Ougon Musou Kyoku/Battler Ushiromiya

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Battler Ushiromiya

Contents

Introduction

Ushiromiya Battler, the protagonist of Umineko no Naku Koro ni. He seeks to prove that the Rokkenjima murders from October 1986 were committed by human means, in opposition to the Golden Witch Beatrice. His role in Ougon Musou Kyoku's story changes depending on who he's teamed up with, whether it's reclaiming Beatrice's title as the Golden Witch, forming his own harem as the Game Master, or finally putting an end to Beatrice's game.

Battler is a very simple character to learn, yet takes a lot of practice to master and overcome his numerous weaknesses. His versatility works well as a partner for nearly every character in the game, and can be played in a variety of different ways.

Pros
+ Great versatility.
+ Good range on some of his normals for non sword normals.
+ Good punish game, especially on counter hit.
+ 623 series makes for a good anti-air and combo ender.
+ Close range 236A is useful for blockstrings and mixups, 236C for Oki

Cons
- Slow startup on several of his moves.
- Requires meter to do high end damage.
- Overhead is incredibly slow and easily telegraphed.
- 214 series is only useful in specific matchups.

Health: 1400.


Ability

Resurrection
Gradually restores your health for a brief period of time. Simple and goes well with the other abilities.

Move List

Normal Moves


Battler-f5A.png
【f.5A】

Battler punches with a straight jab. Whiffs on crouch. Hits mid.
Damage: 54


Battler-c5A.png
【c.5A】

Battler punches the opponent in the gut. Hits mid.
Damage: 69


Battler-2A.png
【2A】

Battler crouches and punches with a cross straight. Hits mid.
Damage: 54


Battler-f5B.png
【f.5B】

Battler performs a roundhouse kick. Hits mid.
Damage: 135


Battler-c5B.png
【c.5B】

Battler performs a high kick. Hits mid.
Damage: 150


Battler-6B.png
【6B】

Battler performs a reverse roundhouse kick. Moves Battler forward, making it useful for approaching. Hits mid.
Damage: 150


Battler-2B.png
【2B】

A simple low kick. Hits low, but doesn't have great range.
Damage: 150


Battler-3B.png
【3B】

Same as 2B except Battler slides forward, making it more useful for combos. Hits low.
Damage: 150


Battler-f5C.png
【f.5C】

Battler punches with a hook. Hits mid.
Damage: 240


Battler-c5C.png
【c.5C】

Battler punches with an uppercut. Hits mid.
Damage: 270


Battler-6C.png
【6C】

Battler uses his jacket to beat down his opponent. Knocks down. Hits overhead.
Damage: 300


Battler-2C.png
【2C】

Battler performs a reverse low kick. Knocks down. Hits low.
Damage: 210


Battler-J8A.png
【5j.A】

Battler performs a midair chop. Hits high.
Damage: 60


Battler-J79A.png
【7/9j.A】

A midair elbow drop. Hits high.
Damage: 60


Battler-J8B.png
【5j.B】

Battler does a straight kick in midair. This is a great air to air, as it has decent horizontal reach. Hits high.
Damage: 150


Battler-J79B.png
【7/9j.B】

Battler punches with a cross straight in midair. Hits high.
Damage: 150


Battler-J8C 1.png
Battler-J8C 2.png
【5j.C】

Battler uses his tie to beat down the opponent. A bit slow, but the move has great priority and can be comboed into Blue Raid if it connects deep enough. Hits high. Can be used as an ambiguous crossup by running forward --> neutral SJC into J.8C.
Damage: 252


Battler-J79C.png
【7/9j.C】

Battler does a midair axe kick. Hits high.
Damage: 252


Battler-J2C.png
【j.2C】

Battler swings his hands down like a HAMMAH. Knocks down. Hits high.
Damage: 240


Battler-temp.png
【B+C】

Battler holds the opponent up by the collar and punches them in the face. Opponents can air tech.



Special Moves


Battler-temp.png
Blue Truth 「青き真実」 ― 236ABC

Battler shoots a blue projectile a short distance forward. As of Ougon Musou Kyoku Cross, all versions are identical other than the damage the projectile deals and startup time. A version deals 300 damage, B version deals 330 damage, and C version deals 360 damage. If performed up close, the move deals two hits, but the damage doesn't seem to change.

Battler can hit downed opponents after most of his combos with a 3B 2C 236C for amazing oki. Bird is plus on block, Battler recovers fast enough to block reversals, and if the bird lands, Battler is free to combo.


