UAS yatterman #1- now featuring a girlfriend!

still can’t get the timing down for the double aerial dp’s. would anyone like to video tape their hands :3

is it the relaunch or the reset your having trouble with??? are you sure your using the right versions of DP to do them?

for relaunch the setup i find easiest is Dp + A, TK Dp + C

ex. 2A,2B,3C,quickly j.b,jb, Dp+A, tk Dp + C

buffer in the tk Dp + C (6239+C) so that your hitting 9C right after the last hit of dp + A.

Reset: Dp + C, TK Dp +C, dash a or b

i guess it’s for the relaunch, but i can’t even really do the first set of double kendama spins. i’m not sure if i’m doing it too fast or too slow.

Wait, the combo in the first page said 2a2b3c j.b j.b dp a dp c
So is it 623C 623C, or 623A 623C

if you only do 1 jumping B after launch 623C 623C will set up a relaunch but after 2 j.b’s 623A 623C is the way to go. And i think the 623a 623c one does more damage.

a fun damaging way to reach the corner with a relaunch combo

2a,2b,3c,j.b,j.b, 623a, 623c,land, dash, 5a, 5c, qcf B, BBQ, dash, 2b, 3c then go into reset, corner aerial juggle to OTG qcb a+B, or its even possible to relaunch again after this setup. Keeping the opponent at the proper height gets really tricky when trying to relaunch more than once but it can be done.

only for the second set of spins do you do dp c dp c

a than c gets them close to the ground for either reset or relaunch. c than c works every time when done as fast as possible when hitstun scaling starts kicking in.

hey shiki, does the relaunch only work midscreen or does it work in the corner too?

i use it as a midscreen combo pretty much exclusivly.
it can work as written up until you relaunch with a very specific timing but then you probably need to change it into a normal j.b x times into j.c combo after the relaunch. easier and more reliable methods probably exist using different timings with a different combination of spins to get the relaunch. but for a corner combo i just use 2a2b3c Dp B airdash j.b dj.b wait a bit into j.c to be able to go into dog breath or Var reliably.

I just decided on Y-1 to compliment my Chun yesterday, and I have to say, I’m liking him a lot more then I thought I would.

I mostly use Shiki’s relaunch and reset combo. And naturally corner combos into super. With that said, there’s a midscreen combo I haven’t seen people mention (then again, I haven’t looked real hard), that I like to use to show off every now and again:

2A, 2C, 6C xx 214+C, A (to leap), j.B, (land), 5A, 3C^ sj.BB xx 623+A, 6239+C, (land, forward dash), 5A, 3C, sj.AABB, jc.BBC

does 20K, only downside is that 6C wiffs after 3x 2A starter, but still…

Edit: I’ve also been messing around with mix-up and reset options and I’ve found some sick variants that haven’t been noted. I’ll post them tomorrow night though, because I’m ready to hit the bed.

sorry to ask this but how the hell i see the videos on nicovid??? i cant find the link to see the video… where i have to click?? :frowning:

google it don’t ask unrelated questions here.

thanks man! now i can see the videos!! jaja

Found an option select for yatterman. when your opponent is blocking your string at any point you delay slightly and input P 3c 9214 aab if they block depending on distance and how you delay between the aa and the b, you can either jump over and have the assist hit or overhead them, if they are hit by the frame gap you automatically launch into aab and can finish your air combo.

drawbacks, since this is just a bare launcher combo you can’t relaunch or reset well, and it uses your partner so you cant VAR afterward.

works because you can only jump cancel on hit with 3c

so Im liking/learning this char but I’m a bit confused. Been reading that he has a bunch of resets and mixups and seen the vid showing the basic resets. But exactly where does the mixup come in? His lows seem kinda bad. Is the mixup that he can crossup (or cross under, I guess?) in certain situations or does he have a nice high/low game that Im just completely missing?

His 623+A/B/C attack hits overhead. If you tiger-knee it it’s safe on block and you can combo into 2A/5A into launch (timing’s strict).

His best low is 2C, which has insane reach and great combo-ability (2C, 6C xx 214+A/B/C, A, j.B, (land) 5A, 3C… is a good example of this).

214+A/B/C, B is pretty good for a low too (just cover yourself with an assist or baroque).

His j.C is great for cross-ups.

Basically, when it comes to his mix-up, I get people with his high/low and crossups, as well as breaking their guard with jab pressure. Some ways you can force your opponent to open themselves:

Pressure them with TK’s 623+A/B/C. They’ll eventually spend too much time blocking high, so sneak in a 2C combo.

When attacking the opponent from the air, sneak in cross-up j.C to keep them guessing.

When jabbing the opponent, delay your strings. If they try to pushblock or jump or mash out something then they can get hit by properly delayed jabs. Also, use his throw between jabs, this will almost ensure that they’ll try to jump out or pushblock your strings.

You can do some real tricky stuff off of blocked jump attacks. You could cancel your jump attack into 623+A to hit them if they habitually block low after your jumping attack (most people low-block after the initial block-stun of a jump-in). You can also call an assist and cancel your jump attack into 623+C for a cross-up off of a blocked jump in.

His low is good and can fairly easily be worked into his mixups but it is primarily crossups for the resets either with them in mid air with j.b DP C(this one is S rank for safety and pretty much a true 50-50), or let them land airdash J.C on either side. those are the best options as they are mostly safe and lead into good damage and leave you with assist and var still but are only a 50-50 guess and he can make them guess alot harder than that with other methods, others include, tons of options involving assists, air throws, or forced tech roll like do launcher J.b DP a DP.c air dash j.c and either do his slide(or just dash and 2c i guess), or his dash command jump. you can also always use an assist to cover your low if you want to use one, and there are alot of options with baroque as well.

2c is exeptional as a punisher after pushblock, but it can be used like the previous poster stated and in the resets without too much trouble.

here are some combos i started using.

with ippatsuman as a partner these do better damage than going for resets so from on the ground situations ive tried to do these. should be worth using with polymar and maybe some other partners as well, if you modify with an appropirate var combo

2a2c6c214aab 5c3c j.b dpA, dpC ground dash 2a 2b 3c j.a j.a j.b j.b dj. b j.b Var into ippatsu J.a j.a j.b j.b dj.b j.b dp. a pause 623 A+b+c
does like 31 k before the reset, can be useful to baroque and j.b j.b again with yatterman before the reset so it can kill more characters. uses 2 bars but builds it within the combo.
I underestimated the range on this at first its really quite acceptable.
take note, in an actual match you will be holding down back, this means you need to adjust accordingly when practicing so you don’t get his electric whip like i did all day at MWC
I just make sure i go to neutral after the 2c for a bit now.

2a2c236a BBQ dash 6c 214aab 5c3c j.b dpA, dpC ground dash 2a 2b 3c j.a j.a j.b j.b dj. b j.b Var into ippatsu J.a j.a j.b j.b dj.b j.b dp. a pause 623 A+b+c
can kill most of the cast with 20% with 10 percent still does good damage

assist 2a2c6c214aab 5c3c j.b dpA, dpC ground dash 2a 2b 3c j.a j.a j.b j.b dj. b j.b Var into ippatsu J.a j.a j.b j.b dj.b j.b dp. a pause 623 A+b+c

hit assist than immidiatly 2a, 6c can be ommited for more range. gets a little extra damage and makes stuff safe.

good stuff shiki

Comboing with 2C to Firebreath super isn’t limited to being near the enemy. Once you use 2C you can Yatter Run to get close to them, then use the super :D.

I think this would be a useful BnB, 3C, jA, jA, jB, jB, C Yatter Medium Attack, jump towards, jB, jB, B Yatter Medium Attack, timed right L Kendamagic. Yes there can be something before the launch for more damage. The L Kendamagic part cannot be used in the corner, but it has a useful substitue: jC, in which you can easily use the Fire Breath Super, sadly the person will go behind you when you use it so it would only work on a few characters.

In my opinion, Yatterman has really good combo potential.

Oh, I forgot to mention, in that combo you can do a VAR as a substitute for the jC.