Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji: Difference between revisions
From SuperCombo Wiki
(Synopsis, normal and universal moves finished with frame data, just giving a small stop here for now) |
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*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 | * 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 | |||
*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 | ||
*Can sacrifice defense to tank basically everything in the game and | * One of the few standing low characters | ||
*One of the few standing low | * All of his supers have a use and do great damage | ||
*All of his supers have a use and do great damage | |||
|cons= | |cons= | ||
*Assist is underwhelming. A very short range DP that doesn't do much. | * Assist is underwhelming. A very short range DP that doesn't do much. | ||
*His actual DP is just as | * His actual DP is just as underwhelming | ||
*Doesn't have much in terms of blockstrings, needs BBQ or partner | * Doesn't have much in terms of blockstrings, needs BBQ or partner | ||
}} | }} | ||
}} | }} | ||
}} | }} | ||
=Move List= | |||
== | |||
| | {{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. | ||
|- | }} | ||
| '' | |||
|- | {{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}} | {{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 |
---|---|
|
|
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.
|
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.
|
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 | ![]() Batsu |
![]() Yatterman-1 |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Bookoo | ![]() Batsu |
![]() Chun-li |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
BlingBloing | ![]() Batsu |
![]() Jun the Swan |
youtube |