This guy is really fun to use (and probably my fav Tatsunoko char…good memories from the anime series)
**Gan = Yatterman-1
Yatterwan: The mecha-dog
Yatterpelican: The mecha-pelican that you use when you pick yattermans 2P color
AD: Air dash
IAD: Instant air dash
SJ: Super jump
JC: Jump cancel **
Pros:
- One of the fastest characters in the game
- Good mix-up game
- Nice long range/zoning pokes. He is a bit like Billy kane from KoF
- Has an infinite…oh wait…A FULLSCREEN INFINITE
Cons:
- He has low stamina so try not taking too many risks and you will be fine.
- Hard to play effectively (not getting raped)
Normals:
:d: :snka: a crouching punch. Not that fast, now that slow. The important thing is that you can combo :snkb: from it, something that you cant do with standing :snka:
:snkb: = Gan rolls his Kendama, it hits about 3 or 4 times depending on the distance, it doesnt combo from standing :snka: but from crouching :snka: good for comboing his Electric chain after this.
:r: :snkb: = Gan uses his kendama as a whip similar to dhalsims Standing MK. Good as an early anti air.
:snkc: = he spins doing a strange kendama mov. good mid range poke
:r: :snkc: = Hits low, mid range poke, doesnt knock down,
:d::snkc: = His sweep has good range and can be canceled into the firebreath super (this cannot be escaped due to the speed of his super…abuse of this as much as you can)
Specials:
Kendamagic :qcf: :snka: or :snkb: or :snkc: = he uses his kendama like a whip. the button determines how far he will hit you. The C version hits from one side of the screen to another. The B version is also his Assist action.
**
Air Kendamagic** :qcf: :snka: or :snkb: or :snkc: in the air: The air version of the Kendama Whip, pretty good too and the C version hits full screen
Charge :l:, :r: :snka: or :snkb: or :snkc: = Gan kicks you and after that he throws his kendama which catches the opp and give him an electric shock doing many hits. After that, the opp enters in a crumbled state and you can dash and combo (but any hit will leave them airbone)
:dp: :snka: or :snkb: or :snkc: = Gan does a small jump while rolling his kendama. Does many hits and its very safe on block. Can also be done in the air and you can input normal moves after the air version.
:qcb: :snka: or :snkb: or :snkc:= a command run, you can press :snka: and Gan wil perform a small jump, after the jump you can input a normal or special, :snkb: and Gan will perform a slide, or :snkc: and he will perform his dp move. good for mixups and tricks
Supers:
**
Yatterwan Dash** :qcf: :2p: = Yatterman dissapears from the screen and comes back riding Yatterwan, just like in the anime. If he hits the opp, he will throw them on the ground and pass over them. Its very useless on the ground if done alone. but it can be done in the air, so excpect air combos ending with this or his best super which is…
**
Firebreath Super** :qcb: :2p: = This is his most useful super, and thanks God, its not lv3. He again, calls yatterwan who enters and tries to tackle the opp, if it he manages to hit the opp, theyll be knocked down and yatterwan will start breathing fire. You can control the direction of the firestream, but you cant shoot behind you. The firestream OTGs. The awesome thing about this super, is that yatterwan comes out REALLY fast and if the opp whiffs something and you throw this you will hit them. I think you can also punish assists this way, needs more testing. Dont whiff this super, because if the opp blocks the tackle, they have plenty of time to escape, since it takes a while before Yatterwan starts to shoot the firestream. It doesnt travel full screen, it just hits where Gan is in the moment you do the super.
EDIT:
Difference between mechas:
Thanks to densetsu_x for finding this
I’ve been playing around with the Roll / Yatterman team and found Yatterman’s color can affect the effectiveness of the team combo. If you choose the P1 color so the super brings out Yatterwan, things tend to work as described. If you choose the P2 color, the super brings out Yatterpelican instead. With the Pelican, the fire breath seems to hit a slightly higher angle so either a) you’ll never get them with the fire breath on the ground - you’ll just juggle them instead or b) Yatterpelican misses them altogether (they fell under the firebreath so it’s missing and you’re a target).
Video:
[media=youtube]cZ5tKZVIVlY[/media]
**Yatterwan Bomb super **:dp: :2p: = Yatterman-1s lv3 super. He throws a bone-shaped wrench and if it hits the opp, yatterwan will come out and little crocodiles will start coming out Yatterwans mouth, all of them will hit the opp and the last one will drop a bomb which, of course, will explode. Not that useful on its own since Yatterman throws the kind of slow. But the damage is good, and it doesnt seem to scale that bad, use it if you know youll kill someone with it
Combos: ***
Ok, until now I can say he is not a combo machine, but a zoning char. He does have combos, but since he doesnt do much damage with his normal combos, dont expect Chun/Ryu/Karas/Polymar-like madness
:d: :snka: :snkb: :df: :snkc: SJ, :snka: :snka: :snkb: :snkb: jump, :snka: :snkb: :snkc:
:d: :snka: :snkb: and start charging :l: (2/3 hits), :r: :snkc:, dash, Firebreath Super
:d: :snka: :snkb: :d::snkc: Firebreath Super.
Yatterman corner infinite:
http://d.hatena.ne.jp/video/niconico/sm5976498
Yatterman FUll screen infinite:
[media=youtube]DcZo_OTYfYs[/media]
Assist Combos:
**
Roll Assist**
:d: :snka: :snkb: Charge :l: :r: :snkc: :snkd: into Firebreath super (this works basically whi any other assist that doesnt send the opp away)
Polymar Assist
Not to close to a wall:
:d::snka: :snkb: and start charging :l: (2/3 hits), :r: :snkc:, dash :d::snka: :snkb: (2 hits and call polymar) quickly dash to the other side and Firebreath Super.
Corner.
:d::snka: :snkb: and start charging :l: (2/3 hits), :r: :snkc:, dash :d::snka: :snkb: (2 hits and call polymar) :l::snkb: and Firebreath Super.
(Corner only)
:d::snka: :snkb: (2/3 hits) :df::snkc: Super jump. :snka::snka::snkb::snkb:, jump, :snkb: :dp::snkb: :snkc: As soon as you land Firebreath super and Cancel the tackle into Polymars Tank super ( :snka: + :snkb:, :snka: + :snkb:, :snkb: + :snkc:). The trick of this is to start imputing Polymars super just after Gans picture dissapears and press the last :snkb:+:snkc: as soon as Yatterwan tackles the opp. If you did right, polymar will hit them with the tank and go off the screen, and beofre they fall, he returns to tackle you again. The timing is really strict since if you do it late, the second Tank charge wont combo. Does good damage .
Taken from nicovideo, here we have this awesome yatter combo:
the combo is:
Ryu Assist
Corner: AD :snkc: upcancel, AD :snkc:, land, :snkc: :qcf: :snkb:, call ryu, IAD :snkc:, upcancel, AD :snkc: :dp::snka:, land and jump, j:snka: :dp::snka:, land and jump, j:snka: :dp::snka:, land, :snka: x 6, :df::snkc: SJ, :snkb::snkb: :dp::snka: jump, :snkb::snkb: :dp::snka: :snkc:, land :r::snkc: ? kara canceled into Firebreath super