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

From SuperCombo Wiki
(reminder to fix the yatter run formatting issues later)
No edit summary
Line 24: Line 24:


=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Normal Moves
|| Startup
|move={{TvC-Colors|blue|5A}}<br>[[File:Y1 5A.webm|thumb]]  
|| Active
|startup=4  
|| Recovery
|active=5  
|| Block Adv
|recovery=12  
|| Damage <br> (Billions)
|blockadv=-  
|| Properties
|damage=800  
|| Notes
|properties=-  
|-
|notes=This jab wins matches, don't even challenge it.
|[[File:Y1 5A.webm|thumb|{{TvC-Colors|blue|5A}}]]  
}}
|| 4  
 
|| 5  
{{TvCOverview
|| 12  
|move={{TvC-Colors|blue|2A}} <br>[[File:Y1 2A.webm|thumb]]  
|| -  
|startup=4  
|| 800  
|active=4  
|| -  
|recovery=13  
|| This jab wins matches, don't even challenge it.
|blockadv=-  
|-
|damage=800  
|[[File:Y1 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]  
|properties=-  
|| 4  
|notes=This one too.
|| 4  
}}
|| 13  
 
|| -  
{{TvCOverview
|| 800  
|move={{TvC-Colors|yellow|5B}} <br>[[File:Y1 5B.webm|thumb]]  
|| -  
|startup=10  
|| This one too.
|active=13  
|-
|recovery=15  
|[[File:Y1 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]  
|blockadv=-  
|| 10  
|damage=2404  
|| 13  
|properties=-  
|| 15  
|notes=Y-1 spins his kendama around him a few times, multihit, helps to charge {{TvC-Colors|green|YatterShock}} or visually confirm for launcher.
|| -  
}}
|| 2404  
 
|| -  
{{TvCOverview
|| Y-1 spins his kendama around him a few times, multihit, helps to charge {{TvC-Colors|green|YatterShock}} or visually confirm for launcher.
|move={{TvC-Colors|yellow|6B}} <br>[[File:Y1 6B.webm|thumb]]  
|-
|startup=11  
|[[File:Y1 6B.webm|thumb|{{TvC-Colors|yellow|6B}}]]  
|active=6  
|| 11  
|recovery=15  
|| 6  
|blockadv=-  
|| 15  
|damage=1680  
|| -  
|properties=-  
|| 1680  
|notes=Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|yellow|B}}.
|| -  
}}
|| Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|yellow|B}}.
 
|-
{{TvCOverview
|[[File:Y1 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]]  
|move={{TvC-Colors|yellow|2B}} <br>[[File:Y1 2B.webm|thumb]]  
|| 10  
|startup=10  
|| 4  
|active=4  
|| 17  
|recovery=17  
|| -  
|blockadv=-  
|| 1600  
|damage=1600  
|| -  
|properties=-  
|| Gan sits down and punches up, Slight anti-air, can link to {{TvC-Colors|red|6C}}.
|notes=Gan sits down and punches up, slight anti-air, can link to {{TvC-Colors|red|6C}}.
|-
}}
|[[File:Y1 5C.webm|thumb|{{TvC-Colors|red|5C}}]]  
 
|| 14  
{{TvCOverview
|| 4  
|move={{TvC-Colors|red|5C}} <br>[[File:Y1 5C.webm|thumb]]  
|| 21  
|startup=14  
|| -  
|active=4  
|| 2400  
|recovery=21  
|| -  
|blockadv=-  
|| Gan swings his kendama all around him. Can be anti-air.
|damage=2400  
|-
|properties=-  
|[[File:Y1 6C.webm|thumb|{{TvC-Colors|red|6C}}]]  
|notes=Gan swings his kendama all around him. Can be anti-air.
|| -  
}}
|| -  
 
|| -  
{{TvCOverview
|| -  
|move={{TvC-Colors|red|6C}} <br>[[File:Y1 6C.webm|thumb]]  
|| -  
|startup=-  
|| -  
|active=-  
|| Gan steps back slightly and swings his kendama at the ground, useful for juggles.
|recovery=-  
|-
|blockadv=-  
|[[File:Y1 2C.webm|thumb|{{TvC-Colors|red|2C}}]]  
|damage=-  
|| 9  
|properties=-  
|| 3  
|notes=Gan steps back slightly and swings his kendama at the ground, useful for juggles.
|| 29  
}}
|| -  
 
