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Monday
Jan182010

Special Moves

YATTER SHIELD

  
QUARTER CIRCLE BACK + ATTACK

Yatterman No 2 Spins her wand infront of her. Very similar to Karas's disc special. This move will turn energy projectiles into a fireball and if it hits an opponent it will put them into a stagger. The hitbox and the recovery on the move are a bit worse than Karas's version, but it's still a very useful defensive move and necessary for extending her ground strings. The button pressed determines duration and recovery time, with the light version being the fastest and safest.

 

 

 

 

 

YATTER STEP

   
QUARTER CIRCLE FORWARD + ATTACK

Yatterman No 2 dashes forward allowing her to follow up with a number of different high, low and mid attacks.

Follow Ups

Light Attack

The light attack is a straightforward poke which is faster than all the others. Mainly used in combos or to prod at distant opponents.

 

 

 

 

Medium Attack

Yatterman-2 swings her baton down. Must be blocked high and comes out very fast. While it doesn't do much damage on it's own, it can be baroqued to continue with a combo.

 

 

 

Hard Attack 

Yatterman-2 does a low poke that must be blocked low. A little bit slower than the mid attack, but it can also be used to strike downed opponents.

 

 

 

 

YATTER SWING - IN AIR OK

   
CHARGE BACK, FORWARD + ATTACK

Yatterman No. 2 tosses out a heart shaped energy ball and bats it across the screen. The startup on this attack is a bit severe, but the projectile is unique as it bounces back and forth on the edges of the screen, making it a powerful tool for setups. The light version sends the projectile at a downwards angle, the mid version sends it straight ahead and the heavy version sends it directly upwards. The projectile itself does not do any chip damage.

 

 

 

 

YATTER SPLASH - IN AIR OK

TAP  RAPIDLY

Yatterman No 2 attacks with a series of fencer's stabs using her baton. Useful for cancelling unsafe attacks and generally getting opponents out of her face. The light version attacks straight ahead, the mid version attacks upwards at an angle for anti-air, and the heavy version causes her to dash and then poke straight ahead. In the air, the mid and heavy versions attack at a downwards angle and directly below, making it a useful tool for battling giant characters and attacking the opponent from all angles.