Fighting Style:
"Mixed Martial Arts"
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
|
- Awesome ground normals
- Strong projectile
- Highly mobile thanks to Rolling Smash and L Thunder Knuckle
- Thunder Knuckle is really dumb in general - safe on block, free knockdown for most combos
|
- Just average anti-airs
- Weak reversal game
- Some issues with low profiling (including flash kick lol)
|
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
|
Defense
|
Stun
|
3.000000
|
2.250000
|
4 frames
|
35 frames
|
1-11 invulnerable, 12-15 vulnerable
|
80px
|
4032
|
512
|
Normals
Standing
5LP close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
5
|
4
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
Good mashable jab, you can connect 3-5 of these at close range. His arm is invulnerable. Prone to getting low-profiled, but it serves as an easy anti-air since 2 jabs will knock down. This is especially useful vs Gekkou tatsu since it can be ambiguously safe.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
5
|
4
|
9
|
+5
|
+3
|
HL
|
N
|
-
|
Reset
|
Similar to a slower 5LP, this has slightly more range and is harder to low profile. It’s outclassed by 5MK in range and active frames, but has the bonus of being disjointed. All in all a solid poke you can throw out sometimes.
Crouched by Wulong and Liza.
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
8
|
7
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
A hook punch with a higher hitbox than 5LP. This is outclassed by n.5HP, which has only 1 more frame of startup and is much better at everything else.
Crouched by Kazuya, Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca.
Max activation range is 66px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
14
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
This move's frame data sucks and Barts’ arm is vulnerable, so it’s hard to see a use for it. It has slightly more range than 5MP though.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
1,1,8
|
15
|
-3
|
-5
|
HL
|
Y
|
-
|
Reset
|
An uppercut that makes a good anti-air. The first two active frames reach just in front of you, so use it a little early.
You can cancel this for big damage, including into [2]8HP, which allows for further followups. It's unsafe on its own, so be aware.
Crouched by Wulong and Liza.
Max activation range is 72px
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|
5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
3
|
5
|
+5
|
+3
|
HL
|
Y
|
-
|
Reset
|
Solid poke that hits at the ground level, good substitute for a jab if you’re worried about low profiling. Its horizontal range is slightly shorter than 5LP.
|
|
n.5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
6
|
+3
|
+1
|
HL
|
N
|
-
|
Reset
|
A kick to the face with a crazy hitbox that prevents it from being crouched, despite the animation. Can work as an anti-air, but you’ll usually take more rewarding options like n.5HP.
Max activation range is 67px
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|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
5
|
8
|
7
|
+3
|
+1
|
HL
|
N
|
-
|
Reset
|
Incredible range, with the only downside being that it's easy to counterpoke. Still, some other characters can’t outrange it without committing to a command normal.
|
|
n.5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
4
|
8
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
A quick knee to the chest, this is your best close button. It can’t be crouched, you can link into and out of it, and it OSes with throw.
Max activation range is 82px
|
|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
14
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
A high kick that makes a good anti-air. Can be helpful if you don’t have charge or they’re jumping at a range where they can bait [2]8K.
|
|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128+32
|
2
|
2+10
|
14
|
-4/-2
|
-6/-4
|
HL/HL
|
Y/N
|
-
|
Reset, KD if both hit
|
Barts stretches his leg. Hits twice, and the second hit is a very active anti-air. The first hit can be canceled and has heavy hitstun like n.5HP.
Second hit whiffs on crouching Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco.
Max activation range is 74px
|
|
Back Elbow 6HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
8
|
6
|
17
|
+8
|
-3
|
HL
|
N
|
-
|
Reset
|
A funky elbow strike that’s held back by two things. It’s very easy to low profile, and due to how far Barts moves, he can’t combo off it. Might see matchup-specific use though.
Crouched by Kazuya, Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca... and Barts, but will be blocked if he’s holding 1.
|
|
Twist Dropkick 6HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
-
|
8
|
6
|
23
|
+2
|
-9
|
HL
|
N
|
-
|
Reset
|
Sobat kick, this is a great low crush with some solid active frames. It takes most of its startup (1-6f) to actually lose his low hurtbox, but it stays that way when active. Don't let this get blocked.
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|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
6
|
4
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Slightly worse frame data and range than 5LP, though at least it can’t be crouched.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
3
|
2
|
13
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
A solid button that you can link into, and cancel into [4]6LP for a quick knockdown. It has only slightly more range than his jabs, and poor active frames make it hard to use in neutral.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
8
|
8
|
10
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
A straight punch with solid active frames. Hard to recommend because of its speed, although it is his longest-reaching normal outside of 6HP/6HK.
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
5
|
4
|
+4
|
+2
|
L
|
Y
|
-
|
Reset
|
A quick low kick with the same general properties as 5LP otherwise. Use this in combos, the hitbox isn’t as great as your other light buttons.
|
|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
8
|
6
|
+4
|
+2
|
L
|
N
|
-
|
Reset
|
A slower low kick, the range and active frames make this worth throwing out. Unfortunately not cancelable, but you can link off as a meaty.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
5
|
7
|
18
|
-
|
-5
|
L
|
N
|
-
|
KD
|
Barts does a sweep, which is oddly faster but less active than his 2MK. Hits low, knocks down, deals good damage - you know what to expect. It also leaves a big hurtbox to whiff punish.
|
|
Jumping
j.LP neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Barts sticks his hand out in front of him. This is disjointed and makes a solid air-to-air.
|
|
j.MP neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
18
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Barts does a chop that weirdly has less horizontal range than j.LP. Because of this, it's largely outclassed, but you can act before landing.
|
|
j.HP neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Your air normal of choice for ending juggles. It's got pretty poor range for any other purpose, really. Jump cancel into another j.HP or air throw on hit, divekick or just jump back on block.
|
|
j.LK neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Barts sticks out his knee with an alright hitbox. This can act as an instant overhead vs himself and Gonzales, which is funny with jump cancels. It can also cross up, but you're going to want to use j.HK for that.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
18
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
A solid dropkick that’s outclassed by j.HK for overall range, crossups, damage...
|
|
j8.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
18
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Barts does a weird kick above him. Makes a great air-to-air, but doesn’t do much damage. Whiff this into a divekick if they’re not biting.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Another sorta-dropkick, this is your best air button. Good horizontal range, can cross up fairly easily. It does slightly less damage than j.HP so stick to that for ending juggles when possible.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Barts does a spinning kick. This does the most damage and has the longest reach of his air normals.
|
|
Dropping Foot j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
20
|
Until landing
|
1 landing*
|
-
|
-
|
H
|
N
|
-
|
KD
|
This global divekick is alright. Travels at a notably steeper angle than j.46LK. You can use this to fake people out if they’re trying to anti-air your other divekick.
|
|
Throws
Neck Throw 4/6MP Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Barts grabs you by the head and throws you behind him, to the other side of the screen. You have time to walk or 46LK/MK over there. If you throw them while they’re cornered, you actually have space to cross them up.
|
|
Hard Spike 4/6HP Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Similar to MP throw but it throws them on the ground behind you, closer to halfscreen. Here you don’t need to get fancy to cross them up, but you can if you want to. Does the most damage of his throws, since MP and MK/HK throws deal equal damage. Probably your preferred throw, do it with 4HP to avoid using 6HP.
|
|
Suplex 4/6MK/HK Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Barts does a suplex, which throws forward regardless of input. Like the HP throw, this one gives you time to walk up for a crossup. Has merit for being the only one that throws them forwards, but HP is still preferred.
|
|
Piledriver j.MP/HP Max range 60 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Cool piledriver! Air throws are strong in general since you’ll be jumping often, so Barts is lucky to have one. It works well with his juggles, and having actual stun helps a lot.
Air throw will work if you're close enough with any input but 8.
|
|
Special Moves
Thunder Knuckle [4]6P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
128+16
|
14
|
6+5
|
16
|
KD
|
+3
|
HL
|
-
|
-
|
Y,KD
|
MP
|
-
|
128+16+16
|
18
|
4+2+5
|
24
|
KD
|
-5
|
HL
|
-
|
-
|
Y,Y,KD
|
HP
|
-
|
128+16+16+16
|
22
|
2+2+2+5
|
32
|
KD
|
-13
|
HL
|
-
|
-
|
Y,Y,Y,KD
|
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, 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 manage to connect any hit except the last one, you can juggle into things like j.46K. See examples here, courtesy of Zar.
|
|
Aura Cannon [2]8P Play ball!
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP/MP
|
-
|
128
|
17
|
1
|
16
|
+11
|
+9
|
HL
|
-
|
-
|
Reset
|
HP
|
-
|
128+128
|
19
|
1(9)1
|
12
|
+15
|
+13
|
HL
|
-
|
-
|
Reset, Reset
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Barts’s version of Sonic Boom, where each strength is unique. The high startup compared to your 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 a long startup before throwing out 2 of these fastballs.
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.
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Moonsault Smash [2]8K
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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All
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-
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128, 32+32+32
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2
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1(2)1(7)1(7)1
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30
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KD
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-30 (first hit)
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HL
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-
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2F
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KD,Y,Y,KD
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A Flash Kick that’s invincible on startup but not during active frames, making it prone to trading. 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 into whatever you want.
All versions go very high, with slightly more forward movement on heavier buttons. The initial hitbox can be crouched by everyone but Gonzales.
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Rolling Smash j.46K
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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All
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-
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64
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16
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8
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1 landing* (air recovery varies)
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-
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-
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HL
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-
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-
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Y
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Followup (all)
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-
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128+128
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18
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2+2
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1 landing* (air recovery varies)
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-
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-
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HL
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-
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-
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Y,Y
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A unique divekick that is Barts’s only non-charge input. Barts does a straight kick, and on contact does a second spinning kick. It has a lot of startup (16 frames) but a generous hitbox, 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.
Not an overhead, but you can use it in tricky frame traps or as a poke in its own right. The spinning 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. Against Gekkou, Lihua, Liza, Boggy, and Gonzales, the second hit can connect there and you can follow up with j.LK/MK j.HP/airthrow, 2MPxx[2]8HK, etc.
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Desperation
Final Spark [1]346MP+HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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0
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27
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45+14
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14
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KD
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+8
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HL
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-
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-
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KD
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Barts makes a huge deathball way too far in front of him. The long charge time and high startup make it hard to use, but it's possible to combo after j.46K. It’s decent for chipping the opponent out, since each hit deals more chip damage than [2]8HP. Sadly there’s enough of a gap that they can walk forward and hit you after blocking the first hit.
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Combos
Midscreen
- 5LP/n.5MK n.5MK 2HK
- 2LK/2MK 2MP xx [4]6LP
- Takes slightly more time than this link to charge [4]6LP
- n.5HP xx [4]6MP
- n.5HP xx [2]8HP 2MP xx [4]6LP
- Character specific?
- Somewhat tight spacing, a simple j.HK n.5MK will give you enough charge for [4]6LP. Also works on crossup.
- Note that n.5HP can be crouched by some characters
- j.46K j.HP airthrow/j.HK j.HK
- This stuns Gekkou, Liza, and Marco if j.46K hits twice. Example.
- Works if you get both hits of j.46K midscreen, and even 1 hit in the corner. Good damaging ender if you can't stun them.
- j.46K (restand) n.5MK [4]6LP
Wallbreak
- j.46K j.46K 6HP/6HK
- j.46K j.HP j.HP/HP air throw
- j.46K j.46K [4]6HP
- Can stun if you get the double-hit on j.46K. Depending on spacing, you can get land j.46K 3 times, which helps to stun stronger characters Example.
Corner-only
- j.46K j.46K j.46K j.HP j.HP/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.
Strategy