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

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|| Hands: 2400 <br> Sword: 5200 <br> Beam: 34400  
|| Hands: 2400 <br> Sword: 5200 <br> Beam: 34400  
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|| -  
|| 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:
|| '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|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|yellow|B}} controls the right hand with the same mechanics.
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*{{TvC-Colors|blue|8A}} slices the opponent and covers the entire bottom of the screen. Unblockable. Avoid with a neutral jump.
*{{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|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.
*{{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.
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Revision as of 22:23, 28 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 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

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants