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Yatterman-1: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
February 6, 2011 at 8:03 p.m. PST

Yatterman No. 1: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key
Yatterman-1 is a speedster character that has one of the best rushdown playstyles in the game. His attacks are fast along with his footspeed and he has no problem finding a way in to attack opponents. If you like to throw yourself at your opponent to the point where they can never escape from your pressure, then Yatterman-1 is your character.

+ Fastest footspeed and dash in the game.
+ Some of the fastest normals in the game.
+ Amazingly quick mixup game.
+ Has the fastest projectile in the game, both in startup and recovery.
+ His stronger attacks have disjointed hitboxes that will beat a lot of attacks.
+ Command normals have great range and versatility.
+ Special moves all have great range and speed.
+ Can catch up to keepaway characters very quickly.

- Low stamina.
- Meterless combos deal average damage.
- Level 1 Hypers are tough to land consistently.
- Is not a good team character.

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.

2.8 B
2.8 B
2.8 B

Joystick Joystick Joystick Joystick Joystick
Kenda Magic
Yatterman-1's projectile, and the fastest one in the game. Button pressed determines the distance. The opponent needs to be standing reasonably close to where your projectile is going to end up in order to be hit.

It's a great pestering tool for opponents trying to stay away from you. You can fire it off really quickly. In combos it isn't so important because it does below-average damage for a projectile.

As an assist it's probably one of the worst in the game because it deals very little stun and requires specific spacing.

3.2 B
3.2 B
3.2 B

Joystick Joystick Joystick Joystick Joystick
(Can also be done in the air)
Yatter Medium Attack (Kenda Spin)
One of Yatterman-1's best moves where he lunges forward with his Kendama. This is an overhead attack and it is very fast. Light version has the quickest startup, but the shortest range. It's unsafe on block if you do it from the ground, but if you use as it an air-to-ground attack it is much safer.

Use Baroque to combo from this overhead attack on the ground. If you land Kenda Spin in the air, you can jump again and immediately reactivate it for another repetition. In the air, this move will beat out a lot of other attacks, not to mention that Yatterman-1 moves forward a good distance when he uses it.

3.5 B
3.5 B
3.5 B

Joystick Joystick Joystick Joystick
Yatter Shock
Yatterman-1 does a spin kick and then follows it up with his Kendama, which shocks the opponent and places them in crumple stun. This sets them up for a combo of your choice. The only thing you cannot land after this move is Yatterwan Kamikaze. You don't have to land the initial kick to shock the opponent, but the first hit does guarantee the crumple stun afterwards.

The only downside to this move is that it does 11 hits, contributing heavily to damage scaling.

2.4 B
3.2 B

Joystick Joystick Joystick Joystick Joystick
Yatter Run
A run command where Yatterman will begin sprinting towards the opponent. Depending on the button pressed Yatterman will do something different.

Light: Yatterman-1 leaps over the opponent without doing anything.

Medium: A slide attack that has to be blocked low. Knocks down and leads to Yatterwan Flame in the corner.

Hard: Kenda Spin attack.

You can use this run command to quickly use a Kenda Spin without having to do a dragon punch motion. The slide is unsafe on block, so make sure the opponent is blocking high.

Hyper (Super) Moves

14 B

Joystick Joystick Joystick Joystick Joystick
Yatterwan Special Attack (Level 1)
Yatterman-1 jumps off screen and returns riding his robot. During this move, Yatterman-1 is totally invincible. The downside is that the startup for this move is really terrible. Use this Hyper to blow through Hyper moves that would normally force you to block for the duration. An example of this is Ryu using Shinku Hadouken; if Ryu activates it from a distance, simply use this move to ride right through the beam. The recovery of this move is hard to punish because Yatterman-1 reappears on screen really quickly.

In Crossover Combinations this Hyper is absolutely terrible because it knocks the opponent down and drags them out of other Hyper moves. In DHCs, you'll want to cancel from a Hyper that does a delayed knockdown so that Yatterwan has time to come out and hit the opponent.

12.6 B

Joystick Joystick Joystick Joystick Joystick
Yatterwan Flame (Level 1)
The comboable Hyper of choice for Yatterman-1 players. This move can lift opponents off the ground after a sweep or an air combo knockdown in the corner. It does really good damage, too. The flame emitted by Yatterwan holds the opponent down for a long time, setting up other on-the-ground Hyper moves.

Yatterman-1 needs to deal more damage than his normal combos can dish out in order to stay in the game, so you'll be relying on this move a lot. You can use the joystick to steer the direction of the flame if the opponent isn't on the ground by the time Yatterwan begins breathing fire.

29.1 B

Joystick Joystick Joystick Joystick Joystick
This Week's Surprise Robots (Level 3)
Yatterman-1 throws out a bone and if it his the opponent they get his with a series of robots and a bomb. This Level 3 Hyper isn't affected much by damage scaling, so you can combo into it from a Yatter Shock. It has a decent amount of startup that makes it a little hard to land, but from a good assist it is possible.

Yatterman-1 has low stamina and usually uses meter to change momentum with Mega Crashes. It's best not to land this move against anyone other than the Giants.

Normal Moves

Joystick Joystick Joystick
Yatterman's launcher is extremely fast, and it pushes the opponent pretty far back, making it hard to punish.

Joystick Joystick Joystick
Yatter Whip
This move is used to pressure people who like to jump, both neutrally and away from you.

Joystick Joystick Joystick
Yatter Trip
A long-reaching low attack that knocks the opponent high in the air. Useful in corner combos with assists.


Partner Assist Variable Counter Variable Combination
Medium Kenda Magic Down-Toward + Hard Attack (Launcher) Yatter-Wan Kamikaze

Tatsunoko vs. Capcom Storyline

Yatterman-1 is a globe-trotting hero who invents massive mechanical weapons to save the world. His trademarks are his bright smile, signature mask, and his crime-fighting weapon, the Kendamagic.

Character origin

Yatterman No. 1 is the central hero character of the Japanese anime television show 'Yatterman'. In his regular life, he goes by the name is Gan-chan, and is a genius mechanic who's known to be a bit of a slacker.

He builds several robots through anime series, all with names starting with 'Yatter'. For example, the Yatter-Pelican and Yatter-Panda. The 'Yatter-Wan' robot, which looks like a dog, is an all-terrain rescue vehicle which can be seen in some of the backgrounds of Tatsunoko vs. Capcom video game and will also jump out to help him with some of his Hyper moves.

Yatterman No. 1 uses a kendama (a Japanese toy, which he's holding in the picture above) as a weapon. Doronjo, who's also in Tatsunoko vs. Capcom, is one of the main villains he fights against.

Contributions to this guide by Gnik.


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