Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions

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[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 16:55, 6 January 2021

Introduction

Moves List

Normal Moves

  • 6B-Kick In the Face-Ippatsuman does a leaping kick in the enemy's face. You can ground combo into 6B (and can continue right after it after it with a Baroque). If the enemy is in the air during Kick In the Face, the enemy will fly in the air. This move can be an alternative to Ippatsuman's launcher (3C). This move also can lead into a ground combo kick loop (6B->A version Quick Upper (whiffs)->6B...) and gives Ippatsuman to add more damage to his ground/air combos. You can view the loop here: http://www.nicovideo.jp/watch/sm9614238
  • 6C-Lunging Headbutt-Ippatsuman does a lunging headbutt towards the enemy (causing knock down). This move can be used in a ground combo. You can continue to ground combo after this normal move with the proper Assist (or if you Baroque 6C).

Special Moves

  • Rainball-236A/B/C (this move can also be done in the air)-Ippatsuman throws a baseball (with a rainbow streak following the baseball). All three versions (both ground and air versions) have the same number of hits (1 hit) and same damage output (around 2,400 Billion Damage). Each version travels in its own trajectory (both ground and air versions). Ground: A version travels straight across the screen, B version travels in an upward arc (anti-air special), and C version travels straight across (slowly) in spiral loops. Air: A version travels in a 45 degree declining angle, B version travels in an arc (covers air space), and C version travels in a 45 degree declining angle (slowly) in spiral loops. You can use Rainball in both ground and air combos.
  • Quick Upper-623A/B/C (this move can also be done in the air)-Ippatsuman's dragon punch. Each version (both ground and air versions) has its own number of hits, damage output, and distance it travels into the air. Ground: A version does 1 hit, does around 2,800 Billion Damage, and travels slightly above the ground, B version does 3 hits, does around 3,700 Billion Damage, and travels slightly below the height of a normal jump, and C version does 4 hits, does around 5,400 Billion Damage, and travels slightly above the height of a normal jump. Air: A version does 1 hit, does around 3,000 Billion Damage, and travels about 1/4th in air height, B version does 2 hits, does around 4,000 Billion Damage, and travels about the height of a normal jump, and C version does 4 hits, does around 5,850 Billion Damage, and travel about the height of a super jump. Quick Upper can be used in both ground and air combos. If you use this during an air combo, try to reset your air combo by doing his Final Reversal Breaker to add more damage to your air combo. On the ground, you can use this for the kick loop combo (look under Kick In the Face move for more information-stated above). Also, the nice thing about Dash Upper (both ground and air versions) is that it gives Ippatsuman the ability to dash after the animation is complete (in which Ippatsuman can either follow up with another attack/combo/air combo or can play "keep away" with the enemy).
  • Dashing Quick Upper-During a ground dash (66), 623A/B/C-Ippatsuman does a 45 degree incline angle Quick Upper. Each version has its own number of hits and damage output. A version does 1 hit, and does around 2,800, B version does 2 hits and does around 3,700 Billion Damage, and C version does 4 hits and does around 5,400 Billion Damage. You can use this move during a ground combo (either by using Baroque before using Dashing Quick Upper or with the proper Assist in which this allows Ippatsuman to dash and perform Dashing Quick Upper); however, you lose the ability to do your kick loops. You cannot even reset the damage into his Final Reversal Breaker super. This version of Dash Quick Upper, fortunately, is good to use to either rush down your opponent's character, surprise your enemy, or to even play a "mix-up" game. You can also still dash out of the Dashing Quick Upper (especially if you accidentally inputted this move).
  • Mound Blast-214A/B/C-Ippatsuman punches the ground and a large energy beams shoots from the ground into the air. Each version has its own number of hits and damage output. A version does 1 hit and does around 2,480 Billion Damage, B version does 3 hits and does around 3,700 Billion Damage, and C version does 5 hits and does around 5,850 Billion Damage. The nice thing about Mound Blast is that all three versions can also be off-the-ground (OTG) special, which makes the enemy fly into the air (and possible to follow-up with if you are fast enough with the super jump canceling and Baroque Mound Blast). You can finish Ippatsuman j.C->land->Mound Blast (Baroque)->super jump cancel into air combo.
  • Straight Fly-Charge 4 for a few seconds, then press 6A/B/C-Ippatsuman flies into the enemy with a powerful headbutt (along with energy trailing along behind him). Each version travels its own distance and has damage output. A version travels less than half-way across the screen and does around 2,400 Billion Damage, B version travels half-way across the screen and does around 2,800 Billion Damage, and C version travels all the way across the screen and does around 3,200 Billion Damage. Straight Fly can be used in a ground combo. This special move is good to cover ground (or to quickly get to your opponent's character).

