Tatsunoko vs Capcom/Yatterman-1: Difference between revisions

From SuperCombo Wiki
Line 42: Line 42:
=The Basics=
=The Basics=


Combos are somewhat awkward with yatterman, as the normal combo progression doesn't work with him.  However, you can wring a lot of damage out of him with tricks such as using a double DP+B as a combo ender (or in an infinite) to both do high damage and effectively avoid damage scaling.
Trying to do combos like other characters will not work well with Yatterman since in ground chains his moves will often whiff, but his BnB non-super non-infinite combos are not difficult and are not dependent on the opponent being on the ground for significant damage since you can wring a lot of damage out of him with tricks such as using a double DP+B as a combo ender (or in an infinite) to both do high damage and effectively avoid damage scaling.
 
a BnB combo works like 
 
2a, 2b, 3c j.b, j.b, double jump j.b, j.b, 623B j.b,  j. b for reset or j.c for knockdown.  


an effective mid screen baroque combo is this
an effective mid screen baroque combo is this


2a, 2b, 5c, 2c, 236b baroque, dash 3c j.b j.b j.b double jump j.b j.b 623 b, b for reset or c for knockdown.  
2a, 2b, 5c, 2c, 236b baroque, dash 3c j.b j.b j.b double jump j.b j.b 623 b, j. b for reset or j.c for knockdown.  
 




Yatterman's supers are also very good for the most part.  His qcf super is useful for escaping/punishing things like chip supers or reset throws, because it takes him off the screen, even from in the air, and then comes back while riding his robot. you can Dhc from Ken or Juns air supers into this for kens super you need to DHC at a certain time after the super puts them in the helpless spinning state but before Kens body crosses your opponent up.  On block or dodge this move is punishable. is good to use to dhc yatterman out safely. 


Yatterman's supers are also very good for the most part.  His qcf super is useful for escaping/punishing things like chip supers or reset throws, because it takes him off the screen, even from in the air, and then comes back while riding his robot. you can Dhc from Ken or Juns air supers into this for kens super you need to DHC at a certain time after the super puts them in the helpless spinning state but before Kens body crosses your opponent up. On block or dodge this move is punishable. is good to use to get dhc yatterman out safely.
His Qcb super hits OTG and can be also be used to hit air dashers, if you trade with this move you wont combo into the fire breath but your opponent will still be knocked across the screen. do not hit them with this move when they are in a stagger state as they will just be reset and be able to punish you. because of the large number of hits it resists damage scaling so it is an excellent thing to dhc to, as is his level 3.


His Qcb super hits OTG and can be also be used to hit air dashers, if you trade with this move you wont combo into the fire breath but your opponent will still be knocked accross the screen. do not hit them with this move when they are in a stagger state as they will just be reset and be able to punish you. because of the large number of hits it resists damage scaling so it is an excellent thing to dhc to, as is his level 3.
Standing a is an extremely good anti air and can lead into big damage.


=Advanced Strategy=
=Advanced Strategy=

Revision as of 14:10, 16 June 2009

Introduction

TvC says that Yatterman originated from Yatterman anime (which is true). Yatterman is a powerful character in TvC, but only in the hands of a very skilled and experienced player. He is a very free form type of character since he has a number of good options for ranging, pressure and mixup, and with his balanced move set he can operate very well at close, middle, and far range with mid range being ideal. However he has very low life and some of his options are awkward to leverage well. Due to this, he is not a very popular character despite generally being ranked high tier. He has an extremely high damage but also very difficult infinite.

Moves List

Normal Moves

  • F+B - Yatterman-1 takes his ball and shoots it in a 45 degree (incline) angle. Travels a little over half way across the screen
  • F+C - Yatterman-1 turns around and takes his ball and does a sweeping attack.

Special Moves

Kenda Magic

  • QCF+A/B/C (Can also be done in the air) - Yatterman-1 takes his ball on a string and whips it at the enemy. Both ground and air versions has its own specific set distance. Ground A version travels about a 1/3 across the screen, ground B version travels about half way across the screen, and ground C version travels all the way across the screen. All air versions travel in a 45 degree (decline) angle. Air A version travels 1/3 across the screen, air B version travels less than half way across the screen, and air C version travels all the across the screen. This can be used in a combo.

