Tatsunoko vs Capcom: Ultimate All Stars/Batsu Ichimonji

From SuperCombo Wiki

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
  • 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
7 2 17 - 800 Low Standing low, you can bully people a bit with it.
7 2 18 - 800 Low Crouching kick, reaches farther than 5A, not much else to say
9 3 17 - 1600 - Batsu Steps forward a bit and punches, it's decent range, nothing to complain about
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.


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
13 4 24 - 2400 - Decent Range kick, not much to say about it
14 2 33 - 3340 Low Decent range sweep and sets up his divekick loops.

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.
  • 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
15 4 34 - 2400 Launcher Regular old launcher.
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
9 7 - - 1600 Overhead Your main tool in combos and a decent neutral tool.
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

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 -

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
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.
12 1 - - Light: 2280
Medium: 2964 Heavy: 3648
- Batsu's DP, it's not very good, it can be a setup for divekick loops and maybe maybe out of sheer luck an anti-air but it's definitely a move you can do that was programmed in the game for some reason.
22 1 - - Light: 4439
Medium: 4756:
Heavy: 5624
Overhead You saw how I trashed Guts upper above? I apologize, this is the move that should be trashed, it's an overhead, but batsu already has 6B, so this move has no purpose. Maybe an Anti-air but that startup is so bad, even with baroque it's hard to combo off it, the only redeeming quality it has is the damage and even that's hard to justify. Forget this move exists unless you're actually playing Project Justice and at that point you should be using Roberto anyway


19 - - - 2000 - AKA Why you are playing Batsu. B or C divekick can be used to close the gap (provided you have the proper assist or baroque) or just snipe out players with low health for the chip kill, it can be cancelled into his Guts Super, and is the entire gameplan around his divekick loops which can be activated by performing another divekick with a tiger knee motion.
  • A version hits downward 30 degrees
  • B Version hits 45 degrees
  • C Version hits 70 Degrees almost horizontal

for a more formal explanation of tiger knees, click here

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 + 1 - - - 10352 Projectile Even Superer and huger projectile, good candidate for DHC and crossover combinations
15 + 5 - - - 10352 Projectile Somehow more unsafe than the grounded version but a good combo ender
16 + 4 - - - 10692 Launcher Super DP, has a slight vacuum effect, not used commonly but decent enough. Also works as a launcher so you can do whatever air setup you want after
20 + 6 - - - 20956 Activated by having Ryu, Chun, Morrigan, V.Joe, Zero, Ippatsuman, Ken, and Y1 alive on your team Guts Bullet but stronger, if in the corner you can launch afterwards. If outside of the corner you can attempt an OTG DHC with Zero if you truly wanted. Assist is locked after using.
20 + 6 - - - 21507 Activated by having Alex, Frank, Mega, Soki, CJoe, Polimar, and Tekkaman alive on your team Guts upper but stronger, can combo after it like normal Super Guts Upper. Assist is locked after using.
20 + 6 - - - 30256 Activaed by having Roll, Saki, Blade, Casshan, Doronjo, Jun, Karas, and Y2 alive on your team Starkick but stronger, and strongest of the team supers, cannot combo after it. Assist is locked after using.
20 + 6 - - - 30902 Activated by losing your partner Batsu performs a solo guts bullet, but the damage is absolutely out of control.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A