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I2 Black Adam Combo Thread

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Clark L.

F1 ftw.
Black adam is really good. I don't know what the confusion is about. He technically doesn't have a traditional oh/low starter 50/50. His low lightning, grab, and divekick game is uber strong. And yes, his damage is insane.
 
Landing the second Divekick of full screen Mb divekick is difficult. It should launch high imo.
Divekick combos have always been a bit strict on execution even in inj 1. To be fair though if you link it all together you get absurd dmg. 1 bar with trait just over or under about 50% dmg depending on who your playing against. Just silly. It should be hard to do if it nets you that much.
 
Don't know own if this is known yet but ending combos in 13 gives you crossup setups with divekick. In the corner you can jump forward far divekick and it'll crossup but if you do close divekick it'll be same side. Ending combos in 13 midscreen you have to dash in, for a crossup jump forward and do close divekick or jump back and do close divekick for same side. I also found that a far divekick to an opponent with there back to the corner will crossup (but you have to be very close) a good way to set that up is to do b2xx4 forward jump far divekick

Edit: I found some weird stuff with 13 in the corner. If you dash in after 13 and do neutral jump cqf+3 you'll get close divekick and it'll crossup but if you do the same thing except jump forward it won't crossup despite visually it clearly looks like you would have to block it as a crossup and both of these reverse inputs.
 
Has anyone else noticed that f12 cant be canceled into interactables for combos? Its so weird cuz it is cancelable into his specials (that lead into his regular bnb's). Is it a bug? Its not a huge deal, just means if i feel like using an interactable combo i do f12 trait cancel f1 stage interactable b3 jump in 3 finisher.
 
And that one guy wondered why I posted my video in 3 different threads, lmao ^^^
About that video ,have you found any options against delay wakeup? I've spent an hour or so trying to find options against it and I found a potential one but I'm not sure about it yet
 
I've done some more labbing with wall bounce (WB), this is what I have right now. Looks like the 2 part of f12 is considered airborne or something, as you cannot cancel into WB after f12.

f12xx4 f1xxWB b3 j3xxdf3 f12 1+3 - Biiig damage
22b1xx4 j3xxdf3 f1xxWB b3 f12 1+3
22b1 f1xxWB nj3xxdf3 f12 1+3
d2 f1xxWB nj3xxdf3 f12 1+3

See if you guys can get more using b3 for the last 2 combos, I tried doing the b3 j3xxdf3 etc. ender, doesn't seem possible but my execution could just be bad.
This is a very similar problem i found with f12. You cant cancel it into stage interactables either, and you should be able to do that even when your opponent is airborn. The string must be bugged somehow.
 

wsj515

This is my billionth life cycle.
This is a very similar problem i found with f12. You cant cancel it into stage interactables either, and you should be able to do that even when your opponent is airborn. The string must be bugged somehow.
It's not a similar problem, its the same problem. The string is not bugged, what is happening is that Adam is considered airborne during the 2 of f12, so he cannot cancel into wall bounce. Notice how if Adam gets hit out of f12 by one of the characters that can make it fully whiff, he will be airborne despite the player using anything that launches.

Who knows if its intended, but I don't think I'd call it a bug.
 

shinobispectre

Heart of A Champion, Skill of a Noob :P
Unsure where to post this. But figured spreading the info for record keeping can't hurt. Shoutouts to MK REO for the upload.
EDIT: Also please let me know if its already posted. I wasn't sure.
 

wsj515

This is my billionth life cycle.
not really, not a lot of people have been doing it to be honest, lol.
You can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.
 

NickOneTime

Bling Bling
So what are people doing after the dive kick mix up hits? Combos seem a little weird since it hits so low and deep. Best I've found is mb dive kick (either), nj1 xx close dive kick, nj 1 xx far dive kick, f12, 13. Good for 457 and back into the mix up. 501 if you throw trait in after the f12
 

wsj515

This is my billionth life cycle.
So what are people doing after the dive kick mix up hits? Combos seem a little weird since it hits so low and deep. Best I've found is mb dive kick (either), nj1 xx close dive kick, nj 1 xx far dive kick, f12, 13. Good for 457 and back into the mix up. 501 if you throw trait in after the f12
What character are you using as the dummy? I'm having a pretty hard time connecting the 13 after f12
 

NickOneTime

Bling Bling
What character are you using as the dummy? I'm having a pretty hard time connecting the 13 after f12
Did it on Superman. Maybe it's a height thing? The first nj1 xx close dive kick I'm doing ASAP. The next nj1 xx far dive kick I'm doing when I'm about level or even a little above. Should be enough time to hit the ground and get the rest in. I'll see if I can post a little vid when I get home from work today.
 
You can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.
I tested it that already , I was able to dash and block before the divekick hits , Also I tested it on deadshot whose d2 is shit so I reckon I could d2 if I read that he's gonna do a super delayed nj2
 

Clark L.

F1 ftw.
You can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.
Yea I know, I wanted to post it, but was afraid of posting another video
 

Omgzilla

Built Amazon tough
Are you guys using any visual/audio queues for landing the iadf3 after 112, db1 opener? I'm noticing that if I do not delay the divekick I will just land right next to them as they are too high from the db1 carry. If I wait half a second too long the kick will land, but they will be too low for f12 1+3 to connect.

I know there is a sweet spot, but I can't seem to find it consistently unless I'm not focusing (which is weird to me).



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Are you guys using any visual/audio queues for landing the iadf3 after 112, db1 opener? I'm noticing that if I do not delay the divekick I will just land right next to them as they are too high from the db1 carry. If I wait half a second too long the kick will land, but they will be too low for f12 1+3 to connect.

I know there is a sweet spot, but I can't seem to find it consistently unless I'm not focusing (which is weird to me).



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How I do it is not doing an instant one , I do a normal empty jump into it
 
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