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

Guide last updated on
June 29, 2010 at 6:12 a.m. PDT


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

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

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.

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.

Light
1.5 B
Medium
1.5 B
Hard
1.5 B

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.

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.

Light
0.3 B
Medium
0.3 B
Hard
0.3 B

Joystick Joystick Joystick Joystick Joystick
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.

Light
2.2 B
Medium
2.2 B
Hard
2.2 B

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 A lunging attack with good range. Use this as a punisher.

Joystick An overhead attack.

Joystick 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.

Light
2.6 B
Medium
2.6 B
Hard
2.6 B

Joystick Joystick Joystick
(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.

Hyper (Super) Moves

Level 1
5.2 B
Level 2
10.4 B
Level 3
13.1 B

Joystick Joystick Joystick Joystick Joystick
(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.

Joystick Joystick Joystick Joystick Joystick
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.

24.1 B

Joystick Joystick Joystick Joystick Joystick    Joystick (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.

Normal Moves

Joystick  or Joystick Joystick Joystick
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.

Joystick Joystick Joystick
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.

Joystick (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.

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


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