Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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| social = | | social = | ||
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{{TvC-Players | |||
| name = BlingBloing | |||
| point = Ippatsuman | |||
| anchor = Polimar | |||
| pointportrait = TvC_Ippatsuman_Face.png | |||
| anchorportrait = TvC_Polimar_Face.png | |||
| social = [https://www.youtube.com/@blingading4324 Youtube] | |||
}} | |||
{{TvC-Players | {{TvC-Players | ||
| name = RoyalFlush | | name = RoyalFlush |
Revision as of 10:27, 29 October 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 |
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Moves List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 800 | - | Jab, it's fast. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 4 | 10 | - | 800 | - | Another jab, this time crouching. Still fast. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
11 | 3 | 18 | - | 1560 | - | Hits twice, highly advisable to let both hits rock when doing combos. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 4 | 18 | - | 1600 | Low | Long-reaching poke. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
16 | 4 | 25 | - | 3040 | - | Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
- | - | - | - | - | Hard Knockdown | Ippatsuman does a tackle. Very unsafe, not too much use other than pushing someone away. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
15 | 9 | 27 | - | 3280 | Low | Low sweep, reaches 3/4th screen, use Quick Upper to make it safe. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 4 | 32 | - | 2400 | Launcher | Standard launcher. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 9 | - | - | 800 | Overhead | Diagonal jumping jab, hits grounded opponents, comes out fast. A+. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 10 | - | - | 1600 | Overhead | Horizontal kick, used for combos, blockstrings, and neutral. Solid tool. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14 | 6 | - | - | 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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 14 | - | - | - | 3200 | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Counter | 26 | 3 | 26 | - | 2400 | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Special Moves
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.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
18 | - | 33/31/34 | - | 2400/2800/3200 | - | Psycho Crusher-like move.
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Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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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The Basics
Advanced Strategy
Match-Ups
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
EmptyShiki | ![]() Yatterman-1 |
![]() Ippatsuman |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
BlingBloing | ![]() Ippatsuman |
![]() Polimar |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
RoyalFlush | ![]() Ippatsuman |
![]() Polimar |