Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji/Combos

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Combos

Combos

Video Notation Notes

TVC-L.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

The absolute bare minimum of a combo, basic magic series.
Video Notation Notes

TVC-2.png TVC-H.png TVC-baroque.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png j.TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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.
Video Notation Notes

TVC-6.png TVC-M.png TVC-623.png TVC-L.png TVC-baroque.png j.TVC-M.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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.
Video Notation Notes

TVC-6.png TVC-H.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-214.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-214.pngTVC-8.png TVC-L.png j.TVC-6.png TVC-6.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

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.
Video Notation Notes

TVC-6.png TVC-H.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

This is just an easier execution of the combo above.
Video Notation Notes

TVC-63214.png TVC-AT.pngTVC-AT.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j.TVC-H.png

This is corner only; however, if you use Final Guts Upper, you can launch from midscreen.
Video Notation Notes

TVC-M.png TVC-3.png TVC-H.png j.TVC-M.png j.TVC-M.png TVC-214.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-214.pngTVC-8.png TVC-M.png j.TVC-6.png TVC-6.png j.TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png j. TVC-236.png TVC-L.png j. TVC-236.png TVC-AT.png TVC-AT.png

Midscreen divekicks, pretty standard.


Reset

Reset

Video Notation Notes
MegacrashDivekick 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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants