Legend
Legend | |
---|---|
Light Attack (A): | Blue |
Medium Attack (B): | Yellow |
Heavy Attack (C): | Red |
Special Moves: | Green |
BBQ (Baroque): | Rainbow |
Partner Assist: | White |
Combos
A B 3C sjc j.B j.B j.C |
The absolute bare minimum of a combo, basic magic series. | |
2C BBQ j.B TK A Divekick air dash j.B j.B TK A Divekick air dash j.B j.B TK A Divekick air dash j.B 5B 3C sjc j.B j.B j.C |
Easiest starter to his BnB, 2C BBQ j.B enters his divekick loops. The input for the TK divekick is just 2148X, learn it if you want to do damage. For a more formal explanation of a TK (or Tiger Knee motion), look here. | |
6B A Guts Upper BBQ j.B TK B Divekick air dash j.B 5B 3C sjc j.B j.B j.C |
Same thing as the combo above, this is mostly useful if 6B is done from a tardy counter, and given how defense works in this game it's almost certain you'll have BBQ to spare. | |
6C IAD j.B 5B 3C A Divekick TK A Divekick TK A Divekick TK A Divekick air dash 5B 3C sjc j.B j.B j.C |
The timing after 6C is strict, but it's a good baroqueless way to do divekicks. Again, this is optimal through tardy counter as a raw grounded 6C rarely lands. In any combo that requires 4 divekicks, the first one should not be tiger knee'd under any scenario, or you will walk away with 3 kicks. | |
6C IAD j.B 5B 3C sjc j.B j.B j.C |
This is just an easier execution of the combo above. | |
Final Guts Bullet 5B 3C sjc j.B j.B j.C |
This is corner only; however, if you use Final Guts Upper, you can launch from midscreen. | |
5B 3C j.B j.B B Divekick TK B Divekick TK B Divekick TK B Divekick 88 j.B 5B 3C sjc j.B j.B Light Guts Bullet Super Guts Bullet |
Midscreen divekicks, pretty standard. |
Blockstrings/Neutral
Megacrash Divekick |
Right after bursting, Batsu can divekick and close the gap if he wants to remount pressure without dealing with closing in. Useful against characters who can lame out like Saki, Volnutt, or Morrigan. |