Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji: Difference between revisions
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=Introduction= | {{TVC Character Intro|char=Batsu Ichimonji|content= | ||
==Introduction== | |||
The King of Taiyo high, Batsu is here to scream at everyone and fight with his friends | |||
==Gameplay== | |||
{{Content Box|content= | |||
Extremely damaging (and long) combos that can start anywhere on the screen, really decent fireball, and has his own alpha counter | |||
{{ProConTable | |||
|pros= | |||
*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 whereever he wants when he wants | |||
*Very good supers | |||
*Extremely good combos with moderate execution | |||
*Can sacrifice defense to tank basically everything in the game and startup any of his combos off of this | |||
*One of the few standing low chars | |||
*All of his supers have a use and do great damage | |||
|cons= | |||
*Assist is underwhelming. A very short range DP that doesn't do much. | |||
*His actual DP is just as overwhelming | |||
*Doesn't have much in terms of blockstrings, needs BBQ or partner | |||
}} | |||
}} | |||
}} | |||
=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
== | |||
= | |- | ||
| '''5A''' || 7 || 2 || 17 || - || 800 || Low || Standing low, you can bully people a bit with it. | |||
|- | |||
| '''2A''' || 7 || 2 || 18 || - || 800 || Low || Crouching kick, reaches farther than 5A, not much else to say | |||
|- | |||
| '''5B''' || 9 || 3 || 17 || - || 1600 || - || Batsu Steps forward a bit and punches, it's decent range, nothing to complain about | |||
|- | |||
| '''2B''' || 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. | |||
|- | |||
|- | |||
| '''6B''' || 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. | |||
|- | |||
| '''5C''' || 13 || 4 || 24 || - || 3200 || Low|| One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash. | |||
|- | |||
| '''2C''' || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep and sets up his divekick loops. | |||
|- | |||
| '''6C''' || 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. | |||
|- | |||
| '''3C''' || 15 || 4 || 34 || - || 2400 || Launcher || Regular old launcher. | |||
|- | |||
| '''j.A''' || 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 | |||
|- | |||
| '''j.B''' || 9 || 7 || - || - || 1600 || Overhead || Your main tool in combos and a decent neutral tool. | |||
|- | |||
| '''j.C''' || 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. | |||
|} | |||
==Universal Moves== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Var Starter''' || 12 || 4 || - || - || 3200 || Tag Out || | |||
|- | |||
| '''Crossover Counter (3C)''' || 29 || - || - || - || 2400 || - || | |||
|- | |||
| '''Forward Throw''' || - || - || - || - || 5200|| - || Small note on all of Batsu's throws, he recovers fast enough to jump and IAD so you can do little oki setups | |||
|- | |||
|- | |||
| '''Back Throw''' || - || - || - || - || 5200|| - || | |||
|- | |||
|- | |||
| '''Air Forward Throw''' || - || - || - || - || 6000 || - || | |||
|- | |||
|- | |||
| '''Air Back Throw''' || - || - || - || - || 6000 || - || | |||
|- | |||
|} | |||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | ||
[[Category:Batsu Ichimonji]] | [[Category:Batsu Ichimonji]] |
Revision as of 11:58, 2 November 2021
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 |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 7 | 2 | 17 | - | 800 | Low | Standing low, you can bully people a bit with it. |
2A | 7 | 2 | 18 | - | 800 | Low | Crouching kick, reaches farther than 5A, not much else to say |
5B | 9 | 3 | 17 | - | 1600 | - | Batsu Steps forward a bit and punches, it's decent range, nothing to complain about |
2B | 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. |
6B | 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. |
5C | 13 | 4 | 24 | - | 3200 | Low | One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash. |
2C | 14 | 2 | 33 | - | 3340 | Low | Decent range sweep and sets up his divekick loops. |
6C | 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. |
3C | 15 | 4 | 34 | - | 2400 | Launcher | Regular old launcher. |
j.A | 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 |
j.B | 9 | 7 | - | - | 1600 | Overhead | Your main tool in combos and a decent neutral tool. |
j.C | 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. |
Universal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Var Starter | 12 | 4 | - | - | 3200 | Tag Out | |
Crossover Counter (3C) | 29 | - | - | - | 2400 | - | |
Forward Throw | - | - | - | - | 5200 | - | Small note on all of Batsu's throws, he recovers fast enough to jump and IAD so you can do little oki setups |
Back Throw | - | - | - | - | 5200 | - | |
Air Forward Throw | - | - | - | - | 6000 | - | |
Air Back Throw | - | - | - | - | 6000 | - |