Ougon Musou Kyoku/Battler Ushiromiya
STATUS: UNDER CONSTRUCTION
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.
Health = 1400.
+ Battler's 3B is one of the best approaches in the game
+ Ability synergizes well with every character
+ Excellent range on most of his normals
+ Very good air to air normals
- Very limited mixup options
- Overhead is very slow and easily telegraphed
- Limited anti-air options without meter
Resurrection - Gradually restores your health for a brief period of time.
| | f.5A|
[ Mid | Damage - 54 | Startup - 4 | Active - 5 ]
Battler punches with a straight jab.
| | c.5A|
[ Mid | Damage - 69 | Startup - 4 | Active - 5 ]
Battler punches the opponent in the gut.
| | 2A|
[ Mid | Damage - 54 | Startup - 4 | Active - 5 ]
Battler crouches and punches with a cross straight.
| | f.5B|
[ Mid | Damage - 135 | Startup - 8 | Active - 4 ]
Battler performs a roundhouse kick.
| | c.5B|
[ Mid | Damage - 150 | Startup - 4 | Active - 7 ]
Battler performs a high kick.
| | 6B|
[ Mid | Damage - 150 | Startup - 16 | Active - 4 ]
Battler steps forward and performs a reverse roundhouse kick.
| | 2B|
[ Low | Damage - 150 | Startup - 5 | Active - 6 ]
A simple low kick.
| | 3B|
[ Low | Damage - 150 | Startup - 6 | Active - 10 ]
A sliding low kick.
| | f.5C|
[ Mid | Damage - 240 | Startup - 13 | Active - 5 ]
Battler punches with a hook.
| | c.5C|
[ Mid | Damage - 270 | Startup - 4 | Active - 12 ]
Battler punches with an uppercut.
| | 6C|
[ High | Damage - 300 | Startup - 27 | Active - 3 ]
Battler uses his jacket to beat down his opponent. Knocks down. Hits overhead.
| | 2C|
[ Low | Damage - 210 | Startup - 9 | Active - 5 ]
Battler performs a reverse low kick. Knocks down.
| | 8j.A|
[ High | Damage - 60 | Startup - 6 | Active - 12 ]
Battler performs a midair chop.
| | 7/9j.A|
[ High | Damage - 60 | Startup - 5 | Active - 10 ]
A midair elbow drop.
| | 8j.B|
[ High | Damage - 150 | Startup - 7 | Active - 9 ]
Battler does a straight kick in midair.
| | 7/9j.B|
[ High | Damage - 150 | Startup - 9 | Active - 9 ]
Battler punches with a cross straight in midair.
| | 8j.C|
[ High | Damage - 252 | Startup - 14 | Active - 5 ]
Battler uses his tie to beat down the opponent.
| | 7/9j.C|
[ High | Damage - 252 | Startup - 12 | Active - 6 ]
Battler does a midair axe kick.
| | j.2C|
[ High | Damage - 240 | Startup - 12 | Active - 6 ]
Battler swings his hands down like a hammer. Knocks down grounded opponents.
| | B+C|
[ Throw | Damage - 360 | Whiff - 31 ]
Battler holds the opponent up by the collar and punches them in the face. Opponents can air tech.
| | Blue Truth 「青き真実」 ― 236A/B/C
Battler shoots a blue projectile a short distance forward.
| | Blue Blow 「青き一撃」 ― 623A/B/C|
Battler does an upwards diagonal strike.
| | Sommelier Finger 「ソムリエフィンガー」 ― 214A/B/C|
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.
| | Blue Raid 「青き急襲」 ― j.214A/B/C|
Battler does a downwards kick in mid-air.
| | Sharp Blue Truth 「青き鋭き真実」 ― 236A+B|
Battler shoots a blue projectile laser.
| | Absolute Blue Blow 「青き絶対の一撃」 ― 623A+B|
Battler does a stronger upwards diagonal strike. Hits mid.
| | Rapturous Sommelier Time 「満悦のソムリエタイム」 ― 214A+B|
Battler charges forward with his palms outstretched and if it hits, repeatedly "attacks" the opponent for a period of time. Hits mid.
| | 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.
Level 2 Super
| | 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. Knocks down on hit. Hits mid.
| | All-Piercing Blue Truth 「全てを穿つ青き真実」 ― 641236C
Battler shoots a giant blue laser from his hand.
KD = Knockdown | Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 360 | 0-1 | ? | ? | TKD | |31 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 69 | 4 | 6 | 6 | -2 | -2 | f.5A | 54 | 4 | 5 | 3 | +2 | +2 | 2A | 54 | 4 | 5 | 5 | +0 | +0 | c.5B | 150 | 4 | 7 | 16 | -7 | -9 | f.5B | 135 | 8 | 4 | 12 | +0 | +2 | 2B | 150 | 5 | 6 | 11 | -1 | -3 | c.5C | 270 | 4 | 12 | 16 | -3 | -6 | f.5C | 240 | 13 | 5 | 27 | -7 | -10 | 2C | 210 | 9 | 5 | 30 | UKD | -13 | j8.5A | 60 | 6 | 12 | 0 | | | j8.5B | 150 | 7 | 9 | 5 | | | j8.5C | 252 | 14 | 5 | 6 | | | j(7/9).5A | 60 | 5 | 10 | 5 | | | j(7/9).5B | 150 | 9 | 9 | 3 | | | j(7/9).5C | 252 | 12 | 6 | 4 | | | Command Normals ------------------------------------------------------------------ 6B | 150 | 16 | 4 | 18 | -5 | -8 | 6C | 300 | 27 | 3 | 24 | UKD | -5 | 3B | 150 | 6 | 10 | 16 |-10/-1 | -12/-3 | j.2C | 240 | 12 | 6 | 12 | UKD | |See Note A Specials ------------------------------------------------------------------ 236A | 300 | 28 | ? | ? | +10 | +7 | 236B | 330 | 36 | ? | ? | +10 | +7 | 236C | 360 | 42 | ? | ? | +10 | +7 | j.214A | 360 | 25 | ? | ? | KD | -1 | j.214B | 360 | 25 | ? | ? | KD | -2 | j.214C | 360 | 25 | ? | ? | KD | -6 | 623A | 360 | 14 | ? | ? | KD | -8 | 623B | 360 | 14 | ? | ? | KD | -8 | 623C | 360 | 14 | ? | ? | KD | -8 | 214A | 300 | 13 | ? | ? | KD | -16 | 214B | 330 | 15 | ? | ? | KD | -24 | 214C | 360 | 17 | ? | ? | KD | -32 | SPs and Meta ------------------------------------------------------------------ 236A+B | 492 | 25 | ? | ? | KD | -7 | 623A+B | 600 | 14 | ? | ? | KD | -7 | j.214A+B | 540 | 25 | ? | ? | KD | -15 | 214A+B | 540 | 15 | ? | ? | KD | -36 | 236x2C | 630 | 12 | ? | ? | KD | -6 | 641236C | 815 | 29 | ? | ? | KD | -56 | Note A: Knockdown only occurs on grounded opponents.
Battler has an excellent neutral game. With tools like 8j.C, 8j.B, 3B, f.5B, and 236x, he can do a pretty good job of spacing out the opponent, waiting for them to make a mistake so as to punish them with a 3B.
8j.C: One of Battler's most important moves. Battler whips out a tie and attacks the opponent with it. It has a huge vertical hitbox, making it perfect for air to airs, although its startup is not one to be envied since it takes 14 frames to attack with it. However, this move does an extremely large amount of blockstun, enough so Battler can land and continue the blockstring with 3B. It also does a high amount of hitstun, allowing for easy hitconfirms. Therefore this move is recommended to be used as often as possible, just make sure to be careful about fast punishes.
- NOTE: If you, while the opponent is knocked down, decide to 66, then press 8 which has you jump at a very slight forward angle, just over the person and use j8.C preemptively, you can cross up the opponent.
8j.B: Due to the relatively slow startup of Battler's 8j.C, this move is generally the better air to air move if you must use it in a pinch. Battler extends his foot out horizontally, decreasing his overall hitbox, and the relative quickness will surprise the opponent.
3B: Battler's sliding kick. One of the most dangerous moves in the game, due to the fact that Battler's slide, unlike under slide moves, is relatively quick, and can be easily hitconfirmed with a 6B. It also makes Battler's hitbox smaller which will make highs and some mids completely whiff. The long distance it travels can easily punish careless dashers and bad jump-ins. The recovery frames are relatively average, but they're long enough for someone with a long range normal to punish, so be careful!
f.5B: Battler's f.5B is a very good poke, with good range, and a decent vertical hitbox. It's also +2 on block, which makes it ideal to end blockstrings with to get the edge in the next move. So don't just leave Battler stranded with a recovering 3B, end the blockstring with this move! It can also, like f.5A, catch jumps preemptively, making this one of the safer moves of the game.
236x: Battler's projectile. It doesn't go far, but you can use it to keep the enemy from being too reckless, since the projectile travels slow enough to catch bad jump ins.
214x: Battler's charging move. The hand has a large hitbox, and Battler does charge pretty fast for a good distance. If timed right, you can punish careless dashes from a good distance, or even bad jump ins, which 3B would otherwise not be able to reach or be fast enough. It is rather unsafe if you use the move too close to the enemy, so make sure to space it well.
j.214x: Battler's air kick. You can use it to go for a forward poke to punish careless dashers running after your back jump or if timed right, be used as an air to air. The priority of this move is pretty good, so it'll likely beat out most other moves. You can use this move as a second overhead after hitting or forcing your opponent to block a 8j.C or 9j.B/C, since the move is fast, and most people would go immediately to blocking low after blocking an aerial.
623A+B: Battler's SP version of the 623, except it has invincibility frames. Aside from of its obvious use as a reversal, it can also be used to finish guard breaking the opponent. While the opponent's Break Limit is at 80%, you can use this move to finish it off since 623A+B can't be guard touched, rendering the opponent unable to guard touch you, then send the opponent into a vulnerable state, then start a combo that can't be bursted for 4 seconds.
While the enemy is knocked down, Battler has several options, set up a 236C blockstring, meaty with a 6C overhead, or just throw the opponent.
