Best Partners for Ippatsu?

Ive been trying to find good partners for him other that combo extenders (Ryu, morrigan, jun, tekkaman)

are there any partners that give him new stuff? (because he is like polymar, in the sense he can combo his own stuff without help unlike lets say Joe who needs help to combo Six machine cannon)

I’ve been wondering the same thing my self. The assists you’ve mentioned are all I’ve ever found useful up untill now, I’ve been concentrating more on Baroque damage while grounded before launching into his super as it adds a hell of a lot before being airbourne…

I use Casshern teamed with Ippatsuman most often.

First of all, Casshern’s assist by itself is one of the best assists in the game IMO,
but aside from that it also gives Ippatsuman a few more easy ways to combo into his grab super.

Here are two very simple combos I use quite often using Casshern’s assist that can either be done alone for decent damage, or at the end of a ground chain:

1.) :d::snkc:, (Casshern assist), :dp::snkc:, :dp::2p:
2.) :snkc:, (Casshern assist), :r::snkc:, :dp::2p:

Others may find that those combos have pretty strict timing,
but they’re possible since Casshern’s assist is multihit and holds them airborne for a while.

My team is Karas/Ippatsuman and it works pretty nicely. Karas is gonna hit a lot of launchers, so having the option to 236P and get an extended combo into an unscaled super is nice. Comboing into Ippatsu’s 214A+B super and DHCing to Karas’ 236A+B hurts a lot as well. Karas definitely benefits from Ippatsu’s assist. Dunno, I like the team.

I like Jun the Swan, just because she handles somewhat similar to him. You can also cross up with her assist and scissor kick, but that’s all I’ve found so far. I think Ippatsuman is a very solid character on any team.

Care to elaborate? I’ve found keep away assists to be pretty useless compared to ground or anti air… Or maybe that’s exactly the point. Either way I’m interested in what you think…

Take this all with a grain of salt, as I don’t have ready access to the game and the community for TvC here in CO isn’t huge, but it’s been working well for me. The type of assist doesn’t matter too much as long as they can keep the opponent locked down, and as a plus Ippatsu’s goes far enough to complement Karas’ massive range. Haven’t played around with it a huge amount, but I’ve had some pretty good success using his assist to cover for IAD/dash crossup and high/low mixups. Not really much you couldn’t do with another assist, but better than some.

Also, the assist is very nice if you’re playing the turtle game due to the range, speed, and pretty decent priority. Don’t do this too often, but when I do it works well. Can even get some goodish combos off it at times.

Finally, I haven’t tested this, but I imagine you’d be able to use it for the corner Karas combo (seen in the Gian/Kubo vids) much like Ryu’s. Again, pure theory but a possibility nonetheless.

In the end, though, it’s more his abilities as a partner and the fun DHC/tag shenanigans that I enjoy. I’ve also been wanting to experiment with stuff like sliding chars to the corner that I can’t infinite, cancelling into a 236A (or something to pop them up) and DHCing from a counter super into a (hopefully unscaled) grab super. Really wish the game was easier to obtain so I could test this on my own. :sad:

i use ken with ippatsuman! its a little awkward but i make it work i especially like cancelling kens lv1 super into ippatsuman’s lv1. works every time.

I’ve been playing Yatterman-1 with Ippatsuman. I’m actually not sure how I feel about the combination. I love each character individually, and their assists work for each other fairly well, but they don’t seem to have any useful DHC’s at all. If anyone has any input on this team, feel free to comment.l

I’ve been using Yatterman-2, her assist is pretty synergetic with Ippatsuman since it lifts people up high enough where you can still catch a full damage Throw Super by waiting till the hit stun wears off but they are still in the air. I put Ippatsuman on point and use the Baseball Super to set-up Yatter2’s Little Robot. Ippatsuman is only marginally useful as an assist, one of his few weaknesses IMO.

Been using Ippatsu/Blade, just have to develop them more.

At the very least, Ippatsuman’s assist helps Blade’s mobility and Blade assist can set up for ippatsu’s loop.

i use yatterman #1 and i love ippatsumans assist. it might not be ryu’s but its really fast with a good hitbox, easy to control.

with ippatsu yatters assist is usable i think since he can use it in combos easy enough
.

Ever since CGoH I’ve been using Ippatsu/Rock, but I never used much teamwork other than DHCs and team supers. What are some good strategies for that team?

Yesterday i was trying Soki and Ippatsu. you can DHC from souki’s 236 super into ippatsu or ippatsu baseball
into souki’s 236 or oni tatics. So does anyone else play or tryed out this team ?

I play that team and I like it. Something I found out that’s pretty stylish is with soki you can do:

5A, 5B, 2B, 5C, 6C, Assist, 623C xxx 6C, Issen, BBQ, 5A, 5B, 5C, 3C, Air combo

That’s right, you can combo into his wall bounce shoulder, then catch them with a 6C while they’re falling, Issen it, BBQ it, and then keep the combo rollin’. Plus since soki’s slow you can use ippatsu’s assist as kind of a GTFO move.

If you do Ippatsuman’s standard 2AA 5B (2hits) 2B 5C, you can do his 2C and use Yatterman-1’s assist, with good timing you can continue the combo since the assist will keep them in the you can even use 6B as a launcher when doing this combo, also with Yatterman-1’s Yatter shock attack, you can jump over the enemy, and just as you glide over them, use Ippatsuman’s assist and use Yatterman’s level 1 special where he rides on Yatterwan, this also works with other characters, Megaman Volnutt etc, this actually makes Yatterman’s first level 1 special combo.

The only bad thing about Karas/Ippatsuman is that Ippatsuman’s assist is not good for setting up unblockable loops in the corner. Other than that, they have a pretty good synergy.

I like Ippatsuman and Tekkaman Blade, personally. T-Blade does huge damage combos and then V-airs into Ippatsuman resets for a world of hurt.

if you have yatterman #2 as a partner he gets some really good resets with her assist after a few reps of his f.b DPb J.b loop. you finish the last rep with j.a in place of j.b and call assist and dash under or something. you can also slide or dash under and DP A airdash back into the loop or dash under air dash back crossup or same side.

yatter 2 is nice because they arn’t really escapable at all though, and even if they block you can still super grab them after their blockstun ends.
any vertical assist or polymars should make these resets useful though.

with #1’s assist you can make slide a safe approach or use it with slide in a blockstrng to safely do an airdash j.b. after a dp.
not much but it’s something.