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 | || '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. | *{{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 |
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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.
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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.
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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:
|