Project Justice/Vatsu: Difference between revisions

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The Third, Final, and (generally accepted) Best '''Batsu''' variant. '''Vatsu''' plays similarly to [[Project Justice/Batsu | Batsu]] in terms of some normals, but with the added bonus of using some of [[Project Justice/Kurow | Kurow's]] best specials alongside [[Project Justice/Batsu | Batsu's]] already impressive fireball game. With a great confirmable rekka series using '''''Yami Kagura''''', and an additional powerful meterless combo ender with '''''Yasha Guruma''''', '''Vatsu''' brings some impressive upgrades to the weak points in [[Project Justice/Batsu | Batsu's]] already serviceable kit.
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<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>
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[[File:Project_Justice_Vatsu.png|right]]
==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==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{n}} {{lp}} | 8 | 20 | +1 | +4 | 5 | All | }}
{{PJMoveListRow |  | {{n}} {{hp}} | 13 | 32 | +2 | -8 | 13 | All | }}
{{PJMoveListRow |  | {{d}} {{lp}} | 8 | 20 | -1 | +2 | 5 | Crouching | }}
{{PJMoveListRow |  | {{d}} {{hp}} | 15 | 36 | +2 | -14 | 13 | Crouching | }}
{{PJMoveListRow |  | {{n}} {{lk}} | 10 | 18 | +2 | +6 | 5 | All | }}
{{PJMoveListRow |  | {{n}} {{hk}} | 16 | 49 | -6 | -25 | 11 | All | }}
{{PJMoveListRow |  | {{d}} {{lk}} | 10 | 29 | -8 | -7 | 4 | Crouching | }}
{{PJMoveListRow |  | {{d}} {{hk}} | 15 | 33 | +2 | -11 | 10 | Crouching | }}
{{PJMoveListRow |  | {{u}} {{lp}} | 9 | On landing, 1 | - | - | 5 | Standing | }}
{{PJMoveListRow |  | {{u}} {{hp}} | 11 | On landing, 1 | - | - | 13 | Standing | }}
{{PJMoveListRow |  | {{u}} {{lk}} | 9 | On landing, 1 | - | - | 4 | Standing | }}
{{PJMoveListRow |  | {{u}} {{hk}} | 19 | On landing, 1 | - | - | 10 | Standing | }}
{{MoveListFooter}}
==Command Normals==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{lp}} {{lp}} {{lp}} | 14 | 40 | +1 | -16 | 8 | All | }}
{{PJMoveListRow |  | {{lk}} {{lk}} {{lk}} | 15 | 28 | +2 | -4 | 7 | All | }}
{{PJMoveListRow |  | {{f}} {{hp}} | 18 | 41 | - | -17 | 22 | All | Blowback }}
{{PJMoveListRow |  | {{f}} {{hk}} | 16 | 53 | - | -29 | 17 | All | Blowback }}
{{PJMoveListRow |  | {{b}} {{hp}} | 23 | 28 | +2 | -4 | 13 | Standing | Overhead }}
{{PJMoveListRow |  | {{b}} {{hk}} | 25 | 45 | - | -19 | 13 | Standing | Overhead, Knockdown }}
{{PJMoveListRow |  | {{df}} {{hp}} | 16 | 46 | - | -22 | 11 | All | Rival Launcher }}
{{PJMoveListRow |  | {{df}} {{hk}} | 17 | 44 | - | -20 | 10 | All | Mini Launcher }}
{{PJMoveListRow |  | (Air) {{f}} {{hp}} | 21 | On landing, 1 | - | - | 16 | Standing | Slamming }}
{{PJMoveListRow |  | (Air) {{f}} {{hk}} | 14 | On landing, 1 | - | - | 11 | Standing | }}
{{MoveListFooter}}
==Universals/Generics==
{{PJMoveListHeader}}
{{PJMoveListRow |  | {{p}} while facing away from opponent | 13 | 24 | +2 | -5 | 5 | Crouching | }}
{{PJMoveListRow |  | {{k}} while facing away from opponent | 12 | 39 | - | -15 | 14 | All | Blowback }}
{{PJMoveListRow |  | {{p}} while running | 14 | 47 | - | -23 | 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 | - | - | 32 | - | 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 | 14 | All | Attack used determines speed and distance }}
{{PJMoveListRow | Air Guts Bullet | (Air) {{qcf}} {{p}} | 18 | On landing, 13 | -2 | -10 | 14 | All | Attack used determines speed, angle, and distance }}
{{PJMoveListRow | Yami Kagura / Dark Ancient Dance (weak) | {{qcb}} {{lp}} | 16 | 37 | +4 | -13 | 10 | All | }}
{{PJMoveListRow | Yami Kagura / Dark Ancient Dance (strong) | {{qcb}} {{hp}} | 24 | 30 | +1 | -6 | 10 | All | }}
{{PJMoveListRow | Follow up 1 | {{---}} {{p}} | 10 | 29 | -8 | - | 16 | All | }}
{{PJMoveListRow | Follow up 2 | {{---}} {{p}} | 14 | 40 | - | -16 | 13 | All | Knockdown }}
{{PJMoveListRow | Yasha Guruma / Demon's Vehicle | {{qcf}} {{k}} | 18 | 43 | - | -19 | 15~27 | All | Blowback, Attack used determines angle, Direction + {{k}} to change angle, once }}
{{PJMoveListRow | Kuchuu Yasha Guruma / Demon's Air Vehicle | (Air) {{qcf}} {{k}} | 18 | On landing, 13 | - | - | 15~27 | All | Blowback, Attack used determines angle、Direction + {{k}} to change angle, once }}
{{PJMoveListRow | Roppu Zuki / Six Organ Stab (weak) | {{dp}} {{lp}} | 23 | 38 | +2 | -15 | 28 | All | }}
{{PJMoveListRow | Roppu Zuki / Six Organ Stab (strong) | {{dp}} {{hp}} (Hold to charge) | 36 | 45 | 0~+16 | -17~-21 | 17~50 | All | Blowback }}
{{MoveListFooter}}
==Burning Vigor Attacks==
{{PJMoveListHeader}}
{{PJMoveListRow | Pitch-Black Guts Bullet / Ankoku Kiaidan | {{qcf}} {{qcf}} {{p}} | 25 | 38 | - | +4 | 42 | All | 5 hits, Blowback on 5th hit }}
{{PJMoveListRow | Pitch-Black Air Guts Bullet / Kuchuu Ankoku Kiaidan | (Air) {{qcf}} {{qcf}} {{p}} | 20 | On landing, 13 | - | +8 | 42 | All | 5 hits, Blowback on 5th hit }}
{{PJMoveListRow | Ankoku Yami Kagura / Pitch-Black Dark Ancient Dance | {{qcb}} {{qcb}} {{p}} | 19 | 52 | - | -28 | 43 | All | Knockdown }}
{{MoveListFooter}}
==Team Up Techniques==
{{PJMoveListHeader}}
{{PJMoveListRow | Pitch-Black Double Guts Bullet | {{lp}} + {{lk}} (or {{hp}} + {{hk}}) | 24 | 38 | - | -14 | 48 | 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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Revision as of 19:18, 2 October 2021

Introduction

(Lore content here)

The Third, Final, and (generally accepted) Best Batsu variant. Vatsu plays similarly to Batsu in terms of some normals, but with the added bonus of using some of Kurow's best specials alongside Batsu's already impressive fireball game. With a great confirmable rekka series using Yami Kagura, and an additional powerful meterless combo ender with Yasha Guruma, Vatsu brings some impressive upgrades to the weak points in Batsu's already serviceable kit.


{{#evt: service=youtube |id=https://youtu.be/OHsldIbzGag |urlargs=start=233&end=278&loop=1 |dimensions=480x320 }}

Strengths Weaknesses
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Vatsu "Ichimonji"

Project Justice Vatsu.gif
School:

{{{school}}}

Assist Type:

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Tier:

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Difficulty:

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Colors

Lp.png Hp.png Lp.png+Hp.png
PJ Vatsu 1.png
PJ Vatsu 2.png
PJ Vatsu 3.png
Lk.png Hk.png Lk.png+Hk.png
PJ Vatsu 4.png
PJ Vatsu 5.png
PJ Vatsu 6.png
Vatsu 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

General
Controls
HUD
System
FAQ
Glossary
Characters
Batsu
Hinata
Kyosuke
Akira
Edge
Gan
Roy
Boman
Tiffany
Natsu
Shoma
Roberto
Hideo
Kyoko
Hyo
Daigo
Hayato
Ran
Nagare
Burning Batsu
Chairperson
Demon Hyo
Kurow
Momo
Powered Akira
Vatsu
Wild Daigo
Yurika
Zaki