Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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{{TVC Character Intro|char=Ippatsu|content= | {{TVC Character Intro|char=Ippatsu|content= | ||
==Introduction== | ==Introduction== | ||
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo | Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo from using their robots for shenanigans every week. | ||
==Gameplay== | ==Gameplay== | ||
Line 8: | Line 9: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*Decent combos | * Decent combos | ||
*Can do great damage without spending any meter | * Can do great damage without spending any meter | ||
*Can zone fairly effectively, his projectile can manage different trajectories and speeds | * Can zone fairly effectively, his projectile can manage different trajectories and speeds | ||
*Anti-air super is very effective | * Anti-air super is very effective | ||
*Can easily close the gap | * Can easily close the gap | ||
*Great pressure | * Great pressure | ||
|cons= | |cons= | ||
* Despite having great projectiles, his zoning can be easily avoided with the right angles | * Despite having great projectiles, his zoning can be easily avoided with the right angles | ||
* His loop requires some execution | * His loop requires some execution | ||
* Level 3 is purely for chip kill and even then it's easy to waste it | * Level 3 is purely for chip kill and even then it's easy to waste it | ||
}} | }} | ||
}} | }} | ||
Line 26: | Line 27: | ||
==Normal Moves== | ==Normal Moves== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
|[[File:Ippatsu 5A.webm|thumb| ''' | |[[File:Ippatsu 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]] | ||
|| 5 | |||
|| 3 | |||
|| 13 | |||
|| - | |||
|| 800 | |||
|| - | |||
|| Jab, it's fast | |||
|- | |- | ||
|[[File:Ippatsu 2A.webm|thumb|''' | |[[File:Ippatsu 2A.webm|thumb|{{TvC-Colors|blue|'''2A'''}}]] | ||
|| 5 | |||
|| 4 | |||
|| 10 | |||
|| - | |||
|| 800 | |||
|| - | |||
|| Another jab, this time crouching. Still fast. | |||
|- | |- | ||
| [[File:Ippatsu 5B.webm|thumb|''' | |[[File:Ippatsu 5B.webm|thumb|{{TvC-Colors|yellow|'''5B'''}}]] | ||
|| 11 | |||
|| 3 | |||
|| 18 | |||
|| - | |||
|| 1560 | |||
|| - | |||
|| Hits twice, highly advisable to let both hits rock when doing combos. | |||
|- | |- | ||
| [[File:Ippatsu 2B.webm|thumb|''' | |[[File:Ippatsu 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]] | ||
|| 10 | |||
|| 4 | |||
|| 18 | |||
|| - | |||
|| 1600 | |||
|| Low | |||
|| Long-reaching poke. | |||
|- | |- | ||
| [[File:Ippatsu 6B.webm|thumb|''' | |[[File:Ippatsu 6B.webm|thumb|{{TvC-Colors|yellow|'''6B'''}}]] | ||
|| 14 | |||
|| 4 | |||
|| 28 | |||
|| - | |||
|| 1440 | |||
|| Launcher (air only) | |||
|| Secondary launcher but only against air enemies. It has a special route you can take: | |||
'''{{TvC-Colors|red|2C}} -> {{TvC-Colors|green|Quick Upper}} --> {{TvC-Colors|green|IAD}} --> {{TvC-Colors|yellow|j.B}} --> {{TvC-Colors|yellow|6B}}''' and is the primary component of his loop. Doesn't have much other use. | |||
|- | |- | ||
| [[File:Ippatsu 5C.webm|thumb|''' | |[[File:Ippatsu 5C.webm|thumb|{{TvC-Colors|red|'''5C'''}}]] | ||
|| 16 | |||
|| 4 | |||
|| 25 | |||
|| - | |||
|| 3040 | |||
|| - | |||
|| Ippatsuman leans forward and gives a punch, links to {{TvC-Colors|red|2C}}, otherwise eh. | |||
|- | |- | ||
|[[File:Ippatsu 6C.webm|thumb|''' | |[[File:Ippatsu 6C.webm|thumb|{{TvC-Colors|red|'''6C'''}}]] | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| Hard Knockdown | |||
