BatFan/Face

From Dustloop Wiki

Overview

A mysterious gunman known only by his nickname, this wanted vagabond travels the world with his trusty pistols Coyote Hunter and Cobra M 1910. Charged with the murder of his lover and cutting off his best friend's right arm, he is searching for the true culprit to clear his name. He bears a mysterious connection to Urs and Marco's missing father.
Heat Up!: Quickdraw
Face's rekka attacks become actual shot attacks, which can be used to create strong juggles.
Face

BatFan Face Portrait.png

HP: 4400 (3411)

Damage Scale: 128.99%

Guts Level: 2

Float Factor: 2 (Somewhat Floaty)

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Feint cancel/rolling

 Face specializes in performing quick, up-close combos to get around his opponent.

Pros
Cons
  • Above average HP
  • Most attacks are generally fast and safe
  • Good mixup potential, especially in Heat Up
  • Strong combos outside of Heat Up
  • Texas Knee!!!
  • Builds meter really fast
  • Texas knee is throw punishable, making it less spammable
  • Rekka enders aren't too great
  • Rekkas aren't projectile proof

External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 - - 5 - - +2 -

Quick punch forward.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - - 7 - - -2 -

A snappy kick; not a low.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
310 - - 7 - - +2 -

Close-ranged knee kick.

f.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
260 - - 9 - - +4 -

Lightning fast forward punch. May not be the longest poke in the West, but gives good frame advantage.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 - - 11 - - 0 -

Sex kick that blows the opponent away, causing wallspat when in Heat Up.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
60 - - 5 - - 0 -

Crouching forward punch. Really fast, chains into other stuff. Not a low though.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - 7 - - -5 -

A low kick. Really good range, hits low, and cancels into specials. You will use this a lot.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 - - 7 - - +1 -

Stabs upwards with the tip of his mask. Solid Anti-Air. Has a weird hit-box though, so you may end up trading. Gets solid combos from it though.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - - 10 - - -11 -

A forward-moving double kick extended out.

6C

Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - - 21 - - 0 -

An overhead pistol whip.

j.A

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

A downward punch.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - - - - - - -

An extended sex kick.

j.C

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

A downward swing with Cobra 1910.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
250 - - - - - - -

A slightly downward angled double kick.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
400 - - - - - - -

Grabs the opponent and gets them in a stranglehold before hitting them with one of his pistols.

Special Moves

Frontier Shot

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 230 - - - - - -4 -
C 300 - - - - - -1 -

Rolls forward and does a quick no-look back-handed shot in front of him.

Wild Comeback

214A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 250 - - - - - -4 -
C 320 - - - - - -1 -
Feint
hold button
- - - - - - - -

Moves to the left side of the screen, then returns to his original position and does a blind no-look shot in front of him.

Middle West

623A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 280 - - - - - 0 -
C 550 - - - - - +5 -

An overhead shot that has good range. A version is faster and can link a Bazooka off it with good timing. On some characters you can link a B Texas Knee off it on hit. C version is slow, but powerful; causes hard knockdown.

Grand West

236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 300 - - - - - -4 -
D 350 - - - - - -17 -

A crouching low shot with good range and speed. As expected, the B version comes out quickly, but the D version is slow and causes knockdown.

Texas Knee

623B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 180, 150 - - - - - - -
D 150, 100, 200 - - - - - - -

His signature attack; a rising knee kick. It is also one of his most important moves because it comes out fast. The B version is fast and can combo afterwards, however, as always, the D version is slower and doesn't travel very far, but it's a stronger combo finisher.

Quick Draw

during Heat Up

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
236A 212 - - - - - - -
236B 187 - - - - - - -
214A 260 - - - - - - -
214C 195 - - - - - - -

236A shoots a strait forward shot at head level. Good for catching out of the air at a distance or in juggles. Cancels to any other shot or to Super.

236B shoots a strait forward shot at foot level. Hits low. Very good surprise attack and combo starter. Cancels to any other shot or to Super.

214C shoots a shot diagonally upward. Does the most damage of any shot. Cancels to Mid or Low shots, or to Super.

214D does a short jump and shoots diagonally downward. Hits High. Somewhat slow so easy to block on reaction, but can be a very good surprise attack, and can be used to leap over fireballs and other things. Doesn't cancel into anything, but juggles the highest so is the easiest to follow up on.

Super Moves

Wilderness Bazooka

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
200, 100×4, 200 - - 2 - - - -

Takes out a bazooka and fires a single projectile forward, hitting multiple times. It's completely invincible on startup and very fast. It's also pretty darn safe most of the time. However, it only has to be parried once so it's not good to use on a whim.

Raging Revolver

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
104×2, 100×2, 90×4, 212, 225 - - 4 - - - -

Leaps forward and fires a multitude of shots with both handguns, bullets rain down below him and begin to fan forward. B version leaps a little forward, D version leaps much further. While it can easily miss, it is relatively safe and you can use it to chip people to death in some situations. It damage scales better in combos as well, so many combos are actually stronger to finish with it than with the Bazooka.

Heat Up!

Quickdraw
During Heat Up, Face loses all of his Gun Chain specials but gains a new set of shots. These shots are lightning fast, hit the entire length of the screen, and can be juggled into each other. They also do more damage the closer you are to the enemy. The only caveat is that he can do only 6 shots until he runs out of "ammo", the number of shots he has left can be seen by the smoke trail from his guns. These shots can cancel into each other or super, with the exception of the Overhead shot which juggles instead.