236C: If you knock the opponent down, then hit them OTG with 3B > 2C, then 236C, they'll be forced to stand up and either take the projectile, which may do enough hitstun that Battler can combo after it, or block it, and be forced to block Battler's pressure or get hit in a frame trap. The optimal way to use this oki is to have the opponent with his back to the corner, but this can be used mid-screen, although it's not as effective. You'd be better off going for the 8j.C crossup or just attempt to start a blockstring immediately.
- NOTE: If not timed correctly, the opponent has a small window to use a reversal through the projectile and knock away Battler.
6C: You can use this move in mixups or meaty with this move as oki. However, this move takes 27 frames to start up, making it the slowest overhead in the game. It also is extremely telegraphed so it likely wouldn't be much of use outside of a surprise. Against an aware player, they could jab you out of the move, or punish you on block, assuming you don't cover it with an attack touch, or parry guard touch to get a free combo. This move also knocks down on hit, which means you don't get a good reward off of the move like you would with Erika's 6C. However, if you hit the opponent with this move, they are considered airborne for a very short time, which means that if you get a counter hit, you can cancel into a meta, and continue the combo off of a move where otherwise would knock them down. Make sure not to whiff this move.
B+C: Battler grabs the enemy, then punches them into the air. Outside of the typical tick throw, mindgames setups, if they tech in the air and try to press a button, you can punish them with c.5B, which gives a counter hit allowing you to continue the air combo into optimally, a 623, or in case they have a really good aerial, 214 or 623 them out of the air. If they do not attack while teching, which will make them invincible to all attacks until they land on the ground, you can punish them with a 3B, since when they land, they have a couple frames where they cannot block. This also counts as a counter hit. You can also punish them with 214, which well timed, can cover for both an tech aerial, or a nothing tech since the active frames last pretty long. Now if they don't tech, you get a free 236C oki, which makes not teching and teching the move a risky option.
Feel free to edit this part of the wiki with your tips/strats what partners are best for Battler to use. Remember I'm watching you.
With Kanon as a partner, Battler gets a whole new set of options with Silent Attack. Battler's Meta super would normally give both his partner Kanon and his opponent a full meter, but with Kanon's ability, his opponent would gain a slim amount of meter while still giving Kanon the same amount. This makes repeatedly using the meta super from the other side of the screen a viable strategy against characters that don't have a quick gap closer, repeatedly stacking up meter for Kanon while barely giving any to the opponent. Kanon himself also covers Battler's flaws of not having a true blockstring about of f.5B, and Kanon is compensated for his lackluster health by Battler's Resurrection ability, while Battler gets the obvious benefits of Silent Attack, making this a team a force to be reckoned with.
Black Battler, having almost the exact same moveset as Battler, would make a very good team for a player that knows Battler inside and out. They are played almost the exact same way, and with the mixup/oki/blockstring Battler has, this would make them a very tough team to deal with. Black Battler's unique moves can also cover for Battler's weaknesses. One of Battler's weakness is his lack of options to punish or deal with zoners, especially those that do it fullscreen. Black Battler's 236x covers that weakness since unlike Battler's 236, Black Battler's instantly locks in on the opponent anywhere in the screen, keeping them from fully utilizing their zoning tools. Another weakness of normal Battler is his lack of a reversal without meter. Black Battler's DP is fully invincible during the animation, making him more capable of stopping rushdown. Black Battler does not however contain the 236C oki that Battler can use. The most important benefit to having them both be on the same team, is the combination of Resurrection, which heals health over time, and Massacre, which recovers health as you damage the enemy. You can potentially recover a massive 50% of one health bar, 16% of your total health assuming you play with 3 bars in one combo! The slight disadvantage to this team is Black Battler's abysmal health of 1000. It is largely compensated for by the combination of these two abilities, assuming you can get a hit in.
Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.
2B/3B > 5B/6B > c.5C > 2C > 623A/B/C: Bread and butter combo for Battler.
- Omit c.5c if enemy is too far away from Battler.
3B > c.5C > 2C > 623/A/B/C: Optimal Battler combo for crouchers.
- Works on every character except Erika.
- Requires a small delay between 3B and c.5C, and has to be extremely close.
2A > 2B/3B > 5B/6B > c.5C > A+B+C > j.C > j.B > 2A > 2B/3B > 5B/6B > c.5C > 2C > 641236C/623A/B/C/A+B: Bread and butter meta combo for Battler.
- Small delay between A+B+C, j.C, and j.B is required for the combo to hit.
2B/3B > 5B/6B > c.5C > 2C > A+B+C > j.214A+B > 641236C: Very flashy combo that can be done if you feel confident.
- j.214A+B must be TKed, or immediately input as you leave the ground to hit.
j.214A+B (xN): Strange combo that is in no way practical, but nice to look at.
- j.214A+B must be TKed, or immediately input as you leave the ground to hit, for every hit in the string.
A+B+C > 2B/3B > 5B/6B > c.5C > 2C > 236x2C > 641236C: Another flashy combo that is kind of practical, but mainly just there for looks.
- Only works midscreen.