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 form using their robots for shenanigans every week.
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo from using their robots for shenanigans every week.


==Gameplay==
==Gameplay==
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{{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
}}
}}
}}
}}
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==Normal Moves==
==Normal Moves==
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
|[[File:Ippatsu 5A.webm|thumb| '''<span style="color:#87CEEB;">5A</span>''']] || 5 || 3 || 13 || - || 800 || - || Jab, it's fast
|[[File:Ippatsu 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]]  
|| 5  
|| 3  
|| 13  
|| -  
|| 800  
|| -  
|| Jab, it's fast
|-
|-
|[[File:Ippatsu 2A.webm|thumb|'''<span style="color:#87CEEB;">2A</span>''']] || 5 || 4 || 10 || - || 800 || - || Another jab, this time crouching. still fast
|[[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|'''<span style="color:#FFD700;">5B</span>''']] || 11 || 3 || 18 || - || 1560 || - || Hits twice, highly advisable to let both hits rock when doing combos
|[[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|'''<span style="color:#FFD700;">2B</span>''']] || 10 || 4 || 18 || - || 1600 || Low || Long reaching poke
|[[File:Ippatsu 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]]  
|| 10  
|| 4  
|| 18  
|| -  
|| 1600  
|| Low  
|| Long-reaching poke.
|-
|-
| [[File:Ippatsu 6B.webm|thumb|'''<span style="color:#FFD700;">6B</span>''']] || 14 || 4 || 28 || - || 1440 || Launcher (air only) || Secondary launcher but only against air enemies. It has a special route you can take '''''<span style="color:#FF6347;">2C</span> -> <span style="color:#90EE90;">Quick Upper</span> --> <span style="color:#90EE90;">IAD</span> --> <span style="color:#FFD700;">j.B</span> --> <span style="color:#FFD700;">6B</span> ''''' and is the primary component of his loop. Doesn't have too much other use
|[[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|'''<span style="color:#FF6347;">5C</span>''']] || 16 || 4 || 25 || - || 3040 || - || Ippatsuman leans forward and gives a punch, links to <span style="color:#FF6347;">2C</span>, otherwise eh.
|[[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|'''<span style="color:#FF6347;">6C</span>''']]|| - || - || - || - || - || Hard Knockdown|| Ippatsuman does a tackle. very unsafe, not too much use other than pushing someone away.
|[[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|'''<span style="color:#FF6347;">2C</span>''']] || 15 || 9 || 27 || - || 3280 || Low || Low Sweep, reaches 3/4th screen, use '''''<span style="color:#90EE90;">Quick Upper</span>''''' to make it safe
|[[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|'''<span style="color:#FF6347;">3C</span>''']] || 10 || 4 || 32 || - || 2400 || Launcher || Standard launcher
|[[File:Ippatsu 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]]  
|| 10  
|| 4  
|| 32  
|| -  
|| 2400  
|| Launcher  
|| Standard launcher.
|-
|-
| [[File:Ippatsu JA.webm|thumb|'''<span style="color:#87CEEB;">j.A</span>''']] || 5 || 9 || 26 || - || 800 || Overhead || Diagonal jumping jab, hits grounded opponents, comes out fast, A+
|[[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|'''<span style="color:#FFD700;">j.B</span>''']] || 8 || 10 || 26 || - || 1600 || Overhead || Horizontal kick, used for combos, blockstrings, and neutral, solid tool
|[[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| '''<span style="color:#FF6347;">j.C</span>''']] || 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
|[[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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! 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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup
|-
|| Active
| '''<span style="color:#90EE90;">Rainball</span>''' <br> 236X <br>[[File:Ippatsu Rainball A.webm|thumb|'''<span style="color:#87CEEB;">A</span>''']]<br>[[File:Ippatsu Rainball B.webm|thumb|'''<span style="color:#FFD700;">B</span>''']]<br>[[File:Ippatsu Rainball C.webm|thumb|'''<span style="color:#FF6347;">C</span>''']]<br>[[File:Ippatsu Rainball A Air.webm|thumb|'''<span style="color:#87CEEB;">A Air</span>''']]<br>[[File:Ippatsu Rainball B Air.webm|thumb|'''<span style="color:#FFD700;">B Air</span>''']]<br>[[File:Ippatsu Rainball C Air.webm|thumb|'''<span style="color:#FF6347;">C Air</span>''']]|| 18/18/21 || - || 36/48/53 || - || 2400 || projectile || Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time.
|| Recovery
*<span style="color:#87CEEB;">A Baseball</span> is a horizontal fastball , on the ground Ippatsu will hop back when he throws it. '''''In the air it flies diagonally down'''''.
|| Block Adv
*<span style="color:#FFD700;">B</span> is a curveball, it flies straight, then curves up. '''''In the air it curves upward a little more sharply'''''
|| Damage <br> (Billions)
*<span style="color:#FF6347;">C</span> is a slow knuckleball, it'll oscillate vertically. '''''in the air it moves diagonally down'''''
