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
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
4 | 4 | 13 | - | 800 | - | This one too. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
- | - | - | - | - | - | Gan steps back slightly and swings his kendama at the ground, useful for juggles. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
5 | 12 | 15 | - | 800 | - | Fast jab, good amount of hitstun, helps juggle. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 5 | 24 | - | 1400 | Overhead | Fast medium, it's pretty good. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 3 | 3 | - | 2800 | Overhead/Hard Knockdown | Really fast j.C, angled downward slightly, not amazing but still good. |
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
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Yatter Medium Attack |
(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.
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Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Yatterrun |
- | - | - | - | - | - | Yatterman starts running, strength doesn't change anything about this attack, but he comes with follow-ups.
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Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. Strength determines the distance and adds a few hits. As cool as this is, it degrades hitstun scaling harsh and is awkward to land |
Super Moves
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
KBeast | ![]() Yatterman-1 |
![]() Batsu |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
EmptyShiki | ![]() Yatterman-1 |
![]() Ippatsuman |