Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman: Difference between revisions
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(Ippatsu done, 6C added but missing framedata and damage) |
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |- | ||
| '''5A''' || 5 || 3 || 13 || - || 800 || - || Jab, it's fast | |[[File:Ippatsu 5A.webm|thumb| '''5A''']] || 5 || 3 || 13 || - || 800 || - || Jab, it's fast | ||
|- | |- | ||
| '''2A''' || 5 || 4 || 10 || - || 800 || - || Another jab, this time crouching. still fast | |[[File:Ippatsu 2A.webm|thumb|'''2A''']] || 5 || 4 || 10 || - || 800 || - || Another jab, this time crouching. still fast | ||
|- | |- | ||
| '''5B''' || 11 || 3 || 18 || - || 1560 || - || Hits twice, highly advisable to let both hits rock when doing combos | | [[File:Ippatsu 5B.webm|thumb|'''5B''']] || 11 || 3 || 18 || - || 1560 || - || Hits twice, highly advisable to let both hits rock when doing combos | ||
|- | |- | ||
| '''2B''' || 10 || 4 || 18 || - || 1600 || Low || Long reaching poke | | [[File:Ippatsu 2B.webm|thumb|'''2B''']] || 10 || 4 || 18 || - || 1600 || Low || Long reaching poke | ||
|- | |- | ||
| '''6B''' || 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 --> air dash forward --> j.M --> 6B ''''' and is the primary component of his loop. Doesn't have too much other use | | [[File:Ippatsu 6B.webm|thumb|'''6B''']] || 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 --> air dash forward --> j.M --> 6B ''''' and is the primary component of his loop. Doesn't have too much other use | ||
|- | |- | ||
| '''5C''' || 16 || 4 || 25 || - || 3040 || - || Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. | | [[File:Ippatsu 5C.webm|thumb|'''5C''']] || 16 || 4 || 25 || - || 3040 || - || Ippatsuman leans forward and gives a punch, links to 2C, otherwise eh. | ||
|- | |- | ||
| ''' | |[[File:Ippatsu 6C.webm|thumb|'''6C''']]|| - || - || - || - || - || Hard Knockdown|| Ippatsuman does a tackle. very unsafe, not too much use other than pushing someone away. | ||
|- | |- | ||
| ''' | | [[File:Ippatsu 2C.webm|thumb|'''2C''']] || 15 || 9 || 27 || - || 3280 || Low || Low Sweep, reaches 3/4th screen, use '''''Quick''''' upper to make it safe | ||
|- | |- | ||
| ''' | | [[File:Ippatsu 3C.webm|thumb|'''3C''']] || 10 || 4 || 32 || - || 2400 || Launcher || Standard launcher | ||
|- | |- | ||
| '''j. | | [[File:Ippatsu JA.webm|thumb|'''j.A'''] || 5 || 9 || 26 || - || 800 || Overhead || Diagonal jumping jab, hits grounded opponents, comes out fast, A+ | ||
|- | |- | ||
| '''j.C''' || 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 | | [[File:Ippatsu jB.webm|thumb|'''j.B''']] || 8 || 10 || 26 || - || 1600 || Overhead || Horizontal kick, used for combos, blockstrings, and neutral, solid tool | ||
|- | |||
|[[File:Ippatsu jC.webm|thumb| '''j.C''']] || 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 | |||
|} | |} | ||
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| '''Rainball''' <br> 236X|| 18/18/21 || - || 36/48/53 || - || 2400 || projectile || Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time. | | '''Rainball''' <br> 236X <br>[[File:Ippatsu Rainball A.webm|thumb|'''A''']]<br>[[File:Ippatsu Rainball B.webm|thumb|'''B''']]<br>[[File:Ippatsu Rainball C.webm|thumb|'''C''']]<br>[[File:Ippatsu Rainball A Air.webm|thumb|'''A Air''']]<br>[[File:Ippatsu Rainball B Air.webm|thumb|'''B air''']]<br>[[File:Ippatsu Rainball C Air.webm|thumb|'''C Air''']]|| 18/18/21 || - || 36/48/53 || - || 2400 || projectile || Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time. | ||
