Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*Slow but large moving fireball that helps zone very easily | *<span style="color:#87CEEB;">Slow but large moving fireball that helps zone very easily</span> | ||
*Divekick will get him in and out of danger easily, with baroque he can move | *<span style="color:#FFD700;">Divekick will get him in and out of danger easily, with baroque he can move wherever he wants when he wants</span> | ||
*Extremely good combos with moderate execution | *<span style="color:#FFD700;">Extremely good combos with moderate execution</span> | ||
*Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this | *<span style="color:#FFD700;">Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this</span> | ||
*One of the few standing low chars | *<span style="color:#FF6347;">One of the few standing low chars</span> | ||
*All of his supers have a use and do great damage | *<span style="color:#FFD700;">All of his supers have a use and do great damage</span> | ||
|cons= | |cons= | ||
*Assist is underwhelming. A very short range DP that doesn't do much. | *<span style="color:#FFFFFF;">Assist is underwhelming. A very short range DP that doesn't do much.</span> | ||
*His actual DP is just as overwhelming | *<span style="color:#FF6347;">His actual DP is just as overwhelming</span> | ||
*Doesn't have much in terms of blockstrings, needs BBQ or partner | *<span style="color:#FF6347;">Doesn't have much in terms of blockstrings, needs BBQ or partner</span> | ||
}} | }} | ||
}} | }} | ||
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|- | |- | ||
|[[File:Batsu 5A.webm|thumb|'''''5A''''']] || 7 || 2 || 17 || - || 800 || Low || Standing low, you can bully people a bit with it. | |[[File:Batsu 5A.webm|thumb|<span style="color:#87CEEB;">'''''5A'''''</span>]] || 7 || 2 || 17 || - || 800 || Low || Standing low, you can bully people a bit with it. | ||
|- | |- | ||
|[[File:Batsu 2A.mp4|thumb|'''''2A''''']]|| 7 || 2 || 18 || - || 800 || Low || Crouching kick, reaches farther than 5A, not much else to say | |[[File:Batsu 2A.mp4|thumb|<span style="color:#87CEEB;">'''''2A'''''</span>]]|| 7 || 2 || 18 || - || 800 || Low || Crouching kick, reaches farther than 5A, not much else to say | ||
|- | |- | ||
| [[File:Batsu 5B.webm|thumb|'''5B''' ]]|| 9 || 3 || 17 || - || 1600 || - || Batsu Steps forward a bit and punches, it's decent range, nothing to complain about | | [[File:Batsu 5B.webm|thumb|<span style="color:#FFD700;">'''5B'''</span>]]|| 9 || 3 || 17 || - || 1600 || - || Batsu Steps forward a bit and punches, it's decent range, nothing to complain about | ||
|- | |- | ||
| [[File:Batsu 2B.webm|thumb|'''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. | | [[File:Batsu 2B.webm|thumb|<span style="color:#FFD700;">'''2B'''</span>]]|| 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. | ||
|- | |- | ||
|- | |- | ||
|[[File:Batsu 6B.webm|thumb|'''6B''' ]] | |[[File:Batsu 6B.webm|thumb|<span style="color:#FFD700;">'''6B'''</span>]] | ||
<br> | <br> | ||
[[File:Batsu Tardy Counter 6B.webm|thumb|Tardy Counter ('''6B while blocking''')]] | [[File:Batsu Tardy Counter 6B.webm|thumb|<span style="color:#FFD700;">Tardy Counter ('''6B while blocking''')</span>]] | ||
|| 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. | || 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. | ||
*You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque | *You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque | ||
|- | |- | ||
|[[File:Batsu 5C.webm|thumb|'''5C''']] || 13 || 4 || 24 || - || 2400 || - || Decent Range kick, not much to say about it | |[[File:Batsu 5C.webm|thumb|<span style="color:#FF6347;">'''5C'''</span>]] || 13 || 4 || 24 || - || 2400 || - || Decent Range kick, not much to say about it | ||
|- | |- | ||
| [[File:Batsu 2C.webm|thumb|'''2C''']] || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep and sets up his divekick loops. | | [[File:Batsu 2C.webm|thumb|<span style="color:#FF6347;">'''2C'''</span>]] || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep and sets up his divekick loops. | ||
|- | |- | ||
| [[File:Batsu 6C.webm|thumb|'''6C''']] <br> | | [[File:Batsu 6C.webm|thumb|<span style="color:#FF6347;">'''6C'''</span>]] <br> | ||
[[File:Batsu Tardy Counter 6C.webm|thumb|Tardy Counter ('''6C while blocking''')]] | [[File:Batsu Tardy Counter 6C.webm|thumb|<span style="color:#FF6347;">Tardy Counter ('''6C while blocking''')</span>]] | ||
|| 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. | || 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. | ||
*You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque | *You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque | ||
|- | |- | ||
| [[File:Batsu 3C.webm|thumb|'''3C''']] || 15 || 4 || 34 || - || 2400 || Launcher || Regular old launcher. | | [[File:Batsu 3C.webm|thumb|<span style="color:#FF6347;">'''3C'''</span>]] || 15 || 4 || 34 || - || 2400 || Launcher || Regular old launcher. | ||
