Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Ippatsu|content=
 
==Introduction==
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo from using their robots for shenanigans every week.
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
* 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
 
|cons=
* 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
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
 
*6B-Kick In the Face-
{{TvCOverviewHeader
*6C-Headbutt Lunge-
|header=Normal Moves
==Special Moves==
|move=[[File:Ippatsu 5A.webm|thumb|{{TvCInput|a}}]]
*Rainball-236A/B/C (this move can also be done in the air)-
|startup=5
*Quick Upper-623A/B/C (this move can also be done in the air)-
|active=3
*Dashing Quick Upper-During a ground dash, 623A/B/C-
|recovery=13
*Mound Blast-214A/B/C-
|blockadv=-
*Straight Fly-Charge 4 for a few seconds, then press 6A/B/C-
|damage=800
==Super Moves==
|properties=-
*Grand Slam Attack-63214+Any two attack buttons-
|notes=Jab, it's fast.
*Final Reversal Breaker-623+Any two attack buttons (this super can also be done in the air)-
}}
*Come Forth, Gyakuten-oh! (Level 3 Super)-
 
**Right Horizontal Punch-Press A-
{{TvCOverview
**Left Horizontal Punch-Press B-
|move=[[File:Ippatsu 2A.webm|thumb|{{TvCInput|2a}}]]
**Gem Charge-Press C-
|startup=5
**Right Hand Slam-2A-
|active=4
**Left Hand Slam-2B-
|recovery=10
**Right Hand Lower Sword Slash-8A-
|blockadv=-
**Left Hand Upper Sword Slash-8B-
|damage=800
|properties=-
|notes=Another jab, this time crouching. Still fast.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 5B.webm|thumb|{{TvCInput|B}}]]
|startup=11
|active=3
|recovery=18
|blockadv=-
|damage=1560
|properties=-
|notes=Hits twice, highly advisable to let both hits rock when doing combos.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=10
|active=4
|recovery=18
|blockadv=-
|damage=1600
|properties=Low
|notes=Long-reaching poke.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 6B.webm|thumb|{{TvCInput|6b}}]]
|startup=14
|active=4
|recovery=28
|blockadv=-
|damage=1440
|properties=Launcher (air only)
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 5C.webm|thumb|{{TvCInput|C}}]]
|startup=16
|active=4
|recovery=25
|blockadv=-
|damage=3040
|properties=-
|notes=Ippatsuman leans forward and gives a punch, links to {{TvC-Colors|red|2C}}, otherwise eh.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 6C.webm|thumb|{{TvCInput|6c}}]]
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Hard Knockdown
|notes=Ippatsuman does a tackle. Very unsafe, not too much use other than pushing someone away.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 2C.webm|thumb|{{TvCInput|2c}}]]
|startup=15
|active=9
|recovery=27
|blockadv=-
|damage=3280
|properties=Low
|notes=Low sweep, reaches 3/4th screen, use {{TvC-Colors|green|Quick Upper}} to make it safe.
}}
 
{{TvCOverview
|move=[[File:Ippatsu 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=10
|active=4
|recovery=32
|blockadv=-
|damage=2400
|properties=Launcher
|notes=Standard launcher.
}}
 
{{TvCOverview
|move=[[File:Ippatsu JA.webm|thumb|{{TvCInput|ja}}]]
|startup=5
|active=9
|recovery=-
|blockadv=-
|damage=800
|properties=Overhead
|notes=Diagonal jumping jab, hits grounded opponents, comes out fast. A+.
}}
 
{{TvCOverview
|move=[[File:Ippatsu jB.webm|thumb|{{TvCInput|jb}}]]
|startup=8
|active=10
|recovery=-
|blockadv=-
|damage=1600
|properties=Overhead
|notes=Horizontal kick, used for combos, blockstrings, and neutral. Solid tool.
}}
 
{{TvCOverview
|move=[[File:Ippatsu jC.webm|thumb|{{TvCInput|jc}}]]
|startup=14
|active=6
|recovery=-
|blockadv=-
|damage=3200
|properties=Overhead
|notes=Ippatsuman leans back and does a bicycle kick. Pushes his hurtbox back so it's hard to challenge. Pretty cool.
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=14
|active=-
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=26
|active=3
|recovery=26
|blockadv=-
|damage=2400
|properties=-
|notes=
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move={{TvC-Colors|green|'''Rainball'''}}  <br> [[File:Ippatsu Rainball A.webm|thumb|{{TvCInput|236a}}]]<br>[[File:Ippatsu Rainball B.webm|thumb|{{TvCInput|236b}}]]<br>[[File:Ippatsu Rainball C.webm|thumb|{{TvCInput|236c}}]]<br>[[File:Ippatsu Rainball A Air.webm|thumb|J.{{TvCInput|236a}}]]<br>[[File:Ippatsu Rainball B Air.webm|thumb|J.{{TvCInput|236b}}]]<br>[[File:Ippatsu Rainball C Air.webm|thumb|J.{{TvCInput|236c}}]]
|startup=18/18/21
|active=-
|recovery=36/48/53
|blockadv=-
|damage=2400
|properties=Projectile
|notes=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.''
}}
 
