Tatsunoko vs Capcom: Ultimate All Stars/Yatterman-1: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Yatterman-1|content=
Yatterman-1 is an extremely free form and powerful character in TvC:UAS. He can zone, pressure, build meter, and mixup better than most of the cast of the cast. He has the fastest and possibly most useful jab in the game, he has the fastest dash speed and the best wave dash, a practical reset game after his combos along with one of the best level 3 supers for damage. His air kendama spins gives him more movement options while controling mid range space extremely well and can be combo'd from. One blocked air kendama spin or almost any blocked hit can lead into scary mixups with his yatter run crossup and other high low mixups when covered with an assist. His kendamagic is a very fast and useful "projectile" that can keep characters at bay from full screen it is probubly the fastest full screen non-super move.
==Introduction==
Gan-Chan, the tinkerer turned superhero is here to bully people with a kids toy


His downsides would be having relatively low health and having bad, but not useless level one supers and probably the worst assist in the game. But in return for these you get a versatile and top tier point character.
==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==
*6B-Kendamagic Stretch-Yatterman-1 shoots up his Kendamagic at a 45 degree incline angle. This move can be used in a ground combo (usually a move that which is in Baroque before using Kendamagic Stretch). This normal move is good to use as an anti-air (especially one that can reach a little over half-way across the screen).
{| class = wikitable style="text-align: center;"
*6C-Kendamagic Sweep-Yatterman-1 swings his Kendamagic at his enemy's feet, causing the enemy to fly slightly into the air. This move can be used in a ground combo (for example, 5C2C6C->214A~A...) This move is also not bad to use as a poke (however, if you miss, or if your enemy blocks this move, be prepared get punished).
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
==Special Moves==
|-
*Kendamagic-236A/B/C (this move can also be done in the air)-Yatterman-1 whips his Kendamagic at his enemy. Each version (both ground and air) travels its own distance (however, all ground version's damage output is around 2,800 Billion Damage while the air version's damage output is around 2,400 Billion Damage). A version (both ground and air) will travel about 1/3 across the screen, B version (both ground and air) will travel about half-way across the screen, and the C version (both ground and air) will travel all the way across the screen. You can use Kendamagic in both ground and air combos. However, you should be careful as to which Kendamagic version to use; it is possible that the special move will miss the enemy entirely (and the enemy does not have to avoid Kendamagic at all!). Know when and how to use this special move, know your spacing and time the Kendamagic. This special move is great to use for pokes (especially if you are trying to play "run away" from your enemy).
| '''5A''' || 4 || 5 || 12 || - || 800|| - || This jab wins matches, don't even challenge it
*Yatter Shock-Charge 4 for a few seconds, then press 6A/B/C-Yatterman-1 performs a roundhouse kick and then takes his Kendamagic, ties it around his enemy's body, and electrocutes the enemy. All three versions do 12 hits (and you do not need to first hit, Yatterman-1's roundhouse kick to hit in order for this special move to work) and all three versions of Yatter-Shock travels a little over half-way across the screen; however, each version has its own damage output. A version does around 3,100 Billion Damage, B version does around 3,500 Billion Damage, and the C version does around 3,850 Billion Damage. You can use this special move during Yatterman-1's ground combo. If you successfully hit the enemy with Yatter-Shock, you can dash towards the enemy and continue to ground combo the enemy (even launch the enemy into the air with his launcher (3C)).
|-
*Yatter Medium Attack-623A/B/C (this move can also be done in the air)-Yatterman-1 takes a jumping leap towards his enemy, and spins his Kendamagic around (in a circular direction) at his enemey's face. All three ground versions of Yatter Medium are the same (around 3,200 Billion Damage) as well as the air versions damage output are the same (around 3,400 Billion Damage); also, all three versions (both ground and air) do 7 hits. However, each version has its own traveling distance. Ground Yatter Medium Attack: A version travels about 1/3 across the screen, B version travels about half-way across the screen, and C version travels about 3/4ths across the screen; Air Yatter Medium Attack: A version travels 1/5th across the screen, B version travels about 1/3 across the screen, and C version travels about half-way across the screen. Yatter Medium Attack can be used in both ground and air combos. A nice trick with Yatter Medium Attack (when used during an air combo, in the corner) is to get two sets of Yatter Medium Attacks, ending the air combo with j.C->land->Yatter Wan Flame super (too add as much damage as possible). The air versions of Yatter Medium Attack can also create confusing cross-ups while your enemy is in the air, recovering from an air combo (example: you end your air combo with air B version of Yatter Medium Attack->land-> (enemy is in air flip recovery state)->Launcher (3C)->repeat).  
| '''2A''' || 4 || 4 || 13 || - || 800 || - || This one too
*Yatter Run-214A/B/C-Yatterman-1 runs at his enemy. He can do the following:
|-
**A-Flip Jump-Yatterman-1 jumps and flips towards the enemy. During his jump, you can use any air normal move (A/B/C), air special moves, or even cancel the jump into his Yatter Wan Special Attack super. Flip Jump can be used during a ground combo (for instance, using 6C->Yatter-Run->Flip Jump~j.A->land->5AAAA3C->air combo).
| '''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
**B-Running Slide Kick-Yatterman-1 does a sliding kick, causing knock down. This move is good for mix-up games, especially if the enemy is anticipating Yatterman-1 to do Jump Flip or Yatter Medium Attack instead. You can ground combo into this (and if you want to continue to ground combo, Baroque Running Slide Kick).
|-
**C-Yatter Medium Attack-Yatterman-1 does his C version of Yatter Medium Attack. Same damage, properties, etc. (stated above). This is another way to ground combo into Yatter Medium Attack.
| '''6B''' || 11 || 6 || 15 || - || 1680 || - || Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with '''''Yatterrun -> B'''''
==Super Moves==
|-
*Yatter Wan Special Attack-236+Any two attack buttons (this super can also be done in the air)-Yatterman-1 calls out his car dog and runs over his enemy. This super varies on the number of hits and the damage output (this depends on where Yatterman-1 and his enemy are at on the screen). The nice thing about this super is that you can do this in the air. You can interrupt your air combo midway and try to create confusion onto your enemy. This super has body armor (and will go through all hits), making this a great super to use against the giants (Gold Lightan, PTX-40A)!
 
