Taiyo High's Burning Batsu

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.

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.

MPP, the notations are up.

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.

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.

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

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.

man nice contributions trag i wish i could find these things lol

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.

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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!

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!

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

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?

I just don’t want hit-stun to degrade too much. I might cap one with 4 eventually… who knows!

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.

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: [media=youtube]RnU4d8hz5n0&feature=related[/media] (using the j.B, falling j.B to move to the corner)

Then this one: [media=youtube]vDsZKf7sSdo[/media] (using ryusei kick x4 to get to the corner)

Finally this one: [media=youtube]MUyDrn9jmtM[/media] (using j.B, 2147A, dash, j.B)

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.

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.

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…