Tougeki Damashii 12 translation thread


#1

Ok I’m gonna try to work through translating the Tougeki Damashii 12 TvC info. There’s like around 10 pages and I’m doing it in my free time so I’ll probably never get through it, but I’ll try and pick and choose the most important parts, and also see what people are interested in (if anything). First off, tier list proper translation and the ensuing blurb about the giants.

Tatsunoko Vs. Capcom
Single Character Ranking

S: Ken the Eagle, Ryu, Karas, Chun Li

A+: Rock(megaman), yatterman 1, Doronjo

A: Batsu, Morrigan, Jun the Swan, Tekkaman

B: Souki, Roll, Casshern

C: Alex, Polymar

NONSTANDARD: PTX-40A, Gold Lightan

So What about the Giants?
Both PTX and Lightan have been talked about a lot, and with a good gameplan, they can force you into a very troublesome fight. However, without a good gameplan, even an experienced player can not win against them 100% of the time. For the time being, looking at the two characters, PTX seems to have more of a future.

rough translation, I’ll clean it up later and post more.


#2

Interesting how Polymar is low in their place.


#3

polymar is probably crippled due to his relience on dashing, and probably with so much jumping around he gets out manouvered easily

having no infinites(not too sure)? he becomes lower tiered despite his insane dmg output

and shouldnt it be “However, without a good gameplan, even an experienced player can not win WITH them” ?


#4

After seeing those japan videos, i think it’s Understandable for Rock to be A+, he is pretty good.

I’m surprised how Roll and Casshern are B, i thought they were gonna be A.


#5

Sorry if this was confusing. What it means is that if you’re fighting against the robots, even if you’re experienced you can lose if you don’t have a good gameplan.

Anyways, I’m gonna translate a couple of the charts cuz those are easy to do, and fun for people to look at. First off, character assist ratings.

All the assists are rated on 3 things, speed, i.e. how fast the attack comes out. Second is control, i.e. how much blockstun the attack has, how much space it controls, etc. Third is whether or not the assist stands in front of you while executing the attack.

Ryu - C Hadouken:
Speed - B
Control - A
In Front - N

Chun Li - A DP Kicks:
Speed - S
Control - S
In Front - Y

Alex - B Slash elbow:
Speed - B
Control - B
In Front - Y

Batsu - Guts Upper:
Speed - A
Control - A
In Front - Y

Morrigan - C Soul Fist:
Speed - B
Control - A
In Front - Y

Souki - B Shoulder Charge:
Speed - B
Control - B
In Front - Y

Rock(megaman) - Drill Upper:
Speed - A
Control - S
In Front - Y

Roll - A Water Bucket:
Speed - B
Control - S
In Front - Y

Ken the Eagle - A Bird Run (boomerang):
Speed - C
Control - C
In Front - N

Jun the Swan - B Bird Bomb (yoyo):
Speed - B
Control - B
In Front - Y

Tekkaman - B Tekkawhip:
Speed - B
Control - S
In Front - Y

Yatterman 1 - B Kendamagic (the whip one):
Speed - A
Control - A
In Front - Y

Doronjo - Standing Taunt:
Speed - B
Control - B
In Front - Y

Karas - Sword Spin:
Speed - A
Control - S
In Front - Y

Casshern - B Chop:
Speed - C
Control - A
In Front - N

Polymar - Rapid Kicks:
Speed - A
Control - S
In Front - Y

2nd up is the Variable Counter Chart. It says which attack each character uses and it’s speed as either fast, normal, or slow. A * by the speed means it hits inside of the invincibility frames granted by the Variable counter.

Ryu - A Shoryuken - Fast*

Chun Li - 3C - normal

Alex - 6C - normal

Batsu - 3C - normal

Morrigan - A Shadow Braid (DP) - Fast*

Souki - 3C - Normal

Rock (megaman) - 3C - Normal

Roll - C Home Run Swing - Fast

Ken the Eagle - 5C - Slow

Casshern - 3C - Normal

Tekkaman - 3C - Slow

Polymar - 6C - Normal

Yatterman 1 - 3C - Fast*

Doronjo - 3C - Fast

Jun the Swan - 3C - normal

Karas - A Narukami (DP) - fast*

kk, 'til next time.


#6

It’s Kendamagic.

Isn’t Yatterman 1’s assist range-specific too?


#7

His is just his medium Kendamagic.


#8

Interesting how they rate projectile based assists lower on the tier, even tho i think those are great for helping you get close.


#9

1st up, I changed the kendamagic, puns in japanese throw me off…:-(. Also yeah, it’s his medium kendamagic, you can see it says “B kendamagic”, so that’s what version of the attack he uses, and it’s the same way for the other characters who have different versions of the attack they use.

OK question and answer time. Each one of these sections has a quick question and a quick answer, then a longer blurb associated with the relevant mechanics. I’ll translate a full set of them, then just the short questions and answers for the rest, and you guys can let me know if you’re interested in hearing the long version of any of them. A lot of these are kind of basic level stuff, but there’s a couple interesting things.

Q: My super jump isn’t coming out as much as I want it to…
A: After guarding an opponent’s attack, wait for the guard stun to resolve, and then input :d::u:.

In this game, if you input a :d: during block stun?in preperation, your super jump won’t come out. Because of this, you should always input a :d::u: after the block stun has resolved.??If you’re using a super?jump to run away from your opponent’s attcks, then you should input a :d::ub:. If you do this, it will make it easier to block any attacks that your opponent tries to hit you with while you jump away.

Q: After blocking my opponent’s attacks, my inputs don’t seem to come out.
A: Because of the guard pause that you have with the stick back, you should return to neutral and then input your attack.

Q: I can’t seem to use my double jump very well in an aerial rave.
A: Try to wait for the hit to end before inputting your second jump command.

Q: I want to get past my opponent’s guard?what should I do?
A: Basically, you need to break their guard using standard throws and your character specific overhead attacks.

Q: After I’ve executed an aerial attack, I can’t get my air dash to come out…
A: After the attack executes, an A+B+C dash command won’t work. Try using :r::r: or :l::l: in this situation.

Q: I got advancing guarded and now I’m swinging at nothing…
A: As much as you can, try to hit confirm your light attacks, and then link them to your mid or heavy attacks.

Q: My opponent just keeps jumping in on me, and I can’t seem to swing things in my favor.
A: Jump back and hit your opponent with an aerial attack, then you can continue with a midair combo.

Alright I think that’s it for now, the next page has some character specific questions. I’ll do that later, otherwise let me know if there’s any specific ones of these questions that you’d like the long explanation on.


#10

Wow pretty nice tips :3 ive got a few cents of my own about getting past opponent’s guard.

Since i use chun alot people have been getting used to my attack patterns of overhead jumping and lows. Some of them can block surprisingly well with advanced guarding so what i turn to is um a change of pace.

Instead of going AAB IAD.B AAB

I go AAB IAD.B A(delay)AAB

Its a good variation and helps alot against megaman cos u cant really do IADs against him or u will eat drills n guns