I think I kinda get the same thing when trying to do Polymar’s 236 lvl.3 super… sometimes gives me 360 super grab, so I always have anticipate the input. Also, I can never seem to DHC Polymar aerial 360 degrees grab super -> Ippatsuman 63214 super.
Actually, certain supers can not/can only be DHCed at small windows. Only at the start of the Polymar’s 360 super can it be DHCed. (Before he actually grabs the opponet) Once you are in the super (he Grabs them and start to spin) it can no longer be DHCed. So the DHC you are looking for actually does work but it is only for chip damage because they can block the balls comming at them.
Casshern has a super like this. I believe all lvl 3’s work like this. Alex’s Stun Gun works like this also. Tekkaman’s make it rain and his beam super have very weird DHC windows. Like if you do: Ippatsuman’s 63214 super and DHC into make it rain, you can not DHC back after like 35 hits, but if you do make it rain super and DHC to Ippatsuman’s 63214 super you can DHC well after mid way through Tekkaman’s super. I guess if he is on point then your window is longer but if you have DHCed into Tekkaman the window to DHC back to the point is alot smaller.
On a side note, Ippatsuman is by far the most slept on in the cast because he was only on the console release and the Japneese did not really make vids of the home version. His 63214 super is like one of the best in the game. If not the best stand alone super. Crazy damage off of ground chain ending with 5C->63214super. The corner really fucks up this super. You always want to do it with alot of screen left on the side you are hitting them to, as it will do more hits and way more damage if you are not close to the corner. Full screen 41236B cancles into it for all right damage and a great chance for a good DHC. It also has crazy DHC’s because it causes free fall. Ryu, Batsu, Morrigan, Ken the Eagle*(lvl 3), Karas, Megaman, Polymar, Roll (not so good on the damage but it still works),Tekkaman (Both his supers for like crazy damage)Yatterman-1 (Both his supers one for great damage other for ok damage.)There might be more but meh!! His OTG shit is crazy also.(Can we say combo crazy!!!) I am going off tho, play him and you will see it for yourself.
I wanna ask you something, why? I don’t get what’s so special about her.
From what i hear she’s just one of the girls in a dating sim no one’s ever played.
It’s not like she’s Mega Man or Ryu or even one of the more obscure characters like Batsu or kaijin no soki, she has like no story or reason to care about her.
Fun to play as? Nice design?
Yeah, I agree, the only character that gets less play would be either Daimaoh or Lightan, and that’s just kinda sad.
I was actually referring to Polymar’s Handou Sandan Geri and how sometimes attempting to combo into 360 degrees grab super puts the opponent out of reach. Ippatsuman’s 632214 super would be perfect as the opponent is falling down, but I usually end up getting Ippatsuman’s 623 grab super… Terrible damage in comparison, and even less damage thanks to scaling and not being a reset in this scenario.
In reference to Ippatsuman goodness: Yes, 63214 super is pretty awesome. Ground chain to 236B/C -> 63214 super is usually around 20K alone. Quick, easy damage, and sometimes better than going for a launch -> grab resets, especially if you want to dish out damage before your opponent reaches two bars to mega crash.
623 grab super makes Ippatsuman a great threat in the corner. Opponent must stay grounded or risk getting super grabbed.
Ippatsuman works so well with Polymar (Ippatsuman/Polymar being one of my primary teams… the other is Ken/Polymar, but I can do so much more with the former team’s synergy). I’ve worked and improved upon my old corner combo and recently together put this Ippatsuman w/Polymar assist that includes two launch opportunities, two OTG corridors (214B/C), Polymar being called in twice [once during Variable Combination and once as a regular assist, and grab reset options resulting in potential 40K damage. I may get a vid up of it later if anyone is interested. I just really hope it’ll still work in the US version.
He’s really good, he’s easily a candidate for top tier and no lower than high tier for sure. amazing stand alone damage for one meter any air hit leads to tons of damage, good pressure, good projectile spam, good supers, kills giants dead.
what are
3C->A->B->jump->A->B->236A/B/C->DP super reset works on everyone except maybe Daimaoh.
Yeah Ippatsuman’s good. He’s also pretty fun, if kind of basic sometimes. He’s one of the characters I like to pull out from time to time. I actually like to roll with Ippatsu/Doronjo sometimes, although the cynergy there is just ok.
My team that I’ve been playing the most lately is Casshern/Tekka. I’ve pretty much given up on Roll/Casshern now, and I only use Roll for crazy console version counterpicking short people madness on a Roll/Joe team. Cash/Tekka has a ton of possibilities for creating openings, and turning them into large amounts of damage without using meter. There’s also good DHCs there, but you know, better to save it for megacrash if you can do enough without the meter. I was thinking of making a vid for them, but I’ll probably wait for UAS.
US version ippatsuman is going to do ken runaway and then waste time with his level 3
you doing
QFT. If his lvl 3. charge was slighty faster, wow. But once people figure out how to get around his lvl 3 in generel I find it’s gonna be less useful and maybe even a complete waste, even as a finisher. IMO at the moment.
Quorey
No, I’d consider Ippatsu’s lv3 one of the worst in the game, and I’m an Ippatsu main. It’s just so easy to hit you out of it that it’s an awful way to waste all of your meter. Actually, that’s the worst part, it wastes your whole ****ing meter -__-
I don’t know so much about kills giants dead. PTX can just sit in the corner and crouch to avoid his level 3 most of the time. His only real threat besides that is probably his baseball bat super.
His level 3 is a good time waster.
Yeah just like Souki, the lvl3 is kind of a waste unless you really need to waste a little bit of time or feel like being flashy.
Ippatsuman is Indeed a good character, his supers are so useful that you can deal a ton of damage with only one meter, Bat super is a good chip damage dealer, even better in corner, I usually use him with Ken sometimes, they both help each to other in creative ways. Also, for some reason I have a feeling that Tekkaman Blade would be a good partner for Ippatsuman.
But whyyyyyy? Roll deserves more players!
/Dramatic and fantastic scene
But seriously, haha man, if one of the main Roll players of this forum have stopped of using her on his main team, then poor lil’ Roll, loosing players like this won’t help her from finding a way to get out of low tier. But is not something that actually matters, after all using other characters like Tekkaman is really good too, is just that I did not expect that from you.
Also, considering that she began so good, is sad that she is getting weaker in comparison of other characters now, but this is normal when the metagame evolves with the time.
DeVaun
How those lv3s would usually go…
Soki
Lv3->opponent runs away->You lose all your meter even if you had more than 3, leaving you with no meter for supers or megacrash
Ippatsuman
Lv3->opponent hits your crystal and knocks you out of the robot->You lose all your meter even if you had more than 3, leaving you with no meter for supers or megacrash
Horton