How does one do his special move where he does a diagonal dash? I somehow pull it off randomly.
DP while dashing
Ippatsuman General Info & Combos
Normal Moves:
:snka: - Basic jab.
:d::snka: - Basic low-jab.
:snkb: - Windmill punch (two hits, takes a step forward on second)
:d::snkb: - Generic low-kick.
:r::snkb: - A hopping kick (will launch your opponent if they’re already airborne.)
:snkc: - Strong punch, moves forward a small bit.
:d::snkc: - Low sliding-sweep, moves pretty far across the ground and will land you on the other side of your opponent if you use it close/midrange.
:r::snkc: - Dashing shoulder/headbutt(?) freezes you and your opponent for about half a second upon hitting, then immediately launches them far across the screen. (the stun property at the beginning of this attack makes it useful for holding your opponent in place right after you call an assist.)
:df::snkc: - Ippatsuman’s standard launcher, just an uppercut. (obviously combos into aerial raids)
Jumping-:snka: - Aerial punch (kind of points down on an angle)
Jumping-:snkb: - Aerial kick, has nice range. Really good aerial attack whether it’s used offensively or defensively.
Jumping-:snkc: - Another aerial kick. Slightly longer range than j.B, but takes longer to come out and knocks your opponent further away from you (on an angle straight to the ground if you hit your them while they’re airborne, as most j.C attacks do.)
Special Moves:
(charge):l:~:r::snka:/:snkb:/:snkc: - Ippatsuman dashes across the screen in a trail of pink light, very quickly. Not much use for the A or B version, the only difference is the distance traveled. The C version, however, travels the farthest & will cause you to land on the other side of your opponent if they’re not cornered or too far away; good move to cancel into supers, most notably the bat (for 16k).
:dp::snka:/:snkb:/:snkc: - Ippatsuman dashes upwards in a trail of pink light. (once again, only the C version is worth using) hits about 5(?) times on the way up. If done while dashing (:r::r:/:snka::snkb::snkc:) he will dash diagonally upward in the direction you’re traveling about twice as far. This move can also be executed in the air, but beware that you can only cancel into his grab super afterwords or you won’t be able to do anything else until you land back on the ground.
:qcb::snka:/:snkb:/:snkc: - Ippatsuman smashes his fist into the ground creating an explosion around and a bit above him. This hits OTG, and can be quit useful. (Yet again the, :snkc: version is the best, creating the largest explosion with the most hits.)
:qcf::snka:/:snkb:/:snkc: - Ippatsuman shouts, “RAINBOW!”, and throws a glowing baseball.
(:snka:version) - Jumps back & quickly throws the baseball fullscreen, straight ahead.
(:snkb:version) - Quickly throws a curveball on an arch upwards.
(:snkc:version) - Takes a step forward and throws the baseball forward, it moves in a snaking motion at medium speed.
(jumping:snka:version) - Very quickly throws the baseball straight ahead and slightly downward across the screen.
(jumping:snkb:version) - [same as grounded-B version]
(jumping:snkc:version) - Same as grounded-C version, but the baseball is thrown on an angle slightly downward.
Supers:
:dp::2p: - Ippatsuman jumps up and forward, grabs his opponent, flies up and drills them into the ground. This can also be used in the air and since this is a grab-super, it’s unblockable. Does somewhere between 10-12k damage.
:hcb::2p: - Ippatsuman swings a baseball bat & hits a spread of rainbow-glowing baseballs(?) across the screen. If you cancel his (charge):l:~:r::snkc: into this (midscreen), it does a little more than 16k. If you combo into this super on a cornered opponent the damage is reduced to about 6k, so only use this on your opponent midscreen.
:rdp::2p: - [lvl3] Ippatsuman calls for his giant mech. As soon as he gets in the mech you’re in control of it while your super meter acts as a timer that slowly depletes.
The mech’s moveset is as follows:
:snka: - Right-arm punch.
:snkb: - Left-arm punch.
:d::snka: - Right-arm smashes the ground.
:d::snkb: - Left-arm smashes the ground.
:u::snka: - Right-arm swings a staff fullscreen across the ground. (!unblockable)
:u::snkb: - Left-arm swings a staff fullscreen horizontally in the air. (!unblockable)
:snkc: - Mech charges a huge rainbow beam, that i’m pretty sure is unblockable, and does absolutely ridiculous damage. Too bad your opponent can jump up and hit you in the chest cancelling it out; basically useless since it takes about 5-7 seconds to charge up giving them plenty of time to do so.
Notes of interest:
*(charge):l:~:r::snkc: can be canceled into any super
*:d::snkc: can be linked into :dp::2p: (as well as :dp::snkc: or :qcb::snkc:)
*some assists can be called between :snkc: and :r::snkc: to extend combos
*j.:snkb: should combo into :snkb: when you land,
no matter how far away you hit from,
so you can easily continue combo from there.
*if you finish an aerial raid with j.C in the corner,
use :qcb::snkc: to hit yr opponent OTG as soon as you land.
Basic Combos that should work anywhere:
Generic grounchain BnB -
:snka:,:d::snka:,:snka:,:snkb:(2hits),:d::snkb:, :snkc:, ->
(into launcher+aerial raid or baroque combo of choice)
Aerial Raid into grab super -
(out of launcher) ->
:u:,:snka:,:snka:,:snkb:,:snkb:,:u:,:snka:/:snkb:,:snka:/:snkb:,:dp::snkc:,:dp::2p:
Baroque combo:
(out of the Generic groundchain BnB or overhead into shortened groundchain) ->
BBQ,:snka:,:snka:,:snkb:(2hits),:d::snkb:,:snkc: ->
(into an assist combo-extension or launcher+aerial raid of choice)
could that relaunch work with polymars assist? since it hits like 4 times and the opp stays on the air for some time
i dunno if this has been posted yet, but here’s a combo i do. a,a,b,crouchb.crouch c xx qcb c xx grab super
i tried it out with polymer’s assist but it only hits once before the 214+A/B/C takes them too high for it to reach. I think Chun’s assist may be the only one to grant any kind of aerial rave afterwards.
corner / near corner
j.C, 2a, 5b, 2b, 5c, ryu assist, dash in 2a, 2a, 5b, 2b, 5c, 3c, sj. aabb, dj. ac, land, 214+CxxxBBQ, sj aab, dj ac, land, 214+A, slight pause, 623+AB
or
j.C, 2a, 5b, 2b, 5c, ryu assist, dash in 2a, 2a, 5b, 2b, 5c, 3c, sj. aabb, dj. ac, land, 214+CxxxBBQ, sj aab, dj ab, 623+C, slight pause, 623+AB
if you kill an opp while being on mecha mode, and inmediatly start to charge the beam super…does the opp still have time to hit the mecha?
i don’t think you understand how long it takes to charge that thing…
ill take that as a no.
lol, he has time to hit you like five billion times
My favorite Ippatsuman combo that does half damage to Ryu:
jC 5A 6A 5B 2B 5C 3C jABB jBB 236B 623BC
Anybody find a use for Ippats’ 6B yet? I forgot the move even exists :shake:
It launches if the opponent is already airborn, but i dont see a reason to use it over 3c.
The only use i have for 6B atm is when using 4-6+C to punish far hitting supers on block like tekkaman’s laser.
4-6+C, on hit immediately BBQ, 5B, 6B, aerial rave of choice
for me it feels like using 6B over 3C provides a better launch trajectory to follow up with.
Usually follow up 6B with something like j. B, dj., B,B, 623+C, 623+ABC
if you BBQ 6C then do 5B then 6B it is a really good laucher.
like with cashern assist it is good damage
just something i picked up on for anybody using Ryu/ippatsuman
w/Ryu after a combo to 623+ABC you can tag out to ippatsuman and 214+C (OTG) as soon as they hit the ground
From there you can BBQ to aerial rave ending with unscaled super
or if you dont have red life with ippatsuman just 214+C xxx 623+ABC if you feel it will be worth it.
Either way its a free char switch with added damage
oh yea it only works corner or near corner im pretty sure
So how do you guys mix up with Ippatsuman? His 2A doesn’t hit low. He’s got good pokes but yeah, I can’t do much vs someone who knows how to block with this guy other than just put gaps in my pressure and hope they try to attack and get counter hit.
When I use Ippats, I play to punish. Make them scared with DP super, hit them from a distance with psycho crusher, and just use IAD attacks for the most part. There isn’t much mixup, its just making the other player not wanna get hit
Daimou’s assist seems to be really good at helping him combo. . .
Anywhere:
5A,5B,2B,5C,P,Dash, 5B,2B,5C,3C,JAABB,JBB,623B,623A+B
If you’ve got red life:
5A,5B,2B,5C,Baroque,5A,5B,2B,5C,Dash, 5B,2B,5C,3C,JAABB,JBB,623B,623A+B
If you ever hit 214C XX 421+2 attacks, the opponent flies higher than normal after getting hit by 214C and you can continue to combo with A/B megazord swings for decent damage. Not nearly as powerful as other Lvl. 3 supers, but at least it’s not useless. If you ever screw up the megazord wallbounce combos, mixup 8A and 8B.