moves originate.

I'm glad I was able to work the upgraded Giga Crush as a Hyper to keep that reference.

The Knuckle Shot became a command normal because it is a part of his chain in the game but I didn't want to leave him without a QCF attack so it became the Knuckle Blaster with all the cool stuff that comes with it.

Cyber Cannon Ω coming about was because I wasn't as faithful to Blue as I would've liked when it came to the Cyber Blast & Cyber Cannon. I figured with Blue being who he is that if he wanted to is he could aim the Cyber Cannon and a nice reference to the "forgotten" Scott "Slim" Summers!

In the original moveset, B.D.L: Power-Up worked like Hayato's Plasma Field and Super Giga Crush was Air Only but that should've been a move that was on the ground only if I wanted to be Battle Circuit accurate because you can only activate Power-Up in the air and Giga Crush on the ground.

Download being what it was in the original was because I felt that it needed to be an attack to get the power up to flow better for what I wanted the character to be then.

However, to be a bit more faithful to the games but have it work here is the move became an install on the ground instead of an attack with Super Giga Crush becoming Air OK to flesh it out a bit more and give it that OTG property as well.

All the codes to the Final Upgrade are Capcom references. The obvious one being to Morrigan's Darkness Illusion & Akuma's Shun Goku Satsu.

My favorites are CODE: Rock Tumble & CODE GENIUS: Dr. Saturn Special! I wanted to give Alien Green's a special flavor as he speaks in characters in both scripts and Dr. Saturn Special couldn't be anything but a reference to that because Dr. Saturn & Octopus are some of the best parts about Battle Circuit.

Given the limited button layout is I did the best I could to make sure the references work and diversify the codes so the don't overlap too much.

I did my best also to fit each code reference to closely fit the character as I saw fit so I hope everybody enjoys those as you hunt them down.

I know I had more fun running this back than I did when originally came up with it a long time ago. I'm glad that this reflects how much I've learned about fighting games and how to come up with a balanced and proper moveset. I know this will serve me well in the future and I know fans of either side will find something they like about this.

I want to revisit this type of project in the future to be honest.

One of the things I always wanted to do was create a throwback GeoCities type of page where you used to find movesets back in the day which inspired the look for this post.

With the advent of wikis and the like is I still feel there's a bit of room to have fun with that type of information and something I plan to do.

Again, I hope you find as much enjoyment from this as I did coming back to this rework!

Great to be on the blog again and I have the feeling that I'll be back here a lot sooner than anybody thinks!

Regardless, we have plenty of more show for all!

Right after these commercial messages!

-Triple Da G.O.D!