Yatta! Yatta! Yatterman-1 Thread

i really like just keeping them in the air forever with yatterman. 2a2a2b3c SJ abb dj abb 623b b does 12000 damage and you land way before them. throw down a puddle and mix up, cross under mash a, sweep, or overhead. could probably air throw if your better than me.

I can’t seem to get the :snkb: to hit at the end there. Is there some odd timing you have to do to make it work? Because unless I’m missing something, the :d::snkb: knocks them higher than they would be for most combos to launcher and they’re just too high to hit. And without that last :snkb:, they get knocked far too far away and they land faster, so it’s worthless for that kind of setup. I can substitute the basic :d::snka: :snkb: :df::snkc:, and charge :l: :db::snka: :l::snkb: :r::p: taunt :r::r: :df::snkc: is always a cool option for running the clock, but damagewise your setup is definitely preferable, except that I can’t actually make it work.

try just doing bb bb in the air

Lol, you taunt as part of your combo?
Yeah, you have all sorts of time after that electric grab.

Like you said, :d::snkb: pops them up before the launcher, so if you want to do :dp: as part of the air combo and hit after it, you have to change the sequence of hits. Experiment and find something that works for you.

Air combos are pretty timing-specific in this game, so it’s kinda pointless to try and make air-combos that are set in stone, unless you make an detailed list with timing details. I know you can follow up :dp: with a :snkc: in the air combo I listed, but the hits have to work like I envision. Experiment and work something out.

instead of :d::snkb: use standing :snkb:(2 hits) and then the launcher. since the std b doesnt lift the opp you are in a better position to combo them in the air

Man, we suck, I don’t think we’ve discovered any of the stuff on that Yattaman vid. No wonder he’s getting all tore up in tier discussion.
Granted, I guess most of that is corner stuff.

It had occurred to me to experiment with an aircombo like :snkb:, :snkb:, :dp:, :snkb: jump [something something]:dp:, :snkb:… like 2 shoryukens in the air combo. I have the feeling it won’t work, but I’m gonna experiment some more.

Also should check air :snkc: airdash :snkc:, or at least some up-cancelling, and see what can be done.

i know what you mean when i saw it i watched it like 50 times and hit practice mode instead of doing homework.

i really want to air throw doing the first DP in the air but im not sure if its possible in this game. it looks like it is since they recover pretty fast.

i want to learn the multiple low to the ground Kendamas

also how to get the dog to hit in the corner from air combo’s more importantly

The Kendama Spins at the corner are actually mad easy to learn, I can say after practicing for only about 5 minutes before getting that part of the combo almost every time. Landing cancels the recovery of air Kendama Spin, and Kendama Spin :snka: takes you straight to the ground, so it’s just a matter of jumping to do the next part.

Getting the dog to hit OTG in that situation without rushing past and not following up at all, though… That’s quite the mystery to me… I also have a hard time with the IAD :snkc: IAD :snkc: but I think that’s just a matter of practice.

you know whats great about that? you dont even need a fancy setup for that combo. I mean you could do a simple combo into :snkb: kendamagic, Baroque, IAD :snkc: etc

or you can also do a combo into Electric kendama and IAD :snkc:, :dp: :snka: into corner loop. IT seems we really need to experiment more with this guy, im glad they discovered that combo, now im even more interested on finding new yatter stuff

BTW could be posible to do a pseudo infinite with jump.:snka: xx :dp::snka:, land and repeat in the corner??

edit kara cancels works like a charm.

either kara cancel 2c or 3c(he kinda teleports back with this one) into dog breath and youll torch some feet. you can also go into turbo roll sweep for like 29000 damage and back into firebreath for 35000.
probably 2 c is best since it burns more foot it will probulby work on more characters.

he builds alot of meter if you can do multiple kendama spins in one combo. like more than one meter per combo.

tiger kneed the a kendama spin can be combod from anywhere on the screen at semi close distances just press 2B 3C and air combo
you can also air dash over them and do it so your doing an overhead on their opposite side.

yatterman seems to have alot of potential for mixup

god the pelican sucks there has to be a combo where he works better than wan somewhere.

[media=youtube]mrEs2Z3sd3k&fmt=18[/media]

We’re so lame, we could use pointers from even this basic-level combo video. The description says it’s a showcase of character combos from the February issue of Arcadia. Check Yattaman starting at 3:48.

:d::snkb:, :snkc:, :d::snkc:, :qcf::snkb:, [baroque] [dash] :df::snkc: [air combo]
More ground game stuff we need.

