I actually like Yattaman a lot. I know he doesn’t have many options for damage but if he finds an opening I tend to be able to pile on a lot of damage, getting his moves out quick. A lot of the time, if the electric shock confirms and I have the meter I like to combo it into his level 3 super since it hits 100% of the time and confirms over half of the opponent’s health lost without any risk of a Mega Crush from them.
Have you guys tried Polymer assist to Yatterwan dash?
Viewtiful Joe can land his Six Cannon out of Polymer assist. If he can do that then surely Yatterman can do the same.
mmm interesting since I play Polymar/Yatterman.
Tomorrow Ill be able to play and post more info about yatter-1. stay tuned
My friend found out this easy as toilet way to hit with lvl3
Combo into his charge attack then while the opponent is failing lvl3.
Works everytime he hit me with it.
So whats the deal with yatterman? Some say he plays like Dhalsim? It can’t really run away and his rushdown seems nice but no damage.
roll seems to work well with yatterman.
starting with roll you can do normal OTG turbo roll sweep combos into firebreath super(28k) and dhc back into turbo roll sweep. in the corner(35k)
not sure how to consistantly get yatterman combos to go into otg firebreath since i havent messed with him much into roll sweep but it definatly ups yattermans damage potential if he has an easy way to pull it off.
played a lot today, did some research about yatter…which is my main anyways.
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damn if its not hard to combo with this guy. Even for baroque combos he is not that great…still I didnt know you could Baroque the kick part of his electric chain and then continue with a ground combo
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His yatterwan dash is still a bitch when I try to combo into it…even with the help of another char. With polymar I managed to do it but I think it depends on where you are at the moment the combo happens. its something like this:
Polymar: :d: :snka: :snkb: :d: :snkb: :snkc: :l::r: :snka: And as soon as polymar punches you the second time (the one that causes wallbounce) do :snka: + :snkb:, :snka: + :snkb: , :snkb: :snkc: and :snkd:
Polymar should catch them before they fall, yatterman OTGs them and polymar comes back and OTGs them again.
Can someone test this? I only got it once and I dont remember if I was next to a corner or not.
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you can baroque :snkc: into command run with :snka: follow-up into j:snkc: and do :snkb: into electric chain.
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You can also baroque the command run and hell stop. Could be useful somehow…im trying to figure scenarios.
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You can use Yatterwan dash in the air. Yatter leaves the screen inmediatly…im also trying to figure scenarios for this.
Ill keep researching…there has to be something about this guy we havent discovered.
You just figured this out? I thought you were maining this character, this is movelist stuff :razzy: Just kidding.
My last post said that I was trying to combo this from air combo. I understand someone figured out how to do that, but I don’t know how. Only way I can see that from an air combo is DHCing into it from other supers. You can use Batsu’s zenkai kiaidan, for example. Try it.
Otherwise, you can use it in the air whenever you manage to evade a projectile super. Like if Morrigan does her missile super from a distance to chip you (that’s what most people seem to use it for). Super-jump and do your super in the air. You’re invulnerable when you’re coming in, and you’ll plow her down. Same with any other missed projectile super, or chipping attempt (Tekkaman rain super, PTX, etc).
It seemed to me like activation of this super is faster in the air than on the ground. Someone should experiment and time that or something… see if we gain anything from tiger-kneeing it.
uh no, I figured that it could be used to escape in the air, thanks :lol:
If only we could control the place where he appears…that would be something
Im not pretty sure the way he “should” be played. Because he cant play a solid zoning game, so he has to move and run a bit. He cant pressure well either, he has decent mix.up but nothing too great.
The way I play him is taking chances and be sure to punish mistakes. oh and please dont be reckless with this guy…it will get you killed in no time
oh and the only time I was able to combo his assist and follow with a combo is with Karas. Between his :snkc: which does 2 hits call yatter, then dash and continue the combo…Im guessing its because Karas insane range that this is posible. Tried with Souki and its posible, but they guy has too much recovery on his :snkc:
after you do combos in the air involving his DP move you can mixup pretty well with his dash trip into super or an IAD combo. maybe throw out an assist and jump over and 2C into super or something.
after his electric chain you can throw down a puddle with roll and iad C not sure if this is unblockable, i think you can control which hits first by how late in iad you throw out C.
i dont really have anyone to test this stuff on right now.
i cant get his super combos to work from the air
is it launcher AABB dj. ABC DP B, C qcb super.
should i double jump back instead of forward or straight up or something?
You cant super after air:snkc:
you have to land and do the super. And only in the corner…and only firebreath super will OTG fast enough
yeah i was reffering to the firebreath super.
i cant seem to hit them with the jumping c after the DP move what kind of height/distance do i need to be at?
I usually do this in the corner:
launcher: :snka::snka::snkb::snkb: jump, :snkb: :dp: :snkb: :snkc:
that works for me. maybe on smaller chars you could skip a :snkb: before the jump cancel
I posted this in the Roll partner thread, but it matters here too.
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).
So if you want to maximize things, be sure to pick the P1 color. Now I’m going to test some things with the different aspect ratios since that move does rely on a wall bounce. May take a few days before I can fully try it though.
Whaddya mean p1, p2 colors? Dang I thought that super not working right sometimes was just random.
Player 1 color is the default White outfit he wears (selected with :snka: from the select screen). Player 2 color is the Purple outfit (selected with :snkc:). The White outfit uses Yatterwan for his supers. The Purple outfit uses Yatterpelican for his supers. And yes, it matters.
I just posted a short video of the 2 Yatterman’s at full screen each doing the firebreath super to show the difference. Wasn’t easy trying to record it in 1 hand and play in the other.
[media=youtube]cZ5tKZVIVlY[/media]
Wow…
Honestly, that is stupid.
It happens because Pelican’s head is higher than Wan’s so the breath comes out higher and hits higher/deeper than Wan.
So I guess you have to learn how to use both Mechs if you plan on maining Yatterman in tournaments. Just in case someone chooses Yatterman as well.
Fun times…