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Tatsunoko vs Capcom: Ultimate All Stars/Ippatsuman
From SuperCombo Wiki
Ippatsuman works for Time Lease, a robotics company where he stops not-Doronjo form using their robots for shenanigans every week.
|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|
|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|
|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.|
|18/18/21||-||36/48/53||-||2400||projectile||Pastaman throws a baseball, excluding baroque, he can only have one baseball out at a time.
|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|
With baroque this can become a 50/50
|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!
|-||'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: