BatFan/Watson

From Dustloop Wiki

Overview

Watson Livingston, the Prophet of Light, one of the Four Heroes of the last war. He is in a position of great authority at the Royal Observatory, but uses most of his time unraveling the mysteries of the universe. Stargazing one day, he spots something worrying and reminiscent of the omens of the last great war. He sets out to find the Savior of Light, the one who will save the world.
Heat Up: Twinkle Dust

During Heat Up, he gains the ability to perform Twinkle Dust, which is a falling meteor shower attack, after casting 3 times in rapid succession.

His Special moves (sans Trap) become Enhanced as well
Watson

BatFan Watson Portrait.png

HP: 2190 (2453)

Damage Scale: 89.29%

Guts Level: 5

Float Factor: 4 (Little Floaty)

Jump Startup: 4

Backdash Time:

Backdash Startup Invincibility:

Movement Options
j,D can work as an airdash. j.2B is a second jump and bounces off the opponents head, reseting air options

 Watson is a character that relies on setup based mixup involving traps, level up system

Pros
Cons
  • Smallest hurtbox in the game
  • Level Up system makes Watson’s special moves stronger
  • Trap-based playstyle allows for mixups from multiple angles
  • Heat Up meteor super gives huge lockdown and mixup potential
  • Can instant overhead crouching opponents
  • Thrives if the momentum is on his side
  • Hard Knockdowns and not failed Ukemi attempts de-levels Watson
  • Each round resets Watson’s level back to 1
  • Has the lowest health in the game
  • Dies if the momentum isn't on his side

External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
60 - - 5 - - -3 -

A quick poke forward with his ear-hat.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
100 - - 7 - - -1 -

A quick front kick, moves Watson forward a sizable amount. Is a go-to poke because it attack sets into 2C for a combo.

5C

Damage Cancel Guard Startup Active Recovery On Block On Hit
200 - - 9 - - -7 -

Summons a blue constellation which resembles a crab that attacks the opponent.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
260 - - 11 - - -23 -

Watson launches himself across the screen as a spinning ball. Goes just shy of fullscreen, strongest damage normal. Extremely unsafe on block, but can be made safe with traps or bubbles.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
55 - - 4 - - 0 -

A crouching poke with his ear hat.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
50×2 - - 5 - - +2 -

A sit-down double kick. A low that gives decent frame advantage on block.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
160 - - 7 - - -4 -

Summons a constellation which resembles a swan that attacks the opponent. Launcher, and fairly good Anti-Air. Can be jump canceled on hit. Can be tech rolled. Very, very useful normal.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
295 - - 8 - - -10 -

A spinning double kick forward. A hard knockdown sweep that allows Watson to set a trap before they recover. Very strong for his gameplan, especially since you can confirm into it with multiple 2As.

6A

Damage Cancel Guard Startup Active Recovery On Block On Hit
200 - - 20 - - 0 -

Overhead. Safe on block. Can be linked into 5A and 2A against crouching opponents. Does hop over low attacks.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - - - - - -

Same animation as his 6A, but as an air normal

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
80×2 - - - - - - -

A two-hit kick, the first hit can cross up ambiguously but it hits too high up to combo from.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
175 - - - - - - -

Summons a constellation which resembles a Pegasus horse that attacks the opponent. Comes out fast enough to be a great air-to-air normal.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - - - - - - -

A broom ride. Halts Watson's vertical momentum and moves him horizontally for a small distance. Can be done very low off the ground on the way up, hitting crouchers overhead, but will whiff if attempted right next to them.

j.2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - - - - - - -

Butt splash. Bounces off the opponent's head on hit and resets air options. Does not affect jump arc if done on the way up, but if performed at closer to the apex of Watson's jump it will propel him like a double jump.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
377 - - - - - - -

Similar to Marco's throw, sends the opponent spinning into a rear bump. Very powerful for Watson, as it grants him a hard knockdown and allows him to set a trap for oki.

Special Moves

Platina Ball

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Level 1 160 - - - - - - -
Level 2 240 - - - - - - -
Level 3 240 - - - - - - -

A bubble projectile. Depending on the button pressed, it flies at a specific angle. A version flies straight forward, while C version descends at a slightly downward angle. Generally useful for combos, keep away, pressure, or fishing for hits. Super useful at Level 2 or higher.

  • Level 1: Pops immediately. Generally very worthless at this level as it can't be used for any of the things it's good for.
  • Level 2: Bubble stays in place for a time, then floats forward and downward. Very, very useful.
  • Level 3: You can have two Bubbles active at once! (One for each strength of the move)

During Heat Up, both bubbles will activate at the same time. Useful for many combos or just creating a wall of coverage. Level 1 bubble will still pop instantly.

Torabasa Minore

236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Level 1 80, 30×3 - - - - - - -
Level 2 100, 30×6 - - - - - - -
Level 3 120, 30×9 - - - - - - -

A small bear trap. Grabs the enemy and holds them in place for a time, during which you can hit them as much as you like. B version places the trap in front of the enemy, D version places it behind them.

  • Level 1: Trap will only jump vertically. Only hits a few times.
  • Level 2: Trap will make much larges jumps and will attack horizontally if the enemy is near. Hits a few more times.
  • Level 3: Trap will make very large jumps and hits a large number of times.

Tiny Drop

j.236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 180 - - - - - - -
D 200 - - - - - - -

A forward spinning ball attack. B version travels slightly downwards, while the D version travels slightly forward and downwards on an angle. Can be made safe if done low enough, but can often be unsafe even on hit. Can be very useful as a crossup however, especially when used with the Trap. D version is slower, stronger, and knocks down on hit, but is even less safe.

In Heat Up the recovery is reduced, possible to combo off of if used as an overhead. This is a massive tool for Watson, as you can TK Tiny Drop Instant Heat Up for an instant overhead that Watson can combo off of.

Falling Drop

j.214B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
80×4, 110 - - - - - - -

A spinning ball attack. Pops Watson up a little bit in a very tiny arc, and hits a fair number of times for a . Useful in some combos, but generally unsafe on block. Can also crossup. Maintains momentum from jump, so can do some funny things if used while coming down from a jump.

  • B Version strangely enough sends the opponent flying behind Watson
  • D Version sends the opponent flying backwards

In Heat Up, this moves pops Watson upwards regardless of jump momentum. This actually removes a lot of usefulness from the move.

Super Moves

Torabasa Mayore

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
0, 900 - - 26 - - - -

A jumbo sized bear trap, deals massive damage if the opponent is struck. Extremely good for mixups, amazing for lockdown. Good to use after a knockdown in the corner or to force people to keep away from you. Only activates if the enemy is in a hittable state, won't activate if they are knocked down or blocking. B version sets the trap under Watson, D version sets it a bit in front of him.

Alsuhail Almuhlif

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
99×10, 250 - - 5 - - - -

A Short range blast attack, hits 11 times. Very fast startup (5F). Doesn't do a lot of damage, but can be useful for padding out some combos, chipping someone to death, or punishing certain things at a distance. Startup is not invincible at all. Counts as a projectile in terms of invincibility, but not in terms of hit-pause. Meaning, hit-pause caused by the projectile is felt by Watson as well.short ranged cosmic blast that hits multiple times. Mostly used as a combo ender.

Twinkle Dust

during Heat Up, 214A/C three times

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Summon - - - - - - - -
Attack 120×21 - - - - - - -

By casting 3 times in rapid succession, Watson can summon a barrage of falling meteors to attack his opponent. This can deal chip damage on block.

Heat Up

Twinkle Dust:

While Watson is in Heat Up, Watson can input this move 3 times to activate a special meteor attack super. This super is extremely strong, and good for mixups and resets as well as chip damage. Very important to Watson's game!

Enhanced Specials:

  • 236A/C - Platina Ball ("Bubble")
    • During Heat Up, both bubbles will activate at the same time. Useful for many combos or just creating a wall of coverage, his juggle potential is also drastically increased which is very important as well. Level 1 bubble will still pop instantly.
  • j.236B/D - Tiny Drop
    • Recovery is reduced, possible to combo off of if used as an overhead.
  • j.214B/D - Falling Drop
    • In Heat Up, this moves pops Watson upwards regardless of jump momentum. This actually removes a lot of usefulness from the move.

Level Up System

Watson has the ability to level up by hitting 3 times with any of these normals: 5C, 2C, j.C. Leveling up will improve the usefulness of his Platina Ball and Torabasa Minore specials significantly, giving him much better ability to keep away, mix up, and do combos.

Watson starts at Level 1 and can reach Level 3. However, every time Watson is knocked down, he will lose a level. The number of hits towards your next level up is not lost if you are hit or knocked down, but you can't build up any hits if you are already at level 3 obviously.

You can tell what level Watson is currently at by looking at the aura around his staff:

  • No Aura: Level 1
  • Blue Aura: Level 2
  • Red Aura: Level 3

Strategy

Offense

Defense

Neutral

Attack Sets

5A > 2A/5B/2B

2A > 2B/2D

5B > 2C

5C > 5D

j.C > j.2B [Does not combo]

j.D > j.2B [Does not combo on grounded opponents, works as an air combo after launcher]

Combos

Basics:

  • 5A 5B 2C ...
  • 2A 2A 2A 2D
    • Gets you a knockdown. Best you can get with 2A.
  • 6A, 2A 2D
    • Works any time
  • 6A, A B 2C ...
    • Works VS crouching only. Which is generally when it will hit anyway. Doesn't seem to work on Marco at all.
  • ... 2C, j.D j.2B, j.C
  • ... 2C, j.2B, j.236B |> 2C
    • Basic, reliable combos.
  • ... 2C, 236C, j.2B, j.C [Corner]
  • ... 2C, 236C, j.2B, j.214D [Corner]
    • Strongest basic combos in the corner. Needs Level 2. Use j.C if you need to build up to Level 3, or j.214 otherwise.
  • ... 2C, j.D 214B(3) |> 2C, j.C or 236236P
    • Glitchy advanced combo, needs to hit in a very specific way, but doing so allows you to get 3 C-Normals in one combo.
  • ... 2C, j.214B(4) |> 2C, j.214B(4) |> 2C or 236236P
    • Extended advanced combo. Can be done midscreen VS some characters, should work in the corner on everything. Timing changes radically between characters.
    • MUCH stronger than his other combos and gets you a free level up, very worth learning.
    • Near Corner: You'll want to neutral jump instead of forward jumping here.
    • Urs: Do the j.214B very quickly after 2C.

Situational:

  • Falling j.D 214D
  • Falling j.D 214D, 2C or 236236P [Corner]
    • Generally unpractical, but can be useful.
  • Lv3 Trap Hits, 6A, j.C |> A A B 2C ...
    • Strong combo off a trap.
  • Trap Hits, 236236D
    • Strong combo. Damage is somewhat erratic. Generally stronger than any of his other super combos.
  • Setup Lv3 Trap, Throw (Trap Hits) ...
    • Combo off throw. Really stupid.
  • (Knockdown) Setup 236D, 66, 2B (Trap Hits), ...
    • Low mixup with trap. Works at mid screen even with Lv1 because you can push them into the trap.
  • Setup 236236B, Back Throw
    • Need to set up the trap about one Watson length away, then back throw. If spaced right, the trap will spring.

High Gatchi Drive:

  • j.C, 2C, j.236B |> C or 236236P [0/1 MP]
    • Basic combo.
  • Heat Up, j.B(1) j.2B, ( j.B(2) j.2B )*3, j.236B |> 2C
  • Heat Up, j.C |> 236P, j.D |> j.C |> 2C, j.236B |> C
    • Fancy but not ideal combos.
  • Heat Up, Jump Back j.C |> j.2B j.236B |> 4, 2C 236P, 236K, 5C 214P, 214P, 5A 5B 2C, 5C 236P, 214P, 236K or 236236P [1/2 MP, Near Corner]
  • Heat Up, 4, Cross Under 2C, j.236B |> 2C 236P ... [1 MP, Back To Corner]
  • Heat Up, 6, j.C |> 236P, 66 6, 5C 236D, 66 66 2C 214P, 214P, 66 5A 5A 5B 2C, 6 5C 236P, 214P, 236K or 236236P [1 MP, Midscreen]
    • Combo into meteors. Damage is somewhat random. Setup into the combo will change depending on the distance from the corner.

Low Gatchi Drive:

  • 66 j.C, 5B 5C 2C, j.D 214B(3), 2C, j.C or 236236P [0/1 MP]
    • Another glitchy combo with 214B. Failing this, just use any normal juggle combo off 2C.
  • 5B 5C 2C 236P, 236K, 5C 214P, 214P, 5A 5A 5B 5C 2C 236P, 214P, 236K (236236P) [1/2 MP, Corner]
    • Very strong combo into meteors. Works on Instant Heat Up.

Instant Heat Up:

  • j.236B |> 5A 5B 2C 236P, 236K, 5C 214P, 214P, 5A 5B 2C, 5C 236P, 214P [1 MP]
    • Reset into meteors. They can escape by Gatchi'ing the bubble.

Heat Up:

  • Lv3 Trap Hits, Heat Up, (2C, j.C) |> A A B 2C, 236P, 236K, 5C (Trap Hits) ... [Corner]
    • In Original Mode you can loop this infinitely. On Instant Heat Up, they will be able to tech out after a launcher from the second bear trap.
  • Lv3 Trap Hits, Heat Up, (2C, j.C) |> A A B 2C, 236P, 236K, 5C (Trap Hits) 214P, 214P, A A B 2C, 5C 236P, 214P, 5A (reset) ... [Corner]
    • Reset into Meteors. Lots of variations on this. Again, doesn't work in Instant Heat Up, they will always tech after the second trap.


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