|| 2400  
{{TvCOverview
|| Low/Hard Knockdown  
|move={{TvC-Colors|red|2C}} <br>[[File:Y1 2C.webm|thumb]]  
|| Fast half-screen sweep, main character privilege is real. Links to {{TvC-Colors|red|6C}} in some scenarios.
|startup=9  
|-
|active=3  
|[[File:Y1 3C.webm|thumb|{{TvC-Colors|red|3C}}]]  
|recovery=29  
|| 10  
|blockadv=-  
|| 3  
|damage=2400  
|| 25  
|properties=Low/Hard Knockdown  
|| -  
|notes=Fast half-screen sweep, main character privilege is real. Links to {{TvC-Colors|red|6C}} in some scenarios.
|| 2400  
}}
|| Launcher  
 
|| Fast launcher, crazy hitbox. You'll see some yatters {{TvC-Colors|blue|2A}} -> {{TvC-Colors|red|3C}} without even properly confirming and it works because it's him. Great launcher. Yatterman crouches a little while using it, making it hard to punish and capable of low profiling moves. It’s also his crossover counter, making it scary even off-screen.
{{TvCOverview
|-
|move={{TvC-Colors|red|3C}} <br>[[File:Y1 3C.webm|thumb]]  
|[[File:Y1 jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]  
|startup=10  
|| 5  
|active=3  
|| 12  
|recovery=25  
|| 15  
|blockadv=-  
|| -  
|damage=2400  
|| 800  
|properties=Launcher  
|| -  
|notes=Fast launcher, crazy hitbox. You'll see some yatters {{TvC-Colors|blue|2A}} -> {{TvC-Colors|red|3C}} without even properly confirming and it works because it's him. Great launcher. Yatterman crouches a little while using it, making it hard to punish and capable of low profiling moves. It’s also his crossover counter, making it scary even off-screen.
|| Fast jab, good amount of hitstun, helps juggle.
}}
|-
 
|[[File:Y1 jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]  
{{TvCOverview
|| 8  
|move={{TvC-Colors|blue|j.A}} <br>[[File:Y1 jA.webm|thumb]]  
|| 5  
|startup=5  
|| 24  
|active=12  
|| -  
|recovery=15  
|| 1400  
|blockadv=-  
|| Overhead  
|damage=800  
|| Fast medium, it's pretty good.
|properties=-  
|-
|notes=Fast jab, good amount of hitstun, helps juggle.
|[[File:Y1 jC.webm|thumb|{{TvC-Colors|red|j.C}}]]  
}}
|| 10  
 
|| 3  
{{TvCOverview
|| 3  
|move={{TvC-Colors|yellow|j.B}} <br>[[File:Y1 jB.webm|thumb]]  
|| -  
|startup=8  
|| 2800  
|active=5  
|| Overhead/Hard Knockdown  
|recovery=24  
|| Really fast j.C, angled downward slightly, not amazing but still good.
|blockadv=-  
|}
|damage=1400  
|properties=Overhead  
|notes=Fast medium, it's pretty good.
}}
 
{{TvCOverview
|move={{TvC-Colors|red|j.C}} <br>[[File:Y1 jC.webm|thumb]]  
|startup=10  
|active=3  
|recovery=3  
|blockadv=-  
|damage=2800  
|properties=Overhead/Hard Knockdown  
|notes=Really fast j.C, angled downward slightly, not amazing but still good.
}}
 
==Universal Mechanics==
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR Starter'''
|startup=10
|active=-
|recovery=-
|blockadv=-
|damage=2320
|properties=-
|notes=-
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=25
|active=1
|recovery=-
|blockadv=-
|damage=2320
|properties=-
|notes=-
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=Cannot follow up but can crossup with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|blue|A}} on wakeup.
}}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move='''Back Throw'''
! Move
|startup=-  
|| Startup
|active=-  
|| Active
|recovery=-  
|| Recovery
|blockadv=-  
|| Block Adv
|damage=4800  
|| Damage <br> (Billions)
|properties=Throw  
|| Properties
|notes=Cannot follow up but can crossup with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|blue|A}} on wakeup.
|| Notes
}}
|-
 
| '''VAR starter'''
{{TvCOverview
|| 10
|move='''Air Forward Throw'''
|| -
|startup=-  
|| -
|active=-  
|| -
|recovery=-  
|| 2320
|blockadv=-  
|| -
|damage=5600  
||
|properties=Throw  
|-
|notes=-
| '''Crossover Counter'''
}}
|| 25
 
|| 1
{{TvCOverview
|| -
|move='''Air Back Throw'''
|| -
|startup=-  
|| 2320
|active=-  
|| -
|recovery=-  
||
|blockadv=-  
|-
|damage=5600
| '''Forward Throw'''  
|properties=Throw  
|| -  
|notes=-
|| -  
}}
|| -  
|| -  
|| 4800  
|| Throw  
|| Cannot follow up but can crossup with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|blue|A}} on wakeup.
|-
| '''Back Throw'''
|| -
|| -
|| -
|| -
|| 4800
|| Throw
|| Cannot follow up but can crossup with {{TvC-Colors|green|Yatterrun}} -> {{TvC-Colors|blue|A}} on wakeup.
|-
| '''Air Forward Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5600  
|| Throw  
||
|-
| '''Air Back Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5600  
|| Throw  
||
|}


===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Special Moves
|| Startup
|move={{TvC-Colors|green|Kendamagic <br> 236X}} <br>[[File:Y1 Kendamagic.webm|thumb]]
|| Active
|startup=12/16/22  
|| Recovery
|active=-  
|| Block Adv
|recovery=29  
|| Damage <br> (Billions)
|blockadv=-  
|| Properties
|damage=(ground) 2800 <br> (Air) 2400  
|| Notes
|properties=-  
|-
|notes=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 {{TvC-Colors|green|Kendamagic}}, but Ryu is standing in his face, Ryu will not have to contend with {{TvC-Colors|green|Kendamagic}} in any capacity. Doronjo can use her super counter against this move.
|[[File:Y1 Kendamagic.webm|thumb|{{TvC-Colors|green|Kendamagic}}]]  
}}
|| 12/16/22  
 
|| -  
{{TvCOverview
|| 29  
|move={{TvC-Colors|green|Yatter Medium Attack <br> 623X}} <br>[[File:Y1 YatterSpin.webm|thumb]] <br>[[File:Y1 Yatterspin A.webm|thumb|''Air A'']] <br>[[File:Y1 Yatter Spin B.webm|thumb|''Air B'']]<br>[[File:Y1 YatterSpin C.webm|thumb|''Air C'']]
|| -  
|startup=(ground) 20 <br> (air) 14  
|| (ground) 2800 <br> (Air) 2400  
|active=-  
|| -  
|recovery=-  
|| 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 {{TvC-Colors|green|Kendamagic}}, but Ryu is standing in his face, Ryu will not have to contend with {{TvC-Colors|green|Kendamagic}} in any capacity. Doronjo can use her super counter against this move.
|blockadv=-  
|-
|damage=3090  
|[[File:Y1 YatterSpin.webm|thumb|{{TvC-Colors|green|Yatter Medium Attack}}]]  
|properties=-  
|| (ground) 20 <br> (air) 14  
|notes=Also known as '''Yatterspin''', it’s 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.
|| -  
*{{TvC-Colors|blue|A}} Yatterspin drops him to the ground like a rock, if you can tiger knee off the ground, this can become a frustrating lockdown.
|| -  
*{{TvC-Colors|yellow|B}} Yatterspin pushes him upwards, useful in air combos to help his OTG super work.
|| -  
*{{TvC-Colors|red|C}} Yatterspin keeps him relatively horizontal.  
|| 3090  
Both {{TvC-Colors|blue|A}} and {{TvC-Colors|red|C}} Yatterspin help him with relaunches. {{TvC-Colors|blue|A}} Yatterspin can be used in the corner for Yatterspin loops.
|| -  
}}
|| Also known as {{TvC-Colors|green|Yatterspin}}, it’s an annoying attack Gan can do which gives him insane lockdown. On the ground, the strengths determine his distance, but in the air it works differently.<br>
 
