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

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{{TVC Character Subnav|char=Batsu Ichimonji |sub=1}}
{{TVC Character Subnav|char=Batsu Ichimonji |sub=1}}


===Combos===
{{TvCComboHeader
{|class = wikitable style="text-align: center;"
|header=Combos
!Move !! Inputs!!  Notes
}}
|-
{{TvCCombo
|[[File:Batsu Magic.webm|thumb]] ||A B 3C sjc j.B j.B j.C|| The absolute bare minimum of a combo, basic magic series
|video=[[File:Batsu Magic.webm|thumb]]
|-
|notation={{TvCInput|A}} {{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|sjc}} {{TvCInput|j.B}} {{TvCInput|j.B}} {{TvCInput|j.C}}
|[[File:Batsu 2C Starter.webm|thumb]]  ||2C BBQ j.B '''TK A Divekick''' air dash j.B j.B '''TK A Divekick''' air dash j.B j.B '''TK A Divekick''' air dash j.B 5B 3C sjc j.B j.B j.C|| 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 <br> for a more formal explanation of a TK (or Tiger Knee motion), look [https://www.dustloop.com/w/Instant_Air_Special here]
|notes=The absolute bare minimum of a combo, basic magic series.
|-
}}
|[[File:Batsu 6B Starter.webm|thumb]]  ||6B '''Light Guts Upper''' BBQ j.B '''TK B Divekick''' air dash j.B 5B 3C sjc j.B j.B j.C||Same thing as the combo above, this is mostly useful if 6B is done from a tardy counter, and given how defense works on this game it's almost certain  you'll have BBQ to spare
|-
|[[File:Batsu 6C Starter 4 Kicks.webm|thumb]]  ||6C IAD j.B 5B 3C '''A Divekick''''''TK A Divekick''''''TK A Divekick''''''TK A Divekick''' air dash 5B 3C sjc j.B j.B j.C|| 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.
|-
|[[File:Batsu 6C Starter.webm|thumb]]  ||6C IAD j.B 5B 3C sjc j.B j.B j.C|| This is just an easier execution of above
|-
|[[File:Batsu Final Starter.webm|thumb]]  ||'''Final Guts Bullet''' 5B 3C sjc j.B j.B j.C|| This is corner only however if you use '''Final Guts Upper''' You can launch from midscreen
|-
|[[File:Batsu MidScreen.webm|thumb]]  ||5B 3C j.B j.B '''B Divekick''' '''TK B Divekick''' '''TK B Divekick''' '''TK B Divekick''' 88 j.B 5B 3C sjc j.B j.B '''Light Guts Bullet''' '''Super Guts Bullet'''|| Midscreen divekicks, pretty standard
|-
|}


===Blockstrings/Neutral===
{{TvCCombo
{|class = wikitable style="text-align: center;"
|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}}
|[[File:Batsu Burst.webm|thumb]] ||'''Megacrash''' '''Divekick'''|| Right after bursting Batsu can dive kick  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
|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}} &ensp; {{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

TVC-L.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

The absolute bare minimum of a combo, basic magic series.
Video Notation Notes

TVC-2.png TVC-H.png TVC-baroque.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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

TVC-6.png TVC-M.png TVC-623.png TVC-L.png TVC-baroque.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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

TVC-6.png TVC-H.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-214.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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

TVC-6.png TVC-H.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

This is just an easier execution of the combo above.
Video Notation Notes

TVC-63214.png TVC-AT.pngTVC-AT.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

This is corner only; however, if you use Final Guts Upper, you can launch from midscreen.
Video Notation Notes

TVC-M.png TVC-3.png TVC-H.png j.TVC-M.png j.TVC-M.png TVC-214.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j. TVC-236.png TVC-L.png j. TVC-236.png TVC-AT.png TVC-AT.png

Midscreen divekicks, pretty standard.


Reset

Reset

Video Notation Notes
MegacrashDivekick 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.

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General

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