*Yatter Wan Flame-214+Any two attack buttons-Yatterman-1 calls out his car dog, where the car dog slams into the enemy (causing knock down), and performs a long (both distance and the duration) fire breath. The number of hits and damage output varies (you can control the car dog's fire breath's direction, by pressing 2 or 8). This super is used mostly in the corner to add more damage (see Yatter Medium Attack notes for more information).
| '''2B''' || 10 || 4 || 17 || - || 1600 || - || Gan sits down and punches up, Slight anti-air, can link link to '''''6C'''''
*This Week's Surprise Robots (Level 3 Super)-623+Any two attack buttons-Yatterman-1 throws a dog bone at the enemy (the dog bone will travel all the way across the screen). If the dog bone hits, the dog bone flies into the car dog's mouth. After the car dog swallows the dog bone, the car dog will release a series of robotic alligators (ending the super where a robotic alligator leaves a bomb right next to the enemy's feet). This super does 44 hits, and the damage output is around 29,900 Billion Damage. Yatterman-1 can ground combo into his level 3 super.
|-
=As An Assist=
| '''5C''' || 14|| 4 || 21 || - || 2400 || - || Gan swings his kendama all around him. Can be AA
Yatterman-1 jumps out and does his ground B version of Kendamagic. His Assist's properties (as well as the spacing still applies). Yatterman-1's Assist is good to use to play "keep away;" you can also use his Assist to create some very interesting combos that otherwise would not be possible to do under normal circumstances.
|-
 
| '''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=
Float around the screen building meter using his air dashes and air kendama spins and his kendamagic, anti air with st.a, avoid damage while trying to land any hit blocked or not and keep them guessing with his 3 special overhead moves, his crossup with his yatter run jump move or use one of his 3 low hitting moves while covering with assist as necessary. Try and maintain and exploit a meter advantage and use baroque wisely.


=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
  • Can hit from anywhere on the screen
  • Godly pressure
  • Can convert off anything
  • Relaunches for days
  • Can run point or Anchor
  • Annoying projectile
  • Assist is beyond underwhelming
  • Very bad DHC potential
  • Requires very good execution
TVC Yatterman-1 Art.png

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.
  • 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
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
[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.

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants