Last updated on June 29, 2010
Yatterman-2 is a trickster character with great rushdown capabilities. Her defense is also pretty solid and her moves have a lot of range.
That being said, her combos are not very damaging and she has to do a lot of work to knock out a player. She is a character oriented to those who like to trap their opponents into certain movements or ways of thinking.
• Strengths •
+ Killer rushdown with unblockable attacks and projectile lockdown.
+ Her robot follower Hyper summon is one of the best in the game.
+ Has a large amount of mixup attacks to keep the other player guessing.
+ Normal and special moves stun quite heavily.
+ Air attacks have a lot of priority, and the wand has a good disjointed hitbox.
+ Normal moves have great range.
• Weaknesses •
- Combos don't take off much health, you have to rush down multiple times.
- Has one of the worst ground dashes in the game, doesn't travel much distance and it has a lot of startup and recovery.
- The only Hyper you can rely on for damage is her Level 3, Surprise Robots.
- Poor footspeed, both forward and backwards walk are very slow.
- Lacks a ground attack that knocks down.
- Stamina is very low, she cannot afford to make mistakes.
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.
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(Can also be performed in the air)
• Spark Fireball (Yatter Swing) •
Yatterman-2 hits out a sparkling projectile that will bounce off surfaces multiple times until it smacks your opponent or runs out of power.
You must use this move to control space so that you can get into your opponent's zone and attack them. Depending on the button you press you must choose a different course of action.
Light: Use this to attack opponents jumping at you from the air. It bounces off the ground in front of you and moves up. As a mid-screen punisher, it's really good.
Medium: Fires a projectile straight across the screen. A trick to use for this is to jump and then quickly release it so that it bounces above the opponent's head, forcing them to stay on the ground.
Hard: This projectile goes straight into the air and then comes straight down. If the first bounce doesn't connect the projectile will attempt to bounce on the opponent again. Great move for forcing your opponent to sit still.
These projectiles all do a huge amount of stun. It's hard to use them in combos, but they're not meant for combos anyway. Lastly, this projectile has a huge amount of recovery, so be careful when you use it.
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• Yatter Shield •
Yatterman-2 spins her wand in place. You can use this for two purposes, to either deflect projectiles or extend combos.
The Light version has Yatterman-2 spin her wand for the shortest amount of time. This attack does a huge amount of stun, just like her Yatter Swing projectile. Unsafe on block, though.
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• Yatter Step •
Executing this makes you dash forward, the strength of the button pressed controls how far you lunge forward with Hard traveling the most distance. Pressing an attack button while you're in this animation will do the following:
A lunging attack with good range. Use this as a punisher.
An overhead attack.
A low attack that can also hit opponents lying on the ground.
Unfortunately Yatterman-2 doesn't dash forward without stopping like Yatterman-1's Yatter Step. But it's still a really good mixup attack that is essentially a 50/50 choice for the opponent.
Only the Light version done from the correct distance is safe, so attempt this mixup at your own risk. Baroque to continue an attack after a successful hit.
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(Mash Attack button, can also be performed in the air)
• Yatter Splash •
Makes Yatterman-2 start jabbing her wand. The Light version jabs straight ahead, the Medium jabs straight up, use this for an anti-air if the opponent is about a character-length above you when attacking. The Hard version is the same as the Light version, but you leap forward before attacking.
The ground version of this attack is pretty safe on block because Yatterman-2 will push herself out of harm's way, but it also puts you out of range to continue her offense.
In the air, the Light version attacks straight ahead, the Medium version at a downward angle and the Hard version straight down. The Hard version is a really good one to use if you're descending on top of an opponent. Unfortunately, this attack isn't good for ending air combos with.
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(Hold down attack buttons to charge up move)
• Super Passion (Level 1) •
Summons an electric heart from your wand. If you let it go after the first level of charge, it releases a fireball that will bounce around the screen like a pinball. Good for keeping the other player locked down.
If you release it after the second level of charge, it will cause the heart to slowly descend on your opponent. The third level of charge will summon an even bigger heart that is really hard to avoid.
You can charge this up during Crossover Combinations, unlike most charge Hypers. Also, Yatterman-2 can move the moment she lets the heart descend, so you can apply pressure while the projectile descends.
• Robot Summon (Level 1, Omotchama's Roll) •
One of the best Hypers in the game, as it can turn the tide of a battle quickly. It summons a small helper robot that hangs around for about 10 seconds and flies around and randomly attacks your opponent.
