Ippatsuman: Timefighter in the Land of Fantasy... almost (by the numbers)

Damage for Ippatsuman’s move sets:

:snka: - 800
:d::snka: - 800
Air :snka: - 800

:snkb: - 800 (if 1 hits) or 1560 (if both hit)
:d::snkb: - 1600
:r::snkb: - 1440
Air :snkb: - 1600

:snkc: - 3040
:d::snkc: - 3280
:r::snkc: - 4000
:df::snkc: - 2400
Air :snkc: - 3200

:r: Throw - 5200
:l: Throw - 5200
Air Throw - 6000

(Air) :qcf::snka: or :snkb: or :snkc: - 2400

(Air) :dp::snka: - 2800 (1 hit)
(Air) :dp::snkb: - 1840 (1 hit), or 3588 (2 hits)
(Air) :dp::snkc: - 1360 (1 hit), 2652 (2 hits), 3876 (3 hits), or 5032 (4 hits)

:qcb::snka: - 2480 (1 hit)
:qcb::snkb: - 3540 (3 hits, 1200 per hit scaled)
:qcb::snkc: - 4512 (5 hits, 960 per hit scaled)

[:l:]:r::snka: - 2400
[:l:]:r::snkb: - 2800
[:l:]:r::snkc: - 3200

:hcb::2p: - 16591 (20 hits, 1360 per hit scaled. Note, for some reason at about 8 or 9 hits, the calculations lose 1 point of damage. 20 hits should in fact be 16592.) (Super)

(Air) :dp::2p: - 8800 (Super)

:bdp::2p: - (L3 Super)
(Ippatsuman jumps into cockpit of his mecha. As long as he is in the mecha, Ippatsuman will take no damage and the mecha can not be hit (see below though). The meter will slowly be used up as long as the mecha is on the field until it is reduced to 0. Your partner cannot be called, nor can you tag out during this move. The attack buttons control the various attacks of the mecha:)
— :snka: or :snkb: - 2400
— :d::snka: or :snkb: - 2400 (if attack hits) or 1600 (if caught in the explosion)
— :u::snka: - 5200 (Unblockable, hits low on the screen)
— :u::snkb: - 5200 (Unblockable, hits high on the screen)
— :snkc: - 34400 (Unblockable. While this move is charging up, the opponent can / must hit the mecha in the head in order to interrupt this move. This is the only time and place you can hit the mecha. As long as you still have meter though, you will stay in the mecha and can continue your attacks as listed here.)

:snkd: (When called as a partner) - 2720