*A Baseball is a horizontal fastball , on the ground Ippatsu will hop back when he throws it. '''''In the air it flies diagonally down'''''. | *A Baseball is a horizontal fastball , on the ground Ippatsu will hop back when he throws it. '''''In the air it flies diagonally down'''''. | ||
*B is a curveball, it flies straight, then curves up. '''''In the air it curves upward a little more sharply''''' | *B is a curveball, it flies straight, then curves up. '''''In the air it curves upward a little more sharply''''' | ||
*C is a slow knuckleball, it'll oscillate vertically. '''''in the air it moves diagonally down''''' | *C is a slow knuckleball, it'll oscillate vertically. '''''in the air it moves diagonally down''''' | ||
|- | |- | ||
| '''Quick Upper''' <br> 623X|| 7|| - || 12|| - || 2800/3588/5032|| - || Fly vertically into the air, if you dash first it'll go diagonally upward instead. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead to supers. '''''Useable in air''''' | | '''Quick Upper''' <br> 623X <br> [[File:Ippatsu quick upper.webm|thumb]] <br>[[File:Ippatsu Quick upper dash.webm|thumb|'''Dash -> Quick Upper''']]|| 7|| - || 12|| - || 2800/3588/5032|| - || Fly vertically into the air, if you dash first it'll go diagonally upward instead. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead to supers. '''''Useable in air''''' | ||
|- | |- | ||
| '''Mound Blast''' <br> 214X|| 21 || - || 26/29/37 || - || 2480/3540/4511|| OTG || Punch the ground and make your own Captain Corridor. Hits OTG, hitbox is about max normal jump height. Strength determines number of hits and vertical knockback | | [[File:Ippatsu Mround Blast.webm|thumb|'''Mound Blast''' <br> 214X]]|| 21 || - || 26/29/37 || - || 2480/3540/4511|| OTG || Punch the ground and make your own Captain Corridor. Hits OTG, hitbox is about max normal jump height. Strength determines number of hits and vertical knockback | ||
|- | |- | ||
| '''Straight Fly''' <br> [4]->6x|| 18 || - || 33/31/34|| - || 2400/2800/3200|| - || Psycho Crusher | | [[File:Ippatsu Straight fly.webm|thumb|'''Straight Fly''' <br> [4]->6x]]|| 18 || - || 33/31/34|| - || 2400/2800/3200|| - || Psycho Crusher | ||
*A Version doesn't crossup | *A Version doesn't crossup | ||
*B Version does crossup | *B Version does crossup | ||
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| '''Grand Slam''' <br> 63214XX || 17+8|| - || - || - || 15155|| Projectile Reflect || Ippatsuman pulls out the bat and shoots out a ton of baseballs, hitbox is extremely wide, even at super jump height there are some invisible balls that still hit opponents. Great for chip. Reflects projectiles. | | [[File:Ippatsu Grand Slam.webm|thumb|'''Grand Slam''' <br> 63214XX]] || 17+8|| - || - || - || 15155|| Projectile Reflect || Ippatsuman pulls out the bat and shoots out a ton of baseballs, hitbox is extremely wide, even at super jump height there are some invisible balls that still hit opponents. Great for chip. Reflects projectiles. | ||
|- | |- | ||
| '''Final Reversal Breaker''' <br> 623XX || 7+0 || - || - || - || 10005 || Command Grab || Ippatsuman jumps up and grabs anyone airborne in the way. Deceptive hitbox, very good AA super, command grab so it ignores block. Staple of combos despite low damage. '''''Useable in air''''' | | [[File:Ippatsu Final.webm|thumb|'''Final Reversal Breaker''' <br> 623XX]] || 7+0 || - || - || - || 10005 || Command Grab || Ippatsuman jumps up and grabs anyone airborne in the way. Deceptive hitbox, very good AA super, command grab so it ignores block. Staple of combos despite low damage. '''''Useable in air''''' | ||
|- | |- | ||
