Introduction
Gan-Chan, the tinkerer turned superhero, is here to bully people with a kids' toy.
Gameplay
Strengths | Weaknesses |
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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.
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.
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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). |