Also, jumping C [airdash] C isn’t as easy as it looks. For one thing, it’s not actually C, airdash, C. It’s C, jump cancel, instant air dash, C. It takes timing; I can do it like 40% of the time right now, so I’m no good at it yet. However, it can be done and followed up anywhere on screen, not just in the corner. If we develop amazing execution, this could probably be the new BnB jump-in or something…

Still have to experiment with :dp: juggles.

i really really want to pick up Yatterman because I like him a lot and he’s flashy. But I’m having a lot more trouble actually winning with him than other characters. It’s like I can do all this cool stuff at the start of the match that makes me feel like I’ve got the upper hand, but then suddenly the opponent makes a comback with only half the effort.

so far i think the best thing he has is his cross under resets. after an air chain ending in B version DP B
you land way before them and can switch sides and back you can do lows with his sweep and overheads with iad’s or tiger kneed A DP into 2b into launcher. you can even jump up and air throw.

He can kill karas with roll dhc in the corner and is a good meter builder.

His rushdown seems fun, but it’s nothing to compare to Karas. How do I go about dealing damage once I get an opening?

His assist is actually quite nice though. I don’t know why not many like it. When paired up with another projectile user, I find it to be great for just poking people at range because it comes out so fast. It certainly adds another level to Megaman’s bullshit.

his damage isn’t really that bad (its at least middle of the road) his mid screen air raves do like 12500 damage and lets you mixup afterwords, 5B sweep into super does 15000, low to the ground DP A into 2B 3C into air rave does 12500, corner combo into dog breath does 21000 more if you have roll and meter. electric chain into level 3 does 25000 i think. if you can do double IAD C your damage goes up more.

dash into 3C seems stupidly fast so you can probably use it to punish off advance guard.

that baroque combo on the last page is probably really nice aswell

one nice thing about him is his combos arn’t really state dependent so if they are floating you can still just throw out a launcher and combo.

This. I’m thinking Yattaman will likely be execution-heavy for his bigger damage. This because his ground game is just wonkier than other people’s. You can’t do straight-up ground chains, no reliable consistent baroque options (we don’t even seem to talk about Baroque stuff at all), like 2 super combo options, and to top it off you have low defense… misjudge your poking game and you’ll get hurt badly.

Also, it’s looking like :qcf::snkb: can probably be followed up with [dash] launcher, at ANY TIME, fresh outside of comboing. So if you know you’re hitting it, it might be worth it. Make the baroque count with your air combo, end it :dp::snkb:,:snkc:. Fight harder.

For meta-game, I’m seeing lots of the obvious spacing and poking (which is difficult in this game), and your stuff has to be solid to punish openings. A partner strategy is a must, as well.
I want more meta-game talk, have people know what they’re doing at all moments of the fight with this guy.

Im actually concerned if you can do something like:

:d::snka: :d::snkb: :snkc: :qcf: :snkb:, baroque, IAD :snkc:

the hitstun of :snkb: kendamagic seems long enough to do that…well and considering yatter is fast so it might work. If it works, you can do that in the corner and after the IAD C, you can do another IAD C canceled into :dp::snka: and go to the corner loop (:jump. :snka: :dp::snka:). Now that I think about it, due to the fact that you end up pretty far when you hit with the B kendamagic, maybe you could do the double IAD C not only corner but midscreen, that needs testing also.

oh and I managed to use yatterman-1 assist to extend polymar combos, I was playing yesterday and got it by accident, now I can die in peace. You must call yatter somewhere between :d::snkb: and :snkc: but I can tell you it works, I just need to adjust the timing (its kinda hard to get the correct distance)

Oh and yeah, what makes him good is his speed and mix-ups, as well as decent zoning pokes (6B is really, really good and :snkc: kendamagic is also pretty nasty)

now we have motivation (thanks nicovideo lol) , lets find more yatter stuff

EDIT: 1st post updated and more organized now.

tiger kneed or jump and immediately or IAD B -A DP- is freaking good as hell.
i think you can lock down tekkaman and roll (probulby joe and rock too) just by doing it over and over. other characters can beat it with jab but you can mixup since your at such advantage after you do it.
and it makes his rush down safe. also i have successfully used it to cross someone up after his bnb combo and combo from it.
it does good chip as well.

So yeah he can do overhead on both sides jab on both sides and sweep on both sides jump up and combo on both sides jump up and air throw.

I also learned that his standing a is amazing for beating out IADs

pushblock and sweep into super is good for people you just mash out there combos.

i got second to a doronjo polymer team at the Screenz tournement with 8 people with him and roll. Only played bad karas’s though.
if i could have done tiger kneed DP a more consistently i think i could have done better but alot of the time i got the standing version that you cant combo from.

he is going to be VERY good

That’s great to hear. I was worried for a moment. I really want to see Yatterman becoming a good character.