Difference between revisions of "Tatsunoko vs Capcom/Yatterman-1"
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Revision as of 19:28, 26 May 2009
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 has an extremely high damage but also very difficult infinite, a number of good options for ranging, and high speed pokes, but 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Yatter Jump
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.
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.
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.