 
{{TvCOverview
|move=[[File:Ippatsu quick upper.webm|thumb|{{TvC-Colors|green|Quick Upper}} <br> {{TvCInput|623x}}]]
|startup=7
|active=-
|recovery=12
|blockadv=-
|damage=2800/3588/5032
|properties=-
|notes=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.''
}}
 
{{TvCOverview
|move=[[File:Ippatsu Mround Blast.webm|thumb|{{TvC-Colors|green|Mound Blast}} <br> {{TvCInput|214x}}]]
|startup=21
|active=-
|recovery=26/29/37
|blockadv=-
|damage=2480/3540/4511
|properties=OTG
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Ippatsu Straight fly.webm|thumb|{{TvCInput|46x}}]]
|startup=18
|active=-
|recovery=33/31/34
|blockadv=-
|damage=2400/2800/3200
|properties=-
|notes=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.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Ippatsu Grand Slam.webm|thumb|{{TvCInput|63214xx}}]]
|startup=17+8
|active=-
|recovery=-
|blockadv=-
|damage=15155
|properties=Projectile Reflect
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Ippatsu Final.webm|thumb|{{TvCInput|623xx}}]]
|startup=7+0
|active=-
|recovery=-
|blockadv=-
|damage=10005
|properties=Command Grab
|notes=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'''''
}}
 
{{TvCOverview
|move={{TvC-Colors|green|'''Come Forth, Gyakuten-oh!'''}} <br> {{TvCInput|421xx}}<br>[[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br>[[File:Ippatsu Gya Punch.webm|thumb|{{TvCInput|A}} or {{TvCInput|B}}]] <br> [[File:Ippatsu Gya Sword.webm|thumb|{{TvCInput|8a}} or {{TvCInput|8b}}]] <br>[[File:Ippatsu Gya Slam.webm|thumb|{{TvCInput|2a}}or {{TvCInput|2b}}]]<br>[[File:Ippatsu Gya C.webm|thumb|{{TvCInput|c}}]]<br>[[File:Ippatsu Gya End.webm|thumb|'''Run out of meter''']]
|startup=7+0
|active=-
|recovery=-
|blockadv=-
|damage=Hands: 2400 <br> Sword: 5200 <br> Beam: 34400
|properties=-
|notes='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|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. It wipes out pretty much 80% of the health for the entire cast but you're more than likely only going to land this on new players. That being said, he'll charge even with no meter so may as well try it when the bar gets low.
}}


=The Basics=
=The Basics=
Line 28: Line 327:


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = EmptyShiki
| point = Yatterman-1
| anchor = Ippatsuman
| pointportrait = TvC_Yatterman-1_Face.png
| anchorportrait = TvC_Ippatsuman_Face.png
| social =
}}
{{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
| name = RoyalFlush
| point = Ippatsuman
| anchor = Polimar
| pointportrait = TvC_Ippatsuman_Face.png
| anchorportrait = TvC_Polimar_Face.png
| social =
}}
{{TvC-Players
| name = Bookoo
| point = Blade
| anchor = Ippatsuman
| pointportrait = TvC_Tekkaman_Blade_Face.png
| anchorportrait = TvC_Ippatsuman_Face.png
| social =
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 10:44, 26 March 2025

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

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





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.


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.
  • 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

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!

TVC-421.png TVC-AT.png TVC-AT.png







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:
  • 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. It wipes out pretty much 80% of the health for the entire cast but you're more than likely only going to land this on new players. That being said, he'll charge even with no meter so may as well try it when the bar gets low.

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
EmptyShiki
TvC Yatterman-1 Face.png

Yatterman-1
TvC Ippatsuman Face.png

Ippatsuman
Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Ippatsuman Face.png

Ippatsuman
TvC Polimar Face.png

Polimar
Youtube
Player Name Point Character Anchor Character Social Media
RoyalFlush
TvC Ippatsuman Face.png

Ippatsuman
TvC Polimar Face.png

Polimar
Player Name Point Character Anchor Character Social Media
Bookoo
TvC Tekkaman Blade Face.png

Blade
TvC Ippatsuman Face.png

Ippatsuman

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants