QUARTER CIRCLE FORWARD + ATTACK
Ippatsuman pitches a rainbow-trailing baseball at the opponent. The button pressed determines the trajectory of the projectile as well as the throwing step. Light causes Ippatsuman to throw the ball straight ahead while jumping backwards. Mid causes him to step in and throw a curveball that arcs slightly upwards. Strong will make him take a step and throw a slow ball which travels across the screen in a wave-like motion. The projectile itself is small but it comes out very fast. All versions other than the strong version can be ducked by most opponents. It can be used in the air too, which will cause the throws to be angled. It's quite a versatile projectile that's well worth using to annoy opponents at range. The Mid and Strong versions have considerable recovery, so it's not worth using these at close range.
FORWARD DOWN DOWN-FORWARD + ATTACK
Ippatsuman jumps quickly into the sky with his fist raised, attacking with a bright purple aura. The attack goes straight up, so it has a short horizontal range. However Ippatsuman is able to air dash and attack as soon as the move finishes, making it vital for his fast mixups and pressure game and as a means to extend his combos. The light version goes the shortest distance while the strong version jumps the highest. Generally the light version is used for pressure.
QUARTER CIRCLE BACK + ATTACK
Ippatsuman punches the ground, creating a surge of purple energy all around him. Has some startup, but it covers his entire body, making it an excellent defensive tool. It will also hit opponents who are down, making it a key combo extender in the corner. The button pressed determines the size of the explosion, startup and number of hits. It is punishable on block.
CHARGE BACK, FORWARD + ATTACK
Ippatsuman quickly tackles the opponent, flying across the screen in a similar manner to Ken the Eagle's Bird Shoot special. Useful for getting out of tricky situations in the corner. It closes the distance VERY quickly. The button pressed determines the distance traveled, with light being the shortest. Even if blocked it usually allows Ippatsuman to get past the opponent with relative safety.
DP + Attack (during dash)
Ippatsuman jumps at the opponent with a knee attack, covered in a purple aura. Useful to quickly cover the gap when engaging opponents who like to jump around and shoot projectiles a lot. Other than this, it can't be used in combos without baroque, so it's uses are limited to mobility. It's fast, so it makes a decent surprise attack.