Got ya, thanks man.
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.
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.
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.
I posted the batsu infinite I figured out in the Tvc video thread for those who are interested.
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!
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
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.
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.
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
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?
wow I never thought of this. This is an amazing mixup and setup for launcher or even infinite.
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.
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
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.
Its A fireballs for the infinite, not Bs…