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==Introduction== | ==Introduction== | ||
Batsu decided that the path of justice was overrated, so he dyed his hair and decided to be an asshole because he felt like it. Or, it's just an asshole pretending to be Batsu. | |||
The strongest variant of Batsu. While sharing the same normals as regular Batsu, almost all of his moves are replaced with Kurow's. Only weakness is that he's pretending to be Batsu, so Kurow doesn't have access to his normals. | |||
==Normal Moves== | ==Normal Moves== |
Revision as of 17:21, 4 September 2021
Introduction
Batsu decided that the path of justice was overrated, so he dyed his hair and decided to be an asshole because he felt like it. Or, it's just an asshole pretending to be Batsu.
The strongest variant of Batsu. While sharing the same normals as regular Batsu, almost all of his moves are replaced with Kurow's. Only weakness is that he's pretending to be Batsu, so Kurow doesn't have access to his normals.
Normal Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes


8
20
+1
+4
5
All


13
32
+2
-8
13
All


8
20
-1
+2
5
Crouching


15
36
+2
-14
13
Crouching


10
18
+2
+6
5
All


16
49
-6
-25
11
All


10
29
-8
-7
4
Crouching


15
33
+2
-11
10
Crouching


9
On landing, 1
-
-
5
Standing


11
On landing, 1
-
-
13
Standing


9
On landing, 1
-
-
4
Standing


19
On landing, 1
-
-
10
Standing
Command Normals
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes



14
40
+1
-16
8
All



15
28
+2
-4
7
All


18
41
-
-17
22
All
Blowback


16
53
-
-29
17
All
Blowback


23
28
+2
-4
13
Standing
Overhead


25
45
-
-19
13
Standing
Overhead, Knockdown


16
46
-
-22
11
All
Rival Launcher


17
44
-
-20
10
All
Mini Launcher
(Air)


21
On landing, 1
-
-
16
Standing
Slamming
(Air)


14
On landing, 1
-
-
11
Standing
Universals/Generics
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes

13
24
+2
-5
5
Crouching

12
39
-
-15
14
All
Blowback

14
47
-
-23
11
Standing
Overhead, Blowback

12
28
-
-6
8
Crouching
Blowback

12
32
-
-8
10
Standing
Overhead, Blowback
Throws
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes


10
45
-
-
29
-
Standing Throw



10
48
-
-
32
-
Crouching Throw


11
42
-
-
42
-
Back Throw
(Air)
+
, near opponent


1
-
-
-
39
-
Air Throw
Special Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Guts Bullet


14
35
0
-9
14
All
Attack used determines speed and distance
Air Guts Bullet
(Air)


18
On landing, 13
-2
-10
14
All
Attack used determines speed, angle, and distance
Yami Kagura / Dark Ancient Dance (weak)


16
37
+4
-13
10
All
Yami Kagura / Dark Ancient Dance (strong)


24
30
+1
-6
10
All
Follow up 1


10
29
-8
-
16
All
Follow up 2


14
40
-
-16
13
All
Knockdown
Yasha Guruma / Demon's Vehicle


18
43
-
-19
15~27
All
Blowback, Attack used determines angle, Direction +
to change angle, once

Kuchuu Yasha Guruma / Demon's Air Vehicle
(Air)


18
On landing, 13
-
-
15~27
All
Blowback, Attack used determines angle、Direction +
to change angle, once

Roppu Zuki / Six Organ Stab (weak)


23
38
+2
-15
28
All
Roppu Zuki / Six Organ Stab (strong)


36
45
0~+16
-17~-21
17~50
All
Blowback
Burning Vigor Attacks
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Pitch-Black Guts Bullet / Ankoku Kiaidan



25
38
-
+4
42
All
5 hits, Blowback on 5th hit
Pitch-Black Air Guts Bullet / Kuchuu Ankoku Kiaidan
(Air)



20
On landing, 13
-
+8
42
All
5 hits, Blowback on 5th hit
Ankoku Yami Kagura / Pitch-Black Dark Ancient Dance



19
52
-
-28
43
All
Knockdown
Team Up Techniques
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Pitch-Black Double Guts Bullet




24
38
-
-14
48
All
Team Up Technique, damage type
Final Symphony






18
25
-
-1
100
All
Party Up Technique
Combos
(Air)
(Air)
Videos
Skip to 3:53
Colors
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