Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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=Introduction= | {{TVC Character Intro|char=Ippatsuman|content= | ||
==Introduction== | |||
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form using their robots for shenanigans every week. | |||
==Gameplay== | |||
{{Content Box|content= | |||
{{ProConTable | |||
|pros= | |||
*Decent combos | |||
*Can zone fairly effectively, his projectile can manage different trajectories and speeds | |||
*Anti-air super is very effective | |||
*Can easily close the gap | |||
*Great pressure | |||
|cons= | |||
* Despite having great projectiles, his zoning can be easily avoided with the right angles | |||
* His loop requires some execution | |||
* Level 3 is purely for chip kill and even then it's easy to waste it | |||
}} | |||
}} | |||
}} | |||
=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
{| class = wikitable style="text-align: center;" | |||
* | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |||
| '''5A''' || 5 || 3 || 13 || - || 800 || - || Jab, it's fast | |||
|- | |||
| '''2A''' || 5 || 4 || 10 || - || 800 || - || Another jab, this time crouching. still fast | |||
|- | |||
| '''5B''' || 11 || 3 || 18 || - || 1560 || - || Hits twice, highly advisable to let both hits rock when doing combos | |||
|- | |||
| '''2B''' || 10 || 4 || 18 || - || 1600 || Low || Long reaching poke | |||
|- | |||
| '''6B''' || 14 || 4 || 28 || - || 1440 || Launcher (air only) || Secondary launcher but only against air enemies. It has a special route you can take '''''2C -> quick upper --> air dash forward --> j.M --> 6B ''''' and is the primary component of his loop. Doesn't have too much other use | |||
|- | |||
| '''5C''' || 16 || 4 || 25 || - || 3040 || - || Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. | |||
|- | |||
| '''2C''' || 15 || 9 || 27 || - || 3280 || Low || Low Sweep, reaches 3/4th screen, use '''''Quick''''' upper to make it safe | |||
|- | |||
| '''3C''' || 10 || 4 || 32 || - || 2400 || Launcher || Standard launcher | |||
|- | |||
| '''j.A''' || 5 || 9 || 26 || - || 800 || Overhead || Diagonal jumping jab, hits grounded opponents, comes out fast, A+ | |||
|- | |||
| '''j.B''' || 8 || 10 || 26 || - || 1600 || Overhead || Horizontal kick, used for combos, blockstrings, and neutral, solid tool | |||
|- | |||
| '''j.C''' || 14 || 6 || 30 || - || 3200 || Overhead || Ippatsuman leans back and does a bicycle kick. Pushes his hurtbox back so it's hard to challenge, pretty cool | |||
|} | |||
===Universal Mechanics=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''VAR starter''' || 14 || - || - || - || 3200 || - || | |||
|- | |||
| '''Counter Tag''' || 26 || 3 || 26 || - || 2400 || - || | |||
|- | |||
| '''Forward Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Back Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Air Forward Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Air Back Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal. | |||
|} | |||
===Special Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Rainball''' <br> 236X|| 18/18/21 || - || 36/48/53 || - || 2400 || projectile || Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time. | |||
*A Baseball is a horizontal fastball , on the ground Ippatsu will hop back when he throws it. '''''In the air it flies diagonally down'''''. | |||
*B is a curveball, it flies straight, then curves up. '''''In the air it curves upward a little more sharply''''' | |||
*C is a slow knuckleball, it'll oscillate vertically. '''''in the air it moves diagonally down''''' | |||
|- | |||
| '''Quick Upper''' <br> 623X|| 7|| - || 12|| - || 2800/3588/5032|| - || Fly vertically into the air, if you dash first it'll go diagonally upward instead. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead to supers. '''''Useable in air''''' | |||
|- | |||
| '''Mound Blast''' <br> 214X|| 21 || - || 26/29/37 || - || 2480/3540/4511|| OTG || Punch the ground and make your own Captain Corridor. Hits OTG, hitbox is about max normal jump height. Strength determines number of hits and vertical knockback | |||
|- | |||
| '''Straight Fly''' <br> [4]->6x|| 18 || - || 33/31/34|| - || 2400/2800/3200|| - || Psycho Crusher | |||
*A Version doesn't crossup | |||
*B Version does crossup | |||
*C Version is a runaway freight train | |||
With baroque this can become a 50/50 | |||
|- | |||
|} | |||
===Super Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Grand Slam''' <br> 63214XX || 17+8|| - || - || - || 15155|| Projectile Reflect || Ippatsuman pulls out the bat and shoots out a ton of baseballs, hitbox is extremely wide, even at super jump height there are some invisible balls that still hit opponents. Great for chip. Reflects projectiles. | |||
|- | |||
| '''Final Reversal Breaker''' <br> 623XX || 7+0 || - || - || - || 10005 || Command Grab || Ippatsuman jumps up and grabs anyone airborne in the way. Deceptive hitbox, very good AA super, command grab so it ignores block. Staple of combos despite low damage. '''''Useable in air''''' | |||
|- | |||
| '''Come Forth, Gyakuten-oh!''' <br> 421XX || 7+0|| - || - || - || Hands: 2400 <br> Sword: 5200 <br> Beam: 34400|| - || 'Gyakuten-oh is here to save the day!!!' is what most Ippatsuman mains would love to say. This super is only for chipping out or wasting time (Like if zero pops sougenmu or there's 10 seconds left on the clock). Functionally you're invincible, using the robot drains your meter and lasts until it runs out. Can be controlled with the following inputs: | |||
