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Yatterman-2: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Last updated on Jan. 28, 2010

11 Comments

Yatterman-2: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Tatsunoko vs. Capcom Button Move Key

Character Overview

Yatterman-2 is a great offensive pressure character. She can trap her opponent with Spark Fireballs while she advances and to set up her attacks.

Her Omotchama's Roll Hyper move summons a helpful robot attacker that will often break up your enemy's combos and attacks, she's fast, has great combos and looks like she'll be one of the better characters in the game.

All of this comes at a big price though, a couple of combos will wipe her out as her stamina is extremely low. Still if you can keep your opponent off of you — she can dish out a beating.

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.

Joystick Joystick Joystick Joystick (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. When this connects, it cause a fair amount of stagger letting you set up some combos.

Light Punch sends out the spark at a down-towards angle, Medium straight across the screen and Hard creates a spark that flies up and then comes down to hit your opponent on the head.

This is a good lockdown tool as you can jump and shoot out a Medium Spark Fireball right above your enemy's head and have it bounce back and forth while you advance preventing them from jumping to escape your offensive attacks.

Not a traditional projectile by any means, but a great way to pressure your opponent.

Joystick Joystick Joystick Joystick Joystick
Yatter Shield
Yatterman-2 spins her wand around which reflects projectiles back at your opponent, although this doesn't work against Hyper moves. You can also knock the other player back with this if they get too close, but the damage is less than if you would have connected with a single light attack.

Joystick Joystick Joystick Joystick Joystick      Joystick
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:

Joystick Does a straight ahead poke.

Joystick An overhead attack.

Joystick A wand attack that must be blocked low.

Joystick Joystick Joystick (Mash Attack button, can also be performed in the air)
Yatter Splash
Much like Chun-Li's Lightning Leg Kicks in the Street Fighter games, just mash an attack button and Yatterman-2 starts poking rapidly with her wand.

When you're on the ground, mashing Light Attack will make her jab straight ahead, Medium at an up-towards angle and Hard is straight ahead as well, but she hops forward a bit before starting her attack.

While you're jumping, Light Attack again goes straight across the screen, Medium is at a down-towards angle and Hard makes her stab her wand straight down, which is handy if you're directly above someone.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick (Hold down attack buttons to charge up move)
Super Passion (Level 1)
A Hyper version of your Spark Fireball. Holding down the attack buttons will charge up this move and you can release them when you want to send out your fireball. It takes awhile to fully charge this up though.

Joystick Joystick Joystick Joystick Joystick
Omotchama's Roll (Level 1)
Summons a little robot that hangs out for about 10 seconds and will randomly attack your enemy. This thing is awesome because Yatterman-2 has such low stamina a few big combos can easily kill her off, but this little guy has a good habit of combo breaking your enemy right when they get going.

Also, you can build up Hyper meter while the robot is on the screen, which means if you get your stuff down you can consistently keep this guy on screen.

A good defensive and offensive tool, this robot is already hated by many players.

Joystick Joystick Joystick Joystick Joystick    Joystick (Mash Attack buttons)
This Week's Surprise Robots (Level 3)
Deceptively good range on this Level 3 Hyper. It won't connect from full screen, but about 3/4ths screens distance will still land.

It makes a big Yatter robot come out and do a bunch of damage. Fast start up time means it's easy to combo with and mashing all of the buttons will make it do more hits and damage.

Normal Moves

Joystick Joystick Joystick
Launcher
This will launch your opponent up into the air.

Assists


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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