|- | |- | ||
| [[File:Batsu j.A.webm|thumb|'''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 | | [[File:Batsu j.A.webm|thumb|<span style="color:#87CEEB;">'''j.A'''</span>]]|| 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 | ||
|- | |- | ||
| [[File:Batsu JB.webm|thumb|'''j.B''']] || 9 || 7 || - || - || 1600 || Overhead || Your main tool in combos and a decent neutral tool. | | [[File:Batsu JB.webm|thumb|<span style="color:#FFD700;">'''j.B'''</span>]] || 9 || 7 || - || - || 1600 || Overhead || Your main tool in combos and a decent neutral tool. | ||
|- | |- | ||
| [[File:Batsu jC.webm|thumb|'''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. | | [[File:Batsu jC.webm|thumb|<span style="color:#FF6347;">'''j.C'''</span>]] || 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. | ||
|} | |} | ||
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|- | |- | ||
| '''Var Starter''' || 12 || 4 || - || - || 3200 || Tag Out || | | <span style="color:#90EE90;">'''Var Starter'''</span> || 12 || 4 || - || - || 3200 || Tag Out || | ||
|- | |- | ||
| '''Crossover Counter (3C)''' || 29 || - || - || - || 2400 || - || | | <span style="color:#90EE90;">'''Crossover Counter (3C)'''</span> || 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 | | <span style="color:#FFFFFF;">'''Forward Throw'''</span> || - || - || - || - || 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|| - || | | <span style="color:#FFFFFF;">'''Back Throw'''</span> || - || - || - || - || 5200|| - || | ||
|- | |- | ||
|- | |- | ||
| '''Air Forward Throw''' || - || - || - || - || 6000 || - || | | <span style="color:#FFFFFF;">'''Air Forward Throw'''</span> || - || - || - || - || 6000 || - || | ||
|- | |- | ||
|- | |- | ||
| '''Air Back Throw''' || - || - || - || - || 6000 || - || | | <span style="color:#FFFFFF;">'''Air Back Throw'''</span> || - || - || - || - || 6000 || - || | ||
|- | |- | ||
|} | |} | ||
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |- | ||
| [[File:Ground Fireball.webm|thumb|'''Guts Bullet''' <br> 236X]] || Light: 19 <br> Medium: 23 <br> Heavy:27 || Light: 17 <br> Medium: 25 <br> Heavy:33 || - || - || Light: 2848 <br> 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 | | [[File:Ground Fireball.webm|thumb|<span style="color:#90EE90;">'''Guts Bullet'''</span> <br> 236X]] || Light: 19 <br> Medium: 23 <br> Heavy:27 || Light: 17 <br> Medium: 25 <br> Heavy:33 || - || - || Light: 2848 <br> 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 | ||
|- | |- | ||
| [[File:Air Fireball.webm|thumb|'''Air Guts Bullet''' <br> j. 236X]]|| Light: 17 <br> Medium: 21 <br> Heavy:27 || Light: 17 <br> Medium: 25 <br> Heavy:33 || - || - || Light: 2848 <br> 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. | | [[File:Air Fireball.webm|thumb|<span style="color:#90EE90;">'''Air Guts Bullet'''</span> <br> j. 236X]]|| Light: 17 <br> Medium: 21 <br> Heavy:27 || Light: 17 <br> Medium: 25 <br> Heavy:33 || - || - || Light: 2848 <br> 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. | ||
|- | |- | ||
| [[File:Guts Upper.webm|thumb|'''Guts upper''' <br>623X ]]|| 12 || 1 || - || - || Light: 2280 <br> 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. | | [[File:Guts Upper.webm|thumb|<span style="color:#90EE90;">'''Guts upper'''</span> <br>623X ]]|| 12 || 1 || - || - || Light: 2280 <br> 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. | ||
|- | |- | ||
|- | |- | ||
| [[File:Crescent Kick.webm|thumb|'''Crescent Kick''' <br>214X]]|| 22 || 1 || - || - || Light: 4439 <br> Medium: 4756: <br> 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 | | [[File:Crescent Kick.webm|thumb|<span style="color:#90EE90;">'''Crescent Kick'''</span> <br>214X]]|| 22 || 1 || - || - || Light: 4439 <br> Medium: 4756: <br> 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 | ||
|- | |- | ||
|- | |- | ||
| [[File:Divekick Light.webm|thumb|'''Light Shooting Star Kick''' j. 214A]] <br> [[File:Divekick Mid.webm|thumb|'''Mid Shooting Star Kick''' j. 214B]] <br>[[File:Divekick Heavy.webm|thumb|'''Heavy Shooting Star Kick''' j. 214C]] | | [[File:Divekick Light.webm|thumb|<span style="color:#90EE90;">'''Light Shooting Star Kick'''</span> j. 214A]] <br> [[File:Divekick Mid.webm|thumb|<span style="color:#90EE90;">'''Mid Shooting Star Kick'''</span> j. 214B]] <br>[[File:Divekick Heavy.webm|thumb|<span style="color:#90EE90;">'''Heavy Shooting Star Kick'''</span> j. 214C]] | ||
|| 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. | || 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. | ||
*A version hits downward 30 degrees | *A version hits downward 30 degrees | ||
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |- | ||
| [[File:Super guts Bullet.webm|thumb|'''Super Guts Bullet''' <br>236XX]] || 14 + 1|| - || - || - || 10352|| Projectile || Even Superer and huger projectile, good candidate for DHC and crossover combinations | | [[File:Super guts Bullet.webm|thumb|<span style="color:#90EE90;">'''Super Guts Bullet'''</span> <br>236XX]] || 14 + 1|| - || - || - || 10352|| Projectile || Even Superer and huger projectile, good candidate for DHC and crossover combinations | ||
|- | |- | ||
| [[File:Air Super Guts Bullet.webm|thumb|'''Air Super Guts Bullet''' <br> j.236XX]]|| 15 + 5|| - || - || - || 10352|| Projectile || Somehow more unsafe than the grounded version but a good combo ender | | [[File:Air Super Guts Bullet.webm|thumb|<span style="color:#90EE90;">'''Air Super Guts Bullet'''</span> <br> j.236XX]]|| 15 + 5|| - || - || - || 10352|| Projectile || Somehow more unsafe than the grounded version but a good combo ender | ||
|- | |- | ||
|[[File:Super Guts upper.webm|thumb|'''Super Guts Upper''' <br> 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 | |[[File:Super Guts upper.webm|thumb|<span style="color:#90EE90;">'''Super Guts Upper'''</span> <br> 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 | ||
|- | |- | ||
| [[File:United by fate bullet.webm|thumb|'''United By Fate Bullet''' <br> 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 temporarily locked after using. | | [[File:United by fate bullet.webm|thumb|<span style="color:#90EE90;">'''United By Fate Bullet'''</span> <br> 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 temporarily locked after using. | ||
|- | |- | ||
| [[File:United by fate upper.webm|thumb|'''United By Fate Upper''' <br> 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 temporarily locked after using. | | [[File:United by fate upper.webm|thumb|<span style="color:#90EE90;">'''United By Fate Upper'''</span> <br> 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 temporarily locked after using. | ||
|- | |- | ||
| [[File:United by fate kick.webm|thumb|'''United By Fate Kick''' <br> 63214XX]] || 20 + 6 || - || - || - || 30256|| | | [[File:United by fate kick.webm|thumb|<span style="color:#90EE90;">'''United By Fate Kick'''</span> <br> 63214XX]] || 20 + 6 || - || - || - || 30256|| Activated 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 temporarily locked after using. | ||
|- | |- | ||
| [[File:United by fall.webm|thumb|'''United By Fall''' <br> 63214XX]]|| 20 + 6 || - || - || - || 30902 || Activated by losing your partner || Batsu performs a solo guts bullet, but the damage is absolutely out of control. | | [[File:United by fall.webm|thumb|<span style="color:#90EE90;">'''United By Fall'''</span> <br> 63214XX]]|| 20 + 6 || - || - || - || 30902 || Activated by losing your partner || Batsu performs a solo guts bullet, but the damage is absolutely out of control. | ||
|- | |- | ||
|} | |} | ||
{{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 07:47, 30 August 2024
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 |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
7 | 2 | 17 | - | 800 | Low | Standing low, you can bully people a bit with it. | |
7 | 2 | 18 | - | 800 | Low | Crouching kick, reaches farther than 5A, not much else to say | |
9 | 3 | 17 | - | 1600 | - | Batsu Steps forward a bit and punches, it's decent range, nothing to complain about | |
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. | |
|
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.
|
13 | 4 | 24 | - | 2400 | - | Decent Range kick, not much to say about it | |
14 | 2 | 33 | - | 3340 | Low | Decent range sweep and sets up his divekick loops. | |
|
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.
|
15 | 4 | 34 | - | 2400 | Launcher | Regular old launcher. | |
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 | |
9 | 7 | - | - | 1600 | Overhead | Your main tool in combos and a decent neutral tool. | |
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 |
---|---|---|---|---|---|---|---|
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 | |
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. | |
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. | |
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 | |
|
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.
for a more formal explanation of tiger knees, click here |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14 + 1 | - | - | - | 10352 | Projectile | Even Superer and huger projectile, good candidate for DHC and crossover combinations | |
15 + 5 | - | - | - | 10352 | Projectile | Somehow more unsafe than the grounded version but a good combo ender | |
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 | |
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 temporarily locked after using. | |
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 temporarily locked after using. | |
20 + 6 | - | - | - | 30256 | Activated 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 temporarily locked after using. | |
20 + 6 | - | - | - | 30902 | Activated by losing your partner | Batsu performs a solo guts bullet, but the damage is absolutely out of control. |