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 |
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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 | - |