*{{TvC-Colors|blue|A}} {{TvC-Colors|green|Yatterspin}} drops him to the ground like a rock, useful for frustrating lockdown.<br>
{{TvCOverview
*{{TvC-Colors|yellow|B}} {{TvC-Colors|green|Yatterspin}} pushes him upwards, useful in air combos.<br>
|move={{TvC-Colors|green|Yatterrun <br> 214X}} <br>[[File:Y1 Yatterrun.webm|thumb]] <br>[[File:Y1 Yatterrun A.webm|thumb|'''A''']] <br>[[File:Y1 Yatterrun B.webm|thumb|'''B''']]<br>[[File:Y1 Yatter Run C.webm|thumb|'''C''']]
*{{TvC-Colors|red|C}} {{TvC-Colors|green|Yatterspin}} keeps him horizontal.  
|startup=-  
Both {{TvC-Colors|blue|A}} and {{TvC-Colors|red|C}} {{TvC-Colors|green|Yatterspin}} help with relaunches. {{TvC-Colors|blue|A}} {{TvC-Colors|green|Yatterspin}} can be used for {{TvC-Colors|green|Yatterspin}} loops in the corner.
|active=-  
|-
|recovery=-  
|[[File:Y1 Yatterrun.webm|thumb|{{TvC-Colors|green|Yatterrun}}]]  
|blockadv=-  
|| -  
|damage=-  
|| -  
|properties=-  
|| -  
|notes=Yatterman starts running, strength doesn't change anything about this attack, but he comes with follow-ups.
|| -  
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|blue|A}}}} makes Yatterman do a short hop, leading to quick overheads or helping with midscreen combos. '''A -> B -> 2C -> 6C -> Yatterrun -> A -. j.A -> A -> 3C''' is a viable route.
|| -  
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|yellow|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'''''
|| -  
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|red|C}}}} leads to a {{TvC-Colors|green|Yatterspin}}, hitting overhead and moving the match back to neutral.
|| Yatterman starts running, strength doesn’t change anything, but he comes with follow-ups.<br>
}}
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|blue|A}}}} makes Yatterman do a short hop, leading to overheads or midscreen combos.<br>
 
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|yellow|B}}}} makes him slide across the floor, leading to a hard knockdown.<br>
{{TvCOverview
*{{TvC-Colors|green|Yatterrun -> {{TvC-Colors|red|C}}}} leads to a {{TvC-Colors|green|Yatterspin}}, hitting overhead.
|move={{TvC-Colors|green|Yattershock <br> [4]->6X}} <br>[[File:Y1 YatterShock.webm|thumb]]
|-
|startup=11/13/15  
|[[File:Y1 YatterShock.webm|thumb|{{TvC-Colors|green|Yattershock}}]]  
|active=-  
|| 11/13/15  
|recovery=-  
|| -  
|blockadv=-  
|| -  
|damage=3090/3137/3857  
|| -  
|properties=Stagger  
|| 3090/3137/3857  
|notes=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. Any hit leads to an air juggle. '''Useable on Giants'''.
|| 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. Any hit leads to an air juggle. '''Useable on Giants'''.
|}


===Super Moves===
===Super Moves===
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Super Moves
|| Startup
|move={{TvC-Colors|green|Yatterwan Special Attack <br> 236XX}} <br>[[File:Y1 Yatterwan special.webm|thumb]]
|| Active
|startup=7+53  
|| Recovery
|active=-  
|| Block Adv
|recovery=-  
|| Damage <br> (Billions)
|blockadv=-  
|| Properties
|damage=14736  
|| Notes
|properties=OTG  
|-
|notes=Gan jumps off-screen and rides {{TvC-Colors|green|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. {{TvC-Colors|green|Yatterwan}} is fully invincible. Hits OTG.
|[[File:Y1 Yatterwan special.webm|thumb|{{TvC-Colors|green|Yatterwan Special Attack}}]]  
}}
|| 7+53  
 
|| -  
{{TvCOverview
|| -  
|move={{TvC-Colors|green|Yatter Wan Flame <br> 214XX}} <br>[[File:Y1 Yatter Flame.webm|thumb]]
|| -  
|startup=7+53  
|| 14736  
|active=-  
|| OTG  
|recovery=-  
|| Gan jumps off-screen and rides {{TvC-Colors|green|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. {{TvC-Colors|green|Yatterwan}} is fully invincible. Hits OTG.
|blockadv=-  
|-
|damage=14736  
|[[File:Y1 Yatter Flame.webm|thumb|{{TvC-Colors|green|Yatter Wan Flame}}]]  
|properties=OTG/Wallbounce  
|| 7+53  
|notes={{TvC-Colors|green|Yatterwan}} appears for an emergency and causes a wallbounce. After that, he shoots flames on the floor. Flames can be controlled by the player, hitting OTG.
|| -  
}}
|| -  
 
|| -  
{{TvCOverview
|| 14736  
|move={{TvC-Colors|green|This Week's Surprise Robots <br> 623XX}} <br>[[File:Y1 This Week's Robots.webm|thumb]]
|| OTG/Wallbounce  
|startup=16+2  
|| {{TvC-Colors|green|Yatterwan}} appears for an emergency and causes a wallbounce. After that, he shoots flames on the floor. Flames can be controlled by the player, hitting OTG.
|active=-  
|-
|recovery=-  
|[[File:Y1 This Week's Robots.webm|thumb|{{TvC-Colors|green|This Week's Surprise Robots}}]]  
|blockadv=-  
|| 16+2  
|damage=29136  
|| -  
|properties=-  
|| -  
|notes=Gan goes invincible and throws a special bone, traveling full screen. If it hits, he produces alligator bombs to blow up the opponent. Good damage, good DHC potential. '''Costume 3 and 4 produce ducks instead (cosmetic).'''
|| -  
}}
|| 29136  
|| -  
|| Gan goes invincible and throws a special bone, traveling full screen. If it hits, he produces alligator bombs to blow up the opponent. Good damage, good DHC potential. '''Costume 3 and 4 produce ducks instead (cosmetic).'''
|}


=The Basics=
=The Basics=

Revision as of 12:33, 3 October 2024

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

Normal Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2A
4 4 13 - 800 - This one too.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6B
11 6 15 - 1680 - Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with Yatterrun -> B.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2B
10 4 17 - 1600 - Gan sits down and punches up, slight anti-air, can link to 6C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5C
14 4 21 - 2400 - Gan swings his kendama all around him. Can be anti-air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6C
- - - - - - Gan steps back slightly and swings his kendama at the ground, useful for juggles.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2C
9 3 29 - 2400 Low/Hard Knockdown Fast half-screen sweep, main character privilege is real. Links to 6C in some scenarios.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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. Yatterman crouches a little while using it, making it hard to punish and capable of low profiling moves. It’s also his crossover counter, making it scary even off-screen.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.A
5 12 15 - 800 - Fast jab, good amount of hitstun, helps juggle.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.B
8 5 24 - 1400 Overhead Fast medium, it's pretty good.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.C
10 3 3 - 2800 Overhead/Hard Knockdown Really fast j.C, angled downward slightly, not amazing but still good.

Universal Mechanics

Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR Starter 10 - - - 2320 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 25 1 - - 2320 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4800 Throw Cannot follow up but can crossup with Yatterrun -> A on wakeup.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Cannot follow up but can crossup with Yatterrun -> A on wakeup.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw -

Special Moves

Special Moves

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 can use her super counter against this move.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Yatter Medium Attack
623X




(ground) 20
(air) 14
- - - 3090 - Also known as Yatterspin, it’s 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 Yatterspin pushes him upwards, useful in air combos to help his OTG super work.
  • C Yatterspin keeps him relatively horizontal.
Both A and C Yatterspin help him with relaunches. A Yatterspin can be used in the corner for Yatterspin loops.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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, leading to quick overheads or helping with 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, hitting overhead and moving the match back to neutral.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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. Any hit leads to an air juggle. Useable on Giants.

Super Moves

Super Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Yatter Wan Flame
214XX

7+53 - - - 14736 OTG/Wallbounce Yatterwan appears for an emergency and causes a wallbounce. After that, he shoots flames on the floor. Flames can be controlled by the player, hitting OTG.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
This Week's Surprise Robots
623XX

16+2 - - - 29136 - Gan goes invincible and throws a special bone, traveling full screen. If it hits, he produces alligator bombs to blow up the opponent. Good damage, good DHC potential. Costume 3 and 4 produce ducks instead (cosmetic).

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants