Tatsunoko vs Capcom: Ultimate All Stars/Yatterman-1

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< Tatsunoko vs Capcom: Ultimate All Stars
Revision as of 21:59, 11 September 2024 by Cce2955 (talk | contribs) (reminder to fix the yatter run formatting issues later)

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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 5 12 - 800 - This jab wins matches, don't even challenge it.
4 4 13 - 800 - This one too.
10 13 15 - 2404 - Y-1 spins his kendama around him a few times, multihit, helps to charge YatterShock or visually confirm for launcher.
11 6 15 - 1680 - Shoots his kendama 45 degrees upward, this is 100% anti-IAD. Can follow up with Yatterrun -> B.
10 4 17 - 1600 - Gan sits down and punches up, Slight anti-air, can link to 6C.
14 4 21 - 2400 - Gan swings his kendama all around him. Can be anti-air.
- - - - - - Gan steps back slightly and swings his kendama at the ground, useful for juggles.
9 3 29 - 2400 Low/Hard Knockdown Fast half-screen sweep, main character privilege is real. Links to 6C in some scenarios.
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.
5 12 15 - 800 - Fast jab, good amount of hitstun, helps juggle.
8 5 24 - 1400 Overhead Fast medium, it's pretty good.
10 3 3 - 2800 Overhead/Hard Knockdown Really fast j.C, angled downward slightly, not amazing but still good.

Universal Mechanics

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

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
(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 determine his distance, but in the air it works differently.
  • A Yatterspin drops him to the ground like a rock, useful for frustrating lockdown.
  • B Yatterspin pushes him upwards, useful in air combos.
  • C Yatterspin keeps him horizontal.

Both A and C Yatterspin help with relaunches. A Yatterspin can be used for Yatterspin loops in the corner.

- - - - - - Yatterman starts running, strength doesn’t change anything, but he comes with follow-ups.
  • Yatterrun -> A makes Yatterman do a short hop, leading to overheads or midscreen combos.
  • Yatterrun -> B makes him slide across the floor, leading to a hard knockdown.
  • Yatterrun -> C leads to a Yatterspin, hitting overhead.
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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
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.
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