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Flawless Thomas

Apprentice
What is your set up?

If you do b+1,u+2, 1, 3,2,3, f+2,3 xx sword flip, you are definitely punishable by more than just Kryptonian Crush.



Why not just finish the combos and get guaranteed damage?
Because you can guarantee more damage through an unblockable setup, or mix things up and be that much less predictable.
 

Gesture Required Ahead

Get on that hook
What is your set up?

If you do b+1,u+2, 1, 3,2,3, f+2,3 xx sword flip, you are definitely punishable by more than just Kryptonian Crush.



Why not just finish the combos and get guaranteed damage?

Dude I posted it here. It's even on the OP.

eliminate 323 from your BnBs and Sword Flip will push them back further.

Here's an example: B1U2, F3 , D2 , JI2 , F23 x Sword Flip. It does 28%
 

Mikman360

Not the Milkman.
Dude I posted it here. It's even on the OP.

eliminate 323 from your BnBs and Sword Flip will push them back further.

Here's an example: B1U2, F3 , D2 , JI2 , F23 x Sword Flip. It does 28%

You can replace Ji2 with Ji3 for more damage. Not sure if it makes the setup fullproof still, but I'm thinking that does 30% with Ji3.

And with that, I'm willing to ditch 2% for unblockable setups.
 

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Get on that hook
You can replace Ji2 with Ji3 for more damage. Not sure if it makes the setup fullproof still, but I'm thinking that does 30% with Ji3.

And with that, I'm willing to ditch 2% for unblockable setups.

using JI3 will result in the Sword Flip to not fully connect. I've tested it in most of the combos I posted.
 

Mikman360

Not the Milkman.
using JI3 will result in the Sword Flip to not fully connect. I've tested it in most of the combos I posted.

Wait, and Ji2 allows it to do so? Weird.

The rule for Flip hitting fully is usually this:

Launcher + 1 juggle hit before 323 = F23 xx Flip works
Launcher + 2 or more hits before 323 = Must use 12 xx Flip

Although I guess since we're ditching 323 completely, these equations are totally pointless.
 

Heaton

NO MONEY DOWN
With Batgirl you can just finish combos for max damage and trait is still 100% safe, barring things like being too close to the wall.
 

Mikman360

Not the Milkman.
With Batgirl you can just finish combos for max damage and trait is still 100% safe, barring things like being too close to the wall.

It also just occurred to me today that the excellence that is DS' combo carry distance being ****ing massive is actually a BAD thing in this regard lol.
 

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Get on that hook
Wait, and Ji2 allows it to do so? Weird.

The rule for Flip hitting fully is usually this:

Launcher + 1 juggle hit before 323 = F23 xx Flip works
Launcher + 2 or more hits before 323 = Must use 12 xx Flip

Although I guess since we're ditching 323 completely, these equations are totally pointless.

Yes exactly
 

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Get on that hook
I used to use B2,2 MB spin into MB gunshot, it was 2 bars, but against characters like lex they couldnt really do anything. I'll have a look for others too :)

Oh but I tested MB Quick Fire already and it was getting punished by too many characters. They can get up before you even start the Trait.
 

JokeStroke

Mortal
23 is the only ender that setups any real combos.

I think you could do jf2 132 or dash 132 or dash b2 or b1 cancel into mb lgs and be at +8 to setup a jump in.

For interactables though this adds a lot.

Everything else is just to random due to tech rolls unless you are just throwing gun shots out there.
 

Mikman360

Not the Milkman.
Oh but I tested MB Quick Fire already and it was getting punished by too many characters. They can get up before you even start the Trait.

I still feel like it's something we'd be able to get away with sometimes. It's really easy to end combos with MB Quick Fire without any prior engagements to using trait, and not everyon'es going to immediately have the mindset to techroll+full screen projectile (seriously, how many times have you seen someone wakeup projectile?).

And how's 1, 323, D2 xx Trait looking? If what Jokestroke says about 23 is true, I feel that D2 ender might be just as effective considering you can trait cancel it.
 

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Get on that hook
I still feel like it's something we'd be able to get away with sometimes. It's really easy to end combos with MB Quick Fire without any prior engagements to using trait, and not everyon'es going to immediately have the mindset to techroll+full screen projectile (seriously, how many times have you seen someone wakeup projectile?).

And how's 1, 323, D2 xx Trait looking? If what Jokestroke says about 23 is true, I feel that D2 ender might be just as effective considering you can trait cancel it.

Yep, as I've stated in my set-ups it's 100% safe. Have you re-checked the OP? All the things I've explored today are there. Also Within the first page I posted set-ups that I tested that are completely unsafe.
 

Mikman360

Not the Milkman.
Yep, as I've stated in my set-ups it's 100% safe. Have you re-checked the OP? All the things I've explored today are there. Also Within the first page I posted set-ups that I tested that are completely unsafe.

The combos I see there are different than the one I proposed.

Exanple: 132, Ji2, 1, 323, D2 xx Trait

You have D2 combos in there, but they're a bit shorter and weaker.
 

Mikman360

Not the Milkman.
Yep, optimize them please.

Well see, I'm not sure if it gives you enough time for the setup, was hoping you could test em since I can't today. I know for a fact though, that D2 will have a lower knockup than the combos you listed since my combo is longer.
 

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Get on that hook
Well see, I'm not sure if it gives you enough time for the setup, was hoping you could test em since I can't today. I know for a fact though, that D2 will have a lower knockup than the combos you listed since my combo is longer.

All right, I'll lab in a little while. I do know for a fact though that normally adding St 1 in the middle of combos besides to replace jugglers will result in a bigger damage scaling.
 

Mikman360

Not the Milkman.
All right, I'll lab in a little while. I do know for a fact though that normally adding St 1 in the middle of combos besides to replace jugglers will result in a bigger damage scaling.

1 in the middle of a juggle only reduces damage for a B1U2 combo as far as I know. Off of 132 and F3, its all the same.
 

TONY-T

Mad scientist
It appears that the kick that leads to the background bounce interactable has a bigger hit box now! this is very good news for DS combos.

Working on some trait setups now.
 

Mikman360

Not the Milkman.
It appears that the kick that leads to the background bounce interactable has a bigger hit box now! this is very good news for DS combos.

Working on some trait setups now.

I noticed this too. I've actually spent a good amount of time playing with new background bounce combos... maybe even more than I have with the trait lol. You can stick a BG bounce pretty late in a combo now, its great!