**Better Version** Thanks Royalflush!
Ippatsu hasnt really changed drasticly from his JP version.
NEW IPPATSU STUFF! (taken from http://www.shoryuken.com/showthread.php?t=195175
+ Ippatsuman?s 623+Attack has same properties as Ken?s 623+B/C.
+ Ippatsuman?s dash~623+attack has same properties as Ken?s 623+B/C.
- Several resets actually combo now (examples: charge back, forward+C, 623 super; air combo, j.A, j.A, j.B, j.B, 7, j.A, j.B, j.C, 623 super) which means his damage scales more and he won't be doing as much damage.
+ He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, jA, j.C, 623 Super.
- his level 3 now eats up meter a lot faster.
+ can combo from 6C shoulder tackle
+ has more combo options off 2C sweep
+ can IAD after DP for pressure
5a - Some hand or w/e
2a - Same hand just lower
5b - Ballerina swipe, 2 hits
2b - Low kick to the feet
5c - Fist to the face, MASSIVE block/hitstun(unless they adv guard, of course)
2c - Low slide, goes a pretty good distance(about 3 ippatsumen)
3c - Standard launcher
6c - Shoulder tackle, knocks down *NEW* Can cancel with DP
: A series of baseball throws
:snka: is fast, covers almost fullscreen.
:snkb: is the same as A, just directed a little higher for characters in the air.
:snkc: is a slower ball, but spirals in a straight path until it hits a wall
: Dragon punch that goes straight up, different strengths give you either less or more hits, along with height. If you DP while dashing, Ippats goes in a diagonal trajectory instead of straight up ALA Dimitri from VS
: Ground pound that resembles captain corridor(except worse). Startup varies between each version, and will net you more hits with each increasing strength
, :r: +
: Psycho Crusher. Does one hit no matter which version it is, the stronger the button the further he travels. Great tool if you need to get in and standard airdashing isn't working. Theres light risk to it, but if you have a tiny bit of HP for BBQing, have a ball with it and BBQ if the opponent is in a situation to punish it. One of my favorite moves, definitely
+ :2p: Baseball special, Ippats pulls out a bat from a different dimension and rocks a buncha baseballs across the screen. Great amount of screen covered, startup is alright. Unpunishable if blocked(I think, didn't really test this)
+ :2p: The meat and potatoes of this character, you'll be using this super a lot. Ippatsu jumps diagonally and grabs whatever is in his way, and Izuna drops the opponent into the ground. Grab does about 20%, unblockable. It can be comboed into and "uncomboed" into, because its unblockable. Normally the best route to go is un-combo, since its so easy and nets you mad damage compared to a comboed super. Only grabs opponents that are in the air, but thats awwwwright (NOTE: Timing on reset grab is tighter in UAS)
[Level 3] :bdp: + :2p: Ippats gets into his mech and wrecks havoc, of course. Once inside his baby, you're able to do quite a bit.
Your A button controls the right arm, the B button controls the left. The C button is an unblockable laser that takes a decade and a half to charge, which you can also be hit out of(get kicked in the face and your mech cries). But the good thing is that the laser does 80%!!!!!!
A or B: Mech punches the opponent, pretty sure it wallbounces or somethin dumb
Up+A or B: Mech swings a sword horizontally, unblockable
Down+A or B: Mech ground pounds, launches opponent
2AA 5B (2 hits) 2B 5C 3C J.AA J.BB DJ J.B J.C
2AA 5B (2 hits) 2B 5C 3C J.AA J.BB (WAIT) DJ J.B (WAIT) SUPER!
2AA 5B (2 hits) 2B 5C 3C J.AA J.BB DJ J.AA J.C SUPER!
2AA 5B (2 hits) 2B 5C 236C BBQ! IAD J.C 2A 5B (2 hits) 2B 5C 3C Air combo into reset SUPER!
2A 5B (2 hits) 2B 5C 2C 6C 623A Dash foward j.B land 3C Air combo into reset
Other than that, Ippats is a pretty straight-forward character. There isn't much mixup in him, its the damage that scares the opponent into not wanting to get hit. 2 combos and the opponent better switch out, or their losing a character. His combos are easy, his pressure is standard, his character is , and I'm liking him right now
If I had to rate his supers, I'd put air-grab super as a definite first, then mech ride, with baseball swing coming up the rear. Its obvious why I chose air-grab first, since its the main reason hes doing damage in his combos. Baseball super 2nd simply because mech ride SUCKS!! Like really dont ever use it unless you like wasting meter or are trying to run out 3-4 seconds off the clock.
Cool and new Stuff
During your blockstrings you can cancel your moves into
:snka: and then IAD afterwards for overhead goodness!
When anyone that has a instant screen freeze super is partnered with Ippatsu if someone tries to IAD in on you, go ahead and super then as soon as you can DHC into ippatsu's air grab super. Take away the pressure!
TKing the C version of Ippatsu's fireball into BBQ gives you a FB thats low to the ground and gives you some cover to move in. Land, dash in. If the opponent jumps, you get a free air-grab super. If they don't then do whatever mixup you wish, its your life
If the opponent is in the trajectory of air-grab super when you do it, theres literally nothing they can do about it. They're getting grabbed, one way or another. Of course, this counts if you're using the grab as an anti-air
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