Ippatsuman: Tatsunoko vs. Capcom Strategy Guide and Moves
Last updated on Oct. 22, 2009
Guide by Nyoronoru
Character Overview
Ippatsuman is another top-rated character from the Tatsunoko vs. Capcom universe. He has powerful moves, a good projectile, a fantastic anti-air game, damaging reset combos, and a great dash.
Where he is weak is the recovery lag on some of his normal moves, his poor assist, lack of mixups, and the semi-poor reliability of his Gyakuten Home Run and Gyakuten-Oh Hyper moves.
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
(Can also be performed in the air)
• Rainbow Ball •
A projectile attack. The baseball's arc changes depending on which button you use. You have to wait for the baseball to return to your hand before you can throw it again.
The Light version throws a fastball straight ahead. Medium version throws a curveball that goes almost full screen before it curves up and returns. Hard version throws a screwball that also goes full screen straight ahead but more slowly.
If you do this motion in the air, the Light and Hard versions travel at a downwards angle. Since the angle isn't very steep, it's primary use is for hitting people who chase you into the air. The Medium version travels the same path as before.
Ippatsuman's Light baseball travels and returns almost as quickly as Yatterman's Kenda Magic, so you can actually fire off baseballs pretty quickly despite the fact you have to wait for the baseball to return. Another interesting fact about the Light Rainbow Ball is that using it causes Ippatsuman to take a small jump backwards. This is good if you want to use a projectile that will place additional distance between you and an advancing opponent.
(Can also be performed in the air)
• Quick Stance •
Ippatsuman stands in place and then jumps directly upward, surrounded in purple energy. The horizontal range on this move is poor, but is a good way to finish off air combos without using Hyper meter.
The Light version has the smallest range, the weakest damage but the fastest startup time. Hard is the opposite, Medium is a mix of the two.
Performing the motion while dashing causes Quick Stance to come out at a 45 degree angle. The incredible speed this move has is rather shocking, but executing a dragon punch motion while dashing is somewhat tricky. Also, since it can only be done while dashing, it can't be comboed without a partner assist. The Light version travels the shortest distance but has the quickest recovery time, Hard is the opposite. During the recovery time of this move, you float to the ground helplessly.
The dash version is a semi-useful anti-air, but since there are better options, it's best to avoid it.
• Mound Zapper •
Makes Ippatsuman punch the ground and create a wave of purple energy around him. This is another anti-air attack. It's really good to use against people attempting to cross you up or attempt a quick flying high attack, because Ippatsuman's hitbox becomes almost impossible to strike when executing this move. Light version has the shortest range and weakest damage along with the fastest recovery. Hard is the opposite. You can be punished rather badly if this move is blocked while the opponent is standing on the ground.
This move, like Quick Stance, has very little horizontal range. However, this attack hits as an on-the-ground move, making it useful to end ground combos with.
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• Justice Liner •
Ippatsuman braces himself and then charges forward, surrounded by a purple aura. The Light version goes the shortest distance and Hard the farthest, but the startup time for all versions is the same. It's possible to go past opponents using the Medium or Hard versions if they block this move, putting you a good non-punishable distance away from them. This move cannot be comboed into, but it is a good surprise and escape tactic. Keep in mind that this move knocks the opponent slightly into the air if it lands.
A nasty trick to cross up the opponent is to use a version of Justice Liner that places you behind the opponent, Baroque, and begin attacking immediately. Such a situation is similar to Kara's teleport dash mixup.
Hyper (Super) Moves
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• Ippatsu Gyakuten Home Run (Level 1) •
Ippatsuman whips out a bat and blasts a bunch of baseballs at the opponent. It comes out in a cone pattern. The more baseballs that hit his enemy, the more damage the Hyper does. Generally, you want to be standing directly in front of someone before you fire this move off to attain maximum damage. Be careful! If you do this move in front of someone when they are standing in the corner, a lot of the baseballs will miss. It's unknown if this is a glitch.
If this move is blocked, you can be punished rather badly because the knockback of the move when blocked is non-existent. The recovery time is also very noticeable. Still, this Hyper comes out very quickly. It's a great move to punish a whiffed attack with and it is easy to combo into.
(Can also be used in the air)
• Zettai Gyakuten Breaker (Level 1) •
This move is an unblockable command grab and one of the best Hypers in the game. The best way to utilize this Hyper is to place it at the end of air combos. If timed correctly, the grab will not be damage scaled. Since it travels in a 45-degree angle upwards, it works well as a regular anti-air as well. It comes out really quickly and has great range, making it almost impossible to prevent.
When you have the range and timing of this move down, then Ippatsuman becomes a lot more dangerous.
• Gyakuten-Oh, Assemble! (Level 3) •
Ippatsuman calls his giant robot Gyakuten-Oh, jumps into the cockpit and proceeds to take control. You then use the normal button and joystick commands to control the actions of the mech. During the time this move is used, Ippatsuman is totally invincible and becomes a mixup machine of destruction. Here is a list of what each input does. Keep in mind that the Light attack controls the left arm and the Medium attack button controls the right.
Light or Medium Attack: A punch. You can juggle with this move if you time it correctly using each arm alternatively since it bounces the opponent off the wall. This move has to be blocked high.
Down + Light or Down + Medium Attack: A fist slam. Despite the direction it travels, this move has to be blocked low.
Up + Light or Up + Medium Attack: An unblockable spear slash. The Light version hits the bottom part of the screen, Medium hits the top. This move does the most damage out of the melee attacks but has the longest recovery time.
Hard Attack Button: This move charges up your giant laser. The damage done by this move is huge, but it is easy to prevent by hitting Gyakuten-Oh right in the hexagon on his chest while he is charging up. Since the startup time is so large, it's best not to waste your time trying to land this move.
While using this move, your Hyper meter depletes and cannot be regenerated by hits landed with the robot. Once it runs out, the robot disappears and Ippatsuman returns to the screen.
It's hard to land hits with this move because your opponent can jump around like a maniac and avoid the mixup game. The timing for consecutively landing punches is difficult. Also, if you whiff with a spear attack, you've just wasted an entire Hyper bar trying to land a hit that's not as damaging as a Hyper meter spent on Zettai Gyakuten Breaker. As such, it's hard to justify the use of the giant robot. If you need to run out the clock though, then Gyakuten-Oh is perfect for the job.
Normal Moves
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• Lariat •
Ippatsuman spins twice with his arms out while stepping forward. Good move for combos.
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• Jumping Kick •
Makes Ippatsuman jump slightly in the air and kick. Despite the appearance of the move, it is not an overhead.
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• Tackle •
Ippatsuman charges with his shoulder out. Covers good ground and knocks the opponent down.
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• Slide •
Slides Ippatsuman along the ground and knocks down on hit. Really great range on this.
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• Launcher •
This will launch your opponent into the air.

Posted by KillBot on October 23, 2009 at 10:34 a.m. #1
To quote 3s:
Yeah! I've been waiting for this!
Posted by Steven on October 24, 2009 at 11:37 a.m. #2
This guy's a beast!
Posted by wolfoxokamichan on October 26, 2009 at 11:20 a.m. #3
Just something regarding Home Run super. A generic ground string (Weak, Medium, c. Medium, Fierce 2 hits xx M Rainbow Ball so that Ippatsuman will remain on the ground xx Home Run) actually deals 19k+ damage, as long as it's not done at the corner. I am not sure if it deals more damage vs. air combo xx reset Breaker.
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