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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.