Tatsunoko vs Capcom: Ultimate All Stars/Yatterman-1

From SuperCombo Wiki

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

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.
  • 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



- - - - - - 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
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
TvC Yatterman-1 Face.png

Yatterman-1
TvC Batsu Face.png

Batsu
Twitch
Player Name Point Character Anchor Character Social Media
EmptyShiki
TvC Yatterman-1 Face.png

Yatterman-1
TvC Ippatsuman Face.png

Ippatsuman


Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants