Pa-pa-pa-pa-pa-pa-pa-papa IPPATSUMAN! *UAS thread*

J-MoneyJ-Money Multi Mystery-game Master MedalistJoined: Posts: 1,051
**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
+ 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




Normals

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

Specials

:qcf: + :p: 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

:dp: + :p: 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

:qcb: + :p: Ground pound that resembles captain corridor(except worse). Startup varies between each version, and will net you more hits with each increasing strength

Charge :l: , :r: + :p: 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

Supers

:qcb: + :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)

:dp: + :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

Combos

Meterless
2AA 5B (2 hits) 2B 5C 3C J.AA J.BB DJ J.B J.C

Reset
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!

Barouque!
2AA 5B (2 hits) 2B 5C 236C BBQ! IAD J.C 2A 5B (2 hits) 2B 5C 3C Air combo into reset SUPER!

Corner Only
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 :dp: :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


Video

RoyalFlush Youtube channel
J-money, your favorite player since 06'
CO-Founder of HxC
Sponsored by I Play Games
Loses to Vergil
«1

Comments

  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    I dunno, I tink he's changed pretty drastically. :/ with the whole air dashing from his DP move and stuff. He has plenty of mixups off his light DP into air dash instant overhead...
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • J-MoneyJ-Money Multi Mystery-game Master Medalist Joined: Posts: 1,051
    Yeah I've been messing around with that, but I wouldnt call that a DRASTIC change. Just gives him more pressure options. and makes his DP that much more useful. Thanks for reminding me and ill add that to the list of stuff.
    J-money, your favorite player since 06'
    CO-Founder of HxC
    Sponsored by I Play Games
    Loses to Vergil
  • RoyalFlushTZRoyalFlushTZ *Not a Ryu cosplayer! Joined: Posts: 1,456
    Corner combo combos involving 2C,6C,623A, IAD~j.B are much stronger than Baroque into do same grounded string again.

    Polymar/Ippatsuman is my specialty. I'll get some vids of my corner combo with Polymar assist sometime.
    Thor/M.O.D.O.K/Viewtiful Joe
    Long live the Mighty THODOK! I do stick mods, too!
    youtube.com/RoyalFlush for TvC:UAS and T5DR vids
  • J-MoneyJ-Money Multi Mystery-game Master Medalist Joined: Posts: 1,051
    That combo is definately stronger, but what can Ippatsu do to get damage like that midscreen? Since your one of the only people I know with Ippatsu on your team, have you noticed any other new changes? and what combos have you been doing? Cant wait for those vids!

    I dont know too many people playing Ippatsu, where is the Ippatsu love?
    J-money, your favorite player since 06'
    CO-Founder of HxC
    Sponsored by I Play Games
    Loses to Vergil
  • SmurvisSmurvis Spin it to win it Joined: Posts: 477
    I play Ippatsuman. Learned a few BnBs and came up here to try to see what I was missing. Air grab resets already made sense, and I had a rough concept of Baroque. Having waaaay too much fun with this char, just been trying to find out how the damage scaling works, and if he's got any proration on certain moves.

    I also liked Polymar and was trying him out and saw RoyalFlush's combo vid, and I think they took out the "Super #1" vid. Either the Drill has more start-up, or Ippatsuman's Grand Slam attack isn't launching them anymore. I noticed when I got to the part where you do 5C - A Rainball - Grand Slam that the Rainball was hitting them much lower on the screen than it was in RF's vid. I thought maybe I was doing it wrong, so I just tried doing the A version of his dragon punch and then immediately Baroqueing it on the ground into A Rainball and Grand Slam, and I had pretty much the exact same height as in the vid. Combo still failed, after multiple attempts. So there's gotta be an unlisted change to either Polymar's Drill, Grand Slam, or gravity in general. I get the OTG hit, but no combo finish.


    Granted, I just started playing on the 26th, so maybe there's some frame tight stuff in that video that I just don't see yet, and the combo is actually a lot harder than it looks and I'm terrible. I'm not ruling that out. Cause I know during the 5C -> Rainball I had the 5C hit around the bottom of the feet and the ball hitting him in like the stomach, where as in the video both were hitting him JUST below the foot. When I did the DP -> Baroque -> Rainball I was getting the ball to hit in about the same spot as the vid, around the bottom of the feet, and the drill STILL wouldn't hit him before he got to the ground. Drill seems a hair slower though. Might just be me.

    Now, Ippatsuman feels pretty natural. His combos aren't very hard, and the timing on a lot of his resets and stuff are pretty simple. I just can't find a decent combo that involves a simple Polymar assist, and I'm having trouble actually PLAYING Polymar compared to Ippatsu. And I guess Ippatsu assists for Polymar as well.


    I found a few assist combos anyway, but they're basic mindless stuff I'm sure everyone has "found" so far. I'm just not the type of guy who will post a video about neat combos I discoverd. I'm always getting beat to the punch by more experienced players who find stuff I never wouldn't thought to look for.
    Main: Putting my character selection in my signature like a scrubby dipshit
    Alt: Gief

    Keep the change.
  • SystemSystem Joined: Posts: 508,676 admin
    Great news for Ippatsuman! Now that it is discovered that Baroque resets your jumps, and that being higher in the air does more damage, he can work BBQ'd triple jumps into his reset combos. Not only do these look super sexy and extend your combos, but hitting the Izuna drop from that height makes it insanely strong, and since its a reset your getting the full damage.
  • J-MoneyJ-Money Multi Mystery-game Master Medalist Joined: Posts: 1,051
    Does the air throw itself do more damage in the air? or do your normals do more damage? cuz im still getting 8,800billion
    J-money, your favorite player since 06'
    CO-Founder of HxC
    Sponsored by I Play Games
    Loses to Vergil
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah, my bad, it seems to be only normals and specials, supers are doing the same.
  • RoyalFlushTZRoyalFlushTZ *Not a Ryu cosplayer! Joined: Posts: 1,456
    "Polymar-esque" Ippatsuman reset that I've been using is launch, j.A, j.A, j.B, j.B, j.B, 7 (for in corner)/8 (for midscreen), j.A, j.B, j.B (whiffs), VERY SLIGHT PAUSE XX 623+2 attacks
    Thor/M.O.D.O.K/Viewtiful Joe
    Long live the Mighty THODOK! I do stick mods, too!
    youtube.com/RoyalFlush for TvC:UAS and T5DR vids
  • YinYin fun fun fun Joined: Posts: 3,396
    So I had an opportunity to play this some lately, and I was raped by a PTX online. So I'd like to hear some tactics against giants in this game. All I can come up with is "spam baseball super" :shake:

    Other than that, I scrub it up with A, B, 2B, C, 2C, 214C, Grab-Super... Guess it's time to learn some fancy aerial raves huh.
    You say there's actually a damage bonus in this game for comboing in the air?
    slay this unaligned ant!
  • SmurvisSmurvis Spin it to win it Joined: Posts: 477
    I've been doing Ground Combo with launcher into j.AABB JC j.BB 623C SLIGHT PAUSE 623+2 Attacks. That reset has been working for me just fine, and they still don't have time to air dash out. I've even messed up the timing and had them try to counter with some sort of air super and they just get grabbed after their super flash. The double jump BB timing is a little weird to be sure the 623C doesn't knock them TOO high up for the reset.


    Also, block string into 623A IAD j.B doesn't work. It does if the opponent doesn't know better, but that's about it. You recover in time to IAD, but the problem is that the hitstun is so low that you just get 5A'd out of the air if you hit a button. I tried it earlier multiple times using the turbo function on my HRAP and even with turbo j.B it wasn't working. I pushed him into the corner so I could skip the IAD part and was still getting 5A'd out of it everytime after my 623A. I'm sure you can do 623C BBQ! IAD j.B but that's the only thing that's going to cover you.

    I noticed though that Ippatsuman can do ground string to 2C BBQ! 5A 2A 5B 5C 236A Grand Slam and then DHC it into Yatterman-1's Level 3. It does about the same damage as Yatterman-1's level 3, so you're basically just DHCing for 1 bar instead of 2. You'd want to do a bigger combo if you had a lot of red life, but if they tagged in with a character you'd rather fight with Yatterman I'm sure it would have some use. About 30k damage and you tag out.
    Main: Putting my character selection in my signature like a scrubby dipshit
    Alt: Gief

    Keep the change.
  • TiggyTiggy j.B loop > Skittles Joined: Posts: 2,060
    Every time I go into a char discussion for TvC I feel like a scrub :sweat:

    The best I can do is with Ippatsuman/Ryu:

    5A/2A 5B 2B 5C 5P (Ryu assist) > 66 > 5B 2B 5C bbq 5B 2B 5C > 214A+B (Baseball super) > DHC 236XX (Ryu Shinkuu super); DHC immediately after the wall bounce

    This is just super super basic stuff that gets me by in local casuals but nothing more.
    Kludge: i don't think it's fair to compare professionnal fighting games to doujins like sfxt

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  • J-MoneyJ-Money Multi Mystery-game Master Medalist Joined: Posts: 1,051
    I havent really been able to find anything against the giants. Baseball super is really good. I just try to play really safe and throw a lotta baseballs but im having problems with them too.

    Smurvis, yes you can be hit after you do 623A IAD j/.b but its a mixup, and if you change the timeing on it, or sometimes instead of it throw a 236A baseball to back you up and reset spacing. Ive played a few moderate level players and ive gotten it to work even when they know im gonna do it.

    Also you can do 236C and BBQ it to keep pressure on after the DP.

    thanks for your input royalflush, when do you think you will be uploading some videos?

    Tiggy i love your avatar lulz
    J-money, your favorite player since 06'
    CO-Founder of HxC
    Sponsored by I Play Games
    Loses to Vergil
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Cant you just spam baseballs (especially the A ball that makes you move backwards) and use the charge C to go to the other side of them?

    Just theorycrafting here.

    EDIT: Them = the giants
  • SmurvisSmurvis Spin it to win it Joined: Posts: 477
    I think the 623A IAD j.B may also just flat out work on some chars. Ryu could 5A me everytime, but I played an Alex and if he hit a button he got hit. Not sure on the frames.

    But yeah, mixing up between ending in 623A IAD j.B for pressure vs. 623A 236A or even 623A IAD backwards 236A to get out is working as long as it's not super obvious.


    That j.AABB dj.BB 623C timing is pretty tight compared to the other ones. You gotta space out the dj.BB just right or they recover in time after the 623C to get away from you. But it does more damage.
    Main: Putting my character selection in my signature like a scrubby dipshit
    Alt: Gief

    Keep the change.
  • PoinkPoink Joined: Posts: 111
    Against giants all you need to know is:
    (charge)4-6C
    and
    63214PP

    lmao
    every time the giants move just use 4-6C to dash through them.
    It takes them so long to autocorrect their position and their moves last so long, if you have meter it's usually a free baseball bat super.

    Trust me, it scares most giant players.
    Not to turn this thread into "OMGZ GIANTZ R BROKEN",
    but everyone I've played so far online with a rank over 6,000bp used PTX.
    All of them stayed on the other side of the screen from me whenever ippatsuman was out and tried to snap him back so they could deal with my parnter to get an advantage beforehand.
    I personally think Ippatsuman is one of the better characters to use in the giant matchups (up there with casshern and yatta1.)

    edit: also spam 236A baseballs to build meter when you're far.
  • RoyalFlushTZRoyalFlushTZ *Not a Ryu cosplayer! Joined: Posts: 1,456
    thanks for your input royalflush, when do you think you will be uploading some videos?
    First off, here's a better version of the Ippatsuman theme:


    I got some vids from our first tournament that s-kill also featured on capcom-unity:
    http://www.capcom-unity.com/s-kill/blog/2010/02/03/hot_tatsunoko_vs_capcom:_ultimate_all-stars_tournament_action
    Thor/M.O.D.O.K/Viewtiful Joe
    Long live the Mighty THODOK! I do stick mods, too!
    youtube.com/RoyalFlush for TvC:UAS and T5DR vids
  • PoinkPoink Joined: Posts: 111
    Okay so the simple reset I used since the old version of tvc was:
    ground bnb > launch > j.A, j.A, j.B, j.B, 623C, (pause) 623PP
    which really only worked on characters who have no options for horizontal movement after the initial aerial rave is over.

    recently I've changed it up to this:

    ground bnb > launch > j.A, j.A, j.B, j.B, 623A, j.A, j.B, 623A, (VERY SLIGHT PAUSE) 623PP

    Works every time.
    The pause is very very short, but essential so the super doesn't combo and you get full unscaled damage.

    Just thought I'd share that because nobody has posted it yet.
    Timing is strict, but i've had a very high success rate with this so far;
    also, if doing this midscreen, the second jump has to be a forward jump (9A).
  • Sol_ShingoSol_Shingo Joined: Posts: 489
    I need to know, do aerial combos ending in 236A/B/C still reset into 623 super in this version? Those are the ones I always used in CGoH =/
  • ll.ndll.nd Joined: Posts: 431
    http://www.nicovideo.jp/watch/sm9614238

    Ippatsuman combos and loops!
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    Against giants all you need to know is:
    (charge)4-6C
    and
    63214PP

    lmao
    every time the giants move just use 4-6C to dash through them.
    It takes them so long to autocorrect their position and their moves last so long, if you have meter it's usually a free baseball bat super.

    Trust me, it scares most giant players.
    Not to turn this thread into "OMGZ GIANTZ R BROKEN",
    but everyone I've played so far online with a rank over 6,000bp used PTX.
    All of them stayed on the other side of the screen from me whenever ippatsuman was out and tried to snap him back so they could deal with my parnter to get an advantage beforehand.
    I personally think Ippatsuman is one of the better characters to use in the giant matchups (up there with casshern and yatta1.)

    edit: also spam 236A baseballs to build meter when you're far.

    Yes. that chargeback attack is REALLY annoying for giants to deal with. I've found myself using meaties like 2C in the corner as PTX to try and prevent Ippatsuman players from doing this, and even then that's a less safe option than regular pokes.
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • J-MoneyJ-Money Multi Mystery-game Master Medalist Joined: Posts: 1,051
    http://www.nicovideo.jp/watch/sm9614238

    Ippatsuman combos and loops!

    Can anyone transcribe these combos?

    When I get home im gonna try to decipher these loops.Till then is anyone else working on it?
    J-money, your favorite player since 06'
    CO-Founder of HxC
    Sponsored by I Play Games
    Loses to Vergil
  • Fasty McNastyFasty McNasty YOU ARE SHOCK! Joined: Posts: 725
    Its hard to tell exactly what he's doing. It looks like j.C, but shouldn't that knock them to the ground?
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  • dori.dori. Viewtiful. Joined: Posts: 281
    2A, B, 2B, C, 2C, A shoryu, IAD j.B, (land, 6B, whiff B shoryu, j.B), 6B, aircombo

    loop part in parentheses

    for whatever reason, 6B isn't listed as a command normal in the OP.

    you can also start this off an anti air assist:
    AAA hits > (6B, whiff B shoryu, j.B)
    "New game, new Phoenix to snap in."
  • PoinkPoink Joined: Posts: 111
    I've been doing the loop with Condor assist like:

    BnB > (call assist), 2C > 5A, 5B > (6B xx [whiff] 623B, j.B)

    It doesn't let you do more than 3 loops though.
    (I haven't been able to, at least.)
    Possibly I can get the full 5 loops in if i skip the 5A - 5B part,
    and do 6B straight from assist instead, like dori mentioned.
  • AlcaTraz644AlcaTraz644 Sadatay & feel OK Joined: Posts: 160
    do you have to do it with 623B after 2c because i did it with A version. only managed to get 2 loops after the 3rd the fall. Should up my timing a bit.
  • dori.dori. Viewtiful. Joined: Posts: 281
    I got 4 reps with 623A; the video says 1 to 5 is possible.

    I can't do it with 623B, or at least I don't know the timing.
    "New game, new Phoenix to snap in."
  • SystemSystem Joined: Posts: 508,676 admin
    I've managed 4 loops into the air combo+reset for about 5/8s of Ryu's life so far using 623B. Try delaying the airdash j .b after the 623a and try to get the 623a off when you are as close to the opponent as possible. Not sure if the latter helps at all but timing the airdash right seems to help
  • dori.dori. Viewtiful. Joined: Posts: 281
    I mean starting it with 623B (after 2C or whatever, and I don't think is possible) as opposed to 623A (which is what everyone uses)

    you HAVE to do 623B during the loop, A doesn't give you enough height to airdash
    "New game, new Phoenix to snap in."
  • SystemSystem Joined: Posts: 508,676 admin
    Corner Combo using Ippatsuman and Yatterman-2

    A,B(2HITS),2B,C,2C,6C,623A,DashB,6B Pursue,AA,BB,Jump Cancel,B,C

    Immediately upon landing
    214C,P,A,B(2HITS),6B,Pursue,AA,BB,Jump Cancel,B,C
    (the ground smash and the assist must be done at the same time)

    Immediately upon landing again
    214C,Baroque,SJ,AA,BB,Jump Cancel,A,B,623 A or C,Delay,623 AB

    this combo does 34,276 Billion damage before the grab.

