Tatsunoko vs Capcom: Ultimate All Stars/Yatterman-2: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Yatterman-2|content=
==Introduction==
Ai-Chan, the girlfriend of the tinkerer turned superhero is here to bully people with a robot
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
*j.M
*Blind Mixups
*The Robot
*The Shield
*Extremely damaging level 3
*Unblockables
*Fantastic DHC candidate
|cons=
* Bad health only winning against Karas
* Assist is ok
* Definitely needs proper meter and baroque management
 
 
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
*Press and hold 5C, 2C, or j.C-Charging Electric Wand-All Charging Electric Wand attacks will become unblockable. This is great to use to create interesting set-ups.
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| '''5A''' || 6 || 3 || 13 || - || 730 || - || Long reaching jab, nice
|-
| '''2A''' || 6 || 2 || 13 || - || 730 || - || Little kick
|-
| '''5B''' || 8 || 8 || 13 || - || 1767 || - || Decent reaching medium, hits three times, good damage
|-
| '''2B''' || 7 || 3 || 18 || - || 1680 || - || Swipes above her head, could be anti-air but it's iffy
|-
| '''5C''' || 11|| 5 || 26 || - || 2100 || - || Combo filler
|-
 
| '''5[C]''' || 54 || 5 || 24 || - || 3000 || Unblockable || Ai charged up his wand and let's loose, unblockable, needs baroque to follow up
|-
| '''2C''' || 11 || 4 || 26 || - || 2100||- || Ai leans down and wacks em with the stick, good AA properties
|-
| '''2[C]''' || 55 || 4 || 26 || - || 3000|| Unblockable || Another unblockable
|-
| '''3C''' || 10 || 3 || 36 || - || 2240|| Launcher|| Just as fast as Y-1's launcher, but the hitbox whiffs on air opponents.
|-
 
| '''j.A''' || 6 || 3 || 29 || - || 800|| - || Small little air jab, don't worry about this, nobody cares
|-
| '''j.B''' || 10 || 22 || 16 || - || 1560|| Overhead || This normal makes this whole character, Ai spinds her wand in front of her and everything else just has to deal with it. There is very very little challenging it unless you know your character's hitboxes very very well.
|-
| '''j.C''' || 11 || 4 || - || - || 2400 || Overhead || And then we have this, it's okay I guess
| '''j.[C]''' || 25|| 4 || - || - || 3000 || Overhead || Her quickest unblockable
|}
 
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''VAR starter''' || 17 || - || - || - || 2320 || - ||
|-
| '''Counter Tag''' || 26 || 1 || - || - || 2320 || - ||
|-
| '''Forward Throw''' || - || - || - || - || 3930 || Throw || Can follow with '''''YatterStep -> C'''''
|-
| '''Back Throw''' || - || - || - || - || 3930  || Throw || Can follow with '''''YatterStep -> C'''''
|-
| '''Air Forward Throw''' || - || - || - || - || 4586 || Throw ||
|-
| '''Air Back Throw''' || - || - || - || - || 4586 || Throw ||
|}
 
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''YatterShield''' <br> 214X|| 3|| - || 13/15/14 || - || Stagger/Projectile Reflect || 300 || 3 FRAMES? 3 FRAMES? This is your panic button, this is your combo extender, this is your defense, this is your offense, this is your anti projectile. This shield does it all.
If anyone approaches throw it out, you're pretty much safe. In the air it pushes them backwards and the hitbox reaches deep within AI, on the ground it causes stagger.
If a projectile is coming your way, throw it out, not only will it reflect the projectile, it will generate it's own projectile and this new projectile seemingly has infinite projectile durability on top of that.
The shield has saved so many matches for Y-2 players
|-
| '''''Yatterstep''''' <br> 236X|| - || - || - || - || 2220|| - || Next on the list of dumb things is yatter step, when you press this button yatter-2 does a dash.
*Pressing nothing results in...nothing
*Pressing A results in yatter 2 stabbing, it's got decent range but never do this
*Pressing B results in an overhead
*Pressing C results in a low. This hits OTG for some reason.
There is absolutely no way for the opponent to tell what button is about to come out, and when mixed in with her robot, assists, and other screen disturbances it gets as blind of a mixup as you can imagine.
|-
| '''''Yatterswing'''''  <br> [4]->6X|| - || - || - || - || - || stagger || Ai-chan produces an electric ball then swings at it. It's not an amazing projectile but can be slightly annoying. Ball bounces off floor and walls. can be used to close off areas of the screen
*A Swing tosses the ball diagonally downward
*B sends it horizontal.
*C sends a vertical hail mary
|-
| '''''Yattersplash''''' <br> Mash X|| - || - || - || - || 2600/3200|| - || Ai-chan starts stabbing wildly, if done in the air it slows her momentum
*Ground
** A splash stabs forward
**B Splash stabs diagonally upward
**C Splash gives a '''''Yatterstep''''' before stabbing
*Air (all versions are overheads)
**Air A stabs forward
**Air B stabs diagonally downward
**Air C stabs directly downward
|}
 
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


==Special Moves==
|-
*Yatter Shield-214A/B/C-Yatterman-2 spins her electric wand around in front of herself. All three versions do 1 hit and have the same damage output (around 0,300 Billion Damage). If the enemy is hit by this, the enemy will go into a staggering state, giving Yatterman-2 enough time to continue her ground combo. This move can also reflect projectiles (and turn them into electric balls).
| '''Super Passion''' <br> 236XX|| 7+10  || - || - || - || 6598/10422/13155|| - || Ai generates an electric heart, holding it causes it to grow bigger. the small heart bounces around the stage, but the bigger heart falls slowly in front of her.
*Yatter Step-236A/B/C-Yatterman-2 dashes towards her enemy. Each version travels its own distance. A version will travel 1/4th across the screen, B version will travel about 1/3 across the screen, and C version will travel less than half-way across the screen. From there, you can do:
|-
**Electric Wand Poke-Press A-Pokes her enemy with her electric wand. Does 1 hit and does around 2,220 Billion Damage.
| '''Omotchama''' <br> 623XX|| 27+0 || - || - || - || - ||- || AKA "The Dreamruiner", Ai summons Koron to assist her, this little robot just chills for a bit before he starts performing hundred hand slap, headbutt, and sumo splash. When he does this is entirely random. So on one hand he can ruin Ai's combos, but on the other hand he can (and trust me he will) ruin yours. For one bar, she effectively has a combo extension, 3-4 megacrashes, and a free pressure tool, on top of all the stuff she can already do. Plus her meter does not freeze, if Ai is played effectively by the time he leaves she'll have the meter to summon him right back, it's not uncommon to see high-level Y2 consist of this robot by her side constantly.
**Electric Wand Overhead-Press B-Yatterman-2 does an overhead attack. Does 1 hit and does around 2,220 Billion Damage.
|-
**Electric Wand Toe Pole-Press C-Yatterman-2 pokes at the enemy's foot. Does 1 hit and does around 2,220 Billion Damage. If the enemy is on the ground (and if you are fast enough to input this special move), you can use this special move as an off-the-ground hit (nice to use after an air combo and near the corner).
| '''This Week's Surprise Robots''' <br> 214X|| 7+9 || - || - || - || 21745 (Mashed): 45359|| - ||Ai slides across the floor and hops on yatterpelican to drop robots on the opponent. No that is not a typo, this super can be mashed, and when it's fully mashed, she has the strongest attack in the ENTIRE game
*Yatter Swing-Press 4 for a few seconds, then press 6A/B/C (this move can also be done in the air)-Yatterman-2 creates an electric ball and hits the electric ball with her electric wand (duh! What else would she use? Her shoe?). All three versions do 1 hit and all three versions have the same damage output (does around 1,520 Billion Damage). A version (both ground and air) makes Yatterman-2 shoot the electric ball towards the ground, causing the electric ball to bounce at 45 degree inclining angles; B version will shoot straight across the screen (bouncing back and forth if the electric ball hits the wall); and the C version will shoot straight into the air (and if it hits the floor, the electric ball will bounce straight into the air again). Yatter Swing is great to lock down your enemy's movement (especially to create mind-games).
|}
*Yatter Splash-Press rapidly A/B/C (this move can also be done in the air)-Yatterman-2 dashes (while on the ground) and pokes her enemy with her electric wand. Each version (on the ground) has its own properties. A version will poke directly in front of her (horizontally), B version will poke directly above her head (vertically, or near vertically), and C version will make Yatterman-2 dash towards her enemy and poke them with her electric wand. The air versions will just make Yatterman-2 poke with her electric wand in the air in the following directions: A version horizontally, B version at a 45 degree declining angle, and C version straight down (or vertically). You can use Yatter Splash in both ground and air combos.
==Super Moves==
*Super Passion-236+Any two attack buttons (it is possible to charge this super)-Yatterman-2 shoots out an electric ball. If you just simply input the super, she will shoot out a small electric ball in which it will bounce all over the floor and wall. If you hold the two attack buttons down for 2 seconds, the electric ball will increase in size, and travel towards the enemy. And if you hold down the two attack buttons for 4 seconds, the electric ball will take up the majority of the screen, traveling towards the enemy. The number of hits and damage output varies due to where Yatterman-2 and her enemy are at on the screen. A great super to use to lock down your enemy's movement.
*Omotchama's Roll-623+Any two attack buttons-Yatterman-2 calls out her robotic buddy. All of its hits are unblockable, it attacks at random times, and attacks the enemy up to three times. This is excellent to use if you want to get a chance to start a ground/air combo. However, it is possible for the enemy to hit the flying robot.
*This Week's Suprise Robots (Level 3 Super)-214+Any two attack buttons (to summon more pelicans during the super, mash all buttons and even move the arcade stick/controller pad all over the place)-Yatterman-2 hits the enemy with a robotic fish. If the enemy is hit by the robotic fish, Yatterman-2 summons the robotic Pelican. She feeds the robotic Pelican the robotic fish (why else is it out and about?), where the robotic Pelican vomits out a series of mini-pelicans (where the mini-pelicans peck at the enemy). The super ends with all the mini-pelicans combining into one giant Pelican (in which the giant Pelican pokes the enemy with its giant beak in the enemy's...rear end). Depending on how fast and how long you press (or in this case, mash) the buttons determines the number of hits and damage output of her level 3 super. This could lead to some excellent damage output if you go crazy with the buttons!
=As An Assist=
Yatterman-2 jumps out and does her B version of Yatter Splash. Her Assist is good to ground combo with (or as an anti-air attack).


=The Basics=
=The Basics=

Revision as of 15:13, 4 November 2021

Introduction

Ai-Chan, the girlfriend of the tinkerer turned superhero is here to bully people with a robot

Gameplay

Strengths Weaknesses
  • j.M
  • Blind Mixups
  • The Robot
  • The Shield
  • Extremely damaging level 3
  • Unblockables
  • Fantastic DHC candidate
  • Bad health only winning against Karas
  • Assist is ok
  • Definitely needs proper meter and baroque management
TVC Yatterman-2 Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 6 3 13 - 730 - Long reaching jab, nice
2A 6 2 13 - 730 - Little kick
5B 8 8 13 - 1767 - Decent reaching medium, hits three times, good damage
2B 7 3 18 - 1680 - Swipes above her head, could be anti-air but it's iffy
5C 11 5 26 - 2100 - Combo filler
5[C] 54 5 24 - 3000 Unblockable Ai charged up his wand and let's loose, unblockable, needs baroque to follow up
2C 11 4 26 - 2100 - Ai leans down and wacks em with the stick, good AA properties
2[C] 55 4 26 - 3000 Unblockable Another unblockable
3C 10 3 36 - 2240 Launcher Just as fast as Y-1's launcher, but the hitbox whiffs on air opponents.
j.A 6 3 29 - 800 - Small little air jab, don't worry about this, nobody cares
j.B 10 22 16 - 1560 Overhead This normal makes this whole character, Ai spinds her wand in front of her and everything else just has to deal with it. There is very very little challenging it unless you know your character's hitboxes very very well.
j.C 11 4 - - 2400 Overhead And then we have this, it's okay I guess j.[C] 25 4 - - 3000 Overhead Her quickest unblockable

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 17 - - - 2320 -
Counter Tag 26 1 - - 2320 -
Forward Throw - - - - 3930 Throw Can follow with YatterStep -> C
Back Throw - - - - 3930 Throw Can follow with YatterStep -> C
Air Forward Throw - - - - 4586 Throw
Air Back Throw - - - - 4586 Throw

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
YatterShield
214X
3 - 13/15/14 - Stagger/Projectile Reflect 300 3 FRAMES? 3 FRAMES? This is your panic button, this is your combo extender, this is your defense, this is your offense, this is your anti projectile. This shield does it all.

If anyone approaches throw it out, you're pretty much safe. In the air it pushes them backwards and the hitbox reaches deep within AI, on the ground it causes stagger. If a projectile is coming your way, throw it out, not only will it reflect the projectile, it will generate it's own projectile and this new projectile seemingly has infinite projectile durability on top of that. The shield has saved so many matches for Y-2 players

Yatterstep
236X
- - - - 2220 - Next on the list of dumb things is yatter step, when you press this button yatter-2 does a dash.
  • Pressing nothing results in...nothing
  • Pressing A results in yatter 2 stabbing, it's got decent range but never do this
  • Pressing B results in an overhead
  • Pressing C results in a low. This hits OTG for some reason.

There is absolutely no way for the opponent to tell what button is about to come out, and when mixed in with her robot, assists, and other screen disturbances it gets as blind of a mixup as you can imagine.

Yatterswing
[4]->6X
- - - - - stagger Ai-chan produces an electric ball then swings at it. It's not an amazing projectile but can be slightly annoying. Ball bounces off floor and walls. can be used to close off areas of the screen
  • A Swing tosses the ball diagonally downward
  • B sends it horizontal.
  • C sends a vertical hail mary
Yattersplash
Mash X
- - - - 2600/3200 - Ai-chan starts stabbing wildly, if done in the air it slows her momentum
  • Ground
    • A splash stabs forward
    • B Splash stabs diagonally upward
    • C Splash gives a Yatterstep before stabbing
  • Air (all versions are overheads)
    • Air A stabs forward
    • Air B stabs diagonally downward
    • Air C stabs directly downward

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Super Passion
236XX
7+10 - - - 6598/10422/13155 - Ai generates an electric heart, holding it causes it to grow bigger. the small heart bounces around the stage, but the bigger heart falls slowly in front of her.
Omotchama
623XX
27+0 - - - - - AKA "The Dreamruiner", Ai summons Koron to assist her, this little robot just chills for a bit before he starts performing hundred hand slap, headbutt, and sumo splash. When he does this is entirely random. So on one hand he can ruin Ai's combos, but on the other hand he can (and trust me he will) ruin yours. For one bar, she effectively has a combo extension, 3-4 megacrashes, and a free pressure tool, on top of all the stuff she can already do. Plus her meter does not freeze, if Ai is played effectively by the time he leaves she'll have the meter to summon him right back, it's not uncommon to see high-level Y2 consist of this robot by her side constantly.
This Week's Surprise Robots
214X
7+9 - - - 21745 (Mashed): 45359 - Ai slides across the floor and hops on yatterpelican to drop robots on the opponent. No that is not a typo, this super can be mashed, and when it's fully mashed, she has the strongest attack in the ENTIRE game

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants