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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* Being a straight | * 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. | * Having access to a grab super gives him the best direct counter to '''Team-Up''' or '''Party-Up''' techniques. | ||
|cons= | |cons= |
Latest revision as of 11:46, 16 October 2021
Many of Burning Batsu's story details may fall under "spoilers"! Expand to continue:
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.
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