Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji/Combos: Difference between revisions
From SuperCombo Wiki
(→Combos) |
(stupid bug came back but only for one row, tired of fighting it) |
||
(9 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{TVC Character Subnav|char=Batsu Ichimonji |sub=1}} | {{TVC Character Subnav|char=Batsu Ichimonji |sub=1}} | ||
{{TvCComboHeader | |||
|header=Combos | |||
}} | |||
{{TvCCombo | |||
|[[File:Batsu Magic.webm|thumb]] | |video=[[File:Batsu Magic.webm|thumb]] | ||
|notation={{TvCInput|A}} {{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|sjc}} {{TvCInput|j.B}} {{TvCInput|j.B}} {{TvCInput|j.C}} | |||
|notes=The absolute bare minimum of a combo, basic magic series. | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu 2C Starter.webm|thumb]] | |||
|notation={{TvCInput|2c}} {{TvCInput|bbq}} {{TvCInput|jb}} {{TvCInput|tkdive}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|tkdive}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|tkdive}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|jc}} | |||
|notes=Easiest starter to his BnB, {{TvC-Colors|red|2C}} {{TvC-Colors|bbq|BBQ}} {{TvC-Colors|yellow|j.B}} enters his divekick loops. The input for the TK divekick is just 2148X, learn it if you want to do damage. For a more formal explanation of a TK (or Tiger Knee motion), look [https://www.dustloop.com/w/Instant_Air_Special here]. | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu 6B Starter.webm|thumb]] | |||
|notation={{TvCInput|6b}} {{TvCInput|623a}} {{TvCInput|bbq}} {{TvCInput|jb}} {{TvCInput|tkdive}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|jc}} | |||
|notes=Same thing as the combo above, this is mostly useful if {{TvC-Colors|yellow|6B}} is done from a tardy counter, and given how defense works in this game it's almost certain you'll have BBQ to spare. | |||
}} | |||
|} | {{TvCCombo | ||
|video=[[File:Batsu 6C Starter 4 Kicks.webm|thumb]] | |||
|notation={{TvCInput|6c}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|214a}} {{TvCInput|tkdive}} {{TvCInput|tkdive}} {{TvCInput|tkdive}} {{TvCInput|iad}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|jc}} | |||
|notes=The timing after {{TvC-Colors|red|6C}} is strict, but it's a good baroqueless way to do divekicks. Again, this is optimal through tardy counter as a raw grounded {{TvC-Colors|red|6C}} rarely lands. In any combo that requires 4 divekicks, the first one should not be tiger knee'd under any scenario, or you will walk away with 3 kicks. | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu 6C Starter.webm|thumb]] | |||
|notation={{TvCInput|6c}} {{TvCInput|iad}} {{TvCInput|jb}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|jc}} | |||
|notes=This is just an easier execution of the combo above. | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu Final Starter.webm|thumb]] | |||
|notation={{TvCInput|hcbxx}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|jc}} | |||
|notes=This is corner only; however, if you use {{TvC-Colors|green|Final Guts Upper}}, you can launch from midscreen. | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu MidScreen.webm|thumb]] | |||
|notation={{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|jb}} {{TvCInput|jb}} {{TvCInput|214b}} {{TvCInput|tkmiddive}} {{TvCInput|tkmiddive}} {{TvCInput|tkmiddive}} {{TvCInput|iad}} {{TvCInput|jb}}{{TvCInput|5b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|jb}} j.{{TvCInput|236a}} j.{{TvCInput|236xx}} | |||
|notes=Midscreen divekicks, pretty standard. | |||
}} | |||
{{TvCComboHeader | |||
|header=Reset | |||
}} | |||
{{TvCCombo | |||
|video=[[File:Batsu Burst.webm|thumb]] | |||
|notation={{TvC-Colors|green|Megacrash}}   {{TvC-Colors|blue|Divekick}} | |||
|notes=Right after bursting, Batsu can divekick and close the gap if he wants to remount pressure without dealing with closing in. Useful against characters who can lame out like Saki, Volnutt, or Morrigan. | |||
}} | |||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
Latest revision as of 11:19, 30 December 2024
Combos
Combos
Video | Notation | Notes |
---|---|---|
|
Easiest starter to his BnB, 2C BBQ j.B enters his divekick loops. The input for the TK divekick is just 2148X, learn it if you want to do damage. For a more formal explanation of a TK (or Tiger Knee motion), look here. |
Video | Notation | Notes |
---|---|---|
|
Same thing as the combo above, this is mostly useful if 6B is done from a tardy counter, and given how defense works in this game it's almost certain you'll have BBQ to spare. |
Video | Notation | Notes |
---|---|---|
|
The timing after 6C is strict, but it's a good baroqueless way to do divekicks. Again, this is optimal through tardy counter as a raw grounded 6C rarely lands. In any combo that requires 4 divekicks, the first one should not be tiger knee'd under any scenario, or you will walk away with 3 kicks. |
Video | Notation | Notes |
---|---|---|
|
This is corner only; however, if you use Final Guts Upper, you can launch from midscreen. |
Reset
Reset
Video | Notation | Notes |
---|---|---|
|
Megacrash Divekick | Right after bursting, Batsu can divekick and close the gap if he wants to remount pressure without dealing with closing in. Useful against characters who can lame out like Saki, Volnutt, or Morrigan. |