Yatter Kanden

  • Charge back for a few seconds, then tap forward+A/B/C - Yatterman-1 first does a spin kick to the enemy's face, then turns around and throws his ball at the enemy. The enemy is then wrapped in rope and electrocuted. After the animation is finished, you can do whatever you want to the enemy. You can even combo into his level 3 super, Konshuuno Bikkri Dokkri Meka.

Yatter Chuudan

  • DP+A/B/C (Can also be done in the air) - Yatterman-1 does a jumping leap towards the enemy while twirling his ball on sting, smacking his enemy. All three versions, both ground and air, do 7 hits. Both ground and air versions have their own distance differences. Ground A version travels about 1/3 across the screen, B version travels about half way across the screen, and C version travels about 2/3 across the screen. Air A and B versions travel about 1/3 across the screen, and air C version travels less than half way across the screen. The air version of Yatter Chuudan can be used in an air combo.

The air version of this move is an extremely useful and versatile, and is a large part of what makes yatterman such a good character. along with its use in combos, It is an extra movement option, it is a powerful pressure tool that can quickly force your opponent into the corner. it can be tiger kneed for somewhat quick overheads, it has excellent priority after the start up. and you can do mix ups in a variety of ways, with this move.

You can do this move twice in a row by doing 623c 6238C with up canceling.

Yatter Run

  • QCB+A/B/C - Yatterman-1 runs at the enemy. There are three follow ups:
    • Yatter Jump
      • During Yatter Run, tap A - Yatterman-1 will do a normal jump. While you're jumping, you can attack mid-air to catch your enemies off guard.
    • Yatter Sliding
      • During Yatter Run, tap B - Yatterman-1 slides and trips the enemy. This causes a knockdown. This can be used in a combo.
    • Yatter Chuudan
      • During Yatter Run, tap C- Yatterman-1 does his Yatter Chuddan at the enemy. This is actually slightly faster, giving you the opportunity to use this in a combo.

Super Moves

Tokkoutai Yatter One

  • QCF+AB (Can also be done in the air)- Yatterman-1 calls out his gigantic robotic dog to run over his enemy. The number of hits varies based on your location on the screen and your enemy's size.

Shakunetsu Yatter One

  • QCB+AB - Yatterman-1 calls out his gigantic robotic dog to do a flamethrower super. The gigantic robotic dog can hit the enemy when it enters. You can control the direction of the flame by tapping or holding up or down. The number of hits vary based on your location on the screen and your enemy's size.

Level 3 Super

Konshuuno Bikkri Dokkri Meka

  • DP+AB - Yatterman-1 holds out a bone and hits his enemy. Then the bone fly's into the gigantic robotic dog's mouth. Then the gigantic robotic dog opens its mouth to release robotic crocodiles that march into the enemy. At the end of the super, one robotic crocodile has a bomb that explodes in front of the enemy. This super does 44 hits. This super can be used in a combo.

The Basics

Trying to do combos like other characters will not work well with Yatterman since in ground chains his moves will often whiff, but his BnB non-super non-infinite combos are not difficult and are not dependent on the opponent being on the ground for significant damage since you can wring a lot of damage out of him with tricks such as using a double DP+B as a combo ender (or in an infinite) to both do high damage and effectively avoid damage scaling.

a BnB combo works like

2a, 2b, 3c j.b, j.b, double jump j.b, j.b, 623B j.b, j. b for reset or j.c for knockdown.

an effective mid screen baroque combo is this

2a, 2b, 5c, 2c, 236b baroque, dash 3c j.b j.b j.b double jump j.b j.b 623 b, j. b for reset or j.c for knockdown.


Yatterman's supers are also very good for the most part. His qcf super is useful for escaping/punishing things like chip supers or reset throws, because it takes him off the screen, even from in the air, and then comes back while riding his robot. you can Dhc from Ken or Juns air supers into this for kens super you need to DHC at a certain time after the super puts them in the helpless spinning state but before Kens body crosses your opponent up. On block or dodge this move is punishable. is good to use to dhc yatterman out safely.

His Qcb super hits OTG and can be also be used to hit air dashers, if you trade with this move you wont combo into the fire breath but your opponent will still be knocked across the screen. do not hit them with this move when they are in a stagger state as they will just be reset and be able to punish you. because of the large number of hits it resists damage scaling so it is an excellent thing to dhc to, as is his level 3.

Standing a is an extremely good anti air and can lead into big damage.

Advanced Strategy

Match=Ups