Dan-Ku-Ga/Barts: Difference between revisions
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|juggle=Y,Y,Y,KD | |juggle=Y,Y,Y,KD | ||
|description=Charge time: 50 frames.<br> | |description=Charge time: 50 frames.<br> | ||
This is the reason Barts’s sonic boom input isn’t [4]6P. A Burn Knuckle clone that hits multiple times, adding 1 hit per strength. The LP version is plus on block, pushback can make the MP version safe (watch for guard cancels), but the HP version just sucks outside of juggles. Projects a hurtbox during startup, so it’s easy to stop if they see it coming. | This is the reason Barts’s sonic boom input isn’t [4]6P. A Burn Knuckle clone that hits multiple times, adding 1 hit per strength. The LP version is plus on block, pushback can make the MP version safe (watch for guard cancels), but the HP version just sucks outside of juggles. Projects a hurtbox during startup, so it’s easy to stop if they see it coming. | ||
You can combo into the LP version from medium normals and the MP version from heavy normals. If you connect any hit except the last one, you can juggle into things like j.46K. This is commonly referred to as the Bartman, easy to do with [4]6LP and works at roundstart. [https://twitter.com/zarism1/status/1331139241393483779 See examples here, courtesy of Zar.] | You can combo into the LP version from medium normals and the MP version from heavy normals. If you connect any hit except the last one, you can juggle into things like j.46K. This is commonly referred to as the Bartman, easy to do with [4]6LP and works at roundstart. [https://twitter.com/zarism1/status/1331139241393483779 See examples here, courtesy of Zar.] | ||
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|description=Charge time: 50 frames.<br> | |description=Charge time: 50 frames.<br> | ||
Barts’s version of Sonic Boom, where each strength is unique. The high startup compared to most fireballs makes it a bit awkward to use. The LP version floats slowly in a wave, making it tricky to avoid. The MP version throws a fastball straight, and the HP version has extra startup before throwing out 2 of these fastballs. <br> | Barts’s version of Sonic Boom, where each strength is unique. The high startup compared to most fireballs makes it a bit awkward to use. The LP version floats slowly in a wave, making it tricky to avoid. The MP version throws a fastball straight, and the HP version has extra startup before throwing out 2 of these fastballs. <br> | ||
All versions are plus on block, even up close. If someone jumps into the first HP ball, they may get knocked down by the second one. | All versions are plus on block, even up close. If someone jumps into the first HP ball, they may get knocked down by the second one. | ||
If you execute this move as [1]7P, you'll have charge for Thunder Knuckle immediately after your recovery frames; useful to follow a ball in, as part of pressure, or even to combo after the ball if you're close enough. | If you execute this move as [1]7P, you'll have charge for Thunder Knuckle immediately after your recovery frames; useful to follow a ball in, as part of pressure, or even to combo after the ball if you're close enough. | ||
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|juggle= KD/Y,Y,KD | |juggle= KD/Y,Y,KD | ||
|description=Charge time: 50 frames.<br> | |description=Charge time: 50 frames.<br> | ||
A Flash Kick that’s invincible on startup but not during active frames, making it prone to trading. The initial hitbox can be crouched by everyone but Gonzales, making it pretty weak as a reversal. All versions go very high, with slightly more forward movement on heavier buttons. | A Flash Kick that’s invincible on startup but not during active frames, making it prone to trading. The initial hitbox can be crouched by everyone but Gonzales, making it pretty weak as a reversal. All versions go very high, with slightly more forward movement on heavier buttons. | ||
Curiously, the earliest hit will prevent the rest from juggling, so it’ll just knock down. Otherwise, it will juggle up to 3 times before knocking down. If you somehow only get 1 or 2 of these hits, you can juggle further. | |||
Curiously, the earliest hit will prevent the rest from juggling, so it’ll just knock down. Otherwise, it will juggle up to 3 times before knocking down. If you somehow only get 1 or 2 of these hits, you can juggle further. | |||
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|invuln= | |invuln= | ||
|juggle=Y | |juggle=Y | ||
|description=Note: frame data based on lowest connect (backdash i.e. 446HK). If you get blocked out of a crossup attempt it's around -10. | |description=Note: frame data based on lowest connect (backdash i.e. 446HK). If you get blocked out of a crossup attempt it's around -10.<br> | ||
A unique divekick that is Barts’s only non-charge move. Barts does a straight kick, and on contact does a second spinning kick. | A unique divekick that is Barts’s only non-charge move. Barts does a straight kick, and on contact does a second spinning kick. Has lots of startup, but a generous hitbox makes it a safe counterpoke against lows, and you can loop it up to 3 times in a juggle. The LK version angles downwards more steeply, while the HK version travels horizontally. Does not hit overhead. | ||
The inital hitbox can cross up, but usually the second part will whiff so you can't follow up unless near the corner. | Backdash j.46K (446K) will land before a hitbox comes out for j.46LK, and might for MK depending on which frame of backdash you cancel. The second kick can sometimes hit twice if you connect from high enough, and deals plenty of stun. The inital hitbox can cross up, but usually the second part will whiff so you can't follow up unless near the corner. | ||
Rolling Smash can be blown up by guard cancels in general, whether to interrupt between the first and second hit or punishing the second hit on block. | |||
Rolling Smash can be blown up by guard cancels in general, whether to interrupt between the first and second hit or punishing the second hit on block. If misspaced, the flying kick will push opponents out of range of the followup, allowing them to punish for free with a sweep or worse. | |||
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|juggle=KD | |juggle=KD | ||
|description=Charge time: 30 frames<br> | |description=Charge time: 30 frames<br> | ||
Barts makes a huge deathball way too far in front of him. The high startup | Barts makes a huge deathball way too far in front of him. The high startup means you have to be careful with it, but it's so large and active that it checks movement, and is possible to combo after j.46K. | ||
If Barts is hit out of the first 10 frames (before the larger sprite appears), Final Spark disappears. Otherwise, it stays out. | Final Spark is good for chipping the opponent out since each hit deals more chip damage than [2]8HP. If used too close, there’s enough of a gap that they can walk forward and throw you after blocking 1 hit, but if you space around this they have to reversal (or may even be out of reach).<br> | ||
If Barts is hit out of the first 10 frames (before the larger sprite appears), Final Spark disappears. Otherwise, it stays out. Only two characters can low profile it: Kazuya 214P or DM, J. McCoy [4]6K, and Gonzales can roll through. | |||
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Revision as of 12:06, 23 October 2022
Introduction
“ |
Hang in there Sara! I swear I'll put a smile back on your face! |
” |
A biker who needs the prize money for his girlfriend's unspecified operation. Good guy Barts. In-game he's the Guile function of sorts (powerful charge fireball, flashkick AA, great set of normals including a sobat) though it isn't quite that simple due to his crazy mobility and sucky "flashkick". GO AHED
Strengths | Weaknesses |
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Stats
Forward walk speed | Backward walk speed | Prejump | Jump length | Backdash length | Backdash distance | Defense | Stun |
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3.000000 | 2.250000 | 4 frames | 35 frames | 1-11 invulnerable, 12-15 vulnerable | 80px | 4032 | 512 |
Normals
Standing
5LP close is identical close is identical
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5MP
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n.5MP
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5HP
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n.5HP
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5LK
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n.5LK
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5MK
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n.5MK
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5HK
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n.5HK
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Back Elbow
6HP |
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Twist Dropkick
6HK |
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Crouching
2LP
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2MP
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2HP
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2LK
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2MK
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2HK
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Jumping
j.LP neutral jump is identical neutral jump is identical
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j.MP neutral jump is identical neutral jump is identical
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j.HP neutral jump is identical neutral jump is identical
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j.LK neutral jump is identical neutral jump is identical
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j.MK
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j8.MK
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j.HK
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j8.HK
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Dropping Foot
j.2LK+MK+HK |
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Throws
Neck Throw 4/6MP Max range 48 px Max range 48 px
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Hard Spike 4/6HP Max range 48 px Max range 48 px
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Suplex 4/6MK/HK Max range 48 px Max range 48 px
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Piledriver j.MP/HP Max range 60 px Max range 60 px
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Special Moves
Thunder Knuckle
[4]6P |
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Aura Cannon [2]8P Play ball! Play ball!
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Moonsault Smash
[2]8K |
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Rolling Smash
j.46K |
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Desperation
Final Spark
[1]346MP+HP |
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Combos
Midscreen
- 5LP/2LK n.5MK 2HK
- 1-frame links for if you don't have charge
- 5LP/2LK/n.5MK/2MK n.5MK/2MP xx [4]6LP
- All 1-frame links besides n.5MK n.5MK/2MP. Takes slightly more time than this link to charge for [4]6LP, so do it after a jump-in or as a punish, maybe
- 2LP/2LK(x2) xx [2]8HK
- 2LK/2MK 2LP/2MP xx [2]8HK
- This is a 2f link into 2LP or 1f link into 2MP. You can use any version of [2]8K in the corner.
- (meaty) 2MK 2HK or 2MP xx [4]6LP
- Sets up for 1 hit [4]6LP
- n.5HP xx [4]6MP
- j.MK/HK n.5MK/2MP xx [4]6LP
- Gives you enough charge for [4]6LP. You can also j.MK/HK n.5MK 2MP xx [4]6LP on crossup.
- j.MK/HK 2MP xx [2]8K
- Does more damage, but they can crouch [2]8K (except for Gonzales). Useful especially on crossup as they might not switch to crouch in time.
- j.46K j.HP airthrow/j.HK j.HK
- This stuns Gekkou, Liza, and Marco if j.46K hits twice. Example.
- j.46K [1]346MP+HP
- Works if you get both hits of j.46K midscreen, or even 1 hit in the corner. Good damaging ender if you can't stun them.
- j.46K (restand) n.5MK [4]6LP
Wallbreak
- n.5HP/2MP xx [4]6LP(1) j.46K j.HK j.HK
- Stuns everyone if started with n.5HP, everyone but Gonzales if started with 2MP. Any normal linked into 2MP will stun Gonzales.
- j.HK 2MP xx [4]6LP(1) [2]8HP
- Stuns everyone but Gonzales. You can also end with j.46K [4]6P. Stuns Gonzales if ended with j.46K j.HP j.HP/airthrow.
- [4]6LP(1) j.HK j.HK or j.46K...
- You only get 1-2 reps of j.46K, so j.HK j.HK is good for damage.
- j.46K(x2) 6HP/6HK or j.HP j.HP/j.HK/airthrow
- j.46K(x2-3) [4]6P
- Can stun if you get the double-hit on j.46K, heavier [4]6P optimal. Depending on spacing, you can get land j.46K 3 times, which helps on characters with higher stun Example of j.46K(x3) stunning Lihua.
- j.46K [4]6LP(1) j.46K j.HK j.HK
- Stuns everyone. Example of stun on Gonzales.
- j.46K j.HP/HK xx j.46LK (whiff) n.5HP
- Reset, seems inescapable if timed right. Example.
Corner-only
- n.5HP xx [2]8HP 2MP xx [4]6LP
- Stuns everyone but Gonzales, doesn't work on Liza or Boggy. Inconsistent on Wulong, Lihua - 2MP whiffs earlier in his hitstun reel.
- j.46K(x3) j.HP j.HP/airthrow
- This combo stuns everyone. Spacing/timing can be finicky, since getting both hits of the spinning kick will cause the juggle to drop before it stuns.
- j.46K [2]8HK (2 hits) 2MP xx [2]8K
- This does the most damage post-stun, as Barts isn't able to redizzy. The last hit needs to be the initial hit of [2]8K, or you deal less damage.
- See video above for other setups, although they do the same or barely more damage than HP throw.