|| Ippatsuman does a tackle. Very unsafe, not too much use other than pushing someone away. | |||
|- | |- | ||
| [[File:Ippatsu 2C.webm|thumb|''' | |[[File:Ippatsu 2C.webm|thumb|{{TvC-Colors|red|'''2C'''}}]] | ||
|| 15 | |||
|| 9 | |||
|| 27 | |||
|| - | |||
|| 3280 | |||
|| Low | |||
|| Low sweep, reaches 3/4th screen, use {{TvC-Colors|green|Quick Upper}} to make it safe. | |||
|- | |- | ||
| [[File:Ippatsu 3C.webm|thumb|''' | |[[File:Ippatsu 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]] | ||
|| 10 | |||
|| 4 | |||
|| 32 | |||
|| - | |||
|| 2400 | |||
|| Launcher | |||
|| Standard launcher. | |||
|- | |- | ||
| [[File:Ippatsu JA.webm|thumb|''' | |[[File:Ippatsu JA.webm|thumb|{{TvC-Colors|blue|'''j.A'''}}]] | ||
|| 5 | |||
|| 9 | |||
|| 26 | |||
|| - | |||
|| 800 | |||
|| Overhead | |||
|| Diagonal jumping jab, hits grounded opponents, comes out fast. A+. | |||
|- | |- | ||
| [[File:Ippatsu jB.webm|thumb|''' | |[[File:Ippatsu jB.webm|thumb|{{TvC-Colors|yellow|'''j.B'''}}]] | ||
|| 8 | |||
|| 10 | |||
|| 26 | |||
|| - | |||
|| 1600 | |||
|| Overhead | |||
|| Horizontal kick, used for combos, blockstrings, and neutral. Solid tool. | |||
|- | |- | ||
|[[File:Ippatsu jC.webm|thumb| ''' | |[[File:Ippatsu jC.webm|thumb|{{TvC-Colors|red|'''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=== | ===Universal Mechanics=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| '''VAR starter''' || 14 || - || - || - || 3200 || - || | | '''VAR starter''' | ||
|| 14 | |||
|| - | |||
|| - | |||
|| - | |||
|| 3200 | |||
|| - | |||
|| | |||
|- | |- | ||
| '''Crossover Counter''' || 26 || 3 || 26 || - || 2400 || - || | | '''Crossover Counter''' | ||
|| 26 | |||
|| 3 | |||
|| 26 | |||
|| - | |||
|| 2400 | |||
|| - | |||
|| | |||
|- | |- | ||
| '''Forward Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal. | | '''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. | | '''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 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. | | '''Air Back Throw''' | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| 6000 | |||
|| Throw | |||
|| It's a throw, use it as a reversal. | |||
|} | |} | ||
===Special Moves=== | ===Special Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
| | || Active | ||
| | || Recovery | ||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| '''< | | {{TvC-Colors|green|'''Rainball'''}} <br> 236X <br> [[File:Ippatsu Rainball A.webm|thumb|{{TvC-Colors|blue|'''A'''}}]]<br>[[File:Ippatsu Rainball B.webm|thumb|{{TvC-Colors|yellow|'''B'''}}]]<br>[[File:Ippatsu Rainball C.webm|thumb|{{TvC-Colors|red|'''C'''}}]]<br>[[File:Ippatsu Rainball A Air.webm|thumb|{{TvC-Colors|blue|'''A Air'''}}]]<br>[[File:Ippatsu Rainball B Air.webm|thumb|{{TvC-Colors|yellow|'''B Air'''}}]]<br>[[File:Ippatsu Rainball C Air.webm|thumb|{{TvC-Colors|red|'''C Air'''}}]] | ||
|| 18/18/21 | |||
|| - | |||
|| 36/48/53 | |||
|| - | |||
|| 2400 | |||
|| Projectile | |||
|| Ippatsuman throws a baseball. He can only have one baseball out at a time unless using baroque. | |||
*{{TvC-Colors|blue|A Baseball}} is a horizontal fastball. On the ground, Ippatsu will hop back when he throws it. ''In the air, it flies diagonally downward.'' | |||
*{{TvC-Colors|yellow|B Baseball}} is a curveball that flies straight and then curves up. ''In the air, it curves upward more sharply.'' | |||
*{{TvC-Colors|red|C Baseball}} is a slow knuckleball that oscillates vertically. ''In the air, it moves diagonally down.'' | |||
|- | |- | ||
