Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji

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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 wherever he wants when he wants
  • Extremely good combos with moderate execution
  • Can sacrifice defense to tank basically everything in the game and start any of his combos off of this
  • One of the few standing low characters
  • 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 underwhelming
  • Doesn't have much in terms of blockstrings, needs BBQ or partner
TVC Batsu Ichimonji Art.png

Move List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 2 17 - 800 Low Standing low, you can bully people a bit with it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 2 18 - 800 Low Crouching kick, reaches farther than 5A, not much else to say.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 17 - 1600 - Batsu steps forward a bit and punches, it's decent range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

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.
  • You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 24 - 2400 - Decent range kick.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 2 33 - 3340 Low Decent range sweep that sets up his divekick loops.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

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. Apparently very plus on block.
  • You can perform this move while blocking (Tardy Counter), doing so puts Batsu in a hyper armor state and in 99% of cases he'll get red life out of it giving him a free baroque
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 4 34 - 2400 Launcher Regular launcher.

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Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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 it's peak scumbaggery try to counter it I dare you.


Universal Moves

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 12 4 - - 3200 Tag Out
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 29 - - - 2400 - Uses the 3C animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 - Small note on all of Batsu's throws—he recovers fast enough to jump and IAD for oki setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 -



Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Light: 19
Medium: 23
Heavy: 27
Light: 17
Medium: 25
Heavy: 33
- - Light: 2848
Medium: 3076
Heavy: 3288
Projectile Super huge projectile, provides massive amounts of hitstun. Very good projectile overall at a distance, do not use it for block strings or in punish range as the recovery is horrible
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Light: 17
Medium: 21
Heavy: 27
Light: 17
Medium: 25
Heavy: 33
- - Light: 2848
Medium: 3076
Heavy: 3288
Projectile Still a pretty solid projectile, Batsu loses all vertical momentum so he may be a sitting duck for anyone that dodges and comes under. Hitstun is still massive, can air Guts Bullet and move into divekicks easily.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 1 - - Light: 2280
Medium: 2964
Heavy: 3648
- Batsu's DP, it's a good starter for divekick loops since it has hella invincibility. The heavy version reaches near half screen, you need BBQ to follow up though and it's super punishable. Lacks the vertical height of a normal SRK but the invincibility is good
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
22 1 - - Light: 4439
Medium: 4756
Heavy: 5624
Overhead An overhead, but Batsu already has 6B, so this move has limited use due to the slow startup. Hard to combo off of, even with Baroque. It's saving grace is the damage
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


19 - - - 2000 - The main reason to play Batsu. B or C divekick can be used to close the gap or chip kill. Can be canceled into his Guts Super and is a core component for his dive kick loops



Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14+1 - - - 10352 Projectile Even bigger projectile, great for DHC and crossover combinations.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15+5 - - - 10352 Projectile More unsafe than the grounded version, but still a good combo ender.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16+4 - - - 10692 Launcher Super DP with a slight vacuum effect. Not used often, but decent enough. You can follow up afterwards as it acts like a launcher but you have to manually jump and follow up.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 20956 Activated by having Alex, Frank, Mega, Soki, CJoe, Polimar, and Tekkaman alive on your team Stronger Guts Bullet. Can combo in the corner.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 21507 Launcher. Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team Stronger version of Guts Upper. Can combo after it like Super Guts Upper. Assist temporarily locked after using.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 30256 Activated by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team The strongest of the team supers. Cannot combo after it. Assist Temporarily locked after using
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20+6 - - - 30902 Activated by losing your partner Batsu performs a solo Guts Bullet, but the damage is out of control.

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
KBeast
TvC Batsu Face.png

Batsu
TvC Yatterman-1 Face.png

Yatterman-1
Twitch
Player Name Point Character Anchor Character Social Media
Bookoo
TvC Batsu Face.png

Batsu
TvC Chun-Li Face.png

Chun-li
Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Batsu Face.png

Batsu
TvC Jun Face.png

Jun the Swan
youtube

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