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[ TATSUNOKO VS CAPCOM MAIN PAGE & CHARACTER SELECT ]
Friday
Dec252009

BATSU ICHIMONJI- CAPCOM

"Put your punches where your mouth is and actually try to hit me!"

TATSUNOKO VS CAPCOM BIO:

Batsu Ichimonji is a high school student driven to fight for his friends and family. His fierce moves of the Kiai Dan (“Guts Bullet”) fireball and dashing aerial “Guts Uppercut” represent his straightforward personality and pure fighting style.

 

 

 

 

 

 

 

 

CHARACTER ORGIN:

 


Batsu Ichimonji is the main character from the Rival Schools series of fighting games.  The second game in the series was also called Project Justice in some markets. 

He is a street fighter and accomplished martial artist with a strong sense of justice.  He first arrives at Taiyo High as a transfer student searching for his mother.

 

 

 

GAMEPLAY DETAILS:

Batsu has many similar moves to Ryu, but has enough in the way of originals to play quite differently. He is agile and a character of contrast: he has some attacks which are fast and some which are slow, some attacks with great range and some with poor range. While his basic tools are not as strong as Ryu, Batsu is the only character who can attack while blocking, and has arguably the most powerful level 3 hyper in the game.

 

CHARACTER STATS

Difficulty: Basic

Style: All-rounder

Defensive power: He has average HP and is able to attack while guarding. Other than this he lacks a useful anti-air. He is capable of using his Shooting Star Kick for mobility reasons, though this has to be used with caution.

Offensive power: Batsu has solid damage and easy combos. His level 3 super is one of the most powerful if used correctly, and he is able to combo after his Guts Upper Hyper. He has a corner loop which deals a lot of damage for those who have the patience to learn it.

Approach strength: Some of Batsu's ranged attacks are quite slow and predictable, but his jumping heavy attack is excellent for approaching. At close range his pokes are fairly fast, so he doesn't have any trouble landing combos when an opportunity shows itself.

Combo ability: Batsu has the ability to combo his shooting star kick four times per air combo, with two for each jump. He is even able to use a Guts Bullet after these, allowing him to do some flashy air combos with relative ease. His Guts Bullet does a lot of air stun, allowing him to do loops in the corner.

Meter Usage: Batsu can use meter if he wishes, since using his Super Guts Uppercut instead of a launcher does increase his combo damage. He may also benefit from conserving his meter to land a level 3 'United By Fate' Hyper attack, which is especially powerful if his teammate is down.

Key Techniques: Players should learn how to perform two shooting star kicks per jump in a combo, as well as how to juggle the opponent after landing his 'United By Fate' Hyper. Advanced players may want to learn his corner loops too. Understanding how and how not to use the Guts Counter is also important.

Partner Options: Batsu has a poor assist and therefore doesn't help his teammates much. However as a point character he can benefit from any kind of assist that lets him continue his ground combos, such as Ryu, Morrigan or Jun the Swan. He could also use a good anti-air assist such as Karas or Zero. His partner choice is also necessary to determine what sort of attack his 'United By Fate' Hyper performs.

Thursday
Dec242009

SPECIAL MOVES

GUTS BULLET

   
QUARTER CIRCLE FORWARD + ATTACK

A typical fireball style attack. Batsu fires his fireballs with both hands. The light version is quick but doesn't travel very far at all. The mid version goes about half screen and has a little more startup time, and the strong version has the most startup but travels almost full screen. Can be used in the air too which will cause it to fire at a downwards angle while cancelling batsu's aerial momentum. Against an airborn opponent it does have a lot of stun and is useful in combos.

 

GUTS UPPER

   
FORWARD DOWN DOWN-FORWARD + ATTACK

Batsu performs a flaming uppercut. Not too good as an anti air because it's got some startup. The light version of this special is the safest. The Mid and Strong versions are slower but take and advancing step, allowing them to be used to poke at distant opponents.

 

CRESCENT KICK

  
QUARTER CIRCLE BACK + ATTACK

Batsu pauses for a moment and then throws a flaming turn kick that hits overhead. Batsu can't follow up by himself without using baroque or a super, but with the right assist it can make for a decent mixup to catch unaware opponents. The button pressed determines the speed and power of the attack, with light generally being safest and fastest. This attack is disadvantageous on block, so it shouldn't be used without caution.

 

SHOOTING STAR KICK

IN AIR  
QUARTER CIRCLE BACK + ATTACK

Can only be used in the air. Batsu winds up and does a dive kick that propells him across the screen very fast. The light version sends him down at a steep angle wheras the stronger attacks are more diagonal and horizontal in nature. When the attack connects, Batsu will bounce back off the target and is able to cancel into ther specials, including another Ryusai Kick or a kaia-dan. This means that he is effectively able to use two ryusai kicks and one kaia-dan per jump. The startup of this attack is fast, but it's unsafe if blocked. It's a very important tool for Batsu's mobility and combos. It can even be used as a crossup.

 

TARDY (GUTS)  COUNTER

(ON BLOCK) OR

By pressing F+M or F+H while in blockstun, Batsu will perform a tardy counter. Some symbols will flash and he'll wind up an attack and attempt to counter the opponent. The tardy counter has super armour through the duration of the attack, but only for a few hits. The counter itself is a bit slow and the opponent can see it coming. Batsu still takes damage while being hit. The Medium version is faster but can only be followed up by supers. The Medium version is slower but batsu can launch into an air combo after it hits. Tardy counters are unsafe on block and are not meant to be abused, so best use them wisely.



Wednesday
Dec232009

Hyper Moves

SUPER GUTS BULLET

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

A super version of Batsu's regular fireball. It has a surprisingly large hitbox and pushes the opponent back with it before throwing them into the air for a knockdown.

The fireball won't disappear if Batsu is hit, meaning that it's excellent for stunning giant characters. Very fast startup and effective as a punish. Because it knocks down in the air and on the ground it's excellent in Delayed Hyper Combinations.

 

SUPER GUTS UPPERCUT

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Batsu does a flaming punch followed by an explosive inferno uppercut that blasts the opponent into the sky. It counts as a launcher so Batsu can chase the opponent and continue into an air combo afterwards.

The launch is quite high, but any super that allows the user to combo after it hits is worthwile. Useful in place of a regular launcher in order to add extra damage to his ground to air combos. It's also quite good in Delayed Hyper Combinations

 

UNITED BY FATE

    
HALF CIRCLE BACK + ANY TWO ATTACKS

Batsu reels back and then hits the opponent with a swinging punch to stun them. Afterwards he calls in his partner and does a special team up attack with them. The attack properties depend on who Batsu has as his partner.

Double Zenkai Guts Bullet

-With Chun-Li, Ippatsuman, Ken the Eagle, Morrigan, Ryu, Viewtiful Joe, and Yatterman.-

Batsu and his partner fire off dual kaia-dans that twirl around each other and pummel the opponent. The weakest combination dealing around 20,000b damage. However, it's possible for Batsu to juggle after the attack hits in the corner.

Double Zenkai Guts Upper

-With Alex, Polymer, Rock, Souki, and Tekkaman-

Batsu and his partner join forces to create an ultimate guts uppercut which deals around 22,000b damage. It can juggle from anywhere on stage, but deals more hits than the Guts Bullet version, meaning that damage scaling is increased and the followup juggle won't be as powerful.

Double Super Shooting Star Kick

-With Casshern, Doronjo, Jun the Swan, Karas, Roll, Frank West and Saki-

Batsu and his partner beat up the opponent, do some backflips and then rise into the air to double  kick the opponent for impressive damage at around 30,000b. However it can't be followed up with anything.

Vengeful Double Super Guts Bullet

-With any parther while Batsu's partner has been defeated-

Shedding manly tears for his fallen partner, Batsu does the Double Guts Bullet attack with his partner's ghost at almost double the power. This is one of the strongest level 3 supers in the entire game at around 31,000 damage. Even more scary is the fact that due to it having the same properties as the regular Double Super Guts Bullet, Batsu is able to follow it up with even more pain if it hits an opponent in the corner.

 



Tuesday
Dec222009

Assists

Assist

Batsu performs his light Guts Upper. Not a very useful assist at all. It doesn't cover much space on the screen and is too slow to be used as a reliable anti-air. It's there and it can help some partners with their combos, but in general it's not really all that great compared to other options.

 

Variable counter

 

Variable Hyper Combination

When summoned for a Variable Hyper Combination, Batsu will perform his Zenkai Kaiai-dan.

Monday
Dec212009

Combos

Standing Bread and Butter combo

L > D+L > M > D+M > H > Launcher > air L > air M > QCB + H > QCB + H > jump > air M > QCB + H > QCB + H > QCF + L > QCF + 2x Attack