Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji

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< Tatsunoko vs Capcom: Ultimate All Stars
Revision as of 11:58, 2 November 2021 by Cce2955 (talk | contribs) (Synopsis, normal and universal moves finished with frame data, just giving a small stop here for now)

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
  • 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
  • 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
TVC Batsu Ichimonji Art.png

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 -

Game Navigation

General

Capcom Characters

Tatsunoko Characters

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