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==
*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
{| class = wikitable style="text-align: center;"
*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).
! 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


==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.  
| '''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.
*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).
| '''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'''''
*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).
| '''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:
==Super Moves==
*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.
*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).
*B controls the right screen hand, same mechanics apply.
*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).
*2+A Slams the left hand on the ground, causes the opponent to fly vertically. Hits low
*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:
*2+B slams the right hand, same mechanics apply
**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.
*8+A, slices the opponent, covers the entire bottom of the screen, unblockable. Avoid with a neutral jump
**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.
*8+B slices the opponent, covers the entire top of the screen, unblockable. Avoid by...doing nothing
**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).
*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.
**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=
=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
  • 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
  • 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

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.
  • 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
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
  • 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

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:
  • 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

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

Match-Ups

Game Navigation

General

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