Omg, everyone go to the video thread and check out that retarded 100% life megacrash baroque combo that Karas can do while the opponent doesn’t even gain one meter. Can Yatterman do something like that? Considering how fast he builds meter, I believe he could!
I wish i Could do it now:rolleyes:
yeah ive tried backdashing it doesn’t seem to work. I kara Down C into it but i think he does something different.
It looked like that 100% could be an infinate and sure enough it is.
http://d.hatena.ne.jp/video/niconico/sm5976498 - Yattamans Inf
props to ll.nd for the find in the video thread, lets try to get this translated, and mabe some full screen set ups? Ill try some things after work today. Yattaman looks beast
Not to compare games but I see him being the Spiral of the game. Mad meter building, and insane keepaway status. Plus he seems to chip really well.
Not sure about chipping potential.
It’s great that turned out to be an actual infinite (don’t know if I ever thought I’d say that).
What’s best about that particular infinite vid is that you can see how much meter the opponent builds by the corner juggles. It might be a little more than other inifinites, but if the opponent has less than 2 bars when you start, you can still do a decent number of repetitions.
can you burst to keep them in it like karas?
does he up cancel to get the 2 spins or does he immidiatly jump and do the move after the first? it looks like an up cancel ot me since he only moves a hair up.
Maybe he does :dp::snkb:, :dp::snkc:. Or maybe C both times.
With C, the momentum on the attack is different, and the arch trajectory on the move is stronger.
You should be able to burst in order to keep them in the loop. I’m thinking that after you land from the double twirl, do a launcher, then follow them up with an air rave, burst, then fall with them and do air A, then continue the loop. Similar to how Karas does, really.
And man, why does the spin have to be a dragon punch movement? Urgh, I hate dragon punch command attacks. T_T
Bursting is cool and all, but why would you do that when you can just keep the loop going without using your two super bars? You could probably use it when they burst out, since they gain more meter from this one thanks to the amount of small hits.
For Baroque. You can finish them off faster that way.
That doesn’t really seem all that necessary. If you’re really worried about them getting enough to burst, you could just throw an OTG super at them (and possibly DHC to another one with Casshern or Roll) and it would probably a better use of super. If nothing else, them bursting you costs them 2 supers and health and given that you’re yatter you can probably just poke them to death from there, or even time them out.
hmm I was thiking of that combo too. something like after the first 2 reps of the corner loop (not the infinite), go for a std.:snka. x5, then :d::snkb: :df::snkc:, SJ, j.:snkb::snkb: :dp::snka:, jump, :snkb::snkb: :dp::snka:, Burst, land. and jump (2 reps of the loop) then again std::snka: x 5 into :d::snkb: baroque, and jump (2 more reps) then again std.:snka. x5, then :d::snkb: :df::snkc:, SJ, j.:snkb::snkb: :dp:, jump, :snkb::snkb: :dp::snka: :snkc: and finally firebreath OTG.
if this works, you could easily recover the 2 meters you spend for the mega crash.
EDIT: ah, but now we have an infinite…so I guess the combo I posted could be combo video material, considering how much meter the inf gives you and how less troublesome is
Yattaman infinite goes full screen:
[media=youtube]DcZo_OTYfYs[/media]
And off of 4-6B, one of the easier moves to combo. This means big things for Yattaman; definitely brings up his ground game potential and “fright” factor. Not to mention his likely tier ranking.
Alot to say about the infinite, no doubt. Time to get to work. :nunchuck:
OMG YES!!!
now we have tons of work to do, good shit man. You can add baroque before starting the combo for added wickedness, like.
:d::snka::snkb: (3 hits) :snkc: :qcf::snkb:, baroque, IAD C, land and dash quickly and :d::snka::snkb:(2/3 hits) electric kendama and then infinite FTFW
EDIT: Did you realized that, if the opp has 0 bars when you start the inf they are screwed?? they dont build 2 meters before you kill them (because the bars started at 1 and barely reached 3)
Is the air move in the infinite with B or C?
Wow, 75% before one meter? Sweet. Tekkaman only?
[4]6c-IADjb-623b-623c-fallingA-land-ja-623b-623c repeat.
thats the infinate
after the 623b do you input 623c immediately before you land? I cant seem to get the timing after the 4-6c IAD jb 623b.
You have to jump cancel the 623B with a TK 623C…
God damn this is hard. I was able to get 5 reps in the corner but yeah here’s what I was doing to practice it:
2A 2B BBQ j.A 623C 62369C (land) [j.A 623C 62369C] x infinity.
I can get the 2 shoryuken moves fine, it’s just doing everything so fast back to back, my hands can’t keep up for forever, lol.