Yatta! Yatta! Yatterman-1 Thread

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you can tag in mid combo with his electric chain.

So Pelican’s more for enemies far away and Wan’s for combos.

Pretty much. Another thing I found out is that you have better control with Wan over Pelican too. Wan has a better up/down range so he can usually get someone with all the fire breath. Pelican’s up/down movement is slower and you can’t get him to angle up as high so your opponent will be bouncing on the fire. The damage per hit is the same so if you get 50 hits off the fire breath, it will be the same regardless who you use. But Wan should give you a few more hits for a little more damage. About the only thing the Pelican has as an advantage is that yes, he will hit someone further away with the fire breath (esp if you don’t wall bounce them first with the initial hit). But other than that, Wan is proving superior in every other way.

Damn it… I was preferring P2 color for the purple jump suit…

I want more experimentation on this. I refuse to accept that this color thing is really as stupid as it seems :confused:

I’ll post up a video later when I get back from work, though really, just go to Training Mode, pick Yatterman as the main character for both, put the Dummy on (Player) and do the Firebreath Super for 1, Restart, then the other and you should see what I was talking about.

I know, I saw the vid. I’m just saying that I really hope the implications for this regarding hitting OTG with the super and getting full damage, are not as one-sided and stupid as it seems right now…

No, I wasn’t talking about the fullscreen reach or OTG hitting. I was referring to if you hit them normally with it, Wan’s up/down movement feels a little faster and has a larger range of movement so you can catch your opponent with the entire fire breath. If you do the same thing with Pelican, you’ll find that you can’t angle up as high. So he’ll bounce off the fire and a few hits will miss instead. It’s not much mind you, but there is a difference.

Yeah, I know what you’re saying. I’m just thinking it can’t be so one-sided that Yatterpelican (and therefore P2 color) is much worse than Yatterwan, in every single way. My main concern is using the super that would be easiest to hit in the corner, and the super that lets me OTG off other supers, like Roll’s sweep. If Yatterpelican fails 100% over Yatterwan in everything, that’s bad.

I actually hadn’t given much thought to the best way to hit this super. Is it best with the opponent back on the ground, and the fire hitting OTG, or juggling them in the air after the wallbounce? I was convinced it was better with the juggling than OTG, since stuff in most other games does greatly reduced damage when it’s hitting OTG, but this could be an exception.

If they were in the corner and you were close so Wan/Pelican would hit them before the fire breath started, both of them will likely miss with the fire breath. If you were further away so that initial hit wouldn’t connect, Pelican has the longer reach (though unless you’re at full screen, both should hit. The only one I’ve seen Wan hit full screen with the fire breath so far is Saki whose foot he barely clips for some reason. Might be because of the gun sticking out.)

Also try as I may, if Pelican hits the opponent, you’ll never get OTG hits. You’ll always catch them in the air. I haven’t tried something like Charged Broom, :qcf::snkc:, Heal for Roll then Firebreath super to try and catch them on the ground with Pelican. While I don’t see a reason why that wouldn’t hit OTG if they just hit the floor when Pelican came out, the timing would be very tight. I know whenever I try to hit OTG with Wan I usually have to wait a brief moment for them to hit the floor before pushing the angle of the fire up to hit them. Since Pelican has the reach, it may just catch them and juggle them.

Also, while I haven’t run Yatterman’s numbers yet, I haven’t seen any noticeable between juggling damage with the firebreath and OTG damage with it so I would say that part really doesn’t matter unless you were wanting to cancel into another super that hit OTG (like another Turbo Roll Sweep).

Ok, the camera went missing so videos will be delayed for a bit. But just doing random fire breaths from different spots, this is what I’m finding:

  1. Wan and Pelican hit at the same distance. I put 1 Yatterman in the corner and put the other next to him. I then hit the one in the corner with 2 :snkc: followed by 12 more :snkc: (all missed). I then added 2 :snkb:. If I called Wan/Pelican at this range, they still hit Yatterman and sent him flying. If I had done 3 :snkb: instead of 2, Wan/Pelican would just miss with the initial hit.

