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« BATSU ICHIMONJI- CAPCOM | Main | Hyper Moves »
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.