BatFan/Urs: Difference between revisions

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==Move List==
==Move List==
===Normal Moves===
===Normal Moves===
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===Special Moves===
===Special Moves===
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===Super Moves===
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Revision as of 20:10, 8 November 2019

Urs
BatFan Urs Portrait.png

HP: 3650 (3212)

Damage Scale: 113.63%

Guts Level: 2

Float Factor: 5

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
None
Play-style
Ryu, shoto-style footsies and fireball/anti-air game

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.


Pros/Strengths:

  • All around playstyle provides Urs with an answer for every scenario
  • Has really good heavy attacks that are good for multiple things
  • Can bypass Odile's and Cedric's projectiles with 236B/D
  • Can do massive amounts of damage with or without meter
  • Good anti-air normals and specials


Cons/Weaknesses:

  • Fireball's range isn't too great
  • Has tools that can be very limited in uses
  • Heat Up doesn't give Urs any added mixup potential



Heat Up!: Enhanced Specials
Urs' combo strength increases dramatically with boosted specials in Heat Up.

External References:


Move List

Normal Moves

5A
BatFan Urs 5A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
80 N,S HL 5 - - -2 -

A relatively quick jab with acceptable range. Can cancel into specials, supers, and any A or B normal: 5A, 2A, 5B, 2B, 6B.

5B
BatFan Urs 5B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
140 S HL 6 - - 0 -

A snappy kick with remarkably good range. Can only cancel into specials and supers.

c.C
BatFan Urs cC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
320 S HL 6 - - +5 -

A sharp hook punch. Short range, even for a Close normal, but it suffices. Has just enough frame advantage on hit to link 5B or 2D after, allowing a combo into Bari Fire Blade or Speed Glide. Only cancels into Specials and Supers.

f.C
BatFan Urs fC.png
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. Moves Urs forward slightly. Good range with a relatively safe hurtbox makes it a reasonable poke from a distance. Cancels into specials. Cancels into 2C in Heat Up/Gachi Drive.

5D
BatFan Urs 5D.png
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 blasts the opponent back to the wall and bounces them off, allowing for a follow-up. Unfortunately it only has one hit of juggle potential, so make it count.

2A
BatFan Urs 2A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
55 N,S HL 5 - - -1 -

A basic crouching jab. Cancels into 5A, 2A, 5B, 2B, specials, and supers.

2B
BatFan Urs 2B.png
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
BatFan Urs 2C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
240 S HL 9 - - -7 -

Urs sweeps his chainsaw upward. Decent as an anti-air, but his tall hurtbox means you need to throw it out early and catch them in their startup. Cancels into specials and supers. One hit of juggle potential.

2D
BatFan Urs 2D.png
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. 2D > 214D works even at 2D's max range.

6B
BatFan Urs 6B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
250 X H 19 - - -6 -

An overhead. Not much else to say.

6C
BatFan Urs 6C 1.png
BatFan Urs 6C 2.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 340 X H 26 - - -14 -

Another overhead, 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.

Charged 480 X X 65 - - - -

After charging for long enough, the fully-charged animation completes itself and the attack becomes unblockable. Does a good chunk of damage and knocks the opponent down.

3D
BatFan Urs 3D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
300 X L 8 - - -13 -

A lightning-quick sweep with good range, but a very low hitbox.

j.A
BatFan Urs jA.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
120 N H - - - - -

A short horizontal jab, best used for air-to-air. Can cancel into j.C.

j.B
BatFan Urs jB.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
135 N H - - - - -

A long-range horizontal kick, which works great air-to-air and air-to-ground. Not your ideal jump-in, but it will catch them if they're standing. Can do it very late in the jump for a sneaky mixup if you've established a safejump game.

j.C
BatFan Urs jC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
280 - - - - - - -

A quick horizontal chainsaw swipe. Not much range, but good damage.

j.D
BatFan Urs jD.png
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.

Ground Throw
BatFan Urs throw.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
375 X X - - - - -

Urs pulls the opponent close, then blasts the opponent away with the exhaust pipes.

Special Moves

Bari Fire Shot
236A/C
BatFan Urs fireShot.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 150 X HL - - - - -
C 180 X HL - - - - -
Heat Up 200 X HL - - - - -

Urs launches a fireball from his chainsaw's exhaust system. The A version is a short-distance, relatively slow fireball. C moves faster with better range. 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
BatFan Urs fireBlade.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 130, 280 X HL - - - - -
C 120, 160, 280 X HL - - - - -

Urs ignites his chainsaw and swings it forward in a fierce leaping uppercut. The A version can hit up to two times, depending on distance, and reaches up about as high as Urs' normal jump. C version jumps even higher, and can hit up to three times. Both versions prevent the opponent from recovering until they hit the ground.

Heat Up 85*4, 382 X HL - - - - -

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 saw again, blasting the opponent down to the ground if it hits.

Speed Glide
214B/D
BatFan Urs speedGlide.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 160, 80*3 C HL - - - - -
D 160,80*4 X HL - - - - -
Heat Up 153, 68*5, 153 X HL - - - - -

Urs rotates the chainsaw'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. In Heat-Up, the distance is slightly less than D, but it can hit up to 7 times and moves much faster. Even on a successful hit you're slightly negative at the end, so be careful when using it for pressure or ending combos.

Sonic Tackle
236B/D
BatFan Urs sonicTackle.png
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. In Heat-Up, the opponent is launched into a wallbounce, allowing for a combo no matter where you are on the screen.

Sonic Tackle cannot be canceled into. (If an attack is special cancelable, Sonic Tackle cannot be used.)

Super Moves

Full Throttle Road Master
236236A/C
Damage Cancel Guard Startup Active Recovery On Block On Hit
50*7, 250, 500 - - 8 - - - -

Description

Basilisk Burst
236236B/D
Damage Cancel Guard Startup Active Recovery On Block On Hit
100, 700 - - 3 - - - -

Description

Strategy

Offense

Defense

Neutral

Attack Sets

Combos