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Dr. Wilhelm
12-14-2008, 07:04 AM
First of all, I'm glad to finally see Capcom referencing Rival Schools again. Now I haven't really had much of a chance to sit and practice with any one character yet but when playing Snatcher a few days ago I was using Batsu a lot and plan on making him a staple in my team.

Since I haven't really discovered anything with him yet I started this thread for people to post combos and like for Batsu. I'll post my findings as I come up with them if someone hasn't already beaten me to them.

CarmineMac
12-14-2008, 09:50 AM
Launch, follow, :snka:,:snka:,:snkb:,:snkb:,double-jump,:snkb:,:qcf:+:snka:xx:qcf:+:snka::snkb:

In some situations, you can even link his air :qcb:+:snka:/:snkb:/:snkc: after. Then you can cancel into :qcf:+:2p: for pressure.

kaworu_scott
12-14-2008, 10:48 AM
I have been using a lot of Batsu.

cr.A x2, cr.B, d/f+C jump j.B, j.B double jump j.B, B-fireball, super

If you do st.C in the ground string on some characters it completely wiffs if you hit them crouching. Same with st.B

If you do any more hits in the air combo than this there is a high chance they'll move out of range of the super and it will either wiff or only get a couple of hits.

Use air QCB+C for runaway.

Baroque combo:

any BnB string, baroque activate on last hit, dash and start a new string, end with d/f+C into air combo above.

Advanced stuff.

In the corner you can do stuff like, BnB into d/f+C jump then nearly immediately do a C fireball and let it hit as late as possible, falling j.B, land, j.B, j.B xx C fireball, falling j.A double jump j.B, j.B xx C fireball, Partner, Land, j.B, j.B xx C fireball, falling j.A double jump j.B, j.B xx C fireball xx Super.

as you can see at the end of this vid:

http://ca.youtube.com/watch?v=mpETXUTNOb8

In this he uses burst and baroque to carry on the combo.

After lvl.3 supers with Batsu in the corner you can combo d/f+C jump j.B, j.B double jump j.B, B-fireball, super.

QCB+k is an overhead, slightly laggy but can confuse opponents in strings, you can combo air super if it hits but you are unsafe even on hit unless you do your partners super straight after. QCB+A seems pretty safe on block too.

Air dash j.B is amazing, low hit box, crosses up, nice amount of hit stun for follow combo's.

I'll post more when I can be arsed. Sadly there seems to be no real reason anyone would use Batsu over Ryu. Unless your a HUGE fan of Rival Schools:woot:

kaworu_scott
12-14-2008, 12:15 PM
Can anyone change the name of this thread to something Rival Schools related like:

Batsu - United by Fate

Taiyo High - The Batsu Thread

Burning Batsu

===

As currently this is the worst thread title for one of the coolest characters.

yourmother
12-14-2008, 01:57 PM
Can anyone change the name of this thread to something Rival Schools related like:

Batsu - United by Fate

Taiyo High - The Batsu Thread

Burning Batsu

===

As currently this is the worst thread title for one of the coolest characters.

Nah, do something about Vatsu, he was my favorite batsu.

Dr. Wilhelm
12-14-2008, 03:47 PM
Can anyone change the name of this thread to something Rival Schools related like:

Batsu - United by Fate

Taiyo High - The Batsu Thread

Burning Batsu

===

As currently this is the worst thread title for one of the coolest characters.


Done and done.

Necrosis
12-14-2008, 04:30 PM
Did anyone else actually play Batsu/B. Batsu/Vatsu in Project Justice? I know I did.

Also... holy shit that combo video... I was going to play Batsu/Morrigan anyway because I love both of those games to death, and that combo just makes me so very glad I'm playing Batsu/Morrigan.

SSJ Hibiki
12-14-2008, 06:04 PM
http://www.youtube.com/watch?v=0X9qLfbbgs0

Here's a sample video I did a few days ago regarding the Batsu reset.

Yes, it's unsafe on HIT unless you DHC, and it'll un-combo between the fire kick and super without proper timing. On the other hand, almost any other super will combo from it, so it might be worth doing from time to time. I discovered this at EVO, and it seems to remain 100% intact in the final build.

Yes, I know Chun's level 3 didn't combo. That combo worked in the EVO build, but it's been slowed down just enough to allow the opponent to block it after an sj.fierce.

pbj_mixxa
12-14-2008, 10:44 PM
meh... I'd kinda preferred to see Edge or Shoma, but Batsu's still pretty cool. At least capcom made this his coolest version yet! BATSU/CHUN FTMFW!!!!! :woot:

Anyways... any chance of getting a Batsu movelist seeing as no-one's bothering with the wiki?

kaworu_scott
12-14-2008, 11:05 PM
Nah, do something about Vatsu, he was my favorite batsu.

Vatsu was Kurow though and shared very little with Batsu. He was cool though.


Did anyone else actually play Batsu/B. Batsu/Vatsu in Project Justice? I know I did.

Also... holy shit that combo video... I was going to play Batsu/Morrigan anyway because I love both of those games to death, and that combo just makes me so very glad I'm playing Batsu/Morrigan.

I played a lot of Kyosuke_Vatsu/Momo/Incyo in PJ.

That combo is very hard to pull off, the d/f+C jump meaty fireball is the hardest part, it's so easy to wiff the fireball or hit it too early and the falling j.B wont reach.


meh... I'd kinda preferred to see Edge or Shoma, but Batsu's still pretty cool.

I thought the same, Shoma or Akira would have been a great choice, Kyosuke already in CvS2 but I guess as Capcom fighting All Stars fell through they had to put their main protagonist in this.

yourmother
12-15-2008, 04:45 AM
Movelist from the J-Wiki

Kiai-dan (fighting spirit shot?) - :qcf::p: (usable in the air)
Guts Upper - :dp::p: (this is his assist attack)
Mikazuki (new moon) kick - :qcb::p:
Ryusei (meteor) kick - (in the air) :qcb::p:

Hyper Combos
Zenkai (full throttle) Kiai-dan - :qcf::2p: (usable in the air)
Zenkai Guts Upper - :dp::2p:

lvl 3:
ai to yuujou no tsuupuraton (the something of love and friendship) - :hcb::2p:
This is his team up attack, from here you can do versions of the kiai-dan, the guts upper, or the ryusei kick depending on who your partner is.

Also yeah, Shoma for TvC2!

pbj_mixxa
12-15-2008, 08:22 AM
Sweet, thanks.

1 q, does the version of Batsu's lv3 depend on his partner or do you have to do certain inputs?


Oh, and


Guts Upper - :qcf::p: (this is his assist attack)


typo

Leebee Link
12-15-2008, 08:49 AM
is there any use for zenkai guts upper? other than like a Casshern pillar DHC?

it seems like in any situation zenkai kiadan or teamup is a better choice

it doesn't launch?

yourmother
12-15-2008, 09:11 AM
Sorry, typo fixed.

EDIT, also added info about what decides team up, HINT: it's your partner.

kaworu_scott
12-15-2008, 11:11 AM
is there any use for zenkai guts upper? other than like a Casshern pillar DHC?

it seems like in any situation zenkai kiadan or teamup is a better choice

it doesn't launch?

You can super jump, j.B, j.B, double jump, j.B, B-fireball xx Super after zenkai guts upper (f,d,d/f+2 attack buttons).

I sometimes do it after a huge Ryu Baroque wallbounce string into hurricane xx super then perform zenkai guts upper just as it finishes for Batsu to come in and combo, launch, air combo super just for flash and style.

Leebee Link
12-15-2008, 11:18 AM
oh ok.... Thanks. I was super curious about it because it hit them so high and I have yet to see a vid where anyone followed it up haha.

Good stuff, kaworu. :tup:

mtran66
12-15-2008, 12:18 PM
a trick that I've been trying to test (vs CPU... haven't found anyone local to play yet) is doing 2x meteor kicks to corner the opponent quickly. If they're already cornered or near the corner, you can cancel the 2nd meteor kick into a medium fireball and finish with an air super.

corner/near corner
http://www.youtube.com/watch?v=hy1zZJThMcA

mid screen aerial rave meteor kick finish
http://www.youtube.com/watch?v=NxYZN1drjBU

corner/near corner aerial rave meteor kick and super finish
http://www.youtube.com/watch?v=JkV9oXou95k#

yourmother
12-15-2008, 12:36 PM
a trick that I've been trying to test (vs CPU... haven't found anyone local to play yet) is doing 2x meteor kicks to corner the opponent quickly. If they're already cornered to near the corner, you can cancel the 2nd meteor kick into a medium fireball and finish with an air super.

corner/near corner
http://www.youtube.com/watch?v=hy1zZJThMcA


I really like this one. It looks like a nice tricky way to combo into a super (and without much proration). Really good for mixups from normal air dash started combos. With maybe the right DHC this could be pretty awesome damage too. Nice work.

kaworu_scott
12-15-2008, 01:18 PM
a trick that I've been trying to test (vs CPU... haven't found anyone local to play yet) is doing 2x meteor kicks to corner the opponent quickly. If they're already cornered or near the corner, you can cancel the 2nd meteor kick into a medium fireball and finish with an air super.

corner/near corner
http://www.youtube.com/watch?v=hy1zZJThMcA

mid screen aerial rave meteor kick finish
http://www.youtube.com/watch?v=NxYZN1drjBU

corner/near corner aerial rave meteor kick and super finish
http://www.youtube.com/watch?v=JkV9oXou95k#

Nice.

I have been doing the meteor kick x2, fireball xx super in corner air combo's (a bit inconsistant against some characters hit boxes though) but I didn't realise you could hit the whole thing on a standing opponent.

Shame you'll probably never land it on a real opponent, although it is pretty safe on block, but if they jump and it wiffs it has some nasty landing lag. I'll definitely give it a whirl.

kaworu_scott
12-15-2008, 03:36 PM
Ok, big Baroque combo i have been using with Batsu/Ryu:

On characters that are hit by st.B and st.C whilst crouched (most) :

2A, 2A, 5B, 2B, 5C, BAROQUE, dash, 2A, 5B, 2B, 5C, Ryu assist, dash, 2A, 5B, 2B, 5C, 3C, jump j.B, j.B, double jump, j.B, B-fireball xx super.

Ryu assist must be done literally just before or just after the 5C to give you enough time to recover then dash.

On characters that st.B and st.C whilst crouched wiffs:

1 Meter

2A, 2A, 2B, 2C, Ryu assist, dash, 2B, 3C, jump j.B, j.B, double jump, j.B, B-fireball xx super

2 Meters

2A, 2A, 2B, 2C, Ryu assist, zenkai guts upper (f,d,d/f+2 attack buttons) super jump, j.B, j.B, double jump, j.B, B-fireball xx Super

My favorite combo:

Ryu to start:

2A, 2A, 5B, 2B, 5C, 6C, Baroque (C+D) on hit, dash, 2A, 5B, 2B, 5C, 2C, 6C, RDP C, wall bounce, 2B, 5C, 2C, 6C, C-Hurricane xx Super on 4th Hit (the shinkuu should be standing on the ground) xx HCB+2 attack buttons (batsu's lvl.3), 3C, jump, j.B, j.B, double jump, j.B, B-fireball xx Super.

mtran66
12-15-2008, 04:32 PM
here's a vid of a combo that is nearly identical to the above post, except I use karas assist.

http://www.youtube.com/watch?v=t25lEo7oBcY

kaworu_scott
12-16-2008, 12:56 AM
here's a vid of a combo that is nearly identical to the above post, except I use karas assist.

http://www.youtube.com/watch?v=t25lEo7oBcY

Nice, the only thing is karas assist puts them in a juggle state where as Ryu keeps them grounded, hitting an airborn opponent with 3C an getting a full air combo afterwards is pretty difficult. But you managed it :wgrin:

Demon Dash
12-16-2008, 04:12 AM
If I could have chose, I would have chose Shoma, baseball bat flying screen supers for the win. But Batsu was the obvious candidate and I can't complain, he's one of my favourite RS characters...

^^Good stuff...

kaworu_scott
12-16-2008, 06:03 AM
If I could have chose, I would have chose Shoma, baseball bat flying screen supers for the win. But Batsu was the obvious candidate and I can't complain, he's one of my favourite RS characters...

^^Good stuff...

From a personal point of view i would have preffered Hyo but I guess he would have been an awful lot like Karas, Akira would have fit the game well.

------

Ok tid bits and helpful ways to net damage off mix ups:

6B is an overhead (90% sure, not had a chance to check :sad: but it was hitting in casuals so i presume so) 6B cancels into special moves, most importantly A-Guts upper (f,d,d/f+A) which then can be super cancelled for good damage.

More importantly the overhead can be Baroque cancelled for big damage.

While as it has amazing range and you can throw 6B out during a string, due to the start up of the move you can be hit out of it (I have been and subsequentley combo'd to death) so it is best to use your assist to cover yourself during 6B's startup.

Examples:

Any block string eg: 2A, 2A, 2B, 2C, Ryu assist, then mix up between: going Overhead (6B, A-Guts upper xx super) / (6B, Baroque into combo listed in my previous posts) or go Low (dash, 2A, 2A into combo).

Always hit confirm these where possible to stop you from wasting baroque or meter. Doing 6B, Baroque, 2A, 2A into combo is safe, hit confirmable and if it lands it's big damage however it will waste your baroque if the opponent blocks high then low straight away.

Another good thing is block strings into moves with fast recovery. Bring out your assist at the end of your block string then whilst the assist keeps them in block stun do: u/f then asap A+B+C (air dash) into j.B for a crossup into combo of choice.

--- I'll double check all of this tonight just for clarity's sake.

kaworu_scott
12-16-2008, 06:25 AM
Another thing.

Say you have used your assist for a mix up opportunity already and you've been blocked, you now have no assist and you can see that they have blocked your 2A, 2A, 2B you can commit to a 2C xx QCB+A, now you can be hit during the start up of QCB+A but it is an overhead that can be cancelled into super then tag super for safety, but (i'm 90% sure - will check) QCB+A is safe on block.

Oh also, throw is you friend during any of this pressure madness, instead of air dashing in with j.B just land and throw, after dash, 2A just stop and throw.

Pushblock can wreck some of your block strings but you can shorten them where necessary, don't forget they can't pushblock if one of your mix ups hit ^_^ for pushblock happy players just throw them (akin to 3s lol).

mtran66
12-16-2008, 06:31 AM
If I could have chose, I would have chose Shoma, baseball bat flying screen supers for the win. But Batsu was the obvious candidate and I can't complain, he's one of my favourite RS characters...

^^Good stuff...

I used ippatsuman as part of my team just cuz of his baseball swing super lol.

it does a crap ton of damage as a DHC with batsu midscreen. maybe I'll post a vid later. but it does 50% or more damage off a very easy combo:

with batsu mid-screen:
5B, 2B, 5C, 2C xx fireball super xx ippatsuman baseball swing

I liked using ippatsuman but his assist kinda sucks.

kaworu_scott
12-16-2008, 08:22 AM
I liked using ippatsuman but his assist kinda sucks.

I use Ippatsuman/Polymar as well as Ryu/batsu.

Ippatsuman has an amazing st.B, it hits crouched twice while moving forwards. But yeah I don't like his assist either. He does look awesome though.

Looking forward to trying out some more Batsu stuff tonight, might even make myself a nice new batsu icon for SRK.

kaworu_scott
12-16-2008, 02:50 PM
Ok, so I have my new Av and everything I said in earlier posts is confirmed, just had a ton of matches and a lot of it is very useful.

QCB+A is safe on block.

One thing I found out was that in regards to this I said earlier:


2A, 2A, 2B you can commit to a 2C xx QCB+A, now you can be hit during the start up of QCB+A but it is an overhead that can be cancelled into super then tag super for safety

If you do:

2A, 2A, 2B, 2C, assist (so they don't hit you out of the startup), QCB+A xx Baroque! into combo of choice. Canceling safe overhead QCB+A into baroque keeps them grounded and with the assist there is no way they can interrupt.

EDIT: Another thing, A-guts upper (f,d,d/f+A) cancels and combos into zenkai guts upper as normal strings don't, which is good if you wanna get that extra damage and launch blowing meter as you have no assist or the range is too far for 3C to connect.

mtran66
12-16-2008, 03:30 PM
Ok, so I have my new Av and everything I said in earlier posts is confirmed, just had a ton of matches and a lot of it is very useful.

QCB+A is safe on block.

One thing I found out was that in regards to this I said earlier:



If you do:

2A, 2A, 2B, 2C, assist (so they don't hit you out of the startup), QCB+A xx Baroque! into combo of choice. Canceling safe overhead QCB+A into baroque keeps them grounded and with the assist there is no way they can interrupt.

EDIT: Another thing, A-guts upper (f,d,d/f+A) cancels and combos into zenkai guts upper as normal strings don't, which is good if you wanna get that extra damage and launch blowing meter as you have no assist or the range is too far for 3C to connect.

Hey your baroque tip gave me an idea just now.

a way you can confirm the baroque as an overhead is to use 6B then do his flame uppercut. if his overhead hits, baroque the 1st hit of the flame upper and you have a free ground combo

kaworu_scott
12-16-2008, 03:37 PM
Hey your baroque tip gave me an idea just now.

a way you can confirm the baroque as an overhead is to use 6B then do his flame uppercut. if his overhead hits, baroque the 1st hit of the flame upper and you have a free ground combo

Yes you will hit confirm but sadly unlike QCB+A - 6B xx flame uppercut isn't safe when blocked. So if someone see's it coming you'll either get punished for big damage or have to waste baroque to stay safe.

You can however string into QCB+A and hit confirm it (hard) as baroque is only one input (2 buttons simultaneous) into 2A, if it's blocked don't enter baroque and your safe.

mtran66
12-16-2008, 03:39 PM
yea you're right. the 3 hits on qcb+A is more than plenty of time to confirm.

I didn't realize flame uppercut would leave you so wide open

kaworu_scott
12-17-2008, 12:52 AM
Big news!

batsu has Tardy Counter!

Whilst in block stun press 6B and he'll gain super armor and 6B through what they are doing! If it hits it guarantees follow ups! Will test it tonight.

Tardy counter was a feature all Rival Schools characters had where they could do moves in block stun.

Demon Hyo
12-17-2008, 01:01 AM
Big news!

batsu has Tardy Counter!

Whilst in block stun press 6B and he'll gain super armor and 6B through what they are doing! If it hits it guarantees follow ups! Will test it tonight.

Tardy counter was a feature all Rival Schools characters had where they could do moves in block stun.

Yea me and some friends found this out a few days ago. Seems pretty good in some cases.

yourmother
12-17-2008, 04:55 AM
Tardy counter? No way, that's so awesome!

Dr. Wilhelm
12-18-2008, 04:21 AM
Pretty awesome they would choose to include something like that for him.

changuillo
12-18-2008, 02:38 PM
If I land a Zenkai Guts Upper in the corner, can I follow it with the corner combo that kaworu_scott posted?

This one:

Advanced stuff.

In the corner you can do stuff like, BnB into d/f+C jump then nearly immediately do a C fireball and let it hit as late as possible, falling j.B, land, j.B, j.B xx C fireball, falling j.A double jump j.B, j.B xx C fireball, Partner, Land, j.B, j.B xx C fireball, falling j.A double jump j.B, j.B xx C fireball xx Super.

Obviously replacing df + C with Zenkai Guts Upper

Atb_555
12-19-2008, 03:44 AM
Is his Tardy counter fast or slow? I hope its slow otherwise that gives him too much an advantage imo. Even though Im looking to main him.

kaworu_scott
12-19-2008, 05:05 AM
Is his Tardy counter fast or slow? I hope its slow otherwise that gives him too much an advantage imo. Even though Im looking to main him.

It's slow but on CH you get a combo, smart players won't get hit by it as they'll be hitting the quick strings for the hit confirm and will just block the Tardy Counter on reaction easily (like goukifafa has been doing to me) especially as it has the special ball effects and a big japanese character appears when he does it.

Very limited use. Sadly.

I have been hammering Batsu/Ryu and while i love Batsu unconditionally it's so much easier to net big damage with Ryu, it's all in the tiers.


Changuillo: If I land a Zenkai Guts Upper in the corner, can I follow it with the corner combo that kaworu_scott posted?

Sadly not, Zenkai Guts Upper is a very different launch to d/f+C. Trying a meaty fireball will just give them time to tech, you have to follow zenkai with sj.B j.B dj.B, B-fireball xx super or whatever ender you wish.

KrsJin
12-19-2008, 10:05 AM
Big news!

batsu has Tardy Counter!

Whilst in block stun press 6B and he'll gain super armor and 6B through what they are doing! If it hits it guarantees follow ups! Will test it tonight.

Tardy counter was a feature all Rival Schools characters had where they could do moves in block stun.

Great thanks, I kept getting it at random when I got to play the game, but wasn't sure how I was doing it. I almost thought I was doing like a qcb, 5 motion, which would make sense.

Does he have it on another move too? I think I saw that orange kanji flash for two different moves that acted like a counter.

kaworu_scott
12-19-2008, 11:06 AM
Great thanks, I kept getting it at random when I got to play the game, but wasn't sure how I was doing it. I almost thought I was doing like a qcb, 5 motion, which would make sense.

Does he have it on another move too? I think I saw that orange kanji flash for two different moves that acted like a counter.

6C does it aswell, it does his elbow but it's rubbish.

KrsJin
12-19-2008, 11:51 AM
Got ya, thanks man.

pyrestrike
12-19-2008, 12:57 PM
Can you call assist at the moment you use tardy counter though? Even if people do block the move, you could keep 'em in block stun with your assist to cover your recovery. Doing this still reverses who is the aggressor and who's on defense (using the tardy counter, I mean), so it's an alternative to things like push-block.

kaworu_scott
12-19-2008, 01:56 PM
Can you call assist at the moment you use tardy counter though? Even if people do block the move, you could keep 'em in block stun with your assist to cover your recovery. Doing this still reverses who is the aggressor and who's on defense (using the tardy counter, I mean), so it's an alternative to things like push-block.

I was thinking the same thing, if you time the assist to come out at the end of the tardy animation, I also wondered how far the super armor can be stretched.

If they block and tardy counter ryu's cr.A x2 can Ryu just super on reaction? I'll try it out.

kaworu_scott
12-21-2008, 02:41 PM
Ok, I did some Tardy Counter testing:

Tardy counter is useful in certain situations.

If the opponent does a normal block string they can easily see the tardy counter, block it and punish you heavily.

If you block Ryu's super fireball you can Tardy counter through it for a free combo but you still take damage (no where near as much as you punish them for though).

You can keep tardy counter safe by using your assist to cover you as tardy recovers, also if tardy hits you can baroque for a combo or use the assist for a combo.

Tardy is only useful against certain characters and certain moves, if you tardy ryu's cr.A and he sees it then supers you will still go through it. But some other supers you wont and you'll take full damage.

Also if you call your assist to cover the tardy there is a chance they will punish your assist aswell as Batsu.

I'll post some vids of me using it in matches soon.

KrsJin
12-21-2008, 03:09 PM
Last night I was getting away with tardy 6B into 236B+C, then called my partner (Souki) to do his 236B+C super. Pretty hefty damage for what it was. I'm sure there's better options with timing assists/baroque that you guys know or will come up with, but I'm not very good at the game yet haha, so I keep it simple.

yourmother
12-21-2008, 05:49 PM
Last night I was getting away with tardy 6B into 236B+C, then called my partner (Souki) to do his 236B+C super. Pretty hefty damage for what it was. I'm sure there's better options with timing assists/baroque that you guys know or will come up with, but I'm not very good at the game yet haha, so I keep it simple.

That strikes me as a really good setup. Little to no proration makes it seem like a great way to hit your supers.

Demon Hyo
12-23-2008, 06:51 AM
I posted the batsu infinite I figured out in the Tvc video thread for those who are interested.

frustratedsquirrel
01-03-2009, 05:44 PM
Apparently Batsu's level 3 super does more damage if your partner has been defeated. don't know if that's been posted yet.

I'm really liking Batsu so far. He seems a lot more fun than Ryu and has some very interesting gimmicks (tardy counter, level 3 super, etc.)

kof_killer
01-03-2009, 10:36 PM
Apparently Batsu's level 3 super does more damage if your partner has been defeated. don't know if that's been posted yet.

I'm really liking Batsu so far. He seems a lot more fun than Ryu and has some very interesting gimmicks (tardy counter, level 3 super, etc.)

I noticed this, as well as some other details about his level 3 Super which I'm about to explain:

As everyone probably noticed, Batsu has a different level 3 Super, depending on his partner, which includes different versions of the Kiai-Dan (ex: Ryu as a partner), the guts upper (ex: Souki as a partner) or the Ryusei kick (ex: Doronjo as a partner).

What people probably didn't notice before is that each of those supers does different damage. This was tested on Batsu Vs Batsu by the way, I'm not sure what the damage standard is (probably Ryu), but it was faster to test it this way.

Using the Kiai-Dan, the damage output is about 20k.
With the guts upper, about 22k.
With the Ryusei kick, around 30k (!!!).

As frustratedsquirrel mentioned before, the level 3 Super does change if your partner has been defeated, but this time it turns into a slightly different version of the Kiai-Dan team-up attack (which is always the same, no matter what partner you had before), and the damage is almost 31k.

I hope this is helpful to all the Batsu fans out there, and I'm sorry if it has been posted before, but I took a very quick look at this thread and found nothing about it. Have fun!

kof_killer
01-03-2009, 11:02 PM
I did some further research, and now I bring you which type of special each character does during Batsu's level 3 Super.

Kiai-Dan - Chun-Li, Ippatsuman, Ken, Morrigan, Ryu, Viewtiful Joe and Yatterman-1.

Guts upper - Alex, Daimao, Polymar, Rock Vollnut, Souki and Tekkaman.

Ryusei kick - Casshern, Doronjo, Karas, Jun, Roll and Saki.


That's all for now, I'm sure this will be useful to someone. It certainly was for me :P

Henaki
01-05-2009, 09:50 AM
why the shit cant i do the infinite.

is there some sort of trick im missing. do i have to delay all the hits as far as possible, is there a certain time i have to hit a certain button.

ive tried: fwd C, iad, B, land, jump A B Fireball, B but the last B always misses. it seems like the enemy isnt high enough when i do it.

the_ArChitEct
01-05-2009, 12:21 PM
I dont know if anyone else has noticed this but Batsu's lvl 3 dose alot more damage when he is alone.

xS A M U R A Ix
01-06-2009, 11:16 PM
So I found something pretty cool. If you're partnered with Karas, you can combo from his overhead kick special into karas assist, which stuns them long enough to get off a level 3 super, which happens to be the stronger version since he's partnered up with karas. Shit's really nice, and if the overhead doesn't hit, it's still safe since karas covers you.

Also in the corner you can do dive kick x2 into air fireball into air super. Does pretty good damage to be from a dive kick.

mtran66
01-07-2009, 12:28 PM
crouching/small opponents make batsu hard to play.

what do you think?

I can no longer do some combos. 5B whiffs, 5C whiffs.

I end up having to do 2B, 2C/3C combos.

5C was really important for my batsu game which was a main poke, baroque starter, 5C -> fireball XX lvl3

SenkouHakuZero
01-17-2009, 03:13 AM
Has anyone when had a very weird glitch happen when Batsu's level 3 super connect when their partner was gone?

Pretty much what happened to me was I was playing a match with Soki/Batsu aganist a Chun-Li/Saki. I killed Saki, then shortly after he kills my Soki. He ends up whiffing a move so I do my level 3 which connects...but from here is where the glitch happens.

The super animation starts but at from a very odd angle, then zooms on Batsu and Soki per the normal super but it fires in the complete opposite direction and misses completely.

I was in the left corner the initial hit for the start of the super hit perfectly but for whatever reason Chun-Li ended up directly behind me in that "stunned" state that happens in the normal super.

I can't really remember any other details about the match specifically to help point anything else out. This happen to anyone else?

Alternate275
01-21-2009, 04:56 AM
Has anyone when had a very weird glitch happen when Batsu's level 3 super connect when their partner was gone?

Pretty much what happened to me was I was playing a match with Soki/Batsu aganist a Chun-Li/Saki. I killed Saki, then shortly after he kills my Soki. He ends up whiffing a move so I do my level 3 which connects...but from here is where the glitch happens.

The super animation starts but at from a very odd angle, then zooms on Batsu and Soki per the normal super but it fires in the complete opposite direction and misses completely.

I was in the left corner the initial hit for the start of the super hit perfectly but for whatever reason Chun-Li ended up directly behind me in that "stunned" state that happens in the normal super.

I can't really remember any other details about the match specifically to help point anything else out. This happen to anyone else?

:rofl: :rofl: :rofl:

mtran66
01-23-2009, 08:25 AM
So I found something pretty cool. If you're partnered with Karas, you can combo from his overhead kick special into karas assist, which stuns them long enough to get off a level 3 super, which happens to be the stronger version since he's partnered up with karas. Shit's really nice, and if the overhead doesn't hit, it's still safe since karas covers you.

Also in the corner you can do dive kick x2 into air fireball into air super. Does pretty good damage to be from a dive kick.

wow I never thought of this. This is an amazing mixup and setup for launcher or even infinite.

xS A M U R A Ix
01-25-2009, 03:17 AM
So I still can't get the batsu infinite with any consistency. Do you guys think it's really practical in a REAL MATCH. Like.....not training mode.

gwc123
01-25-2009, 07:22 AM
whats the exact command for the Batsu infinite?

also what other ways are there to combo into his lvl 3 other then the A overhead kick xx karas assist xx lvl 3?

it doesnt LOOK hard xD but then again ive nvr tried it nor have it got karas infinite to work too, mostly due to lack of practice since i can only play it in arcades :(

xS A M U R A Ix
01-25-2009, 06:51 PM
The setup I remember for the infinite was 3C in the corner SJC backwards and do 236A mid or so way up, drop a bit j.B land j.A j.B 236B drop a bit j.B land repeat x infinity.

You can combo into level 3 from the C tardy counter and 6C. I think that's it as far as I know.

I cracked up yesterday when I saw level 3 without a partner for the first time. Batsu cries manly tears.

Also dunno if people knew this combo but you can do 6B 623C cancel on the first hit into 623ABC. Gives you a no partner no baroque followup to the overhead.

Eph
01-26-2009, 04:52 AM
Its A fireballs for the infinite, not Bs...

xS A M U R A Ix
01-26-2009, 12:05 PM
Err yeah I had that right in my first fireball, so used to saying B for the Karas infinite, lol.

SamuraiPanda001
01-29-2009, 04:13 AM
You can also combo into the level 3 from a standing A fireball. I usually do jC, 5A, 5B, 2B, 5C, A fireball, level 3.

Is his kick thing on the ground an overhead? I think the first hit may be, but the rest aren't (the computer crouches when blocking subsequent hits). IMO the kick on the ground is a horrible move. Not a good anti-air (duh), doesn't naturally combo into anything useful without Baroque, rather slow, pretty weak, and may not even be an overhead. Definitely Batsu's worst attack.

By the way, does anybody follow up the guts upper with anything? When I hit them with the uppercut on their approach, I can't figure out any way of tacking on more damage.

Sylence
01-29-2009, 12:14 PM
I'd say guts upper is a worse move than ground kick. At least ground kick covers some space and can be a decent approach. It has a big hit box too, and can catch opponents.
As for guts upper follow-up, you can cancel the first hit into super guts upper, like someone else said just a couple of posts ago.

MVA
01-29-2009, 05:58 PM
So I still can't get the batsu infinite with any consistency. Do you guys think it's really practical in a REAL MATCH. Like.....not training mode.

from my matches, his infinite does not seem to be very applicable. as stated by D. Hyo before me, Batsu has many other BETTER options when he has an opponent in the corner.

ex. (with Karas as Partner/opponent in corner. works on standing characters, does not work on some crouching characters)
2A-5B-2B-5C-:dp::snkc:(1 HIT)-BBQ-5B-2B-5C-:qcf::snka:-:qcf::2p:-Hit P for Double Team Super-Wait for Karas to land second to last hit of his Super-SJ-B-B-:qcf::snkb:-:qcf::2p:

Burningfist
01-31-2009, 07:52 AM
I've been toying with this setup for the infinite, seems to work fairly well. Remember after the jumping A after the IAD B is the double jump cancel in the combo.

Corner
6C, IAD B, 8 [8A, 8B, 236A, 8B] Repeat Brackets

Seems easy to get them in the sweet spot where the fireball will continue to hit after 8A, 8B. Anyone else noticed that the infinite seems to work better if you hold up during the attacks? I know Marvel 2 had something like this and I know Doronjo can do something similar vs. Tekkaman for her jumping B infinite. Anyone care to explain any of the tricks they use to make the infinite more viable?

Breaking Down Connecting the Level 3 into Infinite



--- Team Zenkai Kiaidan - 20676
(Batsu will perform this with the following partners: Chun-Li, Ippatsuman, Ken the Eagle, Morrigan, Ryu, Viewtiful Joe, and Yatterman.)


In the corner you can land a launcher to setup the infinite if you have baroque. Outside of corner use fireball super for some extra damage.



--- Team Zenkai Guts Upper - 22620
(Batsu will perform this with the following partners: Alex, Daimao, Polymer, Rock, Souki, and Tekkaman.)


In the corner this sets them up falling to the ground spinning with you free to move around. I'm almost 100% sure you could infinite from this version either by tiger kneeing a fireball xx baroque or just by starting from a normal jump.



--- Team Zenkai Ryusei Kick - 30530
(Batsu will perform this with the following partners: Casshern, Doronjo, Jun the Swan, Karas, Roll, and Saki.)


Hurts pretty bad but doesn't seem to set up any possibility for the infinite.

xS A M U R A Ix
02-03-2009, 02:08 AM
So, I found something I don't think anyone knows about yet. You can actually hold up after guts upper super and get a SJC into an air combo, shit looks hot. You can actually start the infinite off of it, lol. Also another cool thing you can do (kind of a waste of meter but if you want to kill them with it go ahead) is you can burst after an air super in the corner and combo again.

So incorporating all this stuff......you can do:

IAD j.C 5A 5B 2B 5C BBQ IAD j.C 5A 5B 2B 5C Assist 66A 5B 2B 5C 236A 623ABC SJC j.B dj.B j.B 236A 236ABC MC 214C 214C 236A 236ABC

100% damage for 30% life and 5 meter.....terrible but FLASHY AS HELL. 3 Supers in 1 combo is just pretty.

changuillo
02-03-2009, 06:36 AM
So, I found something I don't think anyone knows about yet. You can actually hold up after guts upper super and get a SJC into an air combo, shit looks hot.

but this was known like a month ago.

I asked kaworu_scott about that and he said its a different lanucher so you couldnt get the inf out that...dunno if he was wrong or right

xS A M U R A Ix
02-03-2009, 02:37 PM
It works the same as the 3C infinite, you can still get jump up 236A mid way up, so I don't know why it wouldn't work.

But yeah sorry for the old news then, I never saw anyone mention it.

changuillo
02-10-2009, 04:09 PM
It works the same as the 3C infinite, you can still get jump up 236A mid way up, so I don't know why it wouldn't work.

But yeah sorry for the old news then, I never saw anyone mention it.

I think he said something like, they can tech before the fireball reachs them if you try to do it after zenkai upper or something like that.

smasher32
03-01-2009, 09:50 AM
AW YEA FIRST POST EVER.

Now that I've ruined my credibility, I found something interesting the other day. I've been looking at this thread for a while and haven't seen anything like it, so if I overlooked it somewhere, my bad.

Batsu's 623A/B/C special can be baroqued early to continue a combo closer to the opponent. This makes combos not against the wall more possible. For example, here's a combo that uses this.

5A 2A 5B 2B 5C 623A [BBQ as soon as the first hit connects] 5A 2A 5B 2B 5C [anything you want, like launcher, lv. 3 super, team super, etc]

I could throw up a youtube vid of the combo I came up with (takes up 3/4+ health with Roll, my primary teammate) since I have a recording device. It just won't happen until much later today.

Edit: apparently, this was on the first page. So QCB+A is better than 623A for following up a combo then...that doesn't work with Roll >_<

Devil Tron
04-21-2009, 08:09 PM
Dude of course i have known about those combos for awhile now.

yourmother
04-23-2009, 11:46 PM
OK posting about this game if anybody still cares.

Batsu is turning out to be really good, especially with Ryu/morrigan as assist. The key is those baroque resets. QCB+C is a 4 hit overhead that can be baroqued at any point into a crouching A (overhead>instant low) and back into a ground combo. 3 things about this.

1: Reset damage
2: plus baroque damage
3: if done right, your assist has time to reset even if used in the first combo (ryu/morrigan).

Your string looks like this:
(potential j.B crossup for starter)2A,B,2B,C,P,dash,2A,B,2B,C (reset)214CxxBBQxx2A,B,2B,C,P,dash,2A,B,2B,C,3C air combo of your choice.

At the launcher, it's already 2/3 of a life bar or so on Ryu.

djjizzdrinky
04-27-2009, 09:58 AM
first off, hi everyone. i'm new here.

secondly, yourmother, does that combo only work if they start ducking right after the first half of the combo ends?

yourmother
04-27-2009, 04:05 PM
first off, hi everyone. i'm new here.

secondly, yourmother, does that combo only work if they start ducking right after the first half of the combo ends?

No. Keep in mind it is a reset so it is possible to block, but it hits overhead then low somewhat unpredictably at high speeds and a pushblock won't knock away the second part.

EDIT: Oh yeah, welcome to srk.

djjizzdrinky
05-31-2009, 01:27 AM
i still haven't found a better all-purpose batsu combo than that last one on here. damn, i love playing batsu.

yourmother
05-31-2009, 05:03 AM
What the one I posted up? I'm glad you like it. Batsu's super fun and actually one of the characters who seems to be up-and-coming still, he's becoming more popular and people seem to be doing consistently better with him. Another one of the big keys is mastering assist/j.B crossups with him, when done properly with a good assist, you have not one but two ambiguous blocks to make, after which you can combo various things, although the string I posted up won't quite work thanks to the assist needing time to reset, however, you can do something like this for a reset:
(assist+j.B)2A,B,2B,C,214B,BBQ,2A,B,2B,C,P,2A,B,2B ,C,3C,jA,jB,dj.A,dj.B,236A,236A+B

or for a straight combo with no reset (if you're into that :-) )
(assist+j.B)2A,B,2B,C,623C,BBQ(early),2A,B,2B,C,P, 2A,B,2B,C,3C,jA,jB,dj.A,dj.B,236A,236A+B

manman
06-08-2009, 06:20 PM
sorry for the super noob question in this tread, but it seems to be the only batsu thread that's been visited in the past few months, so hopefully someone passing by will be able to enlighten me...

I'm fairly new to the vs. games in general so I don't really get why the combo counter gets reset at odd times when I think I should be getting a full combo (or the idea of resets in general...), and this seems to happen a lot. The batsu example I'm seeing right now is, if I do:

A, A, B, C, Baroque, A, B, dfC - and then follow up w/ aerial rave, the air combo gets counted as part of the combo. But if I do

A, A, B, C, Baroque, A, B, dfC , everything up to the launcher gets counted and then the counter resets when I'm doing the aerial rave...

Can someone explain if/why this is supposed to happen or if I'm just doing something wrong/too slow etc? Thanks

yourmother
06-09-2009, 06:22 AM
if I do:

A, A, B, C, Baroque, A, B, dfC - and then follow up w/ aerial rave, the air combo gets counted as part of the combo. But if I do

A, A, B, C, Baroque, A, B, dfC , everything up to the launcher gets counted and then the counter resets when I'm doing the aerial rave...


I'd love to help you but as far as I can see, those two are the same, so I can't imagine they'd work differently. Want to rewrite this?

manman
06-09-2009, 10:51 AM
Oops, dumb mistake, sorry... I meant A,A before the launcher instead of A,C on the second one...

flytai45
01-26-2010, 12:30 PM
how do you cancel a superjump backwards to set up fot the infinite???

djjizzdrinky
01-28-2010, 08:50 PM
combo break: when i play again i'll test out what you're talking about but the rule of thumb is if it doesn't work...it doesn't work. you should really try changing that combo into the basic bnb for batsu. its by far the way to go.

infinite: what infinite? are you talking about the old one, cause that wont work no more.

kaworu_scott
01-29-2010, 06:50 AM
With UAS out and Batsu being given some nerfs how do you guys think he fares now?

Also who would you say are Batsu's best partners and for what reasons?

frustratedsquirrel
01-29-2010, 07:21 AM
Batsu has a new 'infnite' now. It's basically the same as his old one, because his aerial kaia-dan still stuns like a motherbitch. However, it's really just a long loop because the new gravity system in TvC makes infnites just not work anymore.

kaworu_scott
01-29-2010, 07:26 AM
Batsu has a new 'infnite' now. It's basically the same as his old one, because his aerial kaia-dan still stuns like a motherbitch. However, it's really just a long loop because the new gravity system in TvC makes infnites just not work anymore.

Thanks for the input, do you by any chance have the notation for the infinite?

Who would you say is his best partner? I was using Ryu just because Ryu is good anyway and his assist keeps them grounded for longer strings.

Thanks.

flytai45
01-30-2010, 11:12 AM
Batsu has a new 'infnite' now. It's basically the same as his old one, because his aerial kaia-dan still stuns like a motherbitch. However, it's really just a long loop because the new gravity system in TvC makes infnites just not work anymore.

how many times can you do the loop before it stops? ive onlybeen able to get it to like 21 and wanted to know if that was or wasnt the max




and also:
IDk about you guys but the areal rave that works the best for me with batsu is J.B>J.B>D.J.B>D.J.B and then whatever after that usually 236C>236A+B....but when i try to do this coming off of a variable areal rave it doesnt work so i have to do J.A>J.A>J.B>J.B>D.J.B then 236b>236A+B does any1 else get the same or thing or do i just have bad timing with my variable air raves????

malakyoma
02-01-2010, 03:17 PM
i was just trying out batsu a little earlier and i dont know if this was posted yet but in the corner you can: A,B,2B,C,3C,J.B,J.B,second jump,J.B,QCB.C,QCB.C,QCF.C,QCF.B+C

LoonyProdigy
02-01-2010, 07:44 PM
i was just trying out batsu a little earlier and i dont know if this was posted yet but in the corner you can: A,B,2B,C,3C,J.B,J.B,second jump,J.B,QCB.C,QCB.C,QCF.C,QCF.B+C

You can also add two more shooting star kicks before the second jump, though I don't know if it works if you just do j.b,j.b during the first jump since I usually add a j.a or 2 before it.
I usually do 2A > 5B > 2B > 5C > 3C > j.A > j.B > j.B > 214C > 214C > dj.B > 214C > 214C > 236C > Super Guts Bullet.

Batsu can also do eight shooting star kicks if you use a baroque in the air after two shooting star kicks.
It would be (in the air) 214C > 214C > baroque > 214C > 214C > dj.B > 214C > 214C > third jump.B > 214C > 214C, which could then be ended with 236C and Super Guts Bullet. I don't think it has any real use, just putting it out there.

abstyles20
02-02-2010, 01:36 PM
yo batsu might have an new infinite/loop in the corner it deals with his Ryusei kick since you can jump/dash cancel them and do it agian plus it as alot of hitsun

i play souki and batsu so this is how i set it up 5A ,2B, 2C,assist, j.214C, adc, j.b,[ land then j.B, 214B, dj then air dash, late j.B], land and repeat brackets

you can baroque 5C into 6C to set it up that way, if had some recording equipment i would post a vid.

KrsJin
02-02-2010, 05:32 PM
Which character(s) do you feel compliment Batsu the most? Don't have the game to mess around and see, so I'm curious what you guys think.

ken3rdstrike
02-05-2010, 06:38 PM
i heard batsu had a new loop in the coner does any one know the inputs for them and i have ps2 stick if i buy a ps2 to wii adpter for tvc would in lag like th3 ps2 to ps3 adapter

abstyles20
02-05-2010, 06:51 PM
look at my last post thats basic variation of it you can do up to four reps of the loop before they fall out it.

i have change the combo up since i posted that one, plus i have found out that he can carry somebody from almost frullscreen to the corner and start the loop.

malakyoma
02-05-2010, 08:08 PM
Which character(s) do you feel compliment Batsu the most? Don't have the game to mess around and see, so I'm curious what you guys think.

i play batsu with soki. Soki has ery strong ground combos with weak air combos while batsu has very strong air combos so an ideal combo would be something like:

Soki: a,b,2b,c,2c,6c,BBQ,a,a,a,a,a,a,b,c,3c, j.b,QCF.P,(Batsu:) b,qcb.a,qcb.b,qcb.c,qcf.a,qcf.ab. does something like 30 billion damage

Sylence
02-08-2010, 03:49 PM
Batsu gets a whole lot of noobish online play but not alot of attention here anymore. Feels like he's a newb character now...

Here's my anywhere-but the corner Batsu combo:

A, 2A, B, 2B, C, 214C Baroque dashing A, 2A, B, 2B, C, 2C, 236A, 623ABC, j.A, B, B, j.B, 236A, 236ABC

2C,236A,623ABC will not work in the corner as the hits that launch will somehow miss. Skip that and just do C,3C for launch. At least you can do the repeated 214C kicks in the corner.

You can extend with an assist. I extend with Yattaman-1.

214C is great for mixups since it hits high - it makes the 6B overhead basically obsolete in my opinion since it travels farther and does more damage, unless someone can tell me otherwise.
Tardy counters don't feel as safe as before and I'm not implementing them as much. Maybe someone has a strategy for using them more often, and what does most damage after hitting one?
I see little use for 623C or B, since it travels and follow-ups require baroque. Only 623A feels like it might be legit anti-air.
Travelling around with 214C in the air is dangerous nowdays, of course...

Feels like we should redo the thread, since most of the old posts are like 2 years old and the data throughout isn't very valid.

berserkotaku45
02-10-2010, 11:37 AM
ok so i just got into tvc, see a lot of stuff for the older version and was wondering whats batsu best BnB combo?

WINBACK
02-10-2010, 05:40 PM
First of all, thanks to everyone whose been posting up combos and such. They've pushed me in the right direction.

Question: I was never too good at Marvel and I'm not very creative. So does anyone have any suggestions on how to best utilize Tekkaman Blade's assist with Batsu on point? Any combo ideas? Set-ups? I'd appreciate some advice, thanks.

Sylence
02-10-2010, 06:38 PM
Off the top of my head, you can likely use him to set up for the corner loop.

TheSituation
02-11-2010, 09:56 AM
How many hits does the tardy counter armor have in the UAS version?

I read somewhere that it's not infinite anymore.

trag
02-12-2010, 02:01 AM
Hi all. Recently been making combos for different characters... and finally got around to Batsu. Pretty interesting character with some neat tricks. Not sure if these combos are known/obvious/whatever, but here are the first two (almost same combo).

Batsu Combo 01 (http://www.youtube.com/watch?v=g9A9YTYcKJ8)

Batsu Combo 02 (http://www.youtube.com/watch?v=RnU4d8hz5n0)

Mr.Q®
02-12-2010, 04:25 AM
His tardy counter gets countered by some characters easily, like Karas (counter move), Zero (crossup moves), or BRQ, you must be careful on who you're doing it. Just found out you can do up to 4 SSKicks anywhere on the screen :p, just switch to C version after the 2nd one.

I think Tekkaman Blade is a good partner (my newest team, actually), just 'cause of variable air raids; No matter who stars an aereal rave, performing an VAR gives you so much damage due to either heigh for Batsu or going for a dive lance into wallbounce with Blade, is fucking NUTS. You can even score in corner 4 SSKicks, 1 fireball, BRQ, j.b into VAR to Blade, and there goes the other guy's life, or starting with Blade, go for he aereal rave into dive, 2,8+B, juggle for relaunch and then you have 2 options: Either going for another dive into 2,8+C, relaunch into VAR, and the Batsu's SSK x 4.

Good shit you got right there trag, will try ASAP.

trag
02-12-2010, 10:11 AM
Something to note for Batsu players (or combo enthusiasts): Apparently, you cannot do a normal move before a dive kick and still air dash. It's a very strange phenomenon. When I was trying to figure out how to relaunch after mid-screen loop, I noticed that I couldn't 2-1 cancel the last j.B into dive kick. So I did some testing. I then tried to jump C -> 214B on a standing opponent, and dive kick didn't work their either. For my next test I did whiff j.A and canceled the whiff into a 214B that hit, and I still couldn't air dash after. However, if you do any normal into dive kick canceled into a dive kick, you can air dash. This is why the corner loops work - you are usually doing j.B -> 214B~214B, air dash etc.

So, in both Batsu Combo 01 and 02 listed above, you can see that I'm doing numerous sets of j.B, falling j.B, land, repeat... and at the end, I do j.B -> 214B. You might be saying "you just said that wasn't possible!" and you'd be right. What I'm actually doing is j.B -> 2147B to get the Tiger Knee air divekick. This puts me into a fresh jump state so that the next hit is simply a 214B (without a normal ahead of it... remember, new jump state), thus allowing me to air dash B, land, B3C... etc.

Those practicing divekick loops in corner may have already noticed this phenomenon.

If this is already known, apologies in advance!

Fasty McNasty
02-12-2010, 10:15 AM
More Batsu combos:

http://www.justin.tv/clip/daeb031b65e2dd7e

http://www.justin.tv/clip/9de428842251df1f

Shows the 4 midscreen SSKicks. Batsu looks strong.
I think my team now is gonna be Batsu/Ippatsuman = "Ibatsuman"

trag
02-12-2010, 11:06 AM
Nice stuff Fasty. I was thinking about something like that but had no idea if it worked, and I was going hardcore on the j.B loop. That opens up a lot of possibilities for sure! Really nice!

Beardini
02-12-2010, 03:30 PM
I think i officially went crazy, the 4 consecutive sskicks wont come out for life of me i even tried 2b's and 2c's (and also alternating them) the max i can get out is 2 unless i brq i get 4 but clearly noone else is using brq

rinoH
02-12-2010, 04:03 PM
good stuff by trag and Fasty need to go to training mode and work on these combos

trag
02-12-2010, 04:20 PM
Beardini: You need to Tiger Knee the 3rd divekick. You are only allowed 2 divekicks per jump. 214B~214B~2147B~214B. Obviously use the attack button that is required (in the full-screen combo, it's C's).

Fasty McNasty
02-12-2010, 05:10 PM
http://www.youtube.com/watch?v=VQJYoFYw1gI

xsamuraix posted this in the main TvC video thread, but it shows an example of the batsu corner loop at 1:10.

abstyles20
02-12-2010, 05:52 PM
http://www.youtube.com/watch?v=VQJYoFYw1gI

xsamuraix posted this in the main TvC video thread, but it shows an example of the batsu corner loop at 1:10.

damn too bad i dropped that combo lol.

well an easier way to hit this combo consistently is on the tk 214B use 214A instead the last hit being the A version helps them stay at perfect hieght plus it makes doing 4 reps alittle easier, 4 reps of the loop is still pretty tough though.

i think people might be sleeping on batsu.

trag
02-13-2010, 03:56 AM
Batsu Combo 03 - Karas Killer* (http://www.youtube.com/watch?v=vDsZKf7sSdo)

So close to 100%. With some minor adjustments, I might be able to make it happen. Will re-capture if I do it.

KnyghtFall
02-13-2010, 10:30 AM
damn too bad i dropped that combo lol.

well an easier way to hit this combo consistently is on the tk 214B use 214A instead the last hit being the A version helps them stay at perfect hieght plus it makes doing 4 reps alittle easier, 4 reps of the loop is still pretty tough though.

i think people might be sleeping on batsu.

You'd be right. I had no idea Batsu was that beastly, until I saw that money match you had with XSamuraiX

Trags combos too are just ridiculous.

I'm going to learn this character. If he can do that much damage without meter or baroque, he is going to be a serious problem for the entire cast.

My question for you and Trag is this: Can either of you do any of this online? The delay limits me to simple bread and butter ish only.

trag
02-13-2010, 12:10 PM
I haven't tried it online. However, I can do the combo offline without the third corner loop very consistently. In most of the combos I cap, I try to max out the possible air hits for damage and "wow" factor, but it often makes the combos almost impossible to do. If you do the combo starting from a c.A (instead of a j.C) and omit one loop at the end, the combo becomes very practical... it's not really too hard once you get the execution down. The only real hard part of the combo is getting that third loop out before the launch.

abstyles20
02-13-2010, 12:29 PM
doing this online really isnt happening unless your just an online player.

also when you take them into the corner on that 2 loop if you just do 2 reps of 214B it makes doing a 3rd loop alot easier

trag
02-13-2010, 04:01 PM
Batsu Combo 04 - 100% (http://www.youtube.com/watch?v=vNiIQ0zUeXo)

Since you easily build enough meter during the course of this combo, I changed it up to remove 1 loop and instead end with super. Makes the combo WAY easier... and even more deadly.

trag
02-14-2010, 08:51 PM
Soki - Batsu 100% Deadly VAR! (http://www.youtube.com/watch?v=0Pxej4fDZbU)

Kwyjibo123
02-14-2010, 09:06 PM
Beastly vids trag. Keep up the good work.

trag
02-14-2010, 10:19 PM
Batsu Midscreen Loop 01 - BRQ Method (http://www.youtube.com/watch?v=MUyDrn9jmtM)

abstyles20
02-14-2010, 10:40 PM
yo trag i appreciate that midscreen cheese you just found

trag
02-14-2010, 11:13 PM
NP. I have a bunch of other stuff in the works as well!

trag
02-15-2010, 06:35 PM
Team Batsoki/Sokatsu Midscreen Loop 04 - Assist Method (http://www.youtube.com/watch?v=wxGKGl22Eeo)

40,002 dmg. 1 meter. no brq.

trag
02-15-2010, 07:50 PM
Batsu Combo 02 (http://www.youtube.com/watch?v=ytf4KPCP4dQ)

Press a button. It probably combos into crazy dmg with Batsu. Not very practical, but I think it looks neat.


air dash C, land, B-2B-C -> 236B -> 623A+B~[7], sj.BB -> 214B~214B~2147B,214B -> 66 cancel, air dash B, land, j.B, 2147A -> 66 cancel, air dash B, land, B-C -> 623A+B~[7]. sj.B -> 214A~214B~2147C~2147C -> 236B -> 236A+B

... I think.

Note: After the 4 air Dive Kicks, the dash B, land, and rejump B... you MUST Tiger Knee the 2147A so you get into the second jump before the Dive Kick comes out. If you do not Tiger Knee it, and you cancel the j.B into 214B, you will be unable to dash!

Also, it doesn't hurt to slightly delay B-C -> 623A+B near the end.

Tr@pzt@r
02-15-2010, 10:26 PM
Heh, gs Trag I was actually going to mention that his uppercut super was a launcher, if it wasn't known before. Also does anybody know about Batsu's Kara 6C? I haven't tested it as a tardy counter kara 6C yet, but the jist is basically 66C nets you a kind of Kara 6C, meaning you can actually hit a 6C off from just a bit past mid screen.

MPP
02-16-2010, 01:41 PM
Yo trag, can you lay out the button inputs you used to do that combo in numpad notation? Would love to try this sometime soon.

WINBACK
02-16-2010, 01:43 PM
Back to basics for me. Lemme see if I have most of this straight:

1.) Without BRQ, none of Batsu's specials (any button-strength) are safe on block? (Guts Upper, Crescent Kick, Shooting Star Kick, point-blank Guts Bullet). I thought the word on 214A was that it was safe, but I recently found out otherwise.
2.) None of Batsu's supers are safe on block? (not 100% sure about Super Guts Bullet & Upper)
3.) Tardy Counter B has super armor that lasts I don't know how long? (absorbed three standing A's once)
4.) Tardy Counter C has no super armor? (standing A's beat it)
5.) The safest time to end a block string with Batsu is after crouching B? (C, 2C, 3C, and any specials are risky) For comboing I usually stick to 2A, B, 2B, 3C. I know I'm missing out on a lot of hits & damage, but I do this because it works at almost any range, works on almost any-sized character in a crouching-state, and it's plenty of time to hit-confirm and stop at 2B to avoid block punishment.

I don't have a copy of the game to double-check, but this is what I gathered last night when I got a chance to sit down with the game. I'll be sure to edit any incorrect information above so I don't confuse anyone.

trag
02-16-2010, 02:18 PM
MPP, the notations are up.

Fasty McNasty
02-16-2010, 03:04 PM
I think the air version of super guts bullet is safe on block. I've used to after blocked air kicks.