|| Properties
|| Notes
|-
|-
| '''<span style="color:#90EE90;">Quick Upper</span>''' <br> 623X <br> [[File:Ippatsu quick upper.webm|thumb]] <br>[[File:Ippatsu Quick upper dash.webm|thumb|'''Dash -> Quick Upper''']]|| 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'''''
| {{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 Mround Blast.webm|thumb|'''<span style="color:#90EE90;">Mound Blast</span>''' <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
| {{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 Straight fly.webm|thumb|'''<span style="color:#90EE90;">Straight Fly</span>''' <br> [4]->6x]]|| 18 || - || 33/31/34|| - || 2400/2800/3200|| - || Psycho Crusher
| [[File:Ippatsu Mround Blast.webm|thumb|{{TvC-Colors|green|'''Mound Blast'''}}]] <br> 214X
*<span style="color:#87CEEB;">A</span> Version doesn't crossup
|| 21
*<span style="color:#FFD700;">B</span> Version does crossup
|| -  
*<span style="color:#FF6347;">C</span> Version is a runaway freight train
|| 26/29/37
With baroque this can become a 50/50
|| -  
|| 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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| [[File:Ippatsu Grand Slam.webm|thumb|'''<span style="color:#90EE90;">Grand Slam</span>''' <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.
| [[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|'''<span style="color:#90EE90;">Final Reversal Breaker</span>''' <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'''''
| [[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.''
|-
|-
| '''<span style="color:#90EE90;">Come Forth, Gyakuten-oh!</span>''' <br> 421XX <br> [[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br> [[File:Ippatsu Gya Punch.webm|thumb|'''<span style="color:#87CEEB;">A</span>''' or '''<span style="color:#FFD700;">B</span>''']] <br> [[File:Ippatsu Gya Sword.webm|thumb|'''<span style="color:#87CEEB;">8A</span>''' or '''<span style="color:#FFD700;">8B</span>''']] <br>[[File:Ippatsu Gya Slam.webm|thumb|'''<span style="color:#87CEEB;">2A</span>''' or '''<span style="color:#FFD700;">2B</span>''']]<br>[[File:Ippatsu Gya C.webm|thumb|'''<span style="color:#FF6347;">C</span>''']]<br>[[File:Ippatsu Gya End.webm|thumb|'''Run out of meter''']] || 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:
| {{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''']]  
*<span style="color:#87CEEB;">A</span> controls on-screen left hand, causes wallbounce,  unlike normal wallbounce limits this one is infinite, making '''''<span style="color:#87CEEB;">A</span>-><span style="color:#FFD700;">B</span>-><span style="color:#87CEEB;">A</span>''''' a viable infinite if you can start it up.
|| 7+0  
*<span style="color:#FFD700;">B</span> controls the right screen hand, same mechanics apply.
|| -  
*<span style="color:#87CEEB;">2+A</span> Slams the left hand on the ground, causes the opponent to fly vertically. Hits low
|| -  
*<span style="color:#FFD700;">2+B</span> slams the right hand, same mechanics apply
|| -  
*<span style="color:#87CEEB;">8+A</span>, slices the opponent, covers the entire bottom of the screen, unblockable. Avoid with a neutral jump
|| Hands: 2400 <br> Sword: 5200 <br> Beam: 34400  
*<span style="color:#FFD700;">8+B</span> slices the opponent, covers the entire top of the screen, unblockable. Avoid by...doing nothing
|| -  
*<span style="color:#FF6347;">C</span> 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 since he'll charge even with no meter.
|| 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
  • Decent combos
  • Can do great damage without spending any meter
  • 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
TVC Ippatsu Art.png

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.
  • A Baseball is a horizontal fastball. On the ground, Ippatsu will hop back when he throws it. In the air, it flies diagonally downward.
  • B Baseball is a curveball that flies straight and then curves up. In the air, it curves upward more sharply.
  • C Baseball is a slow knuckleball that oscillates vertically. In the air, it moves diagonally down.
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.
  • A Version doesn't cross up.
  • B Version crosses up.
  • C Version is a runaway freight train. With baroque, this can become a 50/50 mix-up.

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:
  • A controls the left hand, causing a wall bounce. The wall bounce limit is infinite, so starting an A -> B -> A infinite is possible if you can get it going.
  • B controls the right hand with the same mechanics.
  • 2A slams the left hand on the ground, causing the opponent to fly vertically. Hits low.
  • 2B slams the right hand similarly.
  • 8A slices the opponent and covers the entire bottom of the screen. Unblockable. Avoid with a neutral jump.
  • 8B slices the opponent and covers the entire top of the screen. Unblockable. Avoid by doing nothing.
  • 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

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants