Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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=Moves List= | =Moves List= | ||
= | {{TvCOverviewHeader | ||
|header=Normal Moves | |||
|move=[[File:Ippatsu 5A.webm|thumb|{{TvC-Colors|blue|5A}}]] | |||
|| | |startup=5 | ||
|active=3 | |||
|recovery=13 | |||
|blockadv=- | |||
|damage=800 | |||
|properties=- | |||
|notes=Jab, it's fast. | |||
}} | |||
|| | |||
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=== | {{TvCOverview | ||
{| | |move=[[File:Ippatsu 2A.webm|thumb|{{TvC-Colors|blue|2A}}]] | ||
|startup=5 | |||
|| | |active=4 | ||
|| | |recovery=10 | ||
|| | |blockadv=- | ||
|| | |damage=800 | ||
|| | |properties=- | ||
|| | |notes=Another jab, this time crouching. Still fast. | ||
|| | }} | ||
|- | |||
| {{TvC-Colors|green|'''Rainball'''}} <br> 236X <br> [[File:Ippatsu Rainball A.webm|thumb|{{TvC-Colors|blue|'''A'''}}]]<br>[[File:Ippatsu Rainball B.webm|thumb|{{TvC-Colors|yellow|'''B'''}}]]<br>[[File:Ippatsu Rainball C.webm|thumb|{{TvC-Colors|red|'''C'''}}]]<br>[[File:Ippatsu Rainball A Air.webm|thumb|{{TvC-Colors|blue|'''A Air'''}}]]<br>[[File:Ippatsu Rainball B Air.webm|thumb|{{TvC-Colors|yellow|'''B Air'''}}]]<br>[[File:Ippatsu Rainball C Air.webm|thumb|{{TvC-Colors|red|'''C Air'''}}]] | {{TvCOverview | ||
| | |move=[[File:Ippatsu 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]] | ||
| | |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|{{TvC-Colors|yellow|2B}}]] | |||
|startup=10 | |||
|active=4 | |||
|recovery=18 | |||
|blockadv=- | |||
|damage=1600 | |||
|properties=Low | |||
|notes=Long-reaching poke. | |||
}} | |||
{{TvCOverview | |||
|move=[[File:Ippatsu 6B.webm|thumb|{{TvC-Colors|yellow|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|{{TvC-Colors|red|5C}}]] | |||
|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|{{TvC-Colors|red|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|{{TvC-Colors|red|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|{{TvC-Colors|red|3C}}]] | |||
|startup=10 | |||
|active=4 | |||
|recovery=32 | |||
|blockadv=- | |||
|damage=2400 | |||
|properties=Launcher | |||
|notes=Standard launcher. | |||
}} | |||
{{TvCOverview | |||
|move=[[File:Ippatsu JA.webm|thumb|{{TvC-Colors|blue|j.A}}]] | |||
|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|{{TvC-Colors|yellow|j.B}}]] | |||
|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|{{TvC-Colors|red|j.C}}]] | |||
|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> 236X <br> [[File:Ippatsu Rainball A.webm|thumb|{{TvC-Colors|blue|'''A'''}}]]<br>[[File:Ippatsu Rainball B.webm|thumb|{{TvC-Colors|yellow|'''B'''}}]]<br>[[File:Ippatsu Rainball C.webm|thumb|{{TvC-Colors|red|'''C'''}}]]<br>[[File:Ippatsu Rainball A Air.webm|thumb|{{TvC-Colors|blue|'''A Air'''}}]]<br>[[File:Ippatsu Rainball B Air.webm|thumb|{{TvC-Colors|yellow|'''B Air'''}}]]<br>[[File:Ippatsu Rainball C Air.webm|thumb|{{TvC-Colors|red|'''C Air'''}}]] | |||
|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|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|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.'' | *{{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> 623X]] | ||
| | |startup=7 | ||
| | |active=- | ||
| | |recovery=12 | ||
| | |blockadv=- | ||
|damage=2800/3588/5032 | |||
| [[File:Ippatsu Mround Blast.webm|thumb|{{TvC-Colors|green| | |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> 214X]] | ||
| | |startup=21 | ||
| | |active=- | ||
|recovery=26/29/37 | |||
| [[File:Ippatsu Straight fly.webm|thumb|{{TvC-Colors|green| | |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|{{TvC-Colors|green|Straight Fly}} <br> [4]->6x]] | ||
|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|blue|A}} Version doesn't cross up. | ||
*{{TvC-Colors|yellow|B}} Version crosses 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. | *{{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|{{TvC-Colors|green|Grand Slam}} <br> 63214XX]] | |||
|startup=17+8 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=15155 | |||
|properties=Projectile Reflect | |||
|notes=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. | |||
}} | |||
{{TvCOverview | |||
|move=[[File:Ippatsu Final.webm|thumb|{{TvC-Colors|green|Final Reversal Breaker}} <br> 623XX]] | |||
|startup=7+0 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=10005 | |||
|properties=Command Grab | |||
|notes=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.'' | |||
}} | |||
{{TvCOverview | |||
{ | |move={{TvC-Colors|green|'''Come Forth, Gyakuten-oh!'''}} <br> 421XX <br>[[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br>[[File:Ippatsu Gya Punch.webm|thumb|{{TvC-Colors|blue|'''A'''}} or {{TvC-Colors|yellow|'''B'''}}]] <br> [[File:Ippatsu Gya Sword.webm|thumb|{{TvC-Colors|blue|'''8A'''}} or {{TvC-Colors|yellow|'''8B'''}}]] <br>[[File:Ippatsu Gya Slam.webm|thumb|{{TvC-Colors|blue|'''2A'''}} or {{TvC-Colors|yellow|'''2B'''}}]]<br>[[File:Ippatsu Gya C.webm|thumb|{{TvC-Colors|red|'''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|green|'''Come Forth, Gyakuten-oh!'''}} <br> 421XX <br>[[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br>[[File:Ippatsu Gya Punch.webm|thumb|{{TvC-Colors|blue|'''A'''}} or {{TvC-Colors|yellow|'''B'''}}]] <br> [[File:Ippatsu Gya Sword.webm|thumb|{{TvC-Colors|blue|'''8A'''}} or {{TvC-Colors|yellow|'''8B'''}}]] <br>[[File:Ippatsu Gya Slam.webm|thumb|{{TvC-Colors|blue|'''2A'''}} or {{TvC-Colors|yellow|'''2B'''}}]]<br>[[File:Ippatsu Gya C.webm|thumb|{{TvC-Colors|red|'''C'''}}]]<br>[[File:Ippatsu Gya End.webm|thumb|'''Run out of meter''']] | |||
| | |||
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*{{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. | ||
Line 310: | Line 320: | ||
*{{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. 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. | *{{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= |
Revision as of 11:03, 3 October 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
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 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.
|
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.
|
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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:
|