BatFan/Urs

From Dustloop Wiki

Overview

Urs Van de Land, age 17, first son of the great hero Silver Knight Dyna. Urs has been an upstanding member of society ever since childhood, and is always there to defend the weak and the downtrodden. He spends every waking hour honing his skills, thriving to become a greater hero than his revered father. Getting wind of the weird happenings around the world, he decides it's high time he left home in search of his lost father.
Heat Up!: Enhanced Specials
Urs' combo strength increases dramatically with boosted specials in Heat Up.
Urs

BatFan Urs Portrait.png

HP: 3650 (3212)

Damage Scale: 113.63%

Guts Level: 2

Float Factor: 5 (Least Floaty)

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
None

 Urs specializes in using all-around attacks to create hard-hitting combos

Pros
Cons
  • All around playstyle; has an answer for all situations
  • Great anti-air attacks
  • Strong meterless combos
  • Limited mix-up game
  • Some attacks aren't as strong as they appear to be (i.e. - fireball)

External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
80 N,S HL 5 - - -2 -

A relatively quick jab with acceptable range.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
140 S HL 6 - - 0 -

A snappy kick with remarkably good range.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
320 S HL 6 - - +5 -

A sharp hook punch. With frame advantage on block and even more on hit, Urs can link out of this into a larger collection of combo routes.

f.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
280 S HL 11 - - 1 -

Urs spins forward with a wide sweep of his chainsaw-blade. Moves Urs forward slightly. Special cancellable, but will only combo into D and Heat Up versions of Speed Drive at max range.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
320 - HL 10 - - +4 -

A strong horizontal kick with good range and speed. On Counter Hit it wallbounces for an extra damage followup.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
55 N,S HL 5 - - -1 -

A basic crouching jab.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 N,S L 7 - - +1 -

A quick low with good range. Cancels into 2A, specials, and supers.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
240 S HL 9 - - -7 -

Urs sweeps his chainsaw-blade upward in a lifting uppercut slash.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
180 S L 8 - - -8 -

Basically a stronger 2B. A moderate-range low kick that can cancel into specials and supers.

6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
250 X H 19 - - -6 -

An overhead stab in which Urs lifts his chainsaw-blade and brings it down.

6C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 340 X H 26 - - -14 -
Charged 480 X U 65 - - - -

Another overhead stab down, this time with longer range. Can be charged to do more damage (or become an unblockable, see below). On hit, the opponent is immediately knocked down.

After charging for long enough, Urs leaps into the air and comes down with a hard downward slash with his chainsaw-blade; this attack becomes unblockable. Does a good amount of damage and knocks the opponent down.

3D

Damage Cancel Guard Startup Active Recovery On Block On Hit
300 X L 8 - - -13 -

A lightning-quick sweep with his chainsaw-blade; has good range, but a very low hitbox.

j.A

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

A short horizontal jab, best used for air-to-air.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
135 N H - - - - -

A long-range horizontal sex kick. Can easily cross up, but needs to hit deep to combo out from. Pushes back too far to get a c.C, so confirm with 2B instead.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
280 - - - - - - -

A quick horizontal chainsaw-blade slash. Short range, but decent damage.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
290 N H - - - - -

A firm kick at a 45-degree angle. Great jump-in with great damage. Can also cross up, but much more difficult to do so than with j.B

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
375 X X - - - - -

Urs pulls the opponent close, then hits the opponent down with the back end of the exhaust system.

Special Moves

Bari Fire Shot

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 150 X HL 13 - - - -
C 180 X HL 15 - - - -
Heat Up 200 X HL - - - - -

Urs launches a fireball from his chainsaw's exhaust system. Small, long startup, and has short range, but recovers pretty fast. Can be used as a pressure tool, to help control space, or in some combos. A version is slightly faster but travels less distance. Mixup between both to make it difficult for them to Gatchi.


In Heat-Up, both versions send the fireball upward at an angle, which launches the opponent on hit, allowing for a juggle combo.

Bari Fire Blade

623A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 130, 280 X HL 4 - - - -
C 120, 160, 280 X HL 5 - - - -
Heat Up 85×4, 382 X HL - - - - -

Urs ignites his chainsaw-blade and swings it forward and upward in the motion of a fierce leaping uppercut. Standard Dragon Punch type attack, completely invincible startup but very easy to punish on block. Can be canceled to either super for extra damage. Both versions can be tech-rolled. C version hits more times and does more damage but also is even less safe. However, in some combos the A version will actually give more damage than the C version. For the A version, both hits may be canceled into Super, but for C version only the first two can be.


In Heat-Up, both versions of Bari Fire Blade launch high into the air for up to four hits. At the peak, Urs spins around and swings the chainsaw-blade again, blasting the opponent down to the ground if it hits.

Speed Glide

214B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 160, 80×3 C HL 7 - - - -
D 160,80×4 X HL 7 - - - -
Heat Up 153, 68×5, 153 X HL - - - - -

Urs rotates the chainsaw-blade's exhaust system backwards and uses it to launch forward, hitting the enemy multiple times as he travels. B version travels about half-screen for four hits, and the D version travels full-screen for up to 5 hits. Hits many times, but does fairly little damage. Generally unsafe on block, but can be spaced right so it can't be punished.


In Heat-Up, the distance is slightly less than D, but it can hit up to 7 times and moves much faster.

Sonic Tackle

236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 390 X HL - - - - -
D 410 X HL - - - - -
Heat Up 348 X HL - - - - -

Urs springs forward with an incredibly fast shoulder tackle. As expected, the B version is a short distance, while D is longer. In both cases, the opponent is blown backward, but can tech when they hit the ground. Unlike other special moves, Sonic Tackle cannot be comboed into. The only way to combo into Sonic Tackle is through kara cancelling another normal mid combo, which is shown in greater detail in the Kara-Cancel section. VERY fast, covers a lot of distance, and does fairly decent damage. Has a lot of recovery though, and is unsafe on block. Extremely useful for punishing pokes or whiffed moves from a distance. Also needed for many combos. Has a low profile and can travel under some attacks. It will go under Odile and Cedric's projectiles, but will not go under Marco or Urs's. On Counter-Hit, B version Wall Splats and D version Wall Bounces. Both can easily be comboed after on CH.


In Heat-Up, the opponent is launched into a wallbounce, allowing for a combo no matter where you are on the screen.

Super Moves

Full Throttle Road Master

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
50×7, 250, 500 - - 8 - - - -

Urs charges up his chainsaw-blade and rushes forward, hitting the opponent multiple times, finishing with a powerful uppercut. Works like a DP, fully invincible startup, but easy to punish on block. Fairly strong and covers a lot of distance, making it a good way to end basic chains.

In Heat Up, Urs can cancel hits 7-8 of Road Master into Basilisk Burst.

Basilisk Burst

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
100, 700 - - 3 - - - -

A very short range attack with the exhaust system of the chainsaw-blade that, if it hits, finishes with a massive explosion that launches. Can link a Bari Fire Blade afterwards (only 1 hit of normally, but all hits in Heat Up). Does have some strike invincibility, but no throw invincibility and very punishable on whiff or block. Also very short range, so you must be careful not to whiff it when comboing.

Heat Up

While Urs is in Heat Up, all of his special moves are enhanced. Unfortunately, Urs has a very short Heat Up duration and it doesn't really help him much with mixups, so it is relegated to just doing big damage combos. He also loses the distinction between the light and heavy versions of his moves.

  • 236P - Bari Fire Shot
    • Projectile starts up faster and travels in a diagonal direction. On hit, it launches and can be comboed off of.
  • 623P - Bari Fire Blade
    • Considerably stronger and does a knockdown strike at the end. Very good for ending combos.
  • 214K - Speed Glide
    • Behaves fairly similar but hits 7 times now. Still unsafe on block. Fairly useful for some combos but that's about it.
  • 236K - Sonic Tackle
    • Faster, stronger, and always causes wall bounce. An essential tool for Urs, sets up for easy big damage combos and can be used to punish from full screen for big damage.

In addition, Urs gains a few new Chains in this mode, and loses the ability to do 5B 6C (see below). He can also cancel his Road Master super into his Basilisk Burst super, but this is pricey as it requires all 3 MP to perform.

Kara-Cancel

Normally, Urs cannot cancel his 2B or 5B into his Sonic Tackle. However, this can be done with a very tricky Kara-Cancel. Kara-Canceling is when you cancel the startup of a normal into a special move, and generally appears like the normal never came out at all because it was canceled so fast. The method for doing this depends basically requires you to chain into another normal, but then cancel into the Sonic Tackle before that normal comes out.

For example, Urs can cancel 2B into 2A/2B. So he can do:

  • 2B 2B 2A/2B-Kara Canceled into 236K
    • In this case, the 2A does not come out, but instead 2B appears to cancel directly into 236K.

The same can be done from 5B into 6C:

  • 2B 2A 5B 6C-Kara Canceled into 236B
    • Which is considerably harder because of the input motion required.

