Tatsunoko vs. Capcom: Ultimate All-Stars | Supers Exhibition | Nintendo Wii

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Tatsunoko vs. Capcom: Ultimate All-Stars is a crossover fighting game developed by Eighting and published by Capcom. The game features characters from both Capcom's video game franchises and various anime series produced by Tatsunoko Production. The game was originally released in Japan for arcades and the Wii video game console in December 2008 as Tatsunoko vs. Capcom: Cross Generation of Heroes. Following high demand from international fans, Capcom worked with Tatsunoko to resolve international licensing issues and a localization, Ultimate All-Stars, was released for the Wii in North America, Japan, and Europe in January 2010, featuring additional characters and an online mode.

In Tatsunoko vs. Capcom, players engage in combat with a team of two characters or with a single giant character and attempt to knock out their opponents. It is the seventh Capcom-designed installment in their Vs. fighting game series, which includes the Marvel vs. Capcom and Capcom vs. SNK series, and the first to be fully rendered in 3D graphics. The game is set in a 2.5D environment; characters fight in a two-dimensional arena, but character models and backgrounds are rendered in three-dimensional graphics. The game is designed around a simplified three-button attack system, which was inspired by the simplistic control schemes commonly used by both the Vs. series and the Wii.

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. According to the game's producer, Ryota Niitsuma, development difficulties and a lack of Wii fighting games were the reasons for its platform exclusivity; however, multiple critics questioned if that was the best choice. Capcom announced in April 2010 that the game was a commercial success.

Tatsunoko vs. Capcom is a tag team-based fighting game in which players control characters with different attacks and fighting styles, and engage in combat to deplete their opponent's life gauge. 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. Each player may select a team of two characters and can switch between them during combat. Alternatively, players may select one of two "giant" characters, who cannot be played as part of a team. When characters switch, the incoming one performs a special attack upon entry, and the previous one can regenerate health. Characters not in play may be used to assist, and to perform powerful team moves. 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.

The arcade release of Cross Generation of Heroes has a control scheme consisting of a joystick and four buttons. Wii versions of Tatsunoko vs. Capcom have 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. Players use controller inputs to perform attacks; the most basic attacks are executed by pressing one of three attack buttons: light, medium, or strong. Players may augment basic attacks with joystick or control pad directional inputs; for example, a standard strong attack can become a sweep when the down input is added. Basic attacks can be strung together to perform combos.

Each character has unique "universal techniques"—special attacks that are more powerful than normal moves—that require complex control inputs. 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 does 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 universal techniques include the "Baroque Combo", which sacrifices the regenerable portion of a character's life gauge, but allows players to extend combos and deal more damage; and the "Mega Crash", which creates a temporary barrier around the character to knock back opponents, but partially drains their Hyper Combo and life gauges.

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