Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Batsu Ichimonji|content=
==Introduction==
The King of Taiyo high, Batsu is here to scream at everyone and fight with his friends


==Gameplay==
{{Content Box|content=
Extremely damaging (and long) combos that can start anywhere on the screen, really decent fireball, and has his own alpha counter
{{ProConTable
|pros=
*Slow but large moving fireball that helps zone very easily
*Divekick will get him in and out of danger easily, with baroque he can move whereever he wants when he wants
*Very good supers
*Extremely good combos with moderate execution
*Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this
*One of the few standing low chars
*All of his supers have a use and do great damage
|cons=
*Assist is underwhelming. A very short range DP that doesn't do much.
*His actual DP is just as overwhelming
*Doesn't have much in terms of blockstrings, needs BBQ or partner
}}
}}
}}
=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
*6B-Overhead Punch-Batsu lunges his body with an overhead punch. You can't ground combo into this unless you Baroque beforehand. This is an overhead as well.
{| class = wikitable style="text-align: center;"
*6C-Charging Elbow Blow-Batsu does a darting dash elbow blow to the enemy's chest, causing the enemy to stagger. Unfortunately, you cannot ground combo into this unless you Baroque beforehand.
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
==Special Moves==
*Guts Bullet-236A/B/C (this can also be done in the air)-Batsu shoots out an electric ball at his enemy. Each ground version has its own travel distance and damage. The A version travels 1/3 across the screen and does around 2,900 Billion Damage, the B version travels half-way across the screen, and does around 3,100 Billion Damage, and the C version travels all the way across the screen, and does around 3,300 Billion Damage. You can use these in a ground combo (and cancel his Guts Bullet into his supers). The air versions travel in a downward 45 degree angle. Each version travels its own distance and damage as well (same damage as the ground versions). The air A version travels about 1/3 across the screen, the air B version travels about half way across the screen, and the C version travels about 3/4ths across the screen. You can also use the air version of Guts Bullet in your air combo (and cancel this special into his air version of Super Guts Bullet).
*Guts Upper-623A/B/C-Batsu's fire uppercut punch. All three versions do three hits, however, each version launches your enemy at different heights and does different damage. The A version launches your enemy about less than a normal jump height and does around 2,900 Billion Damage, the B version launches your enemy about less than the height of launching your enemy for an air combo (3C) and does around 3,000 Billion Damage, and the C version launches your enemy at the same height as if you were to launch your enemy for an air combo (3C) and does around 3,600 Billion Damage. You can use these in your ground combos (and cancel them into a super). Note: if you do use do use this special move to cancel into a super, do it at the second hit for both Super Guts Bullet and Super Guts Uppercut, otherwise, your super will miss the enemy). There is one exception to this note, the A version of Guts Upper. If you wait for all three hits, it is possible to connect both Super Guts Bullet and United By Fate supers.
*Crescent Kick-214A/B/C-Batsu does a fire kick on the enemy. This special does 3 hits for the A  version, and 4 hits for the B and C versions. Each version travels its own distance and has different damage output. The A version travels about 1/3 across the screen and does around 3,400 Billion Damage, the B version travels less than half way across the screen and does around 4,700 Billion Damage, and the C version travels about half way across the screen and does around 5,600 Billion damage. Unfortunately, you cannot ground combo with this special unless you Baroque beforehand.
*Shooting Star Kick-in the air, 214A/B/C-Batsu darts at his enemy from the air with a powerful fire foot kick. Each version has its own angle distance. The A version travels almost vertically straight down (about 10 degrees downward), the B version travels at a 45 degree downward angle, and the C version travels at 60 degree downward angle. The nice thing about this special is that you can combo into another Shoot Star Kick (other than the one you used first). There is also a nice little trick where you can do more than two Shooting Star Kicks within the same air combo. Play around with this special, you might find some cool stuff.
*Guts Counter-While block your enemy's attack(s), press 6+B or 6+C-Batsu charges at the enemy while Japanese symbols pop out and attacks with a powerful blow at his enemy. This is a nice special to use when you want to surprise your enemy. However, if your enemy hits you enough times during this counter, you will be interrupted and this will give your opponent a chance to attack. The B version does around 2,800 Billion Damage and is similar to the 6B normal move (Overhead Punch) while the C version does around 3,800 Billion Damage and is similar to the 6C normal move (Charging Elbow Blow).
==Super Moves==
*Super Guts Bullet-236+Any two attack buttons (this move can also be done in the air)-This is Batsu's super version of Guts Bullet (just like the title says). Both ground and air version does 12 hits and the damage output is around 10,000 Billion Damage. This is nice to use to end both your ground and air combos.
*Super Guts Uppercut-623+Any two attack buttons-This is Batsu's super version of Guts Uppercut (...again, just like the title says). Batsu lunges at his enemy with an firing overhead punch, and then does a fire uppercut, launching the enemy in the air. You can ground combo into this super and actually follow-up with an air combo (just like Chun-Li's Hoyokusen super) by holding 7/8/9 during the super's animation. This super does 12 hits and the damage output is around 10,700 Billion Damage.
*United By Fate (Level 3 super, 63214+Any two attack buttons)-Batsu does a lunging overhead punch (while Japanese symbols pop out). If he hits the enemy, Batsu and his partner tag team and beat up on the enemy. Depending on who you have as a partner will determine the type of level 3 super Batsu will do:
**Tag Team Super Guts Uppercut-If your partner is with Megaman Volnutt, Alex, Kaijin No Soki, Frank West, Tekkaman, Polimar, or Joe the Condor, you will get this level 3 super version. You can follow with a combo (ground or air) after doing this version of Batsu's level 3.
**Tag Team Super Guts Bullet-If your partner is with Ryu, Chun-Li, Morrigan, Viewtiful Joe, Zero, Ken the Eagle, Yatterman-1, or Ippatsuman, you will get this level 3 super version. You can follow with a combo (ground or air) after doing this version of Batsu's level 3.
**Tag Team Super Shooting Star Kick-If your partner is with Roll, Saki, Jun the Swan, Casshan, Karas, Doronjo, Tekkaman Blade, or Yatterman-2, you cannot follow up with a combo after this version of Batsu's level 3 super.
=As An Assist=
Batsu jumps out and does his A version of Guts Uppercut. It is good to use to surprise your enemy, but his Assist can be slightly difficult to use in a combo.


