![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Grabs, Damage | No double jump, mobility in general | Power Bomb, j.B, hyperbomb |
Notes: Alex is the resident grappler so you gotta deal with grappler problems. j.B is a threat since it leads to a powerbomb, tardy counter is kinda tough since he can hyperbomb. Hyperbomb in general is the real threat, but Batsu has j.C and divekicks so being grounded isn't a real problem. Overall, both characters are fishing for the hit and have enough to do it. If you want to be really lame and zone that helps as well but the recovery means Alex will be lying in wait with a slash elbow. Overall Batsu kinda takes this because of dive kick loops and being able to just hurt him off any stray hit but Alex is scary enough |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Same | Same | Same |
Notes: Same |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Kicks, space control, mobility | Can't dish out the damage | Lightning Kicks |
Notes: Chun can be frustrating since lightning kicks basically keep batsu out, he can answer with fireball but she'll probably be ready to dash out of kicks. Overall it's a matter of pokes. As long as Batsu is watching for 2B or managing to pull off a slick tardy counter, Chun should be an average match for him |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Zombies, Combos | Mobility | 2B, Zombies, j.2C |
Notes: Frank has explosive damage and he can control the screen with zombies, but Batsu has the overall advantage. Mobility and normals are not Frank's forte which batsu has in spades. If Frank touches Batsu it's gonna hurt but if Batsu is being optimal those chances will be slim. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage | Slow | 5C, Slam |
Notes: Soki is another one Batsu can fly over. He's just too slow, when he does touch Batsu it's gonna hurt but everything is easily telegraphed. BBQ Unblockables will be Soki's friend in this matchup. Tardy Counter beats out his blockstrings, slam is kinda whatever, unless Soki gets a stray hit flailing wildly it's a tough one. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Zoning, panic supers | Mobility | j.C, Gun arm, Shield arm |
Notes: Volnutt can put up a wall of bullets but Batsu can easily fly past them, only scary thing is Shield arm which shuts down a lot of options. Volnutt can also panic super to beat out tardy counter. It's not an absolute beatdown but Batsu can put the pressure on before Volnutt has a chance to put up a real offense. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Zoning, Mobility | Damage output | Soul fist, Shell Kick |
Notes: Morrigan has the speed to mixup Batsu and keep him guessing. She can mix him up all day, but one mistake and Batsu is wiping out her health, the only real threat here is Darkness Illusion |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Small body, puddle, projectile reflect | range | Roll puddle |
Notes: Batsu can reliably hit her with dive kick loops so no big deal there, she's a bit of a threat when powered up but Batsu can poke her out pretty reliably. Her strength relies in her puddles which discourages dive kick loop setups. More than Likely Batsu will go for the suboptimal launch into B Kicks to get around it. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Rush down | a more well rounded batsu | Hadouken, Shoryu, j.C |
Notes: Ryu is just Batsu but with better pokes. Expect the match to turn into a 2B fest with both players occasionally gunning for a j.C. There's nothing crazy to note here |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning | Close range | Everything |
Notes: Saki can handle Batsu pretty easily, but once Batsu gets in, her health is getting wiped. That being said she can ground him pretty easily, grenades and laser discourage movement, she can load a bullet and limit Batsu's movement. Thankfully divekick is pretty mobile and with a stock of BBQ you can make it safe and stare in her face for the beatdown. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, air mobility | Stubby normals | Red Hot Kick, Voomerang |
Notes: Joe manages to put up a good runaway game and will pester Batsu with voomerangs all day, as usual once Batsu gets in it's pretty easy to move from there. Joe has abysmal range on his normals so Batsu can reliably poke him. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | lmao | lmao | lmao |
Notes: I may as well not even write these entries. Zero has Batsu beat in most categories. Zoning, Mobility, Normals are all to Zero, he builds so much meter that dive kick loops really aren't possible without seeing a burst, zero buster absolutely slams past guts bullet, Batsu can win but man is it a fight |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Knee, Divekick | no real mixups, no real pokes | Knee, Friender |
Notes: Cash is...a struggle for sure. He can hit hard but getting that hit is hard. You can snipe Batsu in the air with a dive kick here or there but it's not really all that hot. However B Friender should snatch Batsu out of a tardy counter so you can't rely too much on that. Overall Casshan isn't a real problem here. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Pokes, space control | Can't handle pressure | Trees, Rock abandon |
Notes: Doronjo can keep Batsu at bay with Rocks and Trees, all it takes really is patience. Once he's breathing on her there's not much room to navigate. Tap her, watch for the tree, use your baroque to punish, when she has Batsu in the vortex, tardy counter right out. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | zoning, anti airs | middling normals | Baseball, final reversal breaker |
Notes: Ippatsuman has the advantage of just ignoring Batsu in the air with Final Reversal Breaker and he can toss some baseballs out, but overall he's gonna struggle a bit. He has some solid blockstrings so tardy counter isn't a threat, but it's not enough to crack through Batsu |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Normals, air control | can't chip | da boot, shuriken |
Notes: Condor can fly around with Batsu and pester him with shuriken. He can also bait out the tardy counter with 5A without worrying too much. But his lack of ability to chip in a meaningful way and lack of midscreen conversions means Batsu has a better advantage |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Zoning | slow normals | Bingo |
Notes: Jun doesn't have much here, she can zone a bit and her conversions are decent but Batsu kinda runs her over. There's not much to say here |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Speed, Blockstrings, normals | Damage | 5B |
Notes: Karas can kinda control space by swiping his sword, but Batsu has this match locked down. There is the threat of the counter but Karas doesn't have much to go on |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air Mobility, zoning | Damage, mixups | Bird Shoot, Bird Run |
Notes: Bird shoot is a godsend, it's outrageously annoying, safe, manages to swipe Batsu out the air, but that's about it. Ken can get away with a few good mixups but they're fairly easy to spot and Batsu has much better ones. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage, mixups | Bad Antiairs | ...none? |
Notes: Polimar is not having a fun time here. j.C can kinda shut Batsu down but that's not happening, if he can rush him down and start his emblem mixups then you got something going but Batsu in general has the superior buttons |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Damage | Movement | j.B, Tek Lancer, Tek Win |
Notes: Tekk can shut down Batsu with a well times Tek Win or just go guns blazing with IAD j.B. That being said the moment any gap appears Batsu will get the upper hand. A well timed Antiair 3C or dragon punch should Scare Tekka into being complacent |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air control, speed | uh..... | 2.jC, falchion |
Notes: Blade has less air mobility but a ton more control than Batsu, a well timed Falchion and Batsu has lost 70% of his health, so typical. Crash Intrude makes up for mistakes, it's blade, I dunno what to tell you. Do some light zoning, keep him scared to fully approach, watch for Baselard, then dive kick him when he's not paying attention |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | fast normals, fast everything | a little commital | 6B, yatterspin, kendamagic |
Notes: Yatterman is the same across every matchup, he runs at you arms flailing and you kinda gotta deal with it. He can stop all of Batsu's air approach with 6B, shut down zoning with kendamagic, and pressure with yatterspin. Tardy counter might be your friend for once, just look for the gaps, dive kick and get in there. |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Omotchama | not Omotchama | Omotchama |
Notes: Yatter2 is basically stalling for time until the robot comes out, Batsu has no answer to the shield other than waiting so wait for her to pop it or do something unsafe, then dump the damage on her |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Hyperarmor | Everything else | not much |
Notes: This isn't a "Terrible" matchup for Lightan, Batsu's projectile game isn't so hot, he can poke with Divekick, and once three bars are ready, smack him with the level 3 and his health is gone. But of course it's lightan so everything he does it really hard to capitalize on, overall Batsu wins this one |
![]() | |||
---|---|---|---|
Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Hypermor, movement | recovery frames | Missles, LP Buster, j.C |
Notes: This isn't a kind matchup, Batsu doesn't have time to zone with PTX breathing on him, he can tag with DP BBQ or Divekick BBQ but PTX will be hovering over him constantly. Thankfully PTX is eternally unsafe so 3 bars and he's in trouble, or catch him offguard and get a super guts bullet |