    also note that the amount of Baroque I use was less than 10% and yes this combo can be megacrashed out of
  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,305
    Does Ipatsu's DP have invincibility at all? How good is it as an anti air?
    "You know that sinking feeling when Zero hits you?" - MTP

    You can only be as good as those you copy, those who you seek to emulate. If you want to be great then be yourself.
  • RoyalFlushTZRoyalFlushTZ *Not a Ryu cosplayer! Joined: Posts: 1,456
    Does Ipatsu's DP have invincibility at all? How good is it as an anti air?
    I don't think Ippatsuman's DP has any invincibility. It does have the fast startup of a Ryu DP and is decent as an anti-air, but it's strengths lie in the ability to air dash after all versions, create mixups off of the A version, loops with A and B versions, and CGoH-like Ken runaway with the C version.
    Thor/M.O.D.O.K/Viewtiful Joe
    Long live the Mighty THODOK! I do stick mods, too!
    youtube.com/RoyalFlush for TvC:UAS and T5DR vids
  • SystemSystem Joined: Posts: 508,676 admin
    Heres one I use personaly does 18.5 to Ryu needs 1 meter

    2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)

    Or
    IAD-J.B 2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)
  • dori.dori. Viewtiful. Joined: Posts: 281
    Heres one I use personaly does 18.5 to Ryu needs 1 meter

    2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)

    Or
    IAD-J.B 2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)

    learn to do 2C xx 623A, IAD B, 6B
    replace that with 3C in your combo

    any advantage to using 236C (rainball) over 623 A before the super?
    "New game, new Phoenix to snap in."
  • DiendDiend Play to learn. Joined: Posts: 106
    learn to do 2C xx 623A, IAD B, 6B
    replace that with 3C in your combo

    any advantage to using 236C (rainball) over 623 A before the super?

    Does 236C even link after J.AABB jc j.BB? Pretty sure they meant 623C and 623 Special.
  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,305
    I don't think Ippatsuman's DP has any invincibility. It does have the fast startup of a Ryu DP and is decent as an anti-air, but it's strengths lie in the ability to air dash after all versions, create mixups off of the A version, loops with A and B versions, and CGoH-like Ken runaway with the C version.

    I figured. I just didn't wanna try to anti air DP and get killed for it not knowing, lol. I was thinking " damn this thing is too good.... it CAN'T be invincible."
    "You know that sinking feeling when Zero hits you?" - MTP

    You can only be as good as those you copy, those who you seek to emulate. If you want to be great then be yourself.
  • PoklinPoklin Joined: Posts: 41
    What i have been doing in the corner is. 2A>5B(2hits)>2B>5C(here you can 236B BBQ repeat) 2C>6C>623A>IAD>J.B>6B>J.AABB>623A>DJ>J.AB>623A>delay super, Also want to know what you guys think of this don't do the BBQ in the beginning and once you get the the air part do J.AABB>DJ>J.BC>land>214C BBQ>SJ AABB>623A>J.AB>623A> delay super, its pretty hard and idk if its worth it buts it's pretty cool.
  • Fasty McNastyFasty McNasty YOU ARE SHOCK! Joined: Posts: 725
    Anybody have any interesting uses for his dashing diagonal uppercut besides runaway?
    "You know T. Hawk's stage in ST? My house is like two blocks down from that." - Chief Eddie Drunkcino

    "i see toan writing this with a feather ink quill.... and he sends it with a wax seal by carriage with white horses." - Johnny Blueberry
  • DiendDiend Play to learn. Joined: Posts: 106
    I use it for baiting opponents out when they IAD or to just catch them by surprise into free damage.
  • DiendDiend Play to learn. Joined: Posts: 106
    Can anyone guide me to how to gather frame data? I'd like to compile such data for Ippatsuman and just need the basics on how to do so. Also how would one go about facing Yatterman-1? I keep struggling with this match-up (not as much with my Polymar.) Couple of friends and I (10 people) held our own tournament where I placed 3rd losing to a Yatterman-1 + Batsu team and Joe the Condor + Tekkaman Blade team at a get-together to get over nerves or things one may feel during a tournament setting and I felt totally swamped by Yatterman-1 due to the quickness, aggressiveness, and little time to punish. I would like to record the matches we had but I have no access to a Dazzle as of yet to see what I did wrong but will soon be acquiring one.

    Anyone else be having trouble with Yatter-1?
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