Super Moves

  • Grand Slam Attack-63214+Any two attack buttons-Ippatsuman takes out his baseball bat, and hits his baseball with the bat (causing many baseballs to fly across the screen). The number of hits and the damage output varies due to where both Ippatsuman and the enemy are at on the screen. This super can be used in a ground combo. Grand Slam Attack is great for chip damage (especially if it wins you the match). If you are far enough from your enemy, this super can cover almost the entire screen (and giving you some room to create new set-ups or to "run away" from your enemy).
  • Final Reversal Breaker-623+Any two attack buttons (this super can also be done in the air)-Ippatsuman jumps in the air and slams his enemy to the ground. This super (both on the ground and in the air) does 1 hit and does around 8,000 Billion Damage. On the ground, this super is great to use as an anti-air attack. In the air, this is great to use to reset the damage scale (which is the goal for the air version of Final Reversal Breaker).
  • Come Forth, Gyakuten-oh! (Level 3 Super)-Ippatsuman calls his mech and joins it to do battle against his enemy. Depending on how many super meters you have determines how long the mech will stay out. While this level 3 super looks impressive, the damage output to its parts (listed below) is not a lot (except for Gem Charge). Here is what Ippatsuman can do during mech form:
    • Right Horizontal Punch-Press A-The mech punches the enemy with his right hand. Does 1 hit and does around 2,400 Billion Damage. You can continue to juggle the enemy after Right Hand Horizontal Punch.
    • Left Horizontal Punch-Press B-The mech punches the enemy with his left hand. Does 1 hit and does around 2,400 Billion Damage. You can continue to juggle the enemy after Left Hand Horizontal Punch.
    • Gem Charge-Press C-The mech gathers energy to its center gem. If all 7 parts light up, the energy will be released, hitting the enemy. Gem Charge does 1 hit, and does around 34,400 Billion Damage. Notes: The Gem Charge can be interrupted by simply hitting the gem during its charge; charging takes about 11 seconds to completely charge and execute the energy (giving the enemy more than enough time to interrupt Gem Charge).
    • Right Hand Slam-2A-The mech slams his right hand to the ground, causing the enemy to fly into the air. Does 1 hit and does around 1,600 Billion Damage. You can continue to juggle the enemy after Right Hand Slam. Note: the enemy does not need to be next to the hand in order for the enemy to be launched; as long as the enemy is on the ground (and not blocking), the enemy will be launched into the air.
    • Left Hand Slam-2B-The mech slams his left hand to the ground, causing the enemy to fly into the air. Does 1 hit and does around 1,600 Billion Damage. You can continue to juggle the enemy after Left Hand Slam. Note: the enemy does not need to be next to the hand in order for the enemy to be launched; as long as the enemy is on the ground (and not blocking), the enemy will be launched into the air.
    • Right Hand Lower Sword Slash-8A-The mech takes out his sword and slashes the enemy. This move does 1 hit and does around 5,200 Billion Damage. You can continue to juggle the enemy after Right Hand Lower Sword.
    • Left Hand Upper Sword Slash-8B-The mech takes out his sword and slashes the enemy. This move does 1 hit and does around 5,200 Billion Damage. You can continue to juggle the enemy after Left Hand Lower Sword.

As An Assist

Ippatsuman jumps out and does the B version of Straight Fly. His Assist can be used in ground combos or to keep away your enemy's offensive attacks.

The Basics

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