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"Magic is easy as one... two... three!" - Zatanna BnB combos

xXstealthflameXx

Finding a Main
Do B1U3, as you jump forward to do the j2, start pressing Down before your j2 comes out, and keep holding it. press 2 again (while pressing down still not letting go), then once the upper cut comes out, proceed to b3
What do you do in the corner? I still do Lightning Cage over and over most of the time. Otherwise it's a normal b1u3 j3 levitate cancel j3 combo. Trait combos seem unlikely to pull off because she only has mid starters in that stance...
 
What do you do in the corner? I still do Lightning Cage over and over most of the time. Otherwise it's a normal b1u3 j3 levitate cancel j3 combo. Trait combos seem unlikely to pull off because she only has mid starters in that stance...
I always end my combos in 112 trait step forward lightning cage/pillar. She gets mixups of lightning cage, and if they sit there waiting to bait you, you can do a low spark. etc. it's fun playing in the corner lol
 

Phosferrax

Original Liu Kang cop.
I end my corner combos in regular trance most of the time. The reverse input for their controls is dirty as shit when they're trapped in the corner.
 

Pan1cMode

AUS FGC represent!
I end my corner combos in regular trance most of the time. The reverse input for their controls is dirty as shit when they're trapped in the corner.
You're at -1 after regular trance. I hold down and mash trait and you'll be getting hit by a jump attack. I can also push block and negate your pressure (MB is not randomised). Could also go of a grab or interactable or MB interactable too.
 

Phosferrax

Original Liu Kang cop.
You're at -1 after regular trance. I hold down and mash trait and you'll be getting hit by a jump attack. I can also push block and negate your pressure (MB is not randomised). Could also go of a grab or interactable or MB interactable too.
The risk reward is massively in Zatanna's favour after trance it doesn't matter. Who cares if you get hit by a random jumping attack? They won't be able to combo off it, the chances of getting hit by an instant jumping attack are small anyway. -1 doesn't matter for shit when the opponent doesn't know which button does what, it's just a disgusting mix-up waiting to happen.

Zatanna's corner pressure is so good because it doesn't require meter and puts you in such a fucked up situation after regular trance. Pushblock is the only reliably option on mid strings like 112 or 223 but it doesn't take away the reversed input 50/50, which can be slightly delayed to make the opponents inputs switch back to regular in the middle of a block string.
Concerning a grab, 112 beats that clean, so you're risking 11% for over 30% reset into the same situation. It doesn't matter what you do, the ball is always in Zatanna's court in the corner post-combo.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
normally in the corner i end in f23 for the stand vortex, i end in trance sometimes to mix things up. if i need damage ill end in f23 ring, same amount of positive frames to continue pressure, normally only combos in the corner.
 

Pan1cMode

AUS FGC represent!
Okay, I decided I might as well do a massive combo dump so here it is. Here are all the midscreen combos I use. I'm pretty sure most are max damage.


Raw MB bf3

bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, ji1, 112~bf2 (33%)
bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, f21 (30%)
bf3(MB), du, du, j2, b21~interact, b3, ji2, ji2, 223~bf2 (39%)
bf3(MB), du, du, j2, b21~interact, b3, ji2, ji2, f21 (36%)
bf3(MB), du, du, 4, 2~df3, 3~df1 (21%) [end in trait]


Standing 3

3~bf1(MB), b3, dash, ji3, 112~bf3(MB) (37%) [vortex]
3~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, 223~bf2 (38%)
3~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, f21 (36%)
3~interact, b3, ji2, ji2, 112~bf3(MB) (38%) [vortex]
3~interact, b3, ji2, ji2, 223~bf2 (39%)
3~interact, b3, ji2, ji2, f21 (34%)


b2

b23, ji2, d2, b3, dash, 112~bf3(MB) (29%) [vortex]
b23, ji2, d2, b3, dash, ji1, 112~bf2 (30%)
b23, ji2, d2, b3, dash, f21 (26%)
b21~bf1(MB), b3, dash, ji3, 112~bf3(MB) (38%) [vortex]
b21~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, 223~bf2 (39%)
b21~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, f21 (37%)
b21~interact, b3, ji2, ji2, 112~bf3(MB) (40%) [vortex]
b21~interact, b3, ji2, ji2, 223~bf2 (40%)
b21~interact, b3, ji2, ji2, f21 (35%)


