Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji: Difference between revisions
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*Slow but large moving fireball that helps zone very easily | *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 | *Divekick will get him in and out of danger easily, with baroque he can move whereever he wants when he wants | ||
*Extremely good combos with moderate execution | *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 | *Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this |
Revision as of 12:17, 3 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 |
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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.
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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. May whiff on shorter characters or on some crouch hitboxes |
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.
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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 it's peak scumbaggery try to counter it I dare you. |
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 | - |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Guts Bullet 236X |
Light: 19 Medium: 23 Heavy:27 |
Light: 17 Medium: 25 Heavy:33 |
- | - | Light: 2848 Medium: 3076 Heavy: 3288 |
Projectile | Super huge projectile, provides massive amounts of hitstun. Very good projectile overall at a distance, do not use it for block strings or in punish range as the recovery is horrible |
Air Guts Bullet j. 236X |
Light: 17 Medium: 21 Heavy:27 |
Light: 17 Medium: 25 Heavy:33 |
- | - | Light: 2848 Medium: 3076 Heavy: 3288 |
Projectile | Still a pretty solid projectile, Batsu loses all vertical momentum so he may be a sitting duck for anyone that dodges and comes under. Hitstun is still massive, can air Guts Bullet and move into divekicks easily. |
Guts upper 623X |
12 | 1 | - | - | Light: 2280 Medium: 2964 Heavy: 3648 |
- | Batsu's DP, it's not very good, it can be a setup for divekick loops and maybe maybe out of sheer luck an anti-air but it's definitely a move you can do that was programmed in the game for some reason. |
Crescent Kick 214X |
22 | 1 | - | - | Light: 4439 Medium: 4756: Heavy: 5624 |
Overhead | You saw how I trashed Guts upper above? I apologize, this is the move that should be trashed, it's an overhead, but batsu already has 6B, so this move has no purpose. Maybe an Anti-air but that startup is so bad, even with baroque it's hard to combo off it, the only redeeming quality it has is the damage and even that's hard to justify. Forget this move exists unless you're actually playing Project Justice and at that point you should be using Roberto anyway |
Shooting Star Kick j. 214X | 19 | - | - | - | 2000 | - | AKA Why you are playing Batsu. B or C divekick can be used to close the gap (provided you have the proper assist or baroque) or just snipe out players with low health for the chip kill, it can be cancelled into his Guts Super, and is the entire gameplan around his divekick loops which can be activated by performing another divekick with a tiger knee motion.
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Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
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Super Guts Bullet 236XX |
14 + 1 | - | - | - | 10352 | Projectile | Even Superer and huger projectile, good candidate for DHC and crossover combinations |
Air Super Guts Bullet j.236XX |
15 + 5 | - | - | - | 10352 | Projectile | Somehow more unsafe than the grounded version but a good combo ender |
Super Guts Upper 623XX |
16 + 4 | - | - | - | 10692 | Launcher | Super DP, has a slight vacuum effect, not used commonly but decent enough. Also works as a launcher so you can do whatever air setup you want after |
United By Fate Bullet 63214XX |
20 + 6 | - | - | - | 20956 | Activated by having Ryu, Chun, Morrigan, V.Joe, Zero, Ippatsuman, Ken, and Y1 alive on your team | Guts Bullet but stronger, if in the corner you can launch afterwards. If outside of the corner you can attempt an OTG DHC with Zero if you truly wanted. Assist is locked after using. |
United By Fate Upper 63214XX |
20 + 6 | - | - | - | 21507 | Activated by having Alex, Frank, Mega, Soki, CJoe, Polimar, and Tekkaman alive on your team | Guts upper but stronger, can combo after it like normal Super Guts Upper. Assist is locked after using. |
United By Fate Kick 63214XX |
20 + 6 | - | - | - | 30256 | Activaed by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team | Starkick but stronger, and strongest of the team supers, cannot combo after it. Assist is locked after using. |
United By Fall 63214XX |
20 + 6 | - | - | - | 30902 | Activated by losing your partner | Batsu performs a solo guts bullet, but the damage is absolutely out of control. |