SUPER PASSION (CAN BE CHARGED)
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
Yatterman-2 charges a heart (or star) of lightning above her head and lets it go it when the button is released. It can hit opponents while it's charging too. Releasing it without charging causes a single projectile to bounce around the stage for about a second, making it useful for pressure in corners. Charging it causes the projectile to become huge, and it will sink slowly into the floor when released. If the opponent is caught in the charge, it will disappear after a certain amount of hits.
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Yatterman No. 2 summons Omotchama, the Yatterman team's mascot robot. Omotchama will fly around and pursue the opponent, attacking randomly for an average of about 3 attacks before he disappears. During this time Yatterman-2 is free to move and attack as she pleases, and Omotchama will not go away if she's hit. In fact, he will frequently break the opponent's combos if they try to damage her, forcing the opponent into a state of defense while he's around. Amusingly, he will attack using moves which resemble those of the Street Fighter character E.Honda. This is by far Yatterman-2's most useful super move, and she should always try to have him out as often as she can.
THIS WEEK'S SURPRISE ROBOTS (level 3 hyper)
QUARTER CIRCLE BACK + ANY TWO ATTACKS
Yatterman No 2 attacks the opponent with a sliding kick. If it hits, she bounces some robot food to Yatterpellican, who swallows it and opens his mouth. Yatterman-2 then proceeds to use her controller to call out robotic birds to attack the opponent, who then form into a single giant bird and crash down for an explosive finish. This attack may seem weak at first, but by pressing buttons on your controller, Yatterman-2 calls out more birds to do more damage. With fast fingers it can be one of the most powerful level 3 hypers in the game.