| [[File:Ippatsu | | {{TvC-Colors|green|'''Quick Upper'''}} <br> 623X <br>[[File:Ippatsu quick upper.webm|thumb]]<br>[[File:Ippatsu Quick upper dash.webm|thumb|Dash -> {{TvC-Colors|green|'''Quick Upper'''}}]] | ||
|| 7 | |||
|| - | |||
|| 12 | |||
|| - | |||
|| 2800/3588/5032 | |||
|| - | |||
|| Flies vertically into the air, or diagonally upward if dashed first. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead into supers. ''Usable in air.'' | |||
|- | |- | ||
| [[File:Ippatsu | | [[File:Ippatsu Mround Blast.webm|thumb|{{TvC-Colors|green|'''Mound Blast'''}}]] <br> 214X | ||
|| 21 | |||
|| - | |||
|| 26/29/37 | |||
|| - | |||
|| 2480/3540/4511 | |||
|| OTG | |||
|| Punch the ground and create a Captain Corridor-like effect. Hits OTG. Hitbox is about max normal jump height. Strength determines number of hits and vertical knockback. | |||
|- | |- | ||
| [[File:Ippatsu Straight fly.webm|thumb|{{TvC-Colors|green|'''Straight Fly'''}}]] <br> [4]->6x | |||
|| 18 | |||
|| - | |||
|| 33/31/34 | |||
|| - | |||
|| 2400/2800/3200 | |||
|| - | |||
|| Psycho Crusher-like move. | |||
*{{TvC-Colors|blue|A}} Version doesn't cross up. | |||
*{{TvC-Colors|yellow|B}} Version crosses up. | |||
*{{TvC-Colors|red|C}} Version is a runaway freight train. With baroque, this can become a 50/50 mix-up. | |||
|} | |} | ||
===Super Moves=== | ===Super Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Ippatsu Grand Slam.webm|thumb|''' | | [[File:Ippatsu Grand Slam.webm|thumb|{{TvC-Colors|green|'''Grand Slam'''}}]] <br> 63214XX | ||
|| 17+8 | |||
|| - | |||
|| - | |||
|| - | |||
|| 15155 | |||
|| Projectile Reflect | |||
|| Ippatsuman pulls out a bat and shoots out a barrage of baseballs. The hitbox is wide, even at super jump height. Great for chip damage and reflects projectiles. | |||
|- | |- | ||
| [[File:Ippatsu Final.webm|thumb|''' | | [[File:Ippatsu Final.webm|thumb|{{TvC-Colors|green|'''Final Reversal Breaker'''}}]] <br> 623XX | ||
|| 7+0 | |||
|| - | |||
|| - | |||
|| - | |||
|| 10005 | |||
|| Command Grab | |||
|| Ippatsuman jumps up and grabs airborne opponents. Deceptive hitbox, very effective as an anti-air super. As a command grab, it ignores block. ''Usable in air.'' | |||
|- | |- | ||
| ''' | | {{TvC-Colors|green|'''Come Forth, Gyakuten-oh!'''}} <br> 421XX <br>[[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br>[[File:Ippatsu Gya Punch.webm|thumb|{{TvC-Colors|blue|'''A'''}} or {{TvC-Colors|yellow|'''B'''}}]] <br> [[File:Ippatsu Gya Sword.webm|thumb|{{TvC-Colors|blue|'''8A'''}} or {{TvC-Colors|yellow|'''8B'''}}]] <br>[[File:Ippatsu Gya Slam.webm|thumb|{{TvC-Colors|blue|'''2A'''}} or {{TvC-Colors|yellow|'''2B'''}}]]<br>[[File:Ippatsu Gya C.webm|thumb|{{TvC-Colors|red|'''C'''}}]]<br>[[File:Ippatsu Gya End.webm|thumb|'''Run out of meter''']] | ||
* | || 7+0 | ||
* | || - | ||
* | || - | ||
* | || - | ||
* | || Hands: 2400 <br> Sword: 5200 <br> Beam: 34400 | ||
* | || - | ||
* | || Gyakuten-oh is a giant robot summoned to save the day, though it’s mostly used for chipping out or wasting time. Ippatsuman is invincible while using it, and it drains your meter until empty. Gyakuten-oh can be controlled with various inputs: | ||
*{{TvC-Colors|blue|A}} controls the left hand, causing a wall bounce. The wall bounce limit is infinite, so starting an '''{{TvC-Colors|blue|A}} -> {{TvC-Colors|yellow|B}} -> {{TvC-Colors|blue|A}}''' infinite is possible if you can get it going. | |||
*{{TvC-Colors|yellow|B}} controls the right hand with the same mechanics. | |||
