Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman

From SuperCombo Wiki

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
  • Decent combos
  • Can do great damage without spending any meter
  • Can zone fairly effectively, his projectile can manage different trajectories and speeds
  • Anti-air super is very effective
  • Can easily close the gap
  • Great pressure
  • Despite having great projectiles, his zoning can be easily avoided with the right angles
  • His loop requires some execution
  • Level 3 is purely for chip kill and even then it's easy to waste it
TVC Ippatsu Art.png

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
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.
  • 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
  • C is a slow knuckleball, it'll oscillate vertically. in the air it moves diagonally down
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
  • A Version doesn't crossup
  • B Version does crossup
  • C Version is a runaway freight train

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:
  • 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.
  • 2+A Slams the left hand on the ground, causes the opponent to fly vertically. Hits low
  • 2+B slams the right hand, same mechanics apply
  • 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
  • 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.

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
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Frank West
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Morrigan Aensland
Roll
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Saki Omokane
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Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A