| '''Come Forth, Gyakuten-oh!''' <br> 421XX || 7+0|| - || - || - || Hands: 2400 <br> Sword: 5200 <br> 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: | | '''Come Forth, Gyakuten-oh!''' <br> 421XX <br> [[File:Ippatsu Gya Activate.webm|thumb|'''Activation''']] <br> [[File:Ippatsu Gya Punch.webm|thumb|'''A''' or '''B''']] <br> [[File:Ippatsu Gya Sword.webm|thumb|'''8A''' or '''8B''']] <br>[[File:Ippatsu Gya Slam.webm|thumb|'''2A''' or '''2B''']]<br>[[File:Ippatsu Gya C.webm|thumb|'''C''']]<br>[[File:Ippatsu Gya End.webm|thumb|'''Run out of meter''']] || 7+0|| - || - || - || Hands: 2400 <br> Sword: 5200 <br> 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 on-screen left hand, causes wallbounce, unlike normal wallbounce limits this one is infinite, making '''''A->B->A''''' a viable infinite if you can start it up. | *A controls on-screen left hand, causes wallbounce, unlike normal wallbounce limits this one is infinite, making '''''A->B->A''''' a viable infinite if you can start it up. | ||
*B controls the right screen hand, same mechanics apply. | *B controls the right screen hand, same mechanics apply. | ||
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*8+A, slices the opponent, covers the entire bottom of the screen, unblockable. Avoid with a neutral jump | *8+A, slices the opponent, covers the entire bottom of the screen, unblockable. Avoid with a neutral jump | ||
*8+B slices the opponent, covers the entire top of the screen, unblockable. Avoid by...doing nothing | *8+B slices the opponent, covers the entire top of the screen, unblockable. Avoid by...doing nothing | ||
*C charges a laser beam, charge lasts 500+ frames, can be stopped by hitting the gem in the center. Does really good damage but you will only land this on new players. When your meter runs out you may as well try it. | *C charges a laser beam, charge lasts 500+ frames, can be stopped by hitting the gem in the center. Does really good damage but you will only land this on new players. When your meter runs out you may as well try it since he'll charge even with no meter. | ||
|} | |} | ||
Revision as of 13:11, 18 November 2021
Introduction
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form 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 --> air dash forward --> j.M --> 6B and is the primary component of his loop. Doesn't have too 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 | |
[[File:Ippatsu JA.webm|thumb|j.A] | 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 | - | |
Counter Tag | 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 | Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time.
|
Quick Upper 623X |
7 | - | 12 | - | 2800/3588/5032 | - | Fly vertically into the air, if you dash first it'll go diagonally upward instead. Strength adds length and hits. Solid tool for blockstrings and pressure. Great combo ender to lead to supers. Useable in air |
21 | - | 26/29/37 | - | 2480/3540/4511 | OTG | Punch the ground and make your own Captain Corridor. Hits OTG, hitbox is about max normal jump height. Strength determines number of hits and vertical knockback | |
18 | - | 33/31/34 | - | 2400/2800/3200 | - | Psycho Crusher
With baroque this can become a 50/50 |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17+8 | - | - | - | 15155 | Projectile Reflect | Ippatsuman pulls out the bat and shoots out a ton of baseballs, hitbox is extremely wide, even at super jump height there are some invisible balls that still hit opponents. Great for chip. Reflects projectiles. | |
7+0 | - | - | - | 10005 | Command Grab | Ippatsuman jumps up and grabs anyone airborne in the way. Deceptive hitbox, very good AA super, command grab so it ignores block. Staple of combos despite low damage. Useable 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:
|