In Heat Up mode, Urs can only cancel 5B into f.C or D. This is actually a good thing though, because it makes his Kara-Cancel off 5B considerably easier:

  • 2B 2A 5B D-Kara Canceled into 236K

In Heat Up mode, Urs can only cancel f.C into 2C. This is a powerful kara as it can be done at a distance and grants Urs a wallbounce combo.

  • f.C 2C-Kara Canceled into 236K

These techniques are quite difficult and require very strict timing. However, they give Urs additional combo options which can help him out. Learning them is important to mastering Urs, but one of the hardest things to get reliably in the game.

Strategy

Offense

  • A blocked 5A leads comfortably into all of Urs’ offensive options. For example, throw, 5B, 2B, 6B, f.C, 2D, 3D, another 5A, walk forward and c.C, or simply walk back and watch what your opponent does.
  • 5B recovers quickly, so it’s easy to catch an opponent mashing after it, for example with 5D to score a counterhit juggle. It also has an attack set overhead followup with 5B>6C, which is best to use sparingly, when you think the opponent has forgotten about it.
  • 2B is your main low option, and chains into itself so you can be annoying.
  • 6B is the best overhead option.
  • c.C is a threatening hit confirm as well as allowing you to maintain your offense if blocked.
  • f.C is excellent for interrupting an opponent’s attempt to jump forward at a distance.
  • 236P is useful at ranges where it’ll hit late. A is very plus when blocked and allows you to continue offense, and C is useful for throwing off the timing.
    • If the opponent tries to escape with gachi, you can catch their attempts to escape. 2D and 3D are especially useful as long range lows to stop their counterattack or movement.
    • If you believe the opponent has committed to Gachi Drive against your fireball, you can Gachi Drive their Gachi Drive.
  • Don’t be afraid to mix in a heat up 2A in your offense. This will beat things like an attempted throw break, and enables new offensive patterns. This is best used by inputting a 2A 5B confirm and deciding what to do from there.
    • Stopping at 5B allows the same pressure as above.
    • You can also follow up with 2B thanks to the Heat Up attack set 5B>2B.
    • Using 5D at this point will beat an opponent’s attempt to backdash.
  • Urs’ overheads are very low reward, but they’re a necessary part of offense to discourage your opponent from using low Gachi. Furthermore, Urs gets high reward only from very risky options. Thanks to the 5A>6B attack set, this is the least risky and the main option to mix up an opponent, but also the lowest reward.
    • 6C is a high risk, middle reward option. It knocks down, but is slower and much easier to punish.
    • 3D is also a notable option within the high low mixup, as its startup looks a little similar to 6B. It’s possible you can catch someone trying to react to 6B with this, but it’s very risky.
    • 2B and 2D are your safer low options, and if your opponent is sitting still waiting for them, you can close the distance with a dash and throw.
    • c.C can be used as a read to punish an attempted low Gachi.
  • Okizeme
    • One of Urs’ strongest options is to do an ambiguous left-right mixup with j.B or j.D. This is unlikely to get hit by a Gachi Drive, but be aware the opponent can normal Gachi and counterattack. If you have meter to spare, you can heat up while jumping to vastly increase the reward if the opponent gets hit.
    • This is most useful in the following situations:
      • After a throw -> dash jump
      • After a Roadmaster -> walk back slightly then jump
      • When ending a Gachi Drive combo in 2C>214B(whiff) for a hard knockdown, jump forward from that positioning.
  • On other knockdowns, pressure an opponent with a light attack, and from there you can threaten the same options as detailed above.
    • You can also meaty an opponent with a 236A, which is safe from Gachi and reversals.
    • 5D is a distinct meaty option as an advancing attack. While this option is weak to a reversal Gachi, you can time 5D to whiff and throw them for trying. If they catch on, you can whiff it, then backdash and tackle to hit their throw whiff.
  • Counter Hit 5D
    • CH 5D tackle has intense scaling, so while you can follow up with a special move, it’s often best to use 5B as a reset and opt for one of the following options afterward:
  • Cancel to 236C to pressure their landing
  • 5B>6C to hit their landing with an overhead
  • Dash in and threaten with c.C, 2B, or throw
  • Jump in
  • Juggle with 3D for standard okizeme
  • Alternatively, you can use Basilisk Burst to score more damage without giving up this knockdown situation.
    • When Basilisk Burst hits midscreen, it’s best to go for oki on the knockdown rather than follow up with a juggle because there’s simply no way to turn it into big damage. When your back is to the wall, you can use a whiffed 236B at the fastest timing to sideswitch the opponent into the corner and still have enough time to set up Shot oki.
  • When Should I Heat Up?!
    • Strong options include using heat up with Tackle (236A+B+C) or 2A (2A+B+D), while doing okizeme using an ambiguous crossup, before an anti-air 2C, and after Gachi Drive.
    • No matter what you do, it will always cost a meter to get a lot of damage from an opening, so try to keep one handy for these situations.
    • With this in mind, spending your last bar should be reserved for guaranteed heat up situations such as Gachi Drive. The other situations listed above are strong, but may not result in a reward, so try using those only when you have an extra bar.
    • If you commit to an aggressive Heat Up and the opponent gets out of taking immediate damage, don’t fret! As long as you’re still on offense, you have access to 5B>2B and 5B>5D in Heat Up, which are strong options with which to easily continue pressure.

Defense

  • Anti-airs
    • 2C is Urs’ go-to normal anti-air. By cancelling it into 214B, you can follow the opponent on hit, as well as make it difficult to parry and punish with a combo.
    • If you think the opponent wants to parry your 2C, another option is to heat up, 2C, and 236P to beat their counterattack. If they also parry the shot, you can close 5C them on their landing, or use 214K to force another air parry. If either the Shot or Glide hit, you can follow up with a combo.
    • 623P is a powerful anti-air thanks to its invuln and fast startup, but it’s very vulnerable to Gachi. Use it, but be careful.
    • 236D isn’t exactly an anti-air, but you can use it to counterhit the opponent when their jump attack otherwise wouldn’t reach you. This isn’t a consistent option, but can work in situations where no other anti-air will.
  • Gachi
    • On a successful anti-air Gachi, you can heat up and 214K to stabilize into a juggle combo. This is a powerful option that carries a large risk of getting hit, as an opponent attempting to air Gachi will be able to land and punish your Gachi attempt.
  • Gachi Drive
    • The most rewarding anti-air option, but also the riskiest. Susceptible to getting guarded or even eating a Gachi Drive if the opponent was low enough, as well as to multi-hitting attacks. As with Gachi, the opponent attempting to air Gachi and landing will also allow them to punish you.
  • In an air-to-air situation, j.B is usually your best button. j.C can excel it, especially from a backjump, but it’s worse against a grounded opponent. Air Gachi is the safest option.

Neutral

When at a distance, 5D and far 5C are your main attacks in neutral. 5B is also important to use in closer ranges. Look for opportunities to whiff punish with Tackle and score a knockdown. In particular, Tackle is especially useful for these attacks:

  • Urs 5D (whiff), 3D (block)
  • Marco 6D (whiff)
  • Olivia 2D (whiff)
  • Ashley 2D (whiff)
  • Cedric 2D (block), 5C -> [4]6P (interrupt)
  • Watson 2D (block), far C (whiff), and while he’s setting traps
  • Coyori 2D (block) (she can space her 2D to be safer, be careful)
  • Freed 2D (block)
  • Face 236P->214P (interrupt)
  • Donvalve 2B (whiff), far C (whiff), 2C (whiff), 214K (parry and punish)
  • Deathbringer far C (whiff), 2C (block), 5D (whiff), 2D (whiff), and power up
  • Odile 2D (whiff), projectile startup

Against opponents with strong air attacks (ie Coyori, Ashley), j.B is a powerful reactive air to air option.

Attack Sets

Standard:

5A > 2A/5B/2B

5A > 6B [Does not combo]

2A > 5A/5B/2B

5B > 6C [Does not combo, does not work in Heat Up]

2B > 2A

j.A > j.C [Only works on tall characters]

Heat Up Only:

5B > 2B/f.C

5B > 5D

f.C > 2C

Combos

Basics:

  • 2B > 2B > 623C
  • 2B > 2A > 5B, 623A
  • 2B > 2A > 5B, 236236P
  • 623C(2) 236236P/236236K > 623C
    • [Strong reversal damage. K super is stronger due to linking 623C afterwards but shorter ranged and better VS air.]
  • 2B 2B 623C (236236P)
    • [On block, 5B can be canceled to a projectile or 6C instead. Very useful combo set.]
  • 2B > 2B > 2A[Kara Cancel]-236B
  • 2B > 2A > 5B > 6C[Kara Cancel]-236B
    • Karacancel combos. Very useful, but very hard.
  • c.C > 623C
    • This can be done as either a cancel or a link if you need extra time to confirm the hit
  • c.C > 623A(2) > 236236K
  • c.C > 236B, 236D
    • Works on Watson anywhere.
  • (Corner) c.C > 236B, 5B 623A
    • Works on Donvalve only.
  • CH 236B/D, 236D
  • CH 236D, 236236K
  • CH 5D, 236D or 236236K
  • Meaty 6B 623A
    • extremely difficult meaty

Gatchi Counter:

  • 236B+D, 214D, 623C [1 MP. Far]
  • c.C 623C [Close]
  • c.C 623A(2) 236236K [1 MP, Close]
  • c.C, 236B+D, 214D, 623C [1 MP, Close]
    • Works on anyone, but harder on some than others. Link is somewhat tricky but well worth the damage increase.
  • c.C 236A/C, 236D [Close]
  • c.C 236A/C, 236B+D, 214D, 623C [1 MP, Close]
    • Use 236C on Olivia, Odile, Ashley, Freed
    • Use 236A on Donvalve, Watson, Urs
    • Doesn't work on Marco, Deathbringer, Face, Coyori, Cedric
    • Works on Face in the Corner (236C)
  • c.C 236C, 623C(2) 236236P [1 MP, Close, Deep Corner]
    • Better for the corner.

High Gatchi Drive:

  • j.D |> j.C (late) |> 6C
    • Easy combo, but poor damage. Works decently for near the corner.
  • j.D |> c.C 236D
    • Basic high gachi combo.
  • c.C, 5D, 236D [Midscreen]
  • 44 2C 236A 623A 236D [Midscreen]
    • Doesn’t work on Olivia, Coyori, Odile
  • j.D 236C 623A 236236K [1 MP, Corner]
    • 623A hits 2 and 3 allows landing and linking Basilisk Burst.
  • Heat up j.D |>(walk) c.C f,C 236D 214K 623P
    • Basic gachi heat up combo.
  • Heat up 44 2C 236P 236P 236P 236D 236P 214K 623P [1 MP]
  • Heat up j.D |> [236P]x7 623P [1 MP, Near Corner]
  • Heat up j.D |> [236P]x5 236D 623P [1 MP, Near Corner]
  • 2C [236P]x3-4 214K 236236K 623P [1 MP, Midscreen]
    • Difficult on Freed because he will often get hit by the last hit of 214K.
  • Heat Up, j.D |> 236C, 236K, 236A/214D, 6 c.C 236C, 66 623C or 236236K [1/2 MP]
    • Use 236A at mid screen, or 214D if they are bouncing back from the corner quickly.

Low Gatchi Drive:

  • 66, j.B j.C |> c.C (f.C) 623C
  • 66, j.B j.C |> c.C (f.C) 623C(2) 236236K, 623A [1 MP]
    • f.C might cause the DP to miss some characters.
  • 66 j.D j.C c.C 5B 5D f.C [2C(kara) 236D] or [236236P] [0/1 MP]
    • Works midscreen. In the corner, omit j.C or the first two hits to stabilize.
  • Heat up j.D j.C 5B 5D 2D f.C 2C(kara) 236D 236236K 623C [1/2 MP]


Heat Up:

  • 2B 2A 5B 5D (kara) 236K, 214K, 623P
    • Kara Cancel combo in Heat-Up mode. Even if you mess up the Kara, it's a solid, safe combo!
  • 2B 2A 5B f5C 2C (kara) 236D 236P 214K 623P
    • Second Kara Cancel combo in Heat-Up Mode
  • 236D, 214K, 623C
  • c.C 236P, 214K, c.C 623C [Corner]
  • c.C 236P, 214K, 5B 623P
    • May need to skip the 5B on some characters.
  • c.C 236P, 236K, 214K, 623P
    • Stronger, but much harder to time.
  • Meaty 6B 2A 5B f5C 2C (kara) 236D…

Combos that activate Heat Up mid-combo:

  • c.C A+C~5B f5C 2C (kara) 236D 236P 214K 623P [1 MP, Midscreen]
  • c.C A+C~5B f5C 2C (kara) 236D 5A 214K 623P [1 MP, Corner]
    • vs Urs, Marco, Cedric, Ashley, Olivia, Watson, Coyori, Odile
  • c.C A+C~5B f5C 2C (kara) 236D (sideswitch) 214K/236236K 623P [1/2 MP, Corner]
    • vs Freed, Face, Deathbringer
  • c.C A+C~5B f5C 2C (kara) 236D (sideswitch) 623P [1 MP, Corner]
    • vs Donvalve
  • 236P air hit -> A+C~236D 623P
  • 236A late hit -> 66 B+D~2A 5C f5C 2C (kara) 236D 236P 214K 623P


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