If you're stuck in a combo, the robot will usually interrupt the other player and allow you to counter attack. If the opponent is running away and trying to zone you out, this robot can home in and bring them down.
Unlike most power-up or secondary Hypers, you can build meter while the robot is on the screen, creating a cycle of uncertainty for your opponent as you keep summoning your helper over and over again.
The only downsides to this Hyper is that the robot doesn't attack very frequently, so it might be frustrating to note that it takes a while for him to come to your aid. The second downside is that the startup for this move in a non-Hyper summon state is pretty large, so an opponent can attack you before you get a chance to summon the robot friend. Make sure you use an assist to prevent this.
(Mash Attack buttons)
• This Week's Surprise Robots (Level 3) •
Yatterman-2 does a slide, and if this connects she calls out Yatterpelican to attack with a bunch of flying robots. Mash all of the attack buttons, including the Partner button, to increase damage. Deceptively good range on this, it won't connect from full screen, but about 3/4ths screens distance will still land.
This can be blocked high or low, despite the animation. Still, it's easy to combo into, and it's not affected by damage scaling very much. It's rather rare for a Hyper to be both easy to land and very damaging, so use this if you want to lay on the damage.
or
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• Guard Shatter •
Yatterman-2 charges up her wand and lands an unblockable attack. Like all unblockable attacks in this game, there are several ways to make them unavoidable.
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• Yatter Slide •
Yatterman-2's slide attack that hits low. Good range, but you can't Cancel it, so you'll have to use Baroque in order to combo from it.
(In the air)
• Wand Spin •
Yatterman-2's main aerial attack move. Use this and abuse this in every possible situation, it is really good.
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• Launcher •
This will launch your opponent up into the air.
| Partner Assist | Variable Counter | Variable Combination |
| Medium Yatter Splash | Launcher | Super Passion |
Posted by FUMN on January 27, 2010 at 1:44 p.m. #1
Question!
Does she actually have good supers? Instead of yattermans crappy... and i mean terrible ass lvl 1 supers.
Posted by Tazzy on January 27, 2010 at 1:58 p.m. #2
@FUMN Her level 1 supers aren't really the combo-extending supers. They're more of strategic supers. Super Passion is a chargeable heart that bounces around the screen that might combo if you use some assist. Omocchama's Roll is a tiny robot that attacks by himself occasionally. Used to keep the opponent in a constant defensive position. However, I'm not entirely sure about the whole absolutely non-combo extender. I'm not a pro at her. =P
Posted by Wolf on January 28, 2010 at 5:18 a.m. #3
Unlike Zero's Sougenmu, Yatterman 2 can still build up meter during Omotchama's Roll, so she can essentially pressure while Omotchama confuses the enemy or breaks an enemy's attempt to offense. And because Ai is still gaining a meter, she can pretty much keep on pumping Omotchama's Roll.
Posted by Ryan D. on January 28, 2010 at 12:35 p.m. #4
Wait, doesn't she also have a super where she puts her wand straight up and grows a giant electrical heart? How does she do that?
Posted by Tazzy on January 28, 2010 at 8:31 p.m. #5
@Ryan D. You can charge her electrical heart. The bigger it is, the slower it travels. It's much easier to continue a combo with it uncharged.
Posted by Sephirothclone on January 28, 2010 at 9:36 p.m. #6
I've beeb player her...not alot though...but word on the net and Youtube say she might be near Karas tier in this game.
I got to play her more to see it for myself.
Posted by AAKz on January 29, 2010 at 1 a.m. #7
just spent a few hours playing with her... wow. Her run away is top notch and can be amazingly annoying for your opponent. Just string those Omotchama's together and bounce that horizontal electric ball above their head. Mean s--t.
Posted by EK on January 29, 2010 at 3:18 a.m. #8
I main her, and i gotta say she's one of the better characters, gotta stay on your toes when you're up against her.
Posted by @ek on January 30, 2010 at 3:05 a.m. #9
Got to stay on your toes when you're playing as her to. Two good combos and you're toast.
Posted by sailor cosmos on January 31, 2010 at 3:13 a.m. #10
Does anyone know how to do the giant heart instead of the star when doing "Super Passion"?
And on "This Week's Surprise Robots" I can't seem to get the xtra hits when I mash the buttons, any tips?
Posted by SoulCaster on January 31, 2010 at 11:33 a.m. #11
I think you have to mash all attack buttons including the Partner button to get the additional hits for her "This Week's Surprise Robots" hyper move, it's the only way I got it to work.
[T.O.S.C.]
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