yatterman is very freeform and versitile because he is extremely strong at any range. his standing jab is probubly the best in the game since it is a very safe anti-air and leads into full damage combos. his whip move is extermely fast and can hit full screen away. also his air DP moves have massive hitboxes and add to his mobility, so he deals with zoning, runaway, and IAD pressure extremely well, this gives you the advantage in alot of match ups right off the bat.
from the last game his kendama spin’s got weaker and have more recovery and cause less hitstun, killing his infininte,also his 2c is harder to combo into his qcb super, but his level 3 was buffed to be among the strongest in the game and he can combo into it with or without assist fairly easily. Due to the combo’s that i discuss later his reset mixup game is now amoung the best in the game. THis is a HUGE buff, and more than makes up for the weaker kendama spins.
his main weaknesses are low health and comparatively low midscreen damage, his strengths are in just about everything else, he has pressure, mixup, zoning, and is a hell of a battery. he can push people to the corner really fast and he gets to combo into super from the corner to do extra damage
he works best with an assist that keeps them in hitstun for a long time, and characters that give him bigger damage options.
roll, chun, tekkaman, polymar, ippatsuman. Projectile assists help his pressure game the most though. if you partner has a safe super that you can dhc into his qcf super can get him out of harms way from anywhere on the screen, frank and ryu’s beams are particularly good for this.
yatterman #2 is very good with him because he builds meter for her robots and her assist works well with his resets.
with buffed crossover combos anyone who can deal good damage off of them is a good partner for him.
i will add more stuff later.