These are the options he can do while in Heat Up

  • 236A - Mid
  • 236C - Low
  • 214A - High [upward]
  • 214C - Overhead

Shot Damage Ranking:

  • High > Mid > Over > Low

5D gets enhanced in Heat Up, allowing it to wallspat on normal hit. He also gets two new Attack Sets, allowing 2B to go into 2C and 2D.

Strategy

Offense

Defense

Neutral

Attack Sets

Standard:

  • 2A > 5B/2B/2C
  • 5B > 5D

Heat Up:

2B > 2C/2D

Combos

Basics:

  • 623B, 623B
  • 623B, 623D
    • Only works in the corner, or anywhere on Freed.
  • 623B, c.C
    • Reset, mixup as they come down.
  • 2A 2B 623B, 623B/D
  • 2A 2B 236A 236236C [1 MP]
  • 5B 5D 623B, 623B/D
  • 5B 5D 236A 236236C
  • c.C 623B, 623D [Corner]
  • c.C 214A 236A (236236C) [0/1 MP]
  • AA 2C 236[A], 623D
  • CH 2C/5D 214A 236A (236236C) [0/1 MP]
  • 236C 214A 236A (236236C) [0/1 MP]
  • 214C/236C 623A, 623B, 623B/D
    • Difficult to connect, only works on some characters or in certain situations.
  • ... 623A, 236236C [0/1 MP]
    • Tight link off overhead shot into Bazooka. Tricky, but very useful and easy to hit confirm. May miss if distance is too large.
  • 214C/236C 236B (236236C) [0/1 MP]
  • CH 214C 236C 214A (236236C) [0/1 MP]
  • CH 214P/236C, 623B, 623D [Corner]
    • Not really hit confirmable so not that useful.
  • CH 214A or 236A:
    • Gives access to same combos as 214C and 236C

Gatchi Counter:

  • c.C 623D
  • c.C 623B, 623D
  • c.C 214A 236A 236236C

High Gatchi Drive:

  • 44, D 236[A], 6, c.C 236[A], 623D [Anywhere]
  • 6 (cross under) c.C 236[A], D 236[A], 623D [Anwhere]
    • Very slightly more damage but a little harder to do. Use it to put them behind you instead of in front of you.
  • 66 (cross under) 623B, 5D 623B(1), 623D [Back To Corner]
  • j.C |> 236A 214C 236C, 623D [Near Corner]
  • j.C |> 236A 214C 236C 236236D [1 MP, Near Corner]
    • May work anywhere on some characters (Deathbringer)
  • j.C |> 214C 236C 214C, 623D [Midscreen to Near Corner]
    • Won't work deep in the corner on some characters.
  • j.C |> 214C 236C 236236D [1 MP, Anywhere]
  • j.C |> 214C 236C 214C 236236D [1 MP, Midscreen to Near Corner]
    • Won't work deep in the corner on some characters.
  • Heat Up, 44 f.C, 66 c.C High Mid High Mid High Mid 236236A [2 MP, Midscreen]
  • Heat Up, j.C |> 6, c.C, 6, 5D High Mid High Mid High Mid 236236D [2 MP, Near Corner]
  • Heat Up, 2 (cross under) 2C 623B, 5D High Mid High Mid High Mid, 623D or 236236D [1/2 MP, Back to Corner]
    • Gets you out of the corner and them into it.

Low Gatchi Drive:

  • 66 66, c.C f.C 2C 623B, 623D [Anywhere]
  • 66, j.D |> 5B c.C f.C 236A 236236C [1 MP, Midscreen]
  • 66, c.C f.C 2C 236A 236236C [1 MP, Corner]
  • Heat Up, 66 66, c.C f.C 2C Low Mid High Mid High Mid 236236D [2 MP, Anywhere]
  • Note: 2C can miss on some characters sometimes, especially Olivia/Odile. For these characters, you can substitute c.C f.C 2C with j.D |> 5B c.C f.C.

Heat Up:

  • 2B 2C Low High Mid High Mid High
  • 2B 2C Low Mid High Mid High Mid, 623D [Corner]
  • 2B 2C 623B, 623B, 623B/D
  • 2B 2C 623B, c.C 623B(1), 623D [Corner]
  • 2B 2D
  • AA 2C, Low Mid High Mid (For very high AA)
  • AA 2C High Mid High Mid
  • AA 2C High Mid Over, 66 623D [Near Corner]
  • 5D, Mid Over, Mid High
  • ... 623B, 623B, 623B [Midscreen]
  • Low Mid Over, Mid Over, High [Anywhere]
  • Low High Mid High Mid High [Anywhere]
  • Low Mid High Mid High Mid (236236P/K) [0/1 MP, Anywhere]
  • Mid Over, Mid High Mid High [Anywhere]
  • Over, Mid Over, Mid Over, High [Anywhere]
  • Over, Mid Over, Mid High Mid (236236P/K) [0/1 MP, Anywhere]
  • Low Mid Over, Mid Mid Over, 66 623D [Corner]
  • Low High Mid High Mid Over, 66 623D [Corner]
  • Over, Mid Over, Mid, Mid Over, 66 623D [Corner]
  • Low Mid High Mid High Mid 623D [Deep Corner]
  • Low Mid Over, 66 623A, 623D [3 Shots Near Corner]
  • Over, Mid Over, 66 623A, 623D [3 Shots Near Corner]


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