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Tuesday
Jan192010

Yatterman No. 2 - Tatsunoko

 

TATSUNOKO VS CAPCOM BIO

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.

 

 

 

 

 

CHARACTER ORIGIN

Ai is Gan's girlfriend, and the only daughter of a shopkeeper who sells electrical appliances. She is often seen constructing and modifying machines with Gan. She is "Yatterman No. 2", and uses a telescoping baton to emit electric currents to shock opponents, as well as for her special attack "Electric Stick".

 

Gameplay Details:

Yatterman-2 is similar to Karas in some regards. She has poor HP and an assortment of very quick pokes to keep opponents moving and defend herself from frontal assaults. Yatterman-2 possibly has some of the poorest damage in the game, but at the same time she has a tool to deal with almost any situation, and her strength lies in her plethora of incredibly mean setups and pressure tricks. She has fast mixups, quick unblockables, a helper that keeps her safe from combos, annoying projectiles and more. Once she starts attacking she doesn't have to stop any time soon, and even the most patient opponents will find themselves going loopy when trying to defend against her range of obnoxious shenanigans.

 

CHARACTER STATS

Difficulty: intermediate

Style: heavy pressure

Defensive power: Poor HP, but has many attacks which can be used defensively

Offensive power: Her overall damage output is weak, but her resets soon add up.

Approach strength: Yatterman-2 has a very easy time approaching due to her fast pokes and overall mobility. Her projectiles are an irritation no matter where she is on screen, and her Hyper moves only help in aiding her approach.

Combo ability: Her ability to extend combos is moderate, but she is able to cause stagger and repeat her ground strings as well as finish air combos with her heavy quick step, which strikes downed opponents.

Meter Usage: Yatterman-2 mainly uses her meter to summon Omotchama and for megacrash, and she builds it quite quickly too, so in a way she is fairly reliant on meter to keep her going.

Key Techniques: Players should learn to utilise her many tricks creatively to create difficult situations that may lead to a reset. Her unblockables can be followed up with an assist or baroque in order to lead into combos.

Partner Options: Any character who has a multi-hit or projectile assist will be helpful for her. Polimar can set up for some easy unblockables while Ryu or Morrigan will allow her to create more openings to get in close. Roll's assist also comes in very handy for controlling space. With Karas she has some amusing Variable Hyper Combinations using her Super Passion Hyper.

 

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.

Sunday
Jan172010

Hyper Combos

SUPER PASSION (CAN BE CHARGED)

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Yatterman-2 charges a heart (or star) of lightning above her head and lets it go it when the button is released. It can hit opponents while it's charging too. Releasing it without charging causes a single projectile to bounce around the stage for about a second, making it useful for pressure in corners. Charging it causes the projectile to become huge, and it will sink slowly into the floor when released. If the opponent is caught in the charge, it will disappear after a certain amount of hits.

 

 

 

OMOTCHAMA'S ROLL

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Yatterman No. 2 summons Omotchama, the Yatterman team's mascot robot. Omotchama will fly around and pursue the opponent, attacking randomly for an average of about 3 attacks before he disappears. During this time Yatterman-2 is free to move and attack as she pleases, and Omotchama will not go away if she's hit. In fact, he will frequently break the opponent's combos if they try to damage her, forcing the opponent into a state of defense while he's around. Amusingly, he will attack using moves which resemble those of the Street Fighter character E.Honda. This is by far Yatterman-2's most useful super move, and she should always try to have him out as often as she can.


 

 

THIS WEEK'S SURPRISE ROBOTS (level 3 hyper)

    
 QUARTER CIRCLE BACK + ANY TWO ATTACKS

Yatterman No 2 attacks the opponent with a sliding kick. If it hits, she bounces some robot food to Yatterpellican, who swallows it and opens his mouth. Yatterman-2 then proceeds to use her controller to call out robotic birds to attack the opponent, who then form into a single giant bird and crash down for an explosive finish. This attack may seem weak at first, but by pressing buttons on your controller, Yatterman-2 calls out more birds to do more damage. With fast fingers it can be one of the most powerful level 3 hypers in the game.

Friday
Jan152010

Combos

Japanese Tatsunoko vs Capcom Blog Combos (Advanced)

Source: http://www.capcom.co.jp/blog/vs/blog/20100129_1590.html