  2. As mentioned a few times before, the damage per hit is the same for both.

  3. Also as mentioned, Pelican hits higher/further away. This was shown in the video from a few posts back where at maximum distance, Pelican fire breath will hit while Wan will just miss.

  4. On the flip side of this, at closer distances (when you don’t hit them initially like mentioned in point 1), Pelican fire breath just missed while Wan will hit.

  5. Extension of point 4, if the opponent is close to the wall, Wan has a larger range where he can catch the falling opponent with the fire breath. Pelican more often will miss with the fire breath when the opponent is close to the wall.

  6. Wan can hit the opponent OTG with the fire breath. Pelican won’t (at best he will juggle the opponent).

  7. For most midscreen uses of the fire breath, Pelican’s timing is much tighter if you are trying to maximize the number of hits you get. You will have to hold up the entire time. If you’re slightly off, you could miss hits or end up bouncing your opponent with the fire breath (which would also cause you to miss some hits). Wan’s control is a little looser so you have an easier time to make sure you can maximize hits. In general, I found I usually got 0-2 more hits with Wan at the same distance than I would with Pelican. Sometimes though (esp if the opponent got bounced on the fire breath), I would get up to 10 hits less with Pelican than I would have with Wan.

Honestly I can say unless you like purple or prefer birds, there is no advantage in picking the P2 color and using Pelican. The only "advantage’ Pelican has is the range which even that is easily offset simply by pushing up for Wan so he’s attacking higher. Realistically though, Wan is just superior in every important when it comes to the fire breath super.

Shouldn’t there be 4 colors for each character and in this case another color also picks Yatterwan and the fourth color also picks Yetterpelican?

I’m fairly certain the following works, but I’m not completely certain as I basically only play with other people on fridays and there’s a lot of variables I can’t account for without a human partner to test this on.

With Yatter/Roll, with Yatter out and having just KOed the enemy and with at least enough super to have a bar by the end of a basic combo

Immediately after you KO the one guy, mash on :snkd: to call Roll as soon as possible and space yourself so they’ll land either on the puddle or just in front of it. Time a :dp::p: to hit them as they land to unblockable them on entry and as soon as you land Baroque into launcher. After doing a basic Aerial Rave of :snka::snka::snkb::snkb::uf::snkb::snkb: Roll will have recovered in time to :qcf::snkd: into the appropriate setup for OTG combos depending on if you’re in the corner or not (and, if you generate two super bars in time, end with turbo roll sweep > yatterwan flamethrower for massive damage and possibly killing the guy who came in). They’ll probably burst it, but eh.

i want to main yatterman. but i dont like his assist move. its 236 b in which the distance is too far to hit people in combos. but i like that is dp is an overhead. pretty safe as well.

We need more Yattaman players. There are few vids of him being used, he’s ranked low-tier right now and no one’s even talking about him in the tier discussions, it’s like he’s just going down without a fight. He’s basically getting no attention; even PTX players are more vocal.
I’m hoping to make a new thread in the next couple of days to discuss his metagame and try to bring Yattaman to a “next-level” of sorts.

put Karas as his partner. His long distance pokes makes Yatter-1 asist actually pretty good

yeah i can play karas. but for some reason i find him kind of boring because he doesnt have the best mixups. karas does have range and can punish just about anything with c.A or just B. thanks for the advice.

It’s a bit sad, but it’s hard to make Yatter’s assist worth using in combos. Most characters just can’t do it. However it is quite fast, so it is still mostly worth using as a poke that lets your active character get in on the opponent safely. It’s an alright utility move.

But he has other stuff, like his dash that can pass the opp, you could do a combo then call yatterman (which will hit) and then delay the dash a bit and there you have a crossup. He has many posibilities after his aerial raves ended with the srk move. I say give them a try

thanks man. the problem is i dont actually own the game or the wii. i just pretty much play constantly when i hang out with friends who do have it. we sit down and fight each other and unfortunately its harder to figure stuff out in a real fight. but i will be thinking of the tactics you mentioned.