*{{TvC-Colors|blue|2A}} slams the left hand on the ground, causing the opponent to fly vertically. Hits low. | |||
*{{TvC-Colors|yellow|2B}} slams the right hand similarly. | |||
*{{TvC-Colors|blue|8A}} slices the opponent and covers the entire bottom of the screen. Unblockable. Avoid with a neutral jump. | |||
*{{TvC-Colors|yellow|8B}} slices the opponent and covers the entire top of the screen. Unblockable. Avoid by doing nothing. | |||
*{{TvC-Colors|red|C}} charges a laser beam, taking 500+ frames to charge. It can be stopped by hitting the gem in the center. Massive damage but only works on beginners. When your meter runs out, you may as well attempt this as it charges even with no meter. | |||
|} | |} | ||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 20:17, 11 September 2024
Introduction
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo from using their robots for shenanigans every week.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 800 | - | Jab, it's fast | |
5 | 4 | 10 | - | 800 | - | Another jab, this time crouching. Still fast. | |
11 | 3 | 18 | - | 1560 | - | Hits twice, highly advisable to let both hits rock when doing combos. | |
10 | 4 | 18 | - | 1600 | Low | Long-reaching poke. | |
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 --> IAD --> j.B --> 6B and is the primary component of his loop. Doesn't have much other use. | |
16 | 4 | 25 | - | 3040 | - | Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. | |
- | - | - | - | - | Hard Knockdown | Ippatsuman does a tackle. Very unsafe, not too much use other than pushing someone away. | |
15 | 9 | 27 | - | 3280 | Low | Low sweep, reaches 3/4th screen, use Quick Upper to make it safe. | |
10 | 4 | 32 | - | 2400 | Launcher | Standard launcher. | |
5 | 9 | 26 | - | 800 | Overhead | Diagonal jumping jab, hits grounded opponents, comes out fast. A+. | |
8 | 10 | 26 | - | 1600 | Overhead | Horizontal kick, used for combos, blockstrings, and neutral. Solid tool. | |
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 | - | |
Crossover Counter | 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 | Ippatsuman throws a baseball. He can only have one baseball out at a time unless using baroque.
|
Quick Upper 623X |
7 | - | 12 | - | 2800/3588/5032 | - | Flies vertically into the air, or diagonally upward if dashed first. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead into supers. Usable in air. |
214X |
21 | - | 26/29/37 | - | 2480/3540/4511 | OTG | Punch the ground and create a Captain Corridor-like effect. Hits OTG. Hitbox is about max normal jump height. Strength determines number of hits and vertical knockback. |
[4]->6x |
18 | - | 33/31/34 | - | 2400/2800/3200 | - | Psycho Crusher-like move.
|
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
63214XX |
17+8 | - | - | - | 15155 | Projectile Reflect | Ippatsuman pulls out a bat and shoots out a barrage of baseballs. The hitbox is wide, even at super jump height. Great for chip damage and reflects projectiles. |
623XX |
7+0 | - | - | - | 10005 | Command Grab | Ippatsuman jumps up and grabs airborne opponents. Deceptive hitbox, very effective as an anti-air super. As a command grab, it ignores block. Usable in air. |
Come Forth, Gyakuten-oh! 421XX |
7+0 | - | - | - | Hands: 2400 Sword: 5200 Beam: 34400 |
- | Gyakuten-oh is a giant robot summoned to save the day, though it’s mostly used for chipping out or wasting time. Ippatsuman is invincible while using it, and it drains your meter until empty. Gyakuten-oh can be controlled with various inputs:
|