Are you charging the 5C/2C slightly? Does it even make a difference in damage?

Even doing that combo I can’t seem to get past much more then 12K either.

There is no damage difference.

I think I might no why you aren’t getting more then 12k.

It should go:

2A, 2B, 5C, 2C xx 214+A, dash 2B, 2C, 3C ^ sj.AAB(2 hits)B(2 hits), jc.B(2 hits)B(2 hits)C

Edit: Got a recording of the combo

[media=youtube]TNBJZZkWfnE[/media]

I’m really loving Yatterman 2 now. I love that j.B of hers. Nice pressure game for sure.

Found some crazy hard to block resets -

214+A, dash, 2B, 2C xx…
…236+A, B (an overhead that crosses up)
…236+A, C (a low that crosses up)
…(delay) 236+A, B (an overhead that hit’s in the front)
…(delay) 236+A, C (a low that hit’s in the front)

Naturally you can follow these hits up with assist combos, baroque combos or a level 3 super.

I’ve been playing Y-2 partnered with Chun. Here are a couple of combos I found using Chun-li as an assist:

2A, 2B, 5C, 2C xx 214+A, dash 2B, 5C, 2C, Assist, dash 2B, 5C, 2C, 3C ^ j.A, j.A, j.B(2),jB(2), dj.B(2), dj.B(2), dj.C, OTG 236+A~C
for about 20k damage

You can also do:

2A, 2B, 5C, 2C xx 214+A, dash 2B, 5C, 2C, Assist, dash 2B, 5C, 2C, 236+A~B, Baroque, 2B, 2C, 3C ^ j.A, j.A, j.B(2),jB(2), dj.B(2), dj.B(2), dj.C, OTG 236+A~C

In the corner:

2A, 2B, 5C, 2C xx 214+A, dash 2B, 5C, 2C, Assist, 236+2P super, 2B, 5C, 2C, 3C ^ j.A, j.A, j.B(2),jB(2), dj.B(2), dj.B(2), dj.C, OTG 236+A~C

^I think you gotta do the j.A, j.A a little slower in this combo so you don’t drop them after the first j.B

As Yatterman 2, a warning if you use Omotchama’s Roll a lot - it is counterable with characters who will use cinematics/invincible animation supers, as it wastes Omotchama’s time.

im sorry im new to this game so whos better yatterman 1 or 2? and wat type of character is yattermman in general? i know i sound like a newb too much street fighter

Too early to say who’s better. Yatterman-1’s was an established good character in CGoH, and his changes were minor, so he still is. Yatterman-2 seems really solid so far.

Imma rush down style player i like mixups also idk if this is a good fit for my style of play but i do like this character so far im just lost like idk where to begin my training

[media=youtube]DT4SKR4JVAM[/media]

:d:+:snka:, :d:+:snkb:, :snkc:, :d:+:snkc:, :qcf:+:p:, :p:, bbq, :snkc:, :d:+:snkc:, :qcb:+:snka:, :snkc:, :d:+:snkc:, :df:+:snkc:, sjc, :snka:, :snka:, :snkb:, :snkb:, jump, :snkb:(2hits), :qcf:+P, :snka:, :snkb:, :snkb:, :snkc:(2 hits), jump, :snkb:, :snkb:, :snkc:(2 hits), :qcb:+:snkc:, :qcf:+:2p:, :qcb:+:2p:

Approx. 42 billion damage.

Yatterman-2 is fucking disgusting and I love her

Holy shi…!!!

I knew Ai-chan was a beast and all but not on that fucking level and with V.Joe at that. I usually pair her up with either Zero/T.Blade/Ryu but can’t never pull something with that much damage. I gotta keep working on her. Thanks for the vid Varleran.

wow! good stuff there!

Add a BBQ after the first Red Hot Kick, and do another jump, :snkb:,:snkb:, :snkc: (2 hits), :qcb:+:snkc: before the super rush, and it’ll do about 47 bil from what I can find.

Try to find as many ways as possible to end long combos with her level 3, it seems to ignore scaling or something, it’s an absolute terror.

I don’t think it’s that it isn’t affected by scaling, but that it gets scaled to its maximum amount after only a couple hits. Compare a raw lv3 (no mashing) to one with just having pressed the button about half a dozen times. It does considerably less damage the second time. On its own, you need to score something like 30+ hits for the super to do more damage with mashing than without (the default no mashing is something like 10 hits). Of course, with proper mashing, you can far exceed the damage done with no mashing, and since the majority of the damage of that super has already been scaled to its maximum extent when you do that, you can tack on a nearly fully powered super to the end of a long combo.

But yeah… lv3 super is nice if you’re willing to expend those three bars.

…and is it just me, or is anyone else bothered by the title atm? “The Everytihing Yattermain-2”

I’m having trouble with the 2C, 236(attack), (attack) sequence of the combo. It doesn’t seem to combo at all, although I’m sure I’m just missing something here. Should I be baroquing here or something?

It’s tricky. I like using A for the attack, they all do the same damage, but A is the fastest one, and the easiest the combo into. It leaves you a bit farther away, but it’s not a major issue after BBQ’ing it, you have time to close distance if you need to.

http://d.hatena.ne.jp/video/niconico/sm9728954 unblockable setup

Thats pretty cool, though there’s probably a few ways to get out of it.

Super counters, DP’s, anything of the sort most likely. Still a neat setup.

In my opinion Polimar’s assist is really great with Ai-chan in general. Like that cross-under reset that Zach posted above. Its safe if you call Polimar during it, and theres a lot of tricks you can do with him.

anybody got any ideas for combos for yat#2 and zero?