*A controls on-screen left hand, causes wallbounce, hits overhead, unlike normal wallbounce limits this one is infinite, making '''''A->B->A''''' a viable infinite if you can start it up. | |||
*B controls the right screen hand, same mechanics apply. | |||
* | *2+A Slams the left hand on the ground, causes the opponent to fly vertically. Hits low | ||
*2+B slams the right hand, same mechanics apply | |||
* | *8+A, slices the opponent, covers the entire bottom of the screen, unblockable. Avoid with a neutral jump | ||
* | *8+B slices the opponent, covers the entire top of the screen, unblockable. Avoid by...doing nothing | ||
* | *C charges a laser beam, charge lasts 500+ frames, can be stopped by hitting the gem in the center. Does really good damage but you will only land this on new players. When your meter runs out you may as well try it. | ||
* | |} | ||
* | |||
=The Basics= | =The Basics= | ||
As mentioned in the opener, Casshan has stubby buttons and only average movement, which means his neutral is only ok. However, he has a couple strong and advantageous moves. first off, his divekick can be used at varying timings (after jump, air dash, double jump, 2nd air dash), and as long as you don't super jump you can cover it with assists for a strong approach. He can also use the knee in neutral, since it blows up any approaches other than lows, and can catch enemies blocking low if you're close enough, then baroqued for safety. | |||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 10:54, 4 November 2021
Introduction
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form using their robots for shenanigans every week.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 5 | 3 | 13 | - | 800 | - | Jab, it's fast |
2A | 5 | 4 | 10 | - | 800 | - | Another jab, this time crouching. still fast |
5B | 11 | 3 | 18 | - | 1560 | - | Hits twice, highly advisable to let both hits rock when doing combos |
2B | 10 | 4 | 18 | - | 1600 | Low | Long reaching poke |
6B | 14 | 4 | 28 | - | 1440 | Launcher (air only) | Secondary launcher but only against air enemies. It has a special route you can take 2C -> quick upper --> air dash forward --> j.M --> 6B and is the primary component of his loop. Doesn't have too much other use |
5C | 16 | 4 | 25 | - | 3040 | - | Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. |
2C | 15 | 9 | 27 | - | 3280 | Low | Low Sweep, reaches 3/4th screen, use Quick upper to make it safe |
3C | 10 | 4 | 32 | - | 2400 | Launcher | Standard launcher |
j.A | 5 | 9 | 26 | - | 800 | Overhead | Diagonal jumping jab, hits grounded opponents, comes out fast, A+ |
j.B | 8 | 10 | 26 | - | 1600 | Overhead | Horizontal kick, used for combos, blockstrings, and neutral, solid tool |
j.C | 14 | 6 | 30 | - | 3200 | Overhead | Ippatsuman leans back and does a bicycle kick. Pushes his hurtbox back so it's hard to challenge, pretty cool |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 14 | - | - | - | 3200 | - | |
Counter Tag | 26 | 3 | 26 | - | 2400 | - | |
Forward Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Back Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Air Forward Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Air Back Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Rainball 236X |
18/18/21 | - | 36/48/53 | - | 2400 | projectile | Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time.
|
Quick Upper 623X |
7 | - | 12 | - | 2800/3588/5032 | - | Fly vertically into the air, if you dash first it'll go diagonally upward instead. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead to supers. Useable in air |
Mound Blast 214X |
21 | - | 26/29/37 | - | 2480/3540/4511 | OTG | Punch the ground and make your own Captain Corridor. Hits OTG, hitbox is about max normal jump height. Strength determines number of hits and vertical knockback |
Straight Fly [4]->6x |
18 | - | 33/31/34 | - | 2400/2800/3200 | - | Psycho Crusher
With baroque this can become a 50/50 |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Grand Slam 63214XX |
17+8 | - | - | - | 15155 | Projectile Reflect | Ippatsuman pulls out the bat and shoots out a ton of baseballs, hitbox is extremely wide, even at super jump height there are some invisible balls that still hit opponents. Great for chip. Reflects projectiles. |
Final Reversal Breaker 623XX |
7+0 | - | - | - | 10005 | Command Grab | Ippatsuman jumps up and grabs anyone airborne in the way. Deceptive hitbox, very good AA super, command grab so it ignores block. Staple of combos despite low damage. Useable in air |
Come Forth, Gyakuten-oh! 421XX |
7+0 | - | - | - | Hands: 2400 Sword: 5200 Beam: 34400 |
- | 'Gyakuten-oh is here to save the day!!!' is what most Ippatsuman mains would love to say. This super is only for chipping out or wasting time (Like if zero pops sougenmu or there's 10 seconds left on the clock). Functionally you're invincible, using the robot drains your meter and lasts until it runs out. Can be controlled with the following inputs:
|
The Basics
As mentioned in the opener, Casshan has stubby buttons and only average movement, which means his neutral is only ok. However, he has a couple strong and advantageous moves. first off, his divekick can be used at varying timings (after jump, air dash, double jump, 2nd air dash), and as long as you don't super jump you can cover it with assists for a strong approach. He can also use the knee in neutral, since it blows up any approaches other than lows, and can catch enemies blocking low if you're close enough, then baroqued for safety.