Battler-623ABC.png
Blue Blow 「青き一撃」 ― 623ABC

Battler does an upwards diagonal strike. Anti-air. A, B, and C versions are identical. A and B versions whiff on crouchers. Hits mid. 360 damage.


Battler-214ABC.png
Sommelier Finger 「ソムリエフィンガー」 ― 214ABC

Battler charges forward and knocks the opponent upwards with his palms. Can penetrate Ronove's Barrier. The opponent can air-tech if they get hit.

  • (A version) - Shortest charge distance and shorter startup and recovery. Hits mid. 300 damage.
  • (B version) - Medium charge distance and medium startup and recovery. Hits mid. 330 damage.
  • (C version) - Longest charge distance and longer startup and recovery. Hits mid. 360 damage.


Battler-J214ABC.png
Blue Raid 「青き急襲」 ― j.214ABC

Battler does a downwards kick in mid-air.

  • (A version) - Shortest distance and slightly shorter landing recovery. Hits high. 360 damage.
  • (B version) - Medium distance and medium landing recovery. Hits high. 360 damage.
  • (C version) - Longest distance and slightly longer landing recovery. Hits high. 360 damage.

All three versions can be tiger kneed to be pseudo hops forward, with the A and B version being rather neutral on block and C version being at a disadvantage.



SP Supers


Battler-temp.png
Sharp Blue Truth 「青き鋭き真実」 ― 236A+B

Battler shoots a blue projectile laser. The distance reaches the full screen. This move comes out faster than his other projectile moves, so it can be comboed from 5C or 2C. Hits mid. 5 hits for 522 damage.


Battler-623A+B.png
Absolute Blue Blow 「青き絶対の一撃」 ― 623A+B

Battler does a stronger upwards diagonal strike. Hits mid. 2 hits for 600 damage. As of Ougon Musou Kyoku Cross, it has invincibility on startup.


Battler-214A+B.png
Rapturous Sommelier Time 「満悦のソムリエタイム」 ― 214A+B

Battler charges forward with his palms outstretched. If the opponent is hit they are trapped and repeatedly damaged for a short period of time. Hits mid. 7 hits for 540 damage.


Battler-J214ABC.png
Battler-J214A+B 2.png
Elegant Blue Raid 「青き優雅なる急襲」 ― j.214A+B

Battler does a downwards kick in mid-air, followed by a high backwards somersault kick. Hits high. First hit does 180 damage; somersault kick does 4 hits for 120 damage each. You can follow up after the somersault kick.



Level 2 Super


Battler-236236C.png
Checkmate by Melee Logic 「打撃的推理によるチェックメイト」 ― 236236C

Battler rushes forward and performs an 8-hit melee combo on hit. Does not travel full screen. Knocks down on hit. Hits mid.
Damage: 645



Meta Super


Battler-temp.png
All-Piercing Blue Truth 「全てを穿つ青き真実」 ― 641236C

Battler shoots a giant blue laser forwards after a short charge-up time. High chip damage, high knockback.



