Project Justice/Burning Batsu: Difference between revisions

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{{PJ Character Intro|char= Burning Batsu|full=Burning Batsu|short=BATSU|content=
{{PJ Character Intro|char= Burning Batsu|full=Burning Batsu|short=BATSU
|school=Taiyo
|assist=Damage
|tier=B
|difficulty=Easy
 
|content=


{{2 Column Flex|flex1=9|flex2=4
{{2 Column Flex|flex1=9|flex2=4
|content1=
|content1=
{{Content Box|header=Introduction|content=
{{Content Box|header=Introduction|content=
 
<div class="toccolours mw-collapsible mw-collapsed">
Placeholder
Many of '''Burning Batsu's''' story details may fall under "spoilers"! Expand to continue:
 
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<div class="mw-collapsible-content">After being defeated by [[Project Justice/Akira | Akira]] and her classmates, who mistook him as his [[Project Justice/Vatsu | imposter]], a sorrowful [[Project Justice/Batsu | Batsu]] deemed his failure to protect his friends as "unforgivable", abandoning [[Project Justice/Kyosuke | Kyosuke]] and [[Project Justice/Hinata | Hinata]].<br>After overcoming his sorrow thanks to intense training (by the cuts and bruies he recieved during it), Batsu returned to save a wounded Hinata before Vatsu could deliver the finishing blow.<br>Despite his intense training, he's still the same Batsu, protecting his friends and family with a strong sense of justice.
</div>
</div>
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<br><br>
'''Burning Batsu''' is essentially a straight upgrade of [[Project Justice/Batsu | Batsu]]. While sharing an extremely similar playstyle and gameplan, '''Burning Batsu''' has improved damage across the board, as well as access to '''Mozu Otoshi''', a brand-new command grab super. While not only being his strongest super, and the strongest super amongst the three '''Batsu''' variants in general, having access to a command grab super is particularly useful in '''''Project Justice''''' due to their effectiveness in acting as a direct counter to the powerful '''Team-Up''' and '''Party-Up''' Techniques. With that being said, many players may still prefer to play as [[Project Justice/Vatsu | Vatsu]] as their Batsu-of-choice.
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}}
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{{ProConTable
{{ProConTable
|pros=
|pros=
* placeholder
* Being a straight upgrade of [[Project Justice/Batsu | Batsu]], he has Batsu's strengths (great fireball game and great confirms into super) and then some (increased damage).
* Having access to a grab super gives him the best direct counter to '''Team-Up''' or '''Party-Up''' techniques.
|cons=
|cons=
* placeholder
* Despite the upgrades, he still shares the same weaknesses as regular [[Project Justice/Batsu | Batsu]]. That being ineffective rushdown tools and relatively weak kit outside of confirms and zoning potential.
}}
}}
}}
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<br>
<center><span style="font-size: 1.3em;"><u>'''''Old page below the fold until new page converts all information to new format!'''''</u><span></center>
<br>
<div class="mw-collapsible-content srkbox" style="image-align: left; text-align: left; padding: 30px;">
<div class="toccolours mw-collapsible mw-collapsed">
[[File:Project_Justice_Burning_Batsu.png|right]]
==Introduction==
<blockquote>After having traveled around the world to find the true meaning of justice, Batsu has reached the peak of strength. This comes at the cost of him unable to wear shirts as they immediately disintegrate upon wearing them, forcing him to wear this bizarre top. Or at least, that's how I think the story goes...<br>-''Kalle Anka from Innocent Gear, CEO of Sigma Grindsets''</blockquote>
The man who's gone beyond his limits, Burning Batsu is an improved version of regular Batsu and is the second best Batsu variant in the game. While he has the exact same playstyle as regular Batsu, B. Batsu has access to a grab super, which is enough to place him higher in the tier list as you have better mix-up options and can punish poor techs or team-up attacks (since they're grab punishable).
==Normal Moves==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{n}} {{lp}} | 8 | 20 | +1 | +4 | 4 | All | }}
{{PJMoveListRow |  | {{n}} {{lk}} | 10 | 18 | +2 | +6 | 5 | All | }}
{{PJMoveListRow |  | {{n}} {{hp}} | 13 | 32 | +2 | -8 | 13 | All | }}
{{PJMoveListRow |  | {{n}} {{hk}} | 16 | 49 | -6 | -25 | 14 | All | }}
{{PJMoveListRow |  | {{d}} {{lp}} | 8 | 20 | +4 | +2 | 4 | Crouching | }}
{{PJMoveListRow |  | {{d}} {{lk}} | 10 | 29 | -8 | -7 | 5 | Crouching | }}
{{PJMoveListRow |  | {{d}} {{hp}} | 15 | 36 | +2 | -14 | 13 | Crouching | }}
{{PJMoveListRow |  | {{d}} {{hk}} | 15 | 33 | - | -11 | 14 | Crouching | Knockdown }}
{{PJMoveListRow |  | {{u}} {{lp}} | 9 | On landing, 1 | - | - | 5 | Standing | }}
{{PJMoveListRow |  | {{u}} {{lk}} | 9 | On landing, 1 | - | - | 4 | Standing | }}
{{PJMoveListRow |  | {{u}} {{hp}} | 11 | On landing, 1 | - | - | 11 | Standing | }}
{{PJMoveListRow |  | {{u}} {{hk}} | 19 | On landing, 1 | - | - | 13 | Standing | }}
{{MoveListFooter}}
==Command Normals==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{lp}} {{lp}} {{lp}} | 14 | 40 | +1 | -16 | 8 | All | }}
{{PJMoveListRow |  | {{lk}} {{lk}} {{lk}} | 15 | 28 | +2 | -4 | 8 | All | }}
{{PJMoveListRow |  | {{f}} {{hp}} | 18 | 41 | +1 | -17 | 16 | All | }}
{{PJMoveListRow |  | {{f}} {{hk}} | 16 | 53 | - | -29 | 19 | All | Blowback }}
{{PJMoveListRow |  | {{b}} {{hp}} | 23 | 28 | +2 | -4 | 11 | Standing | Overhead }}
{{PJMoveListRow |  | {{b}} {{hk}} | 25 | 43 | - | -19 | 13 | Standing | 2 hits, Overhead, Knockdown }}
{{PJMoveListRow |  | {{df}} {{hp}} | 16 | 46 | - | -22 | 12 | All | Rival Launcher }}
{{PJMoveListRow |  | {{df}} {{hk}} | 17 | 44 | - | -20 | 10 | All | Mini Launcher }}
{{PJMoveListRow |  | (Air) {{f}} {{hp}} | 21 | On landing, 1 | - | - | 14 | Standing | Slamming }}
{{PJMoveListRow |  | (Air) {{f}} {{hk}} | 14 | On landing, 1 | - | - | 13 | Standing | Blowback }}
{{MoveListFooter}}
==Universals/Generics==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{p}} while facing away from opponent | 10 | 16 | +2 | +8 | 6 | All | }}
{{PJMoveListRow |  | {{k}} while facing away from opponent | 9 | 37 | - | -13 | 7 | All | Blowback }}
{{PJMoveListRow |  | {{p}} while running | 12 | 31 | - | -7 | 11 | Standing | Overhead, Blowback }}
{{PJMoveListRow |  | {{lk}} while running | 12 | 28 | - | -6 | 8 | Crouching | Blowback }}
{{PJMoveListRow |  | {{hk}} while running | 12 | 32 | - | -8 | 10 | Standing | Overhead, Blowback }}
{{MoveListFooter}}
==Throws==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{lp}} + {{hp}}, near opponent | 10 | 45 | - | - | 29 | - | Standing Throw }}
{{PJMoveListRow |  | {{d}} + {{lp}} + {{hp}}, near opponent | 10 | 48 | - | - | 38 | - | Crouching Throw }}
{{PJMoveListRow |  | {{lp}} + {{hp}}, when behind opponent | 11 | 42 | - | - | 42 | - | Back Throw }}
{{PJMoveListRow |  | (Air) {{lp}} + {{hp}}, near opponent | 1 | - | - | - | 39 | - | Air Throw }}
{{MoveListFooter}}
==Special Moves==
{{PJMoveListHeader}}
{{PJMoveListRow | Guts Bullet | {{qcf}} {{p}} | 14 | 35 | 0 | -9 | 17 | All | Attack used determines speed and distance }}
{{PJMoveListRow | Air Guts Bullet | (Air) {{qcf}} {{p}} | 18 | On landing, 13 | -2 | -10 | 17 | All | Attack used determines speed, angle, and distance }}
{{PJMoveListRow | Burning Elbow (weak) | {{dp}} {{lp}} | 18 | On landing, 30 | - | -30 | 15 | All | Blowback }}
{{PJMoveListRow | Burning Elbow (strong) | {{dp}} {{hp}} | 18 | On landing, 30 | - | -30 | 27 | All | Blowback }}
{{PJMoveListRow | Crescent Moon Kick (weak) | {{qcb}} {{lk}} | 29 | 22 | -3 | +3 | 16 | All | }}
{{PJMoveListRow | Crescent Moon Kick (strong) | {{qcb}} {{hk}} | 29 | 20 | -3 | +3 | 21 | All | }}
{{PJMoveListRow | Shooting Star Kick | (Air) {{qcb}} {{k}} | 21 | On landing, 13 | -8 | -31/-34 | 32 | All | Attack used determines angle }}
{{MoveListFooter}}
==Burning Vigor Attacks==
{{PJMoveListHeader}}
{{PJMoveListRow | Burning Guts Bullet | {{qcf}} {{qcf}} {{p}} | 25 | 36 | - | +4 | 42 | All | 5 hits, Blowback on 5th hit }}
{{PJMoveListRow | Air Burning Guts Bullet | (Air) {{qcf}} {{qcf}} {{p}} | 19 | On landing, 13 | - | +17 | 42 | All | 5 hits, Blowback on 5th hit }}
{{PJMoveListRow | Burning Guts Upper | {{qcb}} {{qcb}} {{p}} | 42 | 58 | - | -34 | 43 | All | Rival Launcher }}
{{PJMoveListRow | Burning Shooting Star Kick | (Air) {{qcb}} {{qcb}} {{k}} | 16 | On landing, 30 | 0 | -6 | 47 | All | }}
{{PJMoveListRow | Imawano Mozu Otoshi / Imawano Style: Shrike Drop | {{qcf}} {{qcf}} {{k}} | 24 | 44 | - | - | 53 | - | Throw connects whether Standing or Crouching }}
{{PJMoveListRow | Kuchuu Imawano Mozu Otoshi / Aerial Imawano Style: Shrike Drop | (Air) {{qcf}} {{qcf}} {{k}} | 9 | On landing, 13 | - | - | 53 | - | Air Throw }}
{{MoveListFooter}}
==Team Up Techniques==
{{PJMoveListHeader}}
{{PJMoveListRow | Double Guts Beam | {{lp}} + {{lk}} (or {{hp}} + {{hk}}) | 20 | 48 | - | -20 | 44 | All | Team Up Technique, damage type }}
{{PJMoveListRow | Final Symphony | {{p}} + {{p}} + {{k}} (or {{k}} + {{k}} + {{p}}) | 18 | 25 | - | -1 | 100 | All | Party Up Technique }}
{{MoveListFooter}}
</div></div>
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__NOTOC__
__NOTOC__

Latest revision as of 11:46, 16 October 2021

Introduction

Many of Burning Batsu's story details may fall under "spoilers"! Expand to continue:

After being defeated by Akira and her classmates, who mistook him as his imposter, a sorrowful Batsu deemed his failure to protect his friends as "unforgivable", abandoning Kyosuke and Hinata.
After overcoming his sorrow thanks to intense training (by the cuts and bruies he recieved during it), Batsu returned to save a wounded Hinata before Vatsu could deliver the finishing blow.
Despite his intense training, he's still the same Batsu, protecting his friends and family with a strong sense of justice.



Burning Batsu is essentially a straight upgrade of Batsu. While sharing an extremely similar playstyle and gameplan, Burning Batsu has improved damage across the board, as well as access to Mozu Otoshi, a brand-new command grab super. While not only being his strongest super, and the strongest super amongst the three Batsu variants in general, having access to a command grab super is particularly useful in Project Justice due to their effectiveness in acting as a direct counter to the powerful Team-Up and Party-Up Techniques. With that being said, many players may still prefer to play as Vatsu as their Batsu-of-choice.


{{#evt: service=youtube |id=https://youtu.be/OHsldIbzGag |urlargs=start=279&end=470&loop=1 |dimensions=480x320 }}

Strengths Weaknesses
  • Being a straight upgrade of Batsu, he has Batsu's strengths (great fireball game and great confirms into super) and then some (increased damage).
  • Having access to a grab super gives him the best direct counter to Team-Up or Party-Up techniques.
  • Despite the upgrades, he still shares the same weaknesses as regular Batsu. That being ineffective rushdown tools and relatively weak kit outside of confirms and zoning potential.
Burning Batsu

Project Justice Burning Batsu.gif
School:

Taiyo

Assist Type:

Damage

Tier:

B

Difficulty:

Easy

Colors

Lp.png Hp.png Lp.png+Hp.png
PJ Burning Batsu 1.png
PJ Burning Batsu 2.png
PJ Burning Batsu 3.png
Lk.png Hk.png Lk.png+Hk.png
PJ Burning Batsu 4.png
PJ Burning Batsu 5.png
PJ Burning Batsu 6.png
Burning Batsu Wiki Roadmap

40% complete


In Progress / Completed To-do

Completed:

  • Main Page updated!
  • All Frame Data Added!
  • Movelist Complete with Images!

In-Progress:

  • Fill Main page with:
    • Intro
    • Main Gameplan/traits
    • Pro/Con list


Game Navigation

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Burning Batsu
Chairperson
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Kurow
Momo
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