And yes, Batsu is incredibly unsafe. On some characters 2A, 2A, 2B is unsafe because the 2B will whiff. His launcher is also tricky to land on crouchers or short characters.

MPP
02-16-2010, 03:28 PM
Thank you trag. Any suggestions on which one would be the most practical in a match? I like what you have with the 100% Zero combo.

trag
02-16-2010, 03:43 PM
Zero combo?

As for most practical... combo into 2C -> BRQ, j.B, 2147A -> 66.. repeat 4-6 times (depending on your timing), then launch into air combo into air super. =D

MPP
02-16-2010, 05:19 PM
Did I say Zero? I meant Karas. And thanks for the work. Once I start practicing, I'll be sure to come back with questions.

Beardini
02-16-2010, 08:19 PM
man nice contributions trag i wish i could find these things lol

MPP
02-16-2010, 09:47 PM
So for the combo you landed on Karas, I'm trying to completely decipher what you did:

IAD+C, 5B 2B 5C 3C xx j.B j.B 214B 214B 2147B 214B 66 j.B land jump j.B 214B 214B 2147B 66 j.B land jump j.B 214B 214B 2147A 66 j.B land 5B 2B 5C 3C xx j.B j.B 214B 214B 2147C 214C 236AB

OH GOD.

trag
02-17-2010, 08:03 AM
Batsu Reset 01 - Corner Options x3 (http://www.youtube.com/watch?v=QQWh-QAUxOQ)

Batsu Reset 02 - Corner Option 100% (Tekkaman) (http://www.youtube.com/watch?v=IdDuB547ScM)

Batsu Reset 03 - Midscreen Options (Magnatsu?) (http://www.youtube.com/watch?v=spglRglg6Do)

Note: Normally you wouldn't do multiple resets like this back to back. The vids are simply done like this to show you multiple options without having to split it between different videos. There are also additional options for both corner and midscreen. Enjoy!

trag
02-17-2010, 08:55 AM
Was originally going to try to save the Reset 03 stuff for some tourneys or something, but really, the only way everyone is going to get better is if their opponents get better as well. Also, similar things have already been found for other chars (Yatterman is one I believe) so it's not like it's some amazing revelation. Hopefully this motivates people to try other characters!

trag
02-18-2010, 08:12 PM
TvC: Batsu Corner Mega Loop 05 - 100% (http://www.youtube.com/watch?v=KnkV-ZedxSA)

No Meter, no BRQ, no Assist required. Super used at end for effect....................

MPP
02-18-2010, 10:40 PM
That's crazy. I was experimenting on doing 623A BBQ to do something similar, but j.236A j.B is ridiculous. How come you do 3 kicks into dash and not 4 kicks?

trag
02-19-2010, 02:38 AM
I just don't want hit-stun to degrade too much. I might cap one with 4 eventually... who knows!

Dodeka
02-22-2010, 10:20 PM
So alot of these combo's look crazy hard for a noob of a Batsu such as myself, so before I move on to some of those, I'd like to know one thing:

Any BnB's some one can give me for Batsu? So far I've only been using a select few things in training mode that seem viable although I have no clue as to weither or not it is. So far, I've actually been able to produce the x4 dive kicks>super for some decent damage, but im afraid that's about as big as I can get lol (granted that I link the divekicks after a ground combo).

Combo's I've been using:

-5A, 5B, 2B, 5C, 3C (Sometimes I whiff, but if I execute the 3C fast enough, I can usually connect with it)xx j.BB>214B, 214B, 2147B, 214BxxLevel 1 Super (Usually gives me about 19Bill or so)

-5A, 5B, 2B, 5C, 6C, Assist (Usually it's Casshern), j.bb, j.bb, 5B, 5C, 3C xx j.bb>214B, 214B, 2147B, 214B xx Level 1 Super

-Assist>66~623C, 5B, 5C, 3C xx j.bb>214B, 214B, 214B, 2147B, 214B xx Level 1 Super

yea...so. Those are the only combo's I know that actually might be able to work since I can't really get the dive-kick loop off just yet. I haven't tried the j.bb loop, but I've seen Trag's vid on it, so it seems like I might be advancing to that next.

Fasty McNasty
02-24-2010, 10:35 AM
All of Batsu's damage is going to be done in the corner. That's why the best midscreen combos are going to be focused around getting the opponent into the corner.

Start with this combo: http://www.youtube.com/watch?v=RnU4d8hz5n0&feature=related (using the j.B, falling j.B to move to the corner)

Then this one: http://www.youtube.com/watch?v=vDsZKf7sSdo (using ryusei kick x4 to get to the corner)

Finally this one: http://www.youtube.com/watch?v=MUyDrn9jmtM (using j.B, 2147A, dash, j.B)

Poklin
02-25-2010, 02:19 PM
So i have a question about the mid screen dive kick loop, first off is it better to jump straight up after each or upforward? second is the main question, i CAN NOT get the 2+ parts to dash cancel consistently i get the first one every single time but its like the timing for the 2+ ones change has anyone else noticed this and does anyone know what i can do to fix it?

Fasty McNasty
02-26-2010, 07:13 AM
So i have a question about the mid screen dive kick loop, first off is it better to jump straight up after each or upforward? second is the main question, i CAN NOT get the 2+ parts to dash cancel consistently i get the first one every single time but its like the timing for the 2+ ones change has anyone else noticed this and does anyone know what i can do to fix it?

Jump upforward

I know what you mean about the dash cancels. After inputting the last ryusei kick, try mashing forward and stopping as soon as you see the dash come out. Works for me.

Dodeka
02-26-2010, 07:28 AM
Thanks Fasty for the low-down. Was a tad confused on where to start with Batsu as far as damage goes (since ALOT of stuff seems unsafe), but you've definitely helped me on the right path. Kudo's to Trag as well, and Angus (I think was the name of the guy in the SAMx vid) for showing me this amazing sandwich of awesomeness known as Batsu.

@Polkin-To answer your first question, I think it depends on the loop. if it's just the straight x4 dive kick loop, then you wont need to jump after any of them to carry the opponent to the corner, you'll just need to input the correct kick for the fullscreen carry. I usually can do a 214B, 214B, 2147B, 214C. In the other loops, in which you would use 2147A followed by a j.b, I'd upforward IAD that to keep yourself in nice height and range. And you'd definitely want to jump upforward after the 2147A in order to do the loop.

Fasty McNasty
03-01-2010, 12:04 PM
Was messing around last night with going into the loop after a level 3 super in the corner. Can get 3 reps of the loop before launching for big damage.

It's possible after the fireball version and really easy after the uppercut version. I don't think it's possible after the kick version. I haven't tried the dead partner version cause there really isn't a way to do that in training mode as far as I can tell. Sucks cause that version is the strongest...

PS
Found that you can do some interesting stuff with the uppercut version against the giant characters since it puts them in a juggle state...

khalma
03-13-2010, 10:30 AM
can someone help me?? i cant conect the 4 dive kicks in air =S , i have been trying but ocasionaly i hit 3 randomly, how do you rejump for hit the last two? cauz i read back that can only hit 2 per jump ..... im new here sorry to boder, by the way whats meas 2147A?? and the 66 cancel?? there may be my probleme xD

dori.
03-14-2010, 01:13 PM
first 2 ryusei kicks: do them normally
3rd one: do qcb, up/back (which is what 2147 stands for in numpad notation) instead of just qcb, its like a reverse version of the SF2 tiger knee.
the up/back part of the motion counts as your 2nd jump
last one: do it normally

66 cancel just means to dash after the kick hits

try practicing it in the corner with the B verison of ryusei kick; you should be able to connect 4 of theme easily

khalma
03-15-2010, 06:09 PM
thanks dori!!! i was right XD my mistake, minutes after post i resolve the doubt my own exept for the expresion of tiger knee xD now i know why i cant dash in the 100% combo... THANKS"!!!!!

dori.
03-19-2010, 06:03 AM
Alright, I've found that you can vary up the midscreen version of the Ryusei kick loop to push your opponent back into the corner. Specifically, if your back is to the corner and you don't feel like taking them all the way to the other side of the screen.

so its something like: [loop starter combo], j.B xx 2147 A, airdash j.B, land , B,3C, then whatever

basically, once you do B, 3C, Batsu should cross to the other side of the opponent and be facing the corner again. I think you have to follow the launch by holding 9.

something simple, but useful