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


=Moves List=
==Gameplay==
==Normal Moves==
{{Content Box|content=
*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.
Extremely damaging (and long) combos that can start anywhere on the screen, really decent fireball, and has his own alpha counter
*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.
{{ProConTable
==Special Moves==
|pros=
*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).
* Slow but large moving fireball that helps zone very easily
*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.
* Divekick will get him in and out of danger easily, with baroque he can move wherever he wants when he wants
*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.
* Extremely good combos with moderate execution
*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.
* Can sacrifice defense to tank basically everything in the game and start any of his combos off of this
*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).
* One of the few standing low characters
==Super Moves==
* All of his supers have a use and do great damage
*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.
|cons=
*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.
* Assist is underwhelming. A very short range DP that doesn't do much.
*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:
* His actual DP is just as underwhelming
**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.
* Doesn't have much in terms of blockstrings, needs BBQ or partner
**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=
=Move List=


=Advanced Strategy=
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Batsu_5A.webm|thumb|{{TvCInput|a}}]]
|startup=7
|active=2
|recovery=17
|blockadv=-
|damage=800
|properties=Low
|notes=Standing low, you can bully people a bit with it.
}}


=Match-Ups=
{{TvCOverview
|move=[[File:Batsu_2A.mp4|thumb|{{TvCInput|2a}}]]
|startup=7
|active=2
|recovery=18
|blockadv=-
|damage=800
|properties=Low
|notes=Crouching kick, reaches farther than 5A, not much else to say.
}}


{{TvCOverview
|move=[[File:Batsu_5B.webm|thumb|{{TvCInput|b}}]]
|startup=9
|active=3
|recovery=17
|blockadv=-
|damage=1600
|properties=-
|notes=Batsu steps forward a bit and punches, it's decent range.
}}
{{TvCOverview
|move=[[File:Batsu_2B.webm|thumb|{{TvCInput|2b}}]]
|startup=9
|active=3
|recovery=19
|blockadv=-
|damage=1600
|properties=-
|notes=Batsu crouches and punches forward, on top of him already leaning forward his entire character model moves forward a few pixels as well.
}}
{{TvCOverview
|move=[[File:Batsu_6B.webm|thumb|{{TvCInput|6b}}]] <br> [[File:Batsu_Tardy_Counter_6B.webm|thumb|{{TvC-Colors|yellow|Tardy Counter (''{{TvCInput|6b}} while blocking'')}}]]
|startup=25
|active=4
|recovery=30
|blockadv=-
|damage=2400
|properties=Overhead
|notes=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
}}
{{TvCOverview
|move=[[File:Batsu_5C.webm|thumb|{{TvCInput|c}}]]
|startup=13
|active=4
|recovery=24
|blockadv=-
|damage=2400
|properties=-
|notes=Decent range kick.
}}
{{TvCOverview
|move=[[File:Batsu_2C.webm|thumb|{{TvCInput|2c}}]]
|startup=14
|active=2
|recovery=33
|blockadv=-
|damage=3340
|properties=Low
|notes=Decent range sweep that sets up his divekick loops.
}}
{{TvCOverview
|move=[[File:Batsu_6C.webm|thumb|{{TvCInput|6c}}]] <br> [[File:Batsu_Tardy_Counter_6C.webm|thumb|{{TvC-Colors|red|Tardy Counter (''{{TvCInput|6c}} while blocking'')}}]]
|startup=25
|active=4
|recovery=12
|blockadv=-
|damage=3800
|properties=Stagger
|notes=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. Apparently very plus on block.
*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
}}
{{TvCOverview
|move=[[File:Batsu_3C.webm|thumb|{{TvCInput|3c}}]]
|startup=15
|active=4
|recovery=34
|blockadv=-
|damage=2400
|properties=Launcher
|notes=Regular launcher.
}}
{{TvCOverview
|move=[[File:Batsu j.A.webm|thumb|{{TvC-Colors|blue|{{TvCInput|ja}}}}]]
|startup=5
|active=7
|recovery=-
|blockadv=-
|damage=800
|properties=Overhead
|notes=Air jab, comes out fast enough, you probably won't see it often unless a combo filler and even that's stretching
}}
{{TvCOverview
|move=[[File:Batsu JB.webm|thumb|{{TvC-Colors|yellow|{{TvCInput|jb}}}}]]
|startup=9
|active=7
|recovery=-
|blockadv=-
|damage=1600
|properties=Overhead
|notes=Your main tool in combos and a decent neutral tool.
}}
{{TvCOverview
|move=[[File:Batsu_jC.webm|thumb|{{TvCInput|jc}}]]
|startup=13
|active=9
|recovery=-
|blockadv=-
|damage=3200
|properties=Overhead
|notes=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.
}}
{{TvCOverviewHeader
|header=Universal Moves
|move={{TvC-Colors|green|''Var Starter''}}
|startup=12
|active=4
|recovery=-
|blockadv=-
|damage=3200
|properties=Tag Out
|notes=
}}
{{TvCOverview
|move={{TvC-Colors|green|''Crossover Counter''}}
|startup=29
|active=-
|recovery=-
|blockadv=-
|damage=2400
|properties=-
|notes=Uses the {{TvC-Colors|red|3C}} animation.
}}
{{TvCOverview
|move={{TvC-Colors|default|''Forward Throw''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=-
|notes=Small note on all of Batsu's throws—he recovers fast enough to jump and IAD for oki setups.
}}
{{TvCOverview
|move={{TvC-Colors|default|''Back Throw''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=-
|notes=
}}
{{TvCOverview
|move={{TvC-Colors|default|''Air Forward Throw''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=-
|notes=
}}
{{TvCOverview
|move={{TvC-Colors|default|''Air Back Throw''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=-
|notes=
}}
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Ground_Fireball.webm|thumb|{{TvC-Colors|green|''Guts Bullet''}} <br> {{TvCInput|236x}}]]
|startup=Light: 19 <br> Medium: 23 <br> Heavy: 27
|active=Light: 17 <br> Medium: 25 <br> Heavy: 33
|recovery=-
|blockadv=-
|damage=Light: 2848 <br> Medium: 3076 <br> Heavy: 3288
|properties=Projectile
|notes=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
}}
{{TvCOverview
|move=[[File:Air_Fireball.webm|thumb|{{TvC-Colors|green|''Air Guts Bullet''}} <br> j.{{TvCInput|236x}}]]
|startup=Light: 17 <br> Medium: 21 <br> Heavy: 27
|active=Light: 17 <br> Medium: 25 <br> Heavy: 33
|recovery=-
|blockadv=-
|damage=Light: 2848 <br> Medium: 3076 <br> Heavy: 3288
|properties=Projectile
|notes=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.
}}
{{TvCOverview
|move=[[File:Guts_Upper.webm|thumb|{{TvC-Colors|green|''Guts Upper''}} <br> {{TvCInput|623x}}]]
|startup=12
|active=1
|recovery=-
|blockadv=-
|damage=Light: 2280 <br> Medium: 2964 <br> Heavy: 3648
|properties=-
|notes=Batsu's DP, it's a good starter for divekick loops since it has hella invincibility. The heavy version reaches near half screen, you need BBQ to follow up though and it's super punishable. Lacks the vertical height of a normal SRK but the invincibility is good
}}
{{TvCOverview
|move=[[File:Crescent_Kick.webm|thumb|{{TvC-Colors|green|''Crescent Kick''}} <br> {{TvCInput|214x}}]]
|startup=22
|active=1
|recovery=-
|blockadv=-
|damage=Light: 4439 <br> Medium: 4756 <br> Heavy: 5624
|properties=Overhead
|notes=An overhead, but Batsu already has 6B, so this move has limited use due to the slow startup. Hard to combo off of, even with Baroque. It's saving grace is the damage
}}
{{TvCOverview
|move=[[File:Divekick_Light.webm|thumb|{{TvC-Colors|green|''Light Shooting Star Kick''}} j.{{TvCInput|214a}}]] <br> [[File:Divekick_Mid.webm|thumb|{{TvC-Colors|green|''Mid Shooting Star Kick''}} j.{{TvCInput|214b}}]] <br> [[File:Divekick_Heavy.webm|thumb|{{TvC-Colors|green|''Heavy Shooting Star Kick''}} j.{{TvCInput|214c}}]]
|startup=19
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=-
|notes=The main reason to play Batsu. B or C divekick can be used to close the gap or chip kill. Can be canceled into his Guts Super and is a core component for his dive kick loops
}}
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Super guts Bullet.webm|thumb|{{TvC-Colors|green|''Super Guts Bullet''}} <br> {{TvCInput|236xx}}]]
|startup=14+1
|active=-
|recovery=-
|blockadv=-
|damage=10352
|properties=Projectile
|notes=Even bigger projectile, great for DHC and crossover combinations.
}}
{{TvCOverview
|move=[[File:Air Super Guts Bullet.webm|thumb|{{TvC-Colors|green|''Air Super Guts Bullet''}} <br> j.{{TvCInput|236xx}}]]
|startup=15+5
|active=-
|recovery=-
|blockadv=-
|damage=10352
|properties=Projectile
|notes=More unsafe than the grounded version, but still a good combo ender.
}}
{{TvCOverview
|move=[[File:Super Guts upper.webm|thumb|{{TvC-Colors|green|''Super Guts Upper''}} <br> {{TvCInput|623xx}}]]
|startup=16+4
|active=-
|recovery=-
|blockadv=-
|damage=10692
|properties=Launcher
|notes=Super DP with a slight vacuum effect. Not used often, but decent enough. You can follow up afterwards as it acts like a launcher but you have to manually jump and follow up.
}}
{{TvCOverview
|move=[[File:United by fate bullet.webm|thumb|{{TvC-Colors|green|''United By Fate Bullet''}} <br> {{TvCInput|hcbxx}}]]
|startup=20+6
|active=-
|recovery=-
|blockadv=-
|damage=20956
|properties=Activated by having Alex, Frank, Mega, Soki, CJoe, Polimar, and Tekkaman alive on your team
|notes=Stronger Guts Bullet. Can combo in the corner.
}}
{{TvCOverview
|move=[[File:United by fate upper.webm|thumb|{{TvC-Colors|green|''United By Fate Upper''}} <br> {{TvCInput|hcbxx}}]]
|startup=20+6
|active=-
|recovery=-
|blockadv=-
|damage=21507
|properties=Launcher. Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team
|notes=Stronger version of Guts Upper. Can combo after it like Super Guts Upper. Assist temporarily locked after using.
}}
{{TvCOverview
|move=[[File:United by fate kick.webm|thumb|{{TvC-Colors|green|''United By Fate Kick''}} <br> {{TvCInput|hcbxx}}]]
|startup=20+6
|active=-
|recovery=-
|blockadv=-
|damage=30256
|properties=Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team
|notes=The strongest of the team supers. Cannot combo after it. Assist Temporarily locked after using
}}
{{TvCOverview
|move=[[File:United by fall.webm|thumb|{{TvC-Colors|green|''United By Fall''}} <br> {{TvCInput|hcbxx}}]]
|startup=20+6
|active=-
|recovery=-
|blockadv=-
|damage=30902
|properties= Activated by losing your partner
|notes=Batsu performs a solo Guts Bullet, but the damage is out of control.
}}
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = KBeast
| point = Batsu
| anchor = Yatterman-1
| pointportrait = TvC_Batsu_Face.png
| anchorportrait = TvC_Yatterman-1_Face.png
| social = [https://m.twitch.tv/kbeast707/home Twitch]
}}
{{TvC-Players
| name = Bookoo
| point = Batsu
| anchor = Chun-li
| pointportrait = TvC_Batsu_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social =
}}
{{TvC-Players
| name = BlingBloing
| point = Batsu
| anchor = Jun the Swan
| pointportrait = TvC_Batsu_Face.png
| anchorportrait = TvC_Jun_Face.png
| social = [https://www.youtube.com/@blingading4324 youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 10:48, 26 March 2025

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 wherever he wants when he wants
  • Extremely good combos with moderate execution
  • Can sacrifice defense to tank basically everything in the game and start any of his combos off of this
  • One of the few standing low characters
  • 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 underwhelming
  • Doesn't have much in terms of blockstrings, needs BBQ or partner
TVC Batsu Ichimonji Art.png

Move List

Normal Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 2 18 - 800 Low Crouching kick, reaches farther than 5A, not much else to say.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 17 - 1600 - Batsu steps forward a bit and punches, it's decent range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 24 - 2400 - Decent range kick.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 2 33 - 3340 Low Decent range sweep that sets up his divekick loops.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

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. Apparently very plus on block.
  • 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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 4 34 - 2400 Launcher Regular launcher.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 7 - - 1600 Overhead Your main tool in combos and a decent neutral tool.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Universal Moves

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



Special Moves

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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 1 - - Light: 2280
Medium: 2964
Heavy: 3648
- Batsu's DP, it's a good starter for divekick loops since it has hella invincibility. The heavy version reaches near half screen, you need BBQ to follow up though and it's super punishable. Lacks the vertical height of a normal SRK but the invincibility is good
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
22 1 - - Light: 4439
Medium: 4756
Heavy: 5624
Overhead An overhead, but Batsu already has 6B, so this move has limited use due to the slow startup. Hard to combo off of, even with Baroque. It's saving grace is the damage
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


19 - - - 2000 - The main reason to play Batsu. B or C divekick can be used to close the gap or chip kill. Can be canceled into his Guts Super and is a core component for his dive kick loops



Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14+1 - - - 10352 Projectile Even bigger projectile, great for DHC and crossover combinations.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15+5 - - - 10352 Projectile More unsafe than the grounded version, but still a good combo ender.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16+4 - - - 10692 Launcher Super DP with a slight vacuum effect. Not used often, but decent enough. You can follow up afterwards as it acts like a launcher but you have to manually jump and follow up.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 20956 Activated by having Alex, Frank, Mega, Soki, CJoe, Polimar, and Tekkaman alive on your team Stronger Guts Bullet. Can combo in the corner.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 21507 Launcher. Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team Stronger version of Guts Upper. Can combo after it like Super Guts Upper. Assist temporarily locked after using.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 30256 Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team The strongest of the team supers. Cannot combo after it. Assist Temporarily locked after using
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 30902 Activated by losing your partner Batsu performs a solo Guts Bullet, but the damage is out of control.

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
KBeast
TvC Batsu Face.png

Batsu
TvC Yatterman-1 Face.png

Yatterman-1
Twitch
Player Name Point Character Anchor Character Social Media
Bookoo
TvC Batsu Face.png

Batsu
TvC Chun-Li Face.png

Chun-li
Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Batsu Face.png

Batsu
TvC Jun Face.png

Jun the Swan
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Tatsunoko Characters

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