Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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{{TVC Character Intro|char= | {{TVC Character Intro|char=Ippatsu|content= | ||
==Introduction== | ==Introduction== | ||
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form using their robots for shenanigans every week. | Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form using their robots for shenanigans every week. |
Revision as of 12:36, 9 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 |
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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.
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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:
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