Daniel Aiden
Unknown-Member31
B2D3,BF3 Mb, b3, j3, d2, BF1, J2 ,12 dd3 mb ( overhead - low starter , ends with them standing for the 50\50 game ) for damage can be ended with j2 212 db2 u
The dd3 MB is blockable in that setup. Use J2, 111~dd3 MB for 32% and mix them up when they land... however, just ending in bf1 and j2, you get tons of frame advantage (+14) and have 31% so it's not worth the extra meter for 1% when you get her vortex off of the j2.B2D3,BF3 Mb, b3, j3, d2, BF1, J2 ,12 dd3 mb ( overhead - low starter , ends with them standing for the 50\50 game ) for damage can be ended with j2 212 db2 u
Nice find! Infinite until she is out of meter... just like Sindel in MK9 coltB12, d2, bf1, whiff punch, MB the bola previously thrown, j3, repeat steps from d2 (infinite)
Dat Bola Glitch
There's a glitch where she can do EX bolo with no meter. This is a true infinite....Nice find! Infinite until she is out of meter... just like Sindel in MK9 colt
Any combo into bf1, whiff attack then MB the Bola into b3, j3, d2~bf1, repeat...
Boon got his sweet revenge for the Batgirl hatersThere's a glitch where she can do EX bolo with no meter. This is a true infinite....
I didn't even notice 111 was +22 ... good stuff. I will update my stuff for Jer.Konqrr, your notes mostly match up to mine (a couple combos can end in 212 XX db2~u instead of f21 XX db2~u for 1% more but more stuff to remember) that I just typed out, except your damage values for the vortex don't seem to account for ending in 111. 111 leaves them standing and provides enough hitstun for a safe b1/b2 attempt after, so it seems like the primary option to go for, unless I'm misunderstanding something.
Also, your post reminded me I overlooked d1 combo starter like a dummy. d1 and f2 are both 8f mids, but d1 should be obviously easier to do from a crouch block, so I definitely need to add that to my list. I also overlooked b1 XX bf3, but reading your reasoning for including it, it seems like a sound idea to include it.
Pardon my OT post; It'd be great to have the entire site on the same page with this subject. Too many threads have differing notations and it's more work than necessary to edit a notation to a "universal" legend/key. Perhaps there is a way to make this happen with IGAU threads here...Make sure your notation is precise; it doesn't matter if you use > or , to denote links and juggles, but make sure you use one. xx means cancel. If your combo is J2 > 22 xx DB2 > whatever, don't write it as J2 2 2 DB 2, it's confusing.
Damn! Glad my bit of info helped you compile that stuff! I couldn't train much today so it's a good thing you got to find all the good corner stuff for me. Good stuff man.I forget who mentioned it, but I want to thank whoever mentioned that f21, f21, f21, f212 worked as an alternative to the f23, f23 corner juggle, because the former is much easier to me.
Make sure button release is off in your control settings. If it's on, you're probably getting negative edge, where releasing a button to activate a special move is the same as pressing one.Guys help me out please. I'm having serious trouble with my basic meterless BNB combo
B2,3,B2,3,D2,BF1,B3,ji.2,1,1,DB2U
I'm having serious problems with the last part. I swear, in practice mode my input is a beautiful 1,1,DB2 but it always shoots batarang instead of flip. What is going on here? The input screen reads Square, Square, Down, Back, Triangle (PS3 version) but yet a shuriken comes out? I only hit square twice, so why am I getting a shuriken instead of a flip? Thanks in advance.
Speaking of AA d2, admittedly I didn't mess with these for too long, but these were what I got:Excellent organization of the thread, Jer
If you get corner combos, raw BF1 (MB and not) combos, and AA d+2/DF2 combos it will really help to flesh out all her options.
You can punish Aquaman's ground trident on block from full screen for full combo.How good is her teleport for anti-zoning? What is some of the early damage people are getting off the MB version as a punish to zoning characters?