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Tuesday
Jan192010

Yatterman No.1 - Tatsunoko

"When I get in close like that, I just unleash the old kendamagic!"

TATSUNOKO VS CAPCOM BIO:

Yatterman-1 is a globe-trotting hero who invents massive mechanical weapons to save the world. His trademarks are his bright smile, signature mask, and his crime-fighting weapon, the Kendamagic. 

CHARACTER ORIGIN

A mysterious stone known as Skull Stone is scattered across the planet, and it holds the power to reveal the location of the largest deposit of gold in the world. A trio of villains, the Doronjo Gang,is in pursuit of fame, power and wealth as they search for the Skull Stone. The "Yatterman", try and block the Doronbo every chance they get.

Gan is a 13-year-old boy whose father is a famous toy designer who failed to complete the "Yatter-Wan", a dog-shaped all-terrain rescue robot. Gan is an expertise in mechanics, and he helps fix his father's dream design. He forms a fighting team with his girlfriend Ai, and names himself "Yatterman No. 1". His weapon of choice is a kendama, which he uses as a flail and grappling hook as well as for his special attack "Kenda-Magic".

GAMEPLAY DETAILS

Yatterman-1 is a very speedy character who speciallises in agressive close-combat action, but is also strong at any range. He has some of the best if not the best quick pokes in the game, allowing him to safely run in and punish even the slightest of mistakes. He finds it harder to combo on the ground than some characters, but can do damaging air combos with his kendama spins. Yatterman-1 does have some trouble supporting his teammate with the exception of a few key characters, and he is technical and requires good execution skills to use effectively. He also has poor endurance and can't afford to take too many hits.

 

CHARACTER STATS

Difficulty:

Style:

Defensive power:

Offensive power:

Approach strength:

Combo ability:

Meter Usage:

Key Techniques:

Partner Options:

Monday
Jan182010

Special Moves

 

KENDAMAGIC

   
QUARTER CIRCLE FORWARD + ATTACK

Yatterman uses his kendama as a whip. Distance of the attack depends on the attack button used. Can also be used in the air. The light version hits very close by, the mid version hits mid screen and the strong version of this move hits full screen. It's best used from the air, since the angle allows for a safer use with less chance of it being avoided. This is not a true projectile, since it only effects a small spot on the screen for a short period of time. Still, it is very fast and due to it's  nature it doesn't trade with other projectiles. Great for pestering other projectile users like Morrigan and Saki.

 

YATTER MEDIUM ATTACK

   
FORWARD DOWN DOWN-FORWARD + ATTACK

A multi hitting fast start-up move that is perfect for rushdowns. The button pressed determines the trajectory of the jump as well as the recover/startup time with the A version being the safest. Very useful for air combos as well, since Yatterman can jump after the attack and combo into another one.

 

 

YATTER RUN

   
 QUARTER CIRCLE BACK + ATTACK

A command run that can be followed up by A, B, or C for a nasty mixup game. 

 

 

 

FOLLOW UPS: 

YATTER JUMP

LIGHT ATTACK AFTER "YATTER RUN"

Yatterman jumps over his opponent leaving perfect space to start your mixup. Can be used for ambiguous crossups too by using an assist alongside the dash.

 

 

 

YATTER LOW ATTACK

MEDIUM ATTACK AFTER "YATTER RUN"

A slide that knocks your opponent down, perfect for catching them off guard. 

 

 

 

KENDAMA SPIN

HARD ATTACK AFTER "YATTER RUN" 

Same move as Yatter Medium Attack, good for rushdowns and mixups. Can't combo after the move though.

 

 

 

 

YATTER SHOCK

   
CHARGE BACK, FORWARD + ATTACK

Yatterman tosses out his Kendama and grabs the opponent, shocking them

 

Sunday
Jan172010

Hyper Combos

 

YATTER WAN SPECIAL ATTACK

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Yatterman jumps offscreen and returns riding on Yatterwan, who runs over the opponent for very good damage. This move cannot be comboed into naturally, but it's possible to do so through the use of Delayed Hyper Cancel or using a Polimar assist. While riding Yatterwan, Yatterman-1 is completely invulnerable to all attack, making this super useful for punishing certain hyper attacks.

 

YATTER WAN FLAME

    
 QUARTER CIRCLE BACK + ANY TWO ATTACKS

Easily Yatterman-1's best super. Yatterman-1 calls in Yatterwan to ram the opponent before breathing fire all over them. This comes out very fast and can combo from a lot of things. The first hit wall slams the opponent, and the fire stream them roasts them while they're down. This first hit can even hit an opponent who's been knocked down, making it useful to inflict further damage on opponents after a sweep. As an added plus, it also deals very respectable damage.

 

THIS WEEK'S SURPRISE ROBOTS

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Yatterman-2 takes out his special mecha food and throws it at the opponent. If it hits it will bounce into the waiting mouth of Yatterwan, who will release an army of small robots to attack the opponent, the last one leaving a bomb to blow them sky high. This is a projectile and can occasionally be used to surprise the opponent at range, but in general if it's going to be used at all it should be comboed into. Yatterman-1 generally has better ways to spend his meter, but this attack is useful for defeating giant characters.

 

Saturday
Jan162010

Assists

Assist

For his assist, Yatterman-1 will use his medium Kendamagic. This is arguably one of the most useless assists in the game. It rarely works when it's needed and it's very hard to get it to be of use in combos. Using it as a projectile suppliment is also difficult due to the precise nature of the attack.

 

Variable Counter

 

Variable Hyper Combination

When joining in a Variable Hyper Combination, Yatterman-1 will use the Yatterwan Special Attack hyper.