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Sunday
Jan172010

Hyper Combos

GRAND SLAM ATTACK

     
HALF CIRCLE BACK + ANY TWO ATTACKS

Ippatsuman takes out a baseball bat before hitting a cloud of baseballs at the opponent in one swing. This super tends to have rather random damage since the projectiles are so scattered, but it can be treated like a shotgun blast in that it does more damage up close. It's an OK attack, but meter is best conserved for his much more powerful Gyakuten Breaker. Each one of the balls causes knockdown, so it can be useful for Delayed Hyper Combos from across the screen.

 

 

FINAL REVERSAL BREAKER

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Ippatsuman flies into the air at a 45degree angle. If he comes into contact with the opponent, he grabs them and then slams them into the ground. This is an air grab, meaning it is completely unblockable. This move is the reason why Ippatsuman is so fearsome. Due to it's angle and unblockable nature, he can use it to perform some powerful resets at the end of his air combos by setting it to go off just after the combo has ended, meaning that the damage dealt is completely unscaled.

 

COME FORTH, GYAKUTEN-OH

    
BACK, DOWN, DOWN-BACK  + ANY TWO ATTACKS

Ippatsuman jumps up into his super robot, which then initiates a sort of mini-game until his meter completely runs out and he turns back to normal.

While piloting his robot, Ippatsuman can make it do attacks by pressing buttons. This is the only time in the game where opponents can be juggled with multiple wall bounces in the same combo. The list of attacks are as follows:

Light attack - Left hook:

Swings the robot's left arm across the screen. It's an overhead and must be blocked high. If it hits it will wallbounce the opponent.

Mid attack - Right hook:

Same as the left hook, but from the other side of the screen.

Down + Light attack - Left Fist Hammer

Slams the ground with his left fist. It must be blocked low. If the opponent is standing anywhere on the ground at the time, they'll be popped up high into the air.

Down + Mid attack - Right Fist Hammer

Same as the left, except it hits on the other side of the screen.

Up + Light attack - Sword Sweep

Takes out a giant sword and sweeps it across the lower portion of the screen. Totally unblockable but can be avoided by jumping or super jumping.

Up + Mid attack - Sword Attack

Same as Sword Sweep, except it slices across the middle of the stage. Can be avoided by staying grounded or super jumping.

Hard attack - Obliterator

Charges up a huge beam for about 10 seconds, then unleashes it for a completely unavoidable full-screen attack. Utterly useless since the opponent can just hit the glowing jewel to stop it at any time.

 

This Hyper needs to be used with extreme caution. It drains all of Ippatsuman's meter and doesn't stay around for long. Due to the very short startup time it is possible to combo into this super and then continue the combo. Using this method it can also be used to set up unblockable resets.