b1

b1u3, ji2, d2, b3, dash, 112~bf3(MB) (27%) [vortex]
b1u3, ji2, d2, b3, dash, ji1, 112~bf2 (28%)
b1u3, ji2, d2, b3, dash, f21 (24%)
b1~bf1(MB), b3, dash, ji3, 112~bf3(MB) (33%) [vortex]
b1~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, 223~bf2 (34%)
b1~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, f21 (32%)
b1~interact, b3, ji2, ji2, 112~bf3(MB) (34%) [vortex]
b1~interact, b3, ji2, ji2, 223~bf2 (35%)
b1~interact, b3, ji2, ji2, f21 (30%)


Standing 1

112~bf1(MB), b3, dash, ji3, 112~bf3(MB) (35%) [vortex]
112~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, ji1, 112~bf2 (37%)
112~bf3(MB), du, du, j2, b23, ji2, d2, b3, dash, f21 (34%)
112~interact, b3, ji2, ji2, 112~bf3(MB) (37%) [vortex]
112~interact, b3, ji2, ji2, 223~bf2 (37%)
112~interact, b3, ji2, ji2, f21 (33%)
11u3, 222~bf3(MB) (21%) [vortex]

f3

f3, ji2, ji1, 112~bf3(MB) (29%) [vortex]
f3, ji2, ji1, 112~bf2 (29%)
f3, ji2, ji1, 11~interact, j2, f21~bf3(MB) (34%) [vortex]
f3, ji2, ji1, 11~interact, j2, f21 (32%)


d1

d1~bf1(MB), b3, dash, ji3, 112~bf3(MB) (32%) [vortex]
d1~bf1(MB), b3, dash, ji3, 112~bf2 (31%)
d1~bf1(MB), b3, ji3, f21 (28%)
d1~interact, b3, ji2, ji2, 112~bf3(MB) (33%) [vortex]
d1~interact, b3, ji2, ji2, 223~bf2 (34%)
d1~interact, b3, ji2, ji2, f21 (29%)

d2

d2, b3, ji2, ji2, 112~bf3(MB) (25%) [vortex]
d2, b3, ji2, ji2, 223~bf2 (25%)
d2, b3, ji2, ji2, f21 (22%)
d2, b3, ji2, ji2, 11~interact, ji2, f21~bf3(MB) (28%) [vortex]
d2, b3, ji2, ji2, 11~interact, ji2, f21 (27%)



All combos ending in 112/223~bf2 can be ended in 112/223~duf for a cross up f3 attempt at the sacrifice of approximately 2%.

For vortex, there are two main variants;

After a bf3(MB), dd3 and whiff a standing one. Then go for a jump in. If you selected the clone closest to the enemy a ji1 can cross up (from there do a standing 3 combo). If you select the far or mid clone, you can go for ji2~u3~d2 and hit them front on. From there you can mix it up further by following it up with either a b1 or b2 combo meaning they have to guess again what you're doing. This can of course loop back into itself if you have the meter.

The other main vortex variant is after a bf3(MB), du, du, j2~u3~d2. This provides enough frame advantage to go for either a b1 or a b2 and adds about 3% extra damage to your combo. On larger hit box characters, you can also go for a ji1/ji2 as a starter for a cross up/non cross up attempt. The only problem with this vortex variant is that her overhead (b2) is quite slow and telegraphed and with practise and good reactions, this setup can be fuzzy blocked.


If anyone has anything to contribute on these it'd be much appreciated;

@deg222
@Mr. Mileena
@AspyxiaDyslexia-
@KillaGthug4Life
@prycemonsta
@Phosferrax
 
Last edited:

kevkopdx

Noob
@Pan1cMode
these are great, man!! I think you covered all the midscreen stuff really well :) they should swap this into the main combo page, its much more complete and non-redundant! You should throw in some corner combos for fun and a few 3 meter and stage transition combos ;) your work is appreciated!!
 

Pan1cMode

AUS FGC represent!
@Pan1cMode
these are great, man!! I think you covered all the midscreen stuff really well :) they should swap this into the main combo page, its much more complete and non-redundant! You should throw in some corner combos for fun and a few 3 meter and stage transition combos ;) your work is appreciated!!
I'll work on them later. Just wanted to get the midscreen ones out of the way. Thanks for the appreciation.
 

kevkopdx

Noob
I'll work on them later. Just wanted to get the midscreen ones out of the way. Thanks for the appreciation.
just for the sake of being complete, you might include 1,1,u3, 2,2,3~bf3(MB) 21%
11u3 is a lame starter/ender but fun to throw in once in a while to mix things up
also, you listed b12 instead of b21 in your b2 section
 

Pan1cMode

AUS FGC represent!
just for the sake of being complete, you might include 1,1,u3, 2,2,3~bf3(MB) 21%
11u3 is a lame starter/ender but fun to throw in once in a while to mix things up
also, you listed b12 instead of b21 in your b2 section
Thanks for the input. I really should have 11u3 combos in there (it's meant to be +1 on block and links from a ji1) I'll update later. I'm pretty sure you can get 11u3, d2, b3 but haven't tried myself. Also thanks for noticing the error. Don't know how I missed it hahahahaha.
 

Pan1cMode

AUS FGC represent!
Ok here are my corner combos for you guys. Not sure about these being max damage, but the execution barrier isn't too much on these ones.


b1
b1u3, j2~u3~d2, j2~u3~d2, d2, f21 (31%)
b1u3, j2~u3~d2, j2~u3~d2, 11, 112~bf2 (35%)
b1~bf3(MB), du, 4, 2~db2, 2~db2, 1, df1, 1~df3 (36%) (ends in trait OTG)


b2
b23, j1~u3~d2, j1~u3~d2, d2, f21 (30%)
b23, j1~u3~d2, j1~u3~d2, 11, 112~bf2 (34%)
b21~bf1(MB), f3, j1~u3~d2, j1~u3~d2, 112~bf2 (40%)
b21~bf3(MB), du, 4, 2~db2, 2~db2, 1~df1, 1~df3 (41%) (ends in trait OTG)


Standing 1
112~bf1(MB), f3, j1~u3~d2, j1~u3~d2, 112~bf2 (37%)
112~bf3(MB), du, 4, 2~db2, 2~db2, 1~df1, 1~df3 (38%) (ends in trait OTG)
11u3, 1, 11, 112~bf3(MB), du, du, j2, 223~bf2 (32%)


Standing 3
3~bf1(MB), f3, j1~u3~d2, j1~u3~d2, 112~bf2 (39%)
3~bf1(MB), f3, j1~u3~d2, d2, f21 (34%)
3~bf3(MB), du, 4. 2~db2, 2~db2, 1~df1, 1~df3 (40%) (ends in trait OTG)


d1
d1~bf1(MB), f3, j1~u3~d2, j1~u3~d2, 112~bf2 (34%)


f3
f3, j2~u3~d2, j2~u3~d2, d2, f21 (34%)
f3, j2~u3~d2, j2~u3~d2, 11, 112~bf2 (39%)
 

DarksydeDash

You know me as RisingShieldBro online.
> logs on to TYM
> has over 4 notifications from Zatanna forums
> Reads
> mouth waters
> Internet hugs <333
 

Pan1cMode

AUS FGC represent!
New 11u3 combo(s);

11u3, d2, b3, ji3, 112~bf3 (26%) into reversed controls
11u3, d2, b3, ji3, 112~bf2 (27%) into hard knockdown
11u3, d2, b3, ji3, 112~bf3(MB), ji2~u3~d2( 30%) into vortex
 

bishbash

Magic as easy as 1 2 standing3
After ending a combo with j2 levi d2 for vortex I can't seem to land a decent meterless follow up from b1u3. J2 always whiffs and j3 into zatanna dive sacrifices setup and only nets 26%

Any advise for something more optimal would be appreciated