the same number you posted already or the one i posted? maybe something is missing in the listed combo notations or....there is a difference in the versions. i am on pc.
edit- i know the issue. you made the same mistake i did in the sindel thread back then :3
you enabled easy crushing blow in the training menü which leads to the F3,2 doing the crushing blow even on hit of the F3 while it actually just activates when the F3 whiffs and the second hit connects. you can check that in the movelist when you go to the F3,2 description.
due to that your damage output is highter in trainingsmode but its not possible in a real match.
ah, okay. got what you mean.
when you amp it in the corner the pushback on block from the explosion will make you safeish but only when you are very close so do the amp version emediately. even jokers f2 will not reach you.
so your opponent has to guess if you do the normal version but continue with the lane or amp it directly or later on. without meter...its appears to be nothing to worry about. at the end a little mixup tool with some risk.
as a example to see the pushback record the dummy to ). 1,2,1~F1,4~DB3(AMP)
let yourself get hit in the corner by the combo and then try to punish the DB3 Amp.
when you do it just direct on a blocking char the pushback is not as high so it seems to be more usefull as a corner combo ender.
all of course just my impression of it...people might find a better way to use it.
Been trying to find DB3 stuff in the corner, it seems to be only useful there, so far.
I was testing vs Sub-Zero Get Up options:
Legend:
[...] = Hold the button;
FBC = Fatal Blow Cancel;
Vs U2:
- 1,2,1 4 2,1 xx DB3 will get hit if not AMP and if you AMP you can beat it clean. Gotta hit them high with 2,1 after 4 otherwise you will trade with the U2.
Vs U3:
- 1,2,1 4 D1 B3,2 xx DB[3] will punish U3 and you don't need to AMP it.
Vs Throw:
- 1,2,1 4 D1 F1,4 xx DB3 will punish the throw. Dunno how useful this will be but since F1,4 will leave you near the opponent they might go for the throw.
You can bait the throw and punish it by using 1,2,1 4 D1 > F3,2. The 2 will avoid the throw and you''ll get the KB into a combo - F3,2 KB xx BF2 2,1 xx BF2 = 36,5%. You can also punish it by doing 1,2,1 4 D1 3 > F3 as they are getting up and follow up with a combo - F3 xx BF2(AMP) J2 1,2,1 F1,4 xx BF2 = 34,1% or if you have FB - F3 FBC F1,4 xx BF2(AMP) 4 D1 F1,4 xx BF2 = 39%
Vs Forward Roll:
- 1,2,1 4 D1 3 xx DB3 will punish the forward roll.
Need to test delayed wake up in the corner and if it's worth doing midscreen.
I'm editing the clips for these situations and will update my post tomorrow.