Strategy
Notable normals: 5MP, n.5HP, 5MK, n.5MK, 2MP, 2MK, 2HK, j.HK
Barts is a basic character with good pokes, a slow "sonic boom", and a great approach option in LP Thunder Knuckle. Being +3 on block makes it safe against guard cancels unless point-blank. Thunder Knuckle also has enough reach to beat 2LKs, causing character to use 5LP or commit to riskier pokes. You can take advantage of this by whiff punishing with 5MK/2HK or counterpoking with 5MP.
His low pokes are solid, more designed for counterpoking since he lacks confirms. For example, Barts 2MK beats Kazuya 2MK head-on. It's impossible to punish 2HK from max range, so it can be good to throw out as it's more rewarding. You can also abuse 2MK being plus on block to frame trap into itself or 2HK, or bait guard cancels.
Another tool in footsies is 6HK, which is a somewhat slow low crush that's safe on hit. While -9 on block, you can space this to be safe against guard cancels. However, it's not useful against slides (McCoy 2HK and Wulong 3HK) since they'll low profile it and hit Barts anyway. Since it has so much pushback on hit, you can use [2]8P or [4]6P
If you land 2HK up close, you can go for a j.HK crossup. In general j.HK is your best jump-in and can cross up. However, you can't land j.HK n.5HP due to the pushback, and other combos/blockstrings like n.5MK 2MP xx [4]6P are eaiser after j.LK/MK.
Round start [4]6LP can even lead into bigger confirms. At roundstart distance, you'll consistently land 1 hit of [4]6LP and juggle into j.46K with the wall. This is also known as the Bartman and can see use in combos, and works from raw [4]6LP from 5MK max range to 3/4 screen.
Blockstrings into [4]6LP can be guard canceled, so it can be a good way to test their ability to GC. There's a 5 frame gap in Medium xx [4]6LP and a 2 frame gap in Heavy xx [4]6LP.
When Barts is at a long range you can charge Aura Cannon and use it to force an approach with [2]8HP's chip or follow [2]8LP in. If they try to jump, Barts has a few options, but he doesn't have an all-in-one anti-air like some characters. Since Moonsault Smash has little invincibility, it can lose to jump-ins. Instead, try to air-to-air with j8.MK or j8.HK, jump back HK if you want to make space. His n.5HP is also a really good anti-air, but it's not always available. Another typical trap is [2]8HP, [2]8LP, which allows you to anti-air with 5MP or just block.
If you trade with the late hits of Moonsault Smash, you can pick up a juggle with j.46K or j.HK jc j.HK. The former is more reliable, but does less damage unless you're close to the wall, while the latter is only possible if you start very close to them.
The important thing to remember is not to get too reliant on one move. Because of the slow startup, you can't use Aura Cannon too close or predictably. However, if you've pushed them out to a distance, it's good to alternate between [2]8P and your good pokes. For example, [2]8HP into [4]6LP is a frame trap that gives you good chip and is safe on block, allowing you to push on with 2MK/2HK, or bait and punish.
Instant Rolling Smash (input 486/469K or 446HK - 446LK/MK land before active) is a threatening low crush that grants you great corner carry and can convert to stun. It's generally unsafe on block, as they can interrupt the second hit with guard cancels or punish it if only the first hit connects.
Rolling Smash setups
Rolling Smash can cross up, though it's a little finicky. From a close 2HK you can do this, but there are other reliable setups.
Depending on proximity to the corner, you can throw with HP (facing corner) or MK/HK (away from corner), 5MK framekill (5MP vs Azteca), jump forward delay j.46LK. If you have the wall in front of you, Barts gets the same juggles off crossup Rolling Smash as he does on front hit.
If you omit the framekill, you can use j.46LK or MK to set up an ambiguous meaty on landing.Guard Cancel options
Barts is one of the characters who gets a little less off guard cancels than others. He can still use [2]8K in these situations, as a trade is usually good for him. Be careful not to keep holding up or you will get hit by multi-hit specials like McCoy's [4]6P.
You can also use GC [4]6LP/MP to punish "safe" moves like Kazuya 214P, Wulong 632LP, Lihua 2369P, etc.
Matchups
WIP