=The Basics=
|-
| '''5A''' || 7 || 2 || 17 || - || 800 || Low || Standing low, you can bully people a bit with it.
|-
| '''2A''' || 7 || 2 || 18 || - || 800 || Low || Crouching kick, reaches farther than 5A, not much else to say
|-
| '''5B''' || 9 || 3 || 17 || - || 1600 || - || Batsu Steps forward a bit and punches, it's decent range, nothing to complain about
|-
| '''2B''' || 9 || 3 || 19 || - || 1600 || - || Batsu crouches and punches forward, on top of him already leaning forward his entire character model moves forward a few pixels as well.
|-
|-
| '''6B''' || 25 || 4 || 30 || - || 2400 || Overhead ||  Batsu steps back slightly, then lunches with the right hook. Hits overhead, extremely unsafe if you don't cancel it to anything.
|-
| '''5C''' || 13 || 4 || 24 || - || 3200 || Low|| One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash.
|-
| '''2C''' || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep and sets up his divekick loops.
|-
| '''6C''' || 25 || 4 || 12 || - || 3800 || Stagger ||  Batsu leans forward and gives them an elbow. After stagger you can super, or if you have the timing you can IAD j.B, which lets you start a divekick loop or a raw launcher.
|-
| '''3C''' || 15 || 4 || 34 || - || 2400 || Launcher || Regular old launcher.
|-
| '''j.A''' || 5 || 7 || - || - || 800 || Overhead || Air jab, comes out fast enough, you probably won't see it often unless a combo filler and even that's stretching
|-
| '''j.B''' || 9 || 7 || - || - || 1600 || Overhead || Your main tool in combos and a decent neutral tool.
|-
| '''j.C''' || 13 || 9 || - || - || 3200 || Overhead ||  Batsu spreads out his legs and his whole body is a hitbox. Very hard to challenge, only drawback is the startup but he can recover and just toss them out repeatedly that it doesn't matter.
|}
==Universal Moves==
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


