Tatsunoko vs Capcom: Ultimate All Stars/Yatterman-1: Difference between revisions
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=Introduction= | {{TVC Character Intro|char=Yatterman-1|content= | ||
==Introduction== | |||
Gan-Chan, the tinkerer turned superhero is here to bully people with a kids toy | |||
==Gameplay== | |||
{{Content Box|content= | |||
{{ProConTable | |||
|pros= | |||
*Can hit from anywhere on the screen | |||
*Godly pressure | |||
*Can convert off anything | |||
*Relaunches for days | |||
*Can run point or Anchor | |||
*Annoying projectile | |||
|cons= | |||
* Assist is beyond underwhelming | |||
* Very bad DHC potential | |||
* Requires very good execution | |||
}} | |||
}} | |||
}} | |||
=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
== | |- | ||
| '''5A''' || 4 || 5 || 12 || - || 800|| - || This jab wins matches, don't even challenge it | |||
|- | |||
| '''2A''' || 4 || 4 || 13 || - || 800 || - || This one too | |||
|- | |||
* | | '''5B''' || 10 || 13 || 15 || - || 2404 || - || Y-1 spins his kendama around him a few times, multihit, helps to charge '''''YatterShock''''' or visually confirm for launcher | ||
|- | |||
| '''6B''' || 11 || 6 || 15 || - || 1680 || - || Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with '''''Yatterrun -> B''''' | |||
==Super Moves== | |- | ||
| '''2B''' || 10 || 4 || 17 || - || 1600 || - || Gan sits down and punches up, Slight anti-air, can link link to '''''6C''''' | |||
|- | |||
| '''5C''' || 14|| 4 || 21 || - || 2400 || - || Gan swings his kendama all around him. Can be AA | |||
|- | |||
| '''6C''' || - || - || - || - || - || - || Gan steps back slightly and swings his kendama at the ground, useful for juggles | |||
|- | |||
| '''2C''' || 9 || 3 || 29 || - || 2400 || Low/Hard Knockdown|| Fast half screen sweep, main char privilege is real. links to '''''6C''''' in some scenarios. | |||
|- | |||
| '''3C''' || 10 || 3 || 25 || - || 2400 || Launcher|| Fast launcher, crazy hitbox, you'll see some yatters '''''2A->3C''''' without even properly confirming and it works because it's him. Great launcher | |||
|- | |||
| '''j.A''' || 5 || 12 || 15 || - || 800|| - || Fast jab, good amount of hitstun, helps juggle | |||
|- | |||
| '''j.B''' || 8 || 5 || 24 || - || 1400 || Overhead || Fast medium, it's pretty good | |||
|- | |||
| '''j.C''' || 10 || 3 || 3|| - || 2800 || Overhead/Hard Knockdown || Really fast j.C, angled downward slightly, not amazing but still good. | |||
|} | |||
===Universal Mechanics=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''VAR starter''' || 10 || - || - || - || 2320 || - || | |||
|- | |||
| '''Counter Tag''' || 25 || 1 || - || - || 2320 || - || | |||
|- | |||
| '''Forward Throw''' || - || - || - || - || 4800|| Throw || | |||
|- | |||
| '''Back Throw''' || - || - || - || - || 4800 || Throw || | |||
|- | |||
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw || | |||
|- | |||
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || | |||
|} | |||
===Special Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Kendamagic''' <br> 236X|| 12/16/22|| - || 29 || - || - || (ground) 2800 <br> (Air) 2400|| Yatter grabs his kendama and flicks it at the opponent, strength determines position. Since it's not a fireball, it will only hit the area that Y-1 chooses. For example if Y-1 uses a Heavy Kendamagic, but Ryu is standing in his face, Ryu will not have to contend with Kendamagic in any capacity. Doronjo is able to use her super counter against this move. | |||
|- | |||
| '''''Yatter Medium Attack''''' <br> 623X||(ground)20<br>(air)14 || - || - || - || 3090|| - || Also known as '''''Yatterspin''''' is an annoying attack Gan can do which gives him insane lockdown. On the ground the strengths just determine his distance, but in the air it works differently. | |||
*A Yatterspin drops him to the ground like a rock, if you can tiger knee off the ground, this can become a frustrating lockdown | |||
*B yatter spin pushes him upwards, this can help in air combos to help his OTG super working | |||
*C yatter spin keeps him relatively horizontal. | |||
Both A and C yatterspin help him with relaunches, A yatterspin can be used in the corner for yatterspin loops. | |||
|- | |||
| '''''Yatterrun''''' <br> 214X || - || - || - || - || - || - || Yatterman starts running, strength doesn't change anything about this attack, but he comes with follow ups. | |||
*Yatterrun -> A makes yatterman do a short hop, this can lead to quick overheads or help with his midscreen combos. '''''A -> B -> 2C -> 6C -> Yatterrun -> A -. j.A -> A -> 3C''''' is a viable route. | |||
*Yatterrun -> B makes him slide across the floor, the slide is low and leads to a hard knockdown, but you can follow up with baroque or partner. Or use '''''Yatter-wan Flame''''' | |||
*Yatterrun -> C leads to a yatterspin, it hits overhead and moves the match back to neutral. | |||
|- | |||
| '''''Yattershock''''' <br> [4]->6X|| 11/13/15|| - || - || - || 3090/3137/3857|| Stagger || Yatterman kicks, then grabs the opponent with his kendama, shocking them into a stagger. If the opponent is airborne, the kick will push them away. The grab only works if the enemy is grounded. After that, any hit leads to an air juggle '''''Useable on Giants''''' | |||
|} | |||
===Super Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Yatterwan Special Attack''' <br> 236XX|| 7+53 || - || - || - || 14736|| OTG || Gan jumps off screen and rides Yatterwan around, if hit the opponent is thrown down and hit OTG. After it's done Gan will jump back to his original position, unsafe if blocked, hitbox reaches top of normal jump height. Yatterwan is fully invincible. hits OTG | |||
|- | |||
| '''Yattter Wan Flame''' <br> 214XX|| 7+53 || - || - || - || 14736|| OTG/Wallbounce || Yatterwan appears for the emergency and causes wallbounce, after that he shoots flames on the floor. Flames can be controlled by the player, Flames hit OTG | |||
|- | |||
| '''This Week's Surprise Robots''' <br> 623XX|| 16+2 || - || - || - || 29136|| - ||Gan goes invincible and throws a special bone, bone travels full screen. If it hits the opponent he'll produce special alligator bombs to blow up the opponent. Good damage, good DHC potential. | |||
|} | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 14:43, 4 November 2021
Introduction
Gan-Chan, the tinkerer turned superhero is here to bully people with a kids toy
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 4 | 5 | 12 | - | 800 | - | This jab wins matches, don't even challenge it |
2A | 4 | 4 | 13 | - | 800 | - | This one too |
5B | 10 | 13 | 15 | - | 2404 | - | Y-1 spins his kendama around him a few times, multihit, helps to charge YatterShock or visually confirm for launcher |
6B | 11 | 6 | 15 | - | 1680 | - | Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with Yatterrun -> B |
2B | 10 | 4 | 17 | - | 1600 | - | Gan sits down and punches up, Slight anti-air, can link link to 6C |
5C | 14 | 4 | 21 | - | 2400 | - | Gan swings his kendama all around him. Can be AA |
6C | - | - | - | - | - | - | Gan steps back slightly and swings his kendama at the ground, useful for juggles |
2C | 9 | 3 | 29 | - | 2400 | Low/Hard Knockdown | Fast half screen sweep, main char privilege is real. links to 6C in some scenarios. |
3C | 10 | 3 | 25 | - | 2400 | Launcher | Fast launcher, crazy hitbox, you'll see some yatters 2A->3C without even properly confirming and it works because it's him. Great launcher |
j.A | 5 | 12 | 15 | - | 800 | - | Fast jab, good amount of hitstun, helps juggle |
j.B | 8 | 5 | 24 | - | 1400 | Overhead | Fast medium, it's pretty good |
j.C | 10 | 3 | 3 | - | 2800 | Overhead/Hard Knockdown | Really fast j.C, angled downward slightly, not amazing but still good. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 10 | - | - | - | 2320 | - | |
Counter Tag | 25 | 1 | - | - | 2320 | - | |
Forward Throw | - | - | - | - | 4800 | Throw | |
Back Throw | - | - | - | - | 4800 | Throw | |
Air Forward Throw | - | - | - | - | 5600 | Throw | |
Air Back Throw | - | - | - | - | 5600 | Throw |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Kendamagic 236X |
12/16/22 | - | 29 | - | - | (ground) 2800 (Air) 2400 |
Yatter grabs his kendama and flicks it at the opponent, strength determines position. Since it's not a fireball, it will only hit the area that Y-1 chooses. For example if Y-1 uses a Heavy Kendamagic, but Ryu is standing in his face, Ryu will not have to contend with Kendamagic in any capacity. Doronjo is able to use her super counter against this move. |
Yatter Medium Attack 623X |
(ground)20 (air)14 |
- | - | - | 3090 | - | Also known as Yatterspin is an annoying attack Gan can do which gives him insane lockdown. On the ground the strengths just determine his distance, but in the air it works differently.
Both A and C yatterspin help him with relaunches, A yatterspin can be used in the corner for yatterspin loops. |
Yatterrun 214X |
- | - | - | - | - | - | Yatterman starts running, strength doesn't change anything about this attack, but he comes with follow ups.
|
Yattershock [4]->6X |
11/13/15 | - | - | - | 3090/3137/3857 | Stagger | Yatterman kicks, then grabs the opponent with his kendama, shocking them into a stagger. If the opponent is airborne, the kick will push them away. The grab only works if the enemy is grounded. After that, any hit leads to an air juggle Useable on Giants |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Yatterwan Special Attack 236XX |
7+53 | - | - | - | 14736 | OTG | Gan jumps off screen and rides Yatterwan around, if hit the opponent is thrown down and hit OTG. After it's done Gan will jump back to his original position, unsafe if blocked, hitbox reaches top of normal jump height. Yatterwan is fully invincible. hits OTG |
Yattter Wan Flame 214XX |
7+53 | - | - | - | 14736 | OTG/Wallbounce | Yatterwan appears for the emergency and causes wallbounce, after that he shoots flames on the floor. Flames can be controlled by the player, Flames hit OTG |
This Week's Surprise Robots 623XX |
16+2 | - | - | - | 29136 | - | Gan goes invincible and throws a special bone, bone travels full screen. If it hits the opponent he'll produce special alligator bombs to blow up the opponent. Good damage, good DHC potential. |