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.
Yatterman-1’s jab are still the core of his game and tend to beat out most of what Ippatsuman has. Y-1’s 236C also beats any of Ippatsuman’s 236A/B/C. Your best bet would be to use more of Ippatsuman’s 623A~aerial offense. Ippatsuman’s 2C might come in handy, where if it beats out a Y-1 jab, then you can go into various combos.
Ah never thought about the 623A offense. I was able to get in with the 2C a couple of times with the cross-up assist into combos but eventually nerves got to me. I have access to Y-1 training at least once or twice a week so I’ll take advantage of that. Y-1’s Jab is amazing…
Also, be prepared to do a lot of blocking, especially if many of the Y-1 player’s approaches involve 5A/2A, don’t attack on your way down if the Y-1 is on the ground because 5A will win in most scenarios.
Currently I’m having a lot of trouble trying to do the loop. The hardest part for me is 623A IAD j.B > land > 6B etc etc. I’m pretty sure if I play Ippatsuman and nothing but Ippatusman I can get it…but is it really worth it to learn, granted I’m having trouble doing the aforementioned?
that’s his BnB, you kind of have to know it to play Ippatsuman, and to be really honest, it isn’t that hard. I guess the “hard” part is IAD B after 623A, but you just have to realize that he has to recover from the move first in order for him to air dash. If I were you, I would just practice 623A, IAD.
and yeah Yatter-1’s standing A is sooo good, it doesn’t make sense
Well the hard part isn’t really doing it per say, more like consistency. If I’m doing a corner reset with 623A > IAD > j.B then I can do it all day. If I’m doing it for a combo then I get it less than half the time
I’m gonna keep trying it regardless, sometimes you just gotta grind it out. But the tidbit about Ippatsuman having to recover from 623A first is gonna help me a lot, I honestly didn’t realize that
When an enemy like lets say Tekkaman with the slow startup on his C heavy, attacks you with C from the air, is it possible to just use the launcher instead of advance guarding/guarding? I currently do not have my Wii to test this out seeing as I lent it to my friend so he can practice and I just want to know what I can do generally to beat out some aerials.
I guess it would if timed right however it is just safer to advance guard and IAD in for the punishment. Better yet if you have super, go straight for the 623 xx
Oh and out of pure boredomness, I found out that Ippatsumans 63214xx has the same properties as Frank’s baseball swing so with the right timing, it can reflect back projectiles along with 20 baseballs or so.
You might trade the launcher (assuming you mean 3C; 6B also launches airborne opps) with Tekkaman’s j.C. You can try 6B though, but you should try to block or meet him in the air (preemptively) with j.A or j.B
Been messing around with some BBQ combos with Ippatsuman, and I recorded them for everybody.
This one here is a mid-screen combo that does about 35 billion-
[media=youtube]EoF_LwOJykE[/media]
This is a corner combo that does about 38.5 billion-
[media=youtube]tIQBBhPEfUM[/media]
With the right assist, you can do another corner rep of 5c 2c 6c. Polimar should do it, I was having trouble connecting the 623a IAD j.b afterwards though when I tried.
Just a basic BBQ combo. Interestingly, this does more damage than the 35 billion combo in the above post if you have 01-10% red life. But seemingly, once you get to around 20% red life or more, the 35k combo starts doing much more damage. Alternating between the two based on how much red life you have seems ideal.
And yeah, I realize its pretty basic, but I want to try and include some solid BnBs for varying levels of players.
[media=youtube]dEdy3C-Es2k[/media]
42.5k combo using a Yatterman 1 assist. Now this I feel is a pretty cool combo. In my experiments, Yatterman and Chun-Li are the only ones that will let Ippatsuman extend his combos in this way (with Chun-Li having to combo off of a B Psycho Crusher instead of the C you see in this video). Not sure if I like the Baroque usage, but trying to throw it in on the ground makes everything fall apart. I am going to experiment with it a bit more later.
[media=youtube]OMxTcJxlijo[/media]
nice slide combos!!! you can use that baroque at the end to take it up your enemy again in corner (ground combo)…JAABB dj JBC land 214a/b/c baroque SJ bla bla bla