**Yatterwho? **
Ai-Chan is Gan-Chan’s girlfriend, and the daughter of a shopkeeper who sells electrical appliances. She is “Yatterman No. 2”, and uses a telescoping baton to emit electric currents to shock opponents, as well as for her special attack “Electric Stick”.
**Playstyle **
Her overall paylstyle involves very high pressuring. Yatterman-2 fights like Karas in that she has poor HP but very quick pokes to keep opponents pressured. She has some of the poorest HP in the game (above Zero, Roll, and Karas), but also has good options to keep herself prepared for many situations. In addition, she has fast unblockables, a projectile, the all so annoying robot and many other neat things.
**Key **
I’ll be using the numpad notation in this guide.
7 8 9
4 5 6
1 2 3
Take a look at your numpad if it helps.
A = Light attack, B = Medium attack, and C = Heavy attack.
A number in brackets [] means it’s a charge move. So if you see [4]6C, you need to hold back then press forward and press heavy attack.
j.A = Light aerial, j.B = Medium aerial, j.C = Heavy aerial.
AT = Any attack button (A, B, or C).
[AT&AT] = Hit any 2 attack buttons at the same time. Used for Hyper Combos.
~ = means the next move needs to be either hit at a stricked timing or it has to be done immediately after the previous input. In this guide its the latter.
Moveset
Normals
5A - A quick poke.
5B - 3 pokes that go in the same direction as 5A except it has farther range.
5C - Does a sweep like attack that can be charged. If charged it can’t be blocked.
2A - A cute footsie, nothing much.
2B - Hits at belt level for most characters.
**2C **- Same as 5C but comes out from the opposite direction.
3B - A low sliding kick.
3C - Launcher. One awesome thing to point out about Yatterman 2 is that she is the only one with a low hitting launcher. All other characters have a launcher that may be blocked standing. (Thanks to calmchaos for pointing this out)
Aerials
j.A - A pretty quick smack with baton, nothing much.
j.B - Spins her baton in the down-foward direction. It gets 2 hits in and is most likely the best aerial she has. Good to approach with or even set up.
j.C - Similar to 5C and can also be charged. Sends them straight to the ground. Best used for an overhead approach, in my opinion.
Throws
In order to do a throw you must be very close to your opponent.
6+C - Zaps the opponent with the baton (10 hits). Doesn’t send them anywhere; they fall to the ground. *
4+C - Same as 6+AT except she puts the enemy behind her (10 hits). *
6+C [AIR] - Stomps on the opponent several times, sending them to the ground (10 Hits).
4+C [AIR] - Same as the former (10 Hits).
*You can do a OTG out of the grounded throws using 236+[AT]~C
Specials
Yatter Shield (214+A/B/C) - This animation is like Karas’s disc special. The hitbox and the recovery on the move are not as great as Karas’s, but it’s still a very useful defensive move and can extend her ground strings. It also reflects, turning reflected objects into a fireball and if it hits an opponent it will put them into a stagger. Not only does the projectile cause stagger but the shield alone can, making it a good move to string together ground combos. Pressing A, B, or C determines the duration and recovery time (Ex. A is the fastest and safest).
Yatter Step (236+[AT]~A/B/C) - Yatterman 2 dashes toward the opponent letting her follow up with a different A, B, and C attack.
~A - The light attack is a straightforward poke which is faster than all the others. Mainly used in combos or to prod at distant opponents.
~B - The medium attack lets her swing her baton downward. Must be blocked high and comes out very fast. While it doesn’t do much damage, it can be baroqued to continue into a combo.
~C - The heavy attack does a low poke that must be blocked low. A little bit slower than the mid attack, but it can also be used to strike downed opponents.
Yatter Swing ([4]6+A/B/C) [OK IN AIR] - Yatterman 2 swings her baton causing a electric projectile to shoot out. The direction it shoots out depends on what button you press.
A - Causes it to bounce off the floor. Good to use for an anti-air or hit the opponent low.
B - Causes it to go straight horizontally. Better off using this one if your camping or have your little robot out since it’s bound to hit.
C - Causes it to go straight up, then back down which may cause it to hit the enemy on the head. Nice way to mindgame your opponent if you mix it up.
NOTE: This projectile bounces and increase in speed the more they do. This and Super Passion alter from heart and star shape depending on the costume you choose. Not sure if this effects hitboxes in any way.
ANOTHER NOTE: You can do TK’d and empty Yatter Swing. For more on these see ‘Trickies’.
Yatter Splash (A/B/C Push Rapidly) [OK IN AIR] - Does muli-pokes in a decent amount of range. The range and direction depend on the button.
Tap A Rapidly - It does multiple pokes in the same direction as 5A.
Tap B Rapidly - It can do multiple pokes in the up-forward direction (similiar to her assist). A good Anti-Air.
Tap C Rapidly - It does a Yatter Step toward the opponent, then a multi-poke that’s like A’s multipoke but with more range.
Tap j.A Rapidly - Same as A’s multipoke with probably very little difference, if any.
Tap j.B Rapidly - It multipokes in the down-foward direction. *
Tap j.C Rapidly - It mulitipokes straight down. *
- Multipokes in the air are pretty good on giants, though I’d play it safe. j.B and j.C Rapids are your best bet.
Hyper Combos
Super Passion (236+[AT&AT]) - Raises her baton and and drops a electric projectile. Holding down the attacks will let you charge it. Lvl 1 will drop a small size projectile that will bounce around. Lvl 2 gets bigger and falls at a distance but doesnt bounce. Lvl 3 gets even bigger, lands infront of you, and still doesnt bounce.
Omotchama’s Roll - (623+[AT&AT]) - Hehehe…this one’s fun. Fun to spam atleast. Yatterman 2 summons her little robot friend to fight along with her for a given time. There isn’t really anyway to combo with this or set it up, its just there to help apply even more pressure and/or give you some breath space if ya need it. Works pretty nefty against giants but saving for a Lvl 3 Hyper might be more reasonable.
This Week’s Surprise Robots (214+[AT&AT]) - Yatterman 2 sweeps under the opponent causing them to trip, then jumping on a robot that lauches pelicans at the opponent, then finishing it off with an even bigger pelican. Her best in my opinion. Works great with the proper setup especially her stagger. Comes out faster than her others and does nice damage. Its mashable for more damage which is noticible by the amount of hits and peilicans that fly out. It apparently gets alot of hits in according to this [media=youtube]m5BG_rS8E98&feature=related]Capcom Combo Labs Video though my highest is 67 hits (33.227 Dmg I think) with it. I also recently got a 66 hit mash recorded so other can see the difference between the two ([). Also some say it **does not **ignore scaling. Others say it does ignore it but no current proof. A user on SRK made a good point though:
Combos
BnB
Team Combos
w/ Viewtiful Joe:
w/ Ryu:
Set-Ups
something Ai-Chan could use right now…
Her Cross-Over Counter is her 2C animation but with a launcher property. If you’re quick enough you should be able to follow-up with a j.B or possibly other things. This needs to be looked into more.
Trickies
—As stated before 236+[AT]~C can do an OTG. You can do this out of a grounded throw.
—Forces your opponent to roll backwards.
—Empty Yatter Swings.
—TK’d Yatter Swings.
TIP: You can TK a B charge fireball to hit people crouching and at IAD height.
**–WIP-- MORE SOON. **
Sources: http://www.iplaywinner.com and users from http://www.shoryuken.com were sources used in this guide.