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.
[2][3] 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.
[11] Cross Generation of Heroes, the 2008 Wii version of Tatsunoko vs. Capcom, has an Arcade game mode: the player fights against artificial intelligence (AI)-controlled opponents to reach the final boss character, Yami from Ōkami.
Non-playable characters, derived from Capcom and Tatsunoko intellectual properties, make cameo appearances during certain attacks; for example, Casshan is assisted by his robotic dog, Friender, while Doronjo is accompanied by her lackeys Boyacky and Tonzura.
They disallowed characters from Genesis Climber MOSPEADA or Samurai Pizza Cats, despite the high number of fan requests for the latter.
[34] The eponymous characters of Tatsunoko's Muteking, The Dashing Warrior and Nurse Witch Komugi were among those planned for inclusion, but were eventually scrapped.
)", with the letters themselves used to attack the opponent, they found that localization would have changed the Japanese four-character phrase (in kanji) to a ten-letter word in English, unbalancing the game.
[36] According to Niitsuma, during an interview with Siliconera, the inclusion of the race car driver and title character from Speed Racer was discussed but could not be incorporated as he lacked a viable moveset and the vehicle itself wasn't feasible.
[34][39] The producer suggested that porting a sequel would be easier, but that Capcom would gauge the reception of the Wii game before making such plans.
[50][51] With the exception of Hakushon Daimaō, who was removed due to unspecified licensing issues, every playable character from the original Wii release was included.
[19] Hakushon Daimaō was also removed in Ultimate All-Stars' Japanese release, due to both his unpopularity with players, and the game's status as a localization of the North American version.
[55] An official launch event for Tatsunoko vs. Capcom: Ultimate All Stars was held at the Nintendo World Store in the Rockefeller Center on January 23, 2010, featuring autograph signings by Niitsuma, giveaways, competitions, and playable demo kiosks.
[58] Capcom's Community Manager Seth Killian expressed satisfaction with the North American sales of Ultimate All-Stars.
[61] Certain versions of Tatsunoko vs. Capcom: Ultimate All-Stars are bundled with a Mad Catz arcade stick, whose artwork was produced by Japanese artist Shinkiro.
They believed that its variety of characters and its fighting system were strong points, but found its gameplay to be slightly flat, as skilled players are obligated to use Baroque Combos repeatedly.
[73] Licensing and resource issues made GameSpot's Ricardo Torres, IGN's John Tanaka, GamesRadar and other critics doubtful that the game would see an international release.
[67][68] Critics praised its balance between accessibility and depth;[78][79] Adam Sessler called it the perfect game for the Wii's demographic, and remarked that it allows "grandmas, kiddies and junkies" to perform intricate combos, while including deeper gameplay mechanics for the "more refined palate".
[72] Contrasting the game with previous Vs. titles, GameSpot reviewer Randolph Ramsay stated that its use of fewer buttons "may seem less complex [...], but this simplicity belies the depth of each character's move set.
Edwards claimed that the game is a "slightly slower and more user-friendly Marvel, without losing the ability to pull-off crazy 50+ hit combos.
Ben Kuchera of Ars Technica wrote that its over-the-top attacks can be "huge, colorful, screen-filling blasts of light and movement," and that combos "flash across the screen, claiming you landed billions of points of damage.
"[80] Adam Sessler and 1UP.com's Richard Li found that each character played in a vastly different way; Li explained that there are characters who take advantage of sheer speed and long range moves, others who use momentum to apply pressure to opponents and those who rely on a single opportune moment to deal vast amounts of damage.
[39][72] Heidi Kemps of GamePro contrasted the game with Marvel vs. Capcom 2, and noted that "every combatant in Tatsunoko feels carefully designed to be unique, intriguing, and most importantly, worth investing time into mastering.
[39] Nintendo World Report's Neal Ronaghan mentioned it can get tedious,[83] and echoing Li's sentiment, Ryan Scott of GameSpy complained that "arcade mode needs to be left to die," as multiplayer is the primary reason for playing fighting games.
[4][70] Reviewers had mixed experiences with its online component; GameDaily's Robert Workman reported that it ran fluidly, but Scott said that the game lagged often enough to be unplayable.
[17][71] The game's soundtrack was lauded,[17] with Robert Workman of GameDaily highlighting its "fantastic mix of strong techno tunes and dramatic battle themes.
"[84] Ramsay cited its "convincing battle effects" and "catchy music"; he believed that the latter complemented the game's dynamic nature and presentation.
[4] Bozon and Official Nintendo Magazine's Chris Scullion expressed annoyance with the voice work of the top-down shooter minigame.
[39][81][82] Kemps considered it a risky undertaking for Capcom, as the console isn't renowned for fighting titles, and as the game abandons the three-on-three matches of the Marvel titles—which popularized the Vs. series—in favor of the two-on-two formula used in the older, more obscure Vs.
[17][81] Li reported that "Many wondered why Capcom chose Nintendo's Wii as the exclusive platform [...], a multiplatform release would reach a broader audience, critics argued.