=Advanced Strategy=
|-
 
| '''Var Starter''' || 12  || 4 || - || - || 3200 || Tag Out ||
=Match-Ups=
|-
| '''Crossover Counter (3C)''' || 29 || - || - || - || 2400 || - ||
|-
| '''Forward Throw''' || - || - || - || - || 5200|| - || Small note on all of Batsu's throws, he recovers fast enough to jump and IAD so you can do little oki setups
|-
|-
| '''Back Throw''' || - || - || - || - || 5200|| - ||
|-
|-
| '''Air Forward Throw''' || - || - || - || - || 6000 || - ||
|-
|-
| '''Air Back Throw''' || - || - || - || - || 6000 || - ||
|-


|}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category:Batsu Ichimonji]]
[[Category:Batsu Ichimonji]]

Revision as of 11:58, 2 November 2021

Introduction

The King of Taiyo high, Batsu is here to scream at everyone and fight with his friends

Gameplay

Extremely damaging (and long) combos that can start anywhere on the screen, really decent fireball, and has his own alpha counter

Strengths Weaknesses
  • Slow but large moving fireball that helps zone very easily
  • Divekick will get him in and out of danger easily, with baroque he can move whereever he wants when he wants
  • Very good supers
  • Extremely good combos with moderate execution
  • Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this
  • One of the few standing low chars
  • All of his supers have a use and do great damage
  • Assist is underwhelming. A very short range DP that doesn't do much.
  • His actual DP is just as overwhelming
  • Doesn't have much in terms of blockstrings, needs BBQ or partner
TVC Batsu Ichimonji Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 7 2 17 - 800 Low Standing low, you can bully people a bit with it.
2A 7 2 18 - 800 Low Crouching kick, reaches farther than 5A, not much else to say
5B 9 3 17 - 1600 - Batsu Steps forward a bit and punches, it's decent range, nothing to complain about
2B 9 3 19 - 1600 - Batsu crouches and punches forward, on top of him already leaning forward his entire character model moves forward a few pixels as well.
6B 25 4 30 - 2400 Overhead Batsu steps back slightly, then lunches with the right hook. Hits overhead, extremely unsafe if you don't cancel it to anything.
5C 13 4 24 - 3200 Low One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash.
2C 14 2 33 - 3340 Low Decent range sweep and sets up his divekick loops.
6C 25 4 12 - 3800 Stagger Batsu leans forward and gives them an elbow. After stagger you can super, or if you have the timing you can IAD j.B, which lets you start a divekick loop or a raw launcher.
3C 15 4 34 - 2400 Launcher Regular old launcher.
j.A 5 7 - - 800 Overhead Air jab, comes out fast enough, you probably won't see it often unless a combo filler and even that's stretching
j.B 9 7 - - 1600 Overhead Your main tool in combos and a decent neutral tool.
j.C 13 9 - - 3200 Overhead Batsu spreads out his legs and his whole body is a hitbox. Very hard to challenge, only drawback is the startup but he can recover and just toss them out repeatedly that it doesn't matter.

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 12 4 - - 3200 Tag Out
Crossover Counter (3C) 29 - - - 2400 -
Forward Throw - - - - 5200 - Small note on all of Batsu's throws, he recovers fast enough to jump and IAD so you can do little oki setups
Back Throw - - - - 5200 -
Air Forward Throw - - - - 6000 -
Air Back Throw - - - - 6000 -

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