Combos


  • 2B > c.5B/6B > c.5C > 2C > 236A+B/214X/623X - 2B through 2C does 780 damage and 4 hits. Total damage and hits vary depending on ender.
  • J.C > J.B > 5A > 5B > 3B > 5C > 214X - Jump-in combo. Deals 7 hits, and 1311/1341/1371 damage depending on which version of Sommelier Finger used.
  • J.9C > J.9B > 5A > 5B > 3B > 2C > 623X - Alternate version of above ending in 623X. Deals 1341 damage.
  • 5A > 5B > 3B > 5C > Dash Cancel > 6B > 3B > 5/2C > 236A+B/214X/623X - Typical Dash cancel combo. Since Battler has great range on 6B, this will be a useful dash cancel combo. Deals 1103 damage, though the damage changes depending on if Battler did the close versions of his normals.
  • J.9C > J.214A+B > c.5B > Jump > J.B > J.C Deals 6 hits, and 972 damage. You have to hit the opponent when they're falling after the Somersault Kick, obviously. Close to Battler's position, but not too high or else the jumping moves will whiff. Deals more damage than if you used something like 623X or 214X.
  • 5A > 5B > 3B > 2C > A+B+C > 632146C 23 hits, 1235 damage. Crappy way into his Meta World super. Use something else.
  • 5A > 5B > 3B > 5C > A+B+C > J.9C > J.9B > 5A > 5B > 3B > 5C > Dash cancel > 3B > 2C > 631246C 31 hits, 2193 damage. The timing is really tricky after Meta-World activation as you have to jump immediately afterwards, and hit his J.C at the right angle so you can combo afterwards. Despite this, deals really good damage for no extra meter usage. If you've already used the Touch Gauge, then you can omit the Dash Cancel follow-up, and end with 2C into 632146C for 28 hits and 1972 damage.
  • 5A > 5B > 3B > 5C > A+B+C > 2A > 3B > 2C > 236236C > 632146C Deals 32 hits, 2078 damage. After you declare Meta-World, you might have to run up to the opponent if you're pushed out of range. The timing is tricky after the 236236 super. This only works midscreen. Quite flashy and uses 3 meters.
  • 2B > c.5B/6B > c.5C > 66 > f.5B > 2B > c.5C > A+B+C > 2147A+B > 632146C - 29 hits, 2008 damage. The timing on the 2147A+B and the 632146C is tricky.
  • J.C>J.B>2A>2A>2B>6B>5C>Dash Cancel>3B>6B>5C>A+B+C>J.C>J.B>2A>2B>2C>641236C - 2.3k damage, one SP.
  • 2147A+B(xN) - 11 hits, approximately 1500 damage. (After 4 loops) IT'S MAHVEL BAYBEE! Unlike Cable, however, this combo should never, ever be used seriously. The damage isn't worth the meter usage at all, and it only works in the corner. Looks cool though.


Off Tag

  • J.214X/A+B > Something else - Any time you use attack touch and Battler is tagged in, you can use his Blue Raid specials.


General Strategy

While it may seem like Battler is the shotoclone character of the game, he really isn't (That title might go to Beatrice instead). Battler is a simple character to use. He has some moves that have decent priority, and his projectile has little recovery time, giving him time to use his anti-air (Which he excels at). However, Battler can't really rely on his projectile since it has startup, not to mention that some characters can just run underneath it. He'll tend to get zoned out by projectiles if you're not careful. Long story short; Battler is the basic rushdown character of the game.

Battler can get through some projectiles (Like Chiester's) by sliding (3B). Speaking of projectiles, you can use Battler's own projectile in blockstrings or if you knocked the opponent down (For that case use 236B or 236C since those have longer startup times), since the opponent will be forced to block it, and you'll be put at a slight advantage.

When ending combos without using meter, you have the choice of using 623X or 214X. 214X allows your opponent to air recover, while 623X doesn't. If you suspect your opponent will air recover, don't use the 214C version as that leaves you in a slight disadvantage (Not to mention it looks silly to get hit when Battler has a goofy grin on his face), as you can use 623X for an unblockable anti-air. Some character that have air special moves (Like Kanon or Lucifer) can do something else, so always keep that in mind.

Battler is at his best when he has meter to waste (Like every other character lol). 623AB gains invincibility, making it an extremely effective anti-air and psychic DP, though it whiffs on crouching opponents. Battler's Meta World super is effective for giving meter to your partner, because it deals around 17-20 hits by itself. While it's fun to spam the move over and over again (The computer loves doing this in Arcade), this move has a long recovery time, even if you're on the other side of screen after the move. Some characters that have fast fullscreen punishes (Battler's 236AB or B. Battler's 236X) might be able to punish you if they block it. Others might have to rely on Assault Touches, which is something the opponent can always exploit if the opponent's partner has 3 or more meters. Otherwise, they'll just be forced to guard the move.


Tag partners

Ange - Ange's ability is extremely useful considering the fact that Battler has limited combo options by himself. Generally every time you end up using Battler's Meta World Super in combo with Stun Boost activated, you'll most likely end up stunning the opponent. This allows you to either use your Meta Super again, or switch in Ange and do some other shit, like set up Sakutaro.

Will - Like Ange above, Will has a decent ability for Battler. Gaining the ability to cancel a 623 into his Meta World super (Which has some startup) is extremely useful. Will can also benefit from health regeneration as he is usually focused on mix-ups and pressuring the opponent. While both do require meter to do well, Will and Battler can use Attack Touches to gain meter.

Jessica - Jessica is a character that doesn't need meter to be effective. The result should be obvious. Her ability (Shave Boost) can be useful for Battler's Meta World Super, which can be spammed if the opponent doesn't have any way to get past it from full screen.

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