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