The Everytihing Yattermain-2

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?

Damn. You’re right about this! I’ve been trying to use variations of that combo with different characters. I thought I could do 214+A into Super Passion and then cancel to Ryu’s shinku hadoken to see how the bouncing electric ball would do with the hadoken, but that didn’t turn out to really be worth 2 levels. Going to play around with this more.

As one fun aside to that, if you do a team hyper combo with her, the Super Passion will immediately be a level 2 charge. Some possibilities there I’m sure, but I haven’t explored it much.

I’ve not seen Super Passion deal decent amount of damage but I’m probably using it wrong. I thought I could get real cool billions by floating the opponent and letting the charging Super Passion hit the opponent but that apparently doesn’t do much either. Team hyper Combo could generally work. I wonder if you could get a team hyper combo and then dash to the opponent and grab him if he’s blocking. heehee.

Has anyone tried using empty Yatter Swings in play yet?Some already posted about how on a early baroque you’ll get no bolt,but I realized that when that happens you’ll get to position your opponent on hit instead.If you use the baroque “glitch” or perform swing when you have a bolt on screen already: A does stagger but has recovery,you and the opponent will often recover at the same time;B knocks them across the ENTIRE screen,It lifts them of the ground to regular jump height and across the screen.;C versions is similar to B’s however…It knocks them into double jump height and across the screen while spinning to the ground a.k.a auto knockdown.

All the empty swings are best chained into from 5B as I can see it.

Swing B can knock the opponent into the active bolt.

All the swings can cancel into her hyper combos,C’s version allowing enough down time for you to chage Super Passion to Lvl 2 with no worries;Though the throwing distance is right before you opponent and not on top of them.

I’m gonna look and see if this has any better uses

[media=youtube]9esf6Jk8JLw&feature=sub[/media]

sick yatter-2

what’s the deal when she charges? unblockables?

Yeah, but they’re also good for confusing the opponent. If you do j.B (opp blocks) airdash j.b, they’ll eventually get used to it, so you can start to do things like j.B airdash j.[C] into 2A.

But yeah i think charged all the way they’re unblockable, but i almost never see them charged that much. They’re good for staggering your combos tho to try to bait your opponent to move and do something just to get hit.

5C and 2C charged are unblockable. Unfortunately jC is not, but it’d be pretty amazing if it was.

That ai-chan is pretty beasty i play similar.:chat:

…o.O umm wellz omotchama is also useful when you’re on the verge of losing plus it helps build your power bar.usually when it attacks i rush up and do yatter splash.if its blocked you get space and gives you time to run back and maybe have another bar to do the same again.if opponent gets close,use yatter shield follow up with a combo if you feel you need to but whatever you do,do not use yatter step during the combo as it leaves you wide open :3