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Black Manta Combo Thread

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Great thread but it seems redundant and less practical with a legend when we use and understand notation like "db1" already. But if I'm the only one bothered by this- oh well.
No, I agree. I keep having to look back to the key to be like "What the fuck is ATC, again?".
 
For those people that mentioned having problems with it, to connect specials after trait j2/j3 you can't do the special input until the jump attack hits. There is a little window there where it takes time for the beam of j3 to actually connect and you have to wait.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
I need help cancelling into trait after b1.1.u3 but can't do a xx4 to save my life consistently any pointers?
You should be able to just make it part of the combo. So dial in b11u34 (where "4" is trait) and then don't press anything until the trait has come out.
 

Bender

Product Manager. xBone tag: I3end3r.
I'm really excited to play Manta, so I want to take the responsibility of making his combo thread. What doesn't excite me is sitting down to try a new character and see that their combo thread hasn't had shit updated since the day the game launched. I'm not going to let that happen for my man Manta here.

ALL COMBOS PERFORMED ON SUPERMAN IN COMPETITIVE MODE

LEGEND:

MR - MANTA RAYS (B,F+1)
SA - SHARK ATTACK (B,F+2)
ASA - AIR SHARK ATTACK (in air B,F+2)
TC - TORPEDO CANNON (D,B+2)
ATC - AIR TORPEDO CANNON (in air D,B+2)
RT - RISING TIDE (D,F+3)
HP - HARPOON (D,B+3)
AH - AIR HARPOON (in air D,B+3)
ACH - AIR CLOSE HARPOON (in air D,B+3~D)
FLT - FLOAT (4)
AFLT - AIR FLOAT (in air 4)
SS - SWITCH STANCE (AIR FLOAT CANCEL)
xx - (CANCEL INTO SPECIAL)

METERLESS MIDSCREEN (NO TRAIT):

D+1xxMR - 135.45
B+2,2xxMR - 160.76
1,2,3xxMR - 197.13
B+1,1,U+3xxAH - 203.05
2,1xxMR - 201.27
2,D+3xxMR - 187.44
F+2,1xxMR - 173.44
B+3, JI3, B+1,1, B+1,1xxMR - 345.65
B+3, JI3,B+1,1, B+1,1,U+3xxAR - 372.06
F+3, JI3, B+1,1, B+1,1,U+3xxAH - 372.06
D+2, B+1,1, B+1,1,U+3xxAH - 207.53

ANTI-AIR (NO TRAIT):

D+2, JI3, B+1,1, B+1,1,U+3xxAH - 267.18

D+2, B+3, JI3, B+1,1, B+1,1,U+3xxAH - 302.23

METERLESS MIDSCREEN W/ BACKGROUND BOUNCE:

F+2,1xxBB, B+3, JI3, B+1,1, B+1,1,U+3xxAH - 423.32
B+2,2xxBB, B+3, JI3, B+1,1, B+1,1,U+3xxAH - 385.02

ONE BAR MIDSCREEN W/ BACKGROUND BOUNCE:

F+2,1xxMB RT, F+2xxBB, B+3, JI3, B+1,1,U+3xxAH - 444.37
B+2,2xxMB RT, F+2xxBB, B+3, JI3, B+1,1,U+3xxAH - 403.92


ONE BAR MIDSCREEN (NO TRAIT):

B+2,2xxMB RT, B+1,1, B+1,1,U+3xxAH - 299.87
3xxMB TC, B+3, JI3, B+1,1, B+1,1,U+3xxAH - 386.24
F+2,1xxMB RT, B+1,1, B+1,1,U+3xxAH - 328.44
2,D+3xxMB RT, B+1,1, B+1,1,U+3xxAH - 334.69
B+3, JI3, 1,2,3xxMB RT, B+1,1,U+3xxASA - 430.26
JI3, 1,2,3xxMB RT, B+1,1,U+3xxAH - 403.16

TWO BAR MIDSCREEN (NO TRAIT):

F+2xxD,B+MB (bounce cancel), JI3, B+1,1, B+1,1,U+3xxAH - 446.67
B+2,2xxD,B MB (bounce cancel), JI3, B+1,1, B+1,1,U+3xxAH - 416.46
MB B3, JI3, 1,2,3xxMB RT, B+1,1,U+3xxASA - 492.59


METERLESS CORNER (WITH TRAIT):

B+1,1,U+3xx4, AFLT 2, 2, 2xxAH - 275.70
B+1,1,U+3xx4, AFLT 3xxSS, B+1,1,U+3xxAH -280.57
B+1,1,U+3xx4, AFLT 3xxSS, B+1,1,U+3xxASA - 296.50
B+1,1,U+3xx4, AFLT 3xxSS, B+1,1,U+3xxAH - 300.45 (see gif below)


CORNER ONE BAR (WITH TRAIT):

F+2,1xxMB RT, B+1,1,U+3xx4, AFLT 3xxAH - 345.48

B2,2xxMB TC, F+3, JI3, B+1,1,U+3xx4, AFLT 3xxAH - 351.98 (see gif below)
MB F+3, JI3, B+1,1,U+3xx4 AFLT 3xxAH - 446.69 (see gif below)


His corner potential seems crazy with the float. The above combo is trash but I feel like there's a lot to be discovered with his float combos, especially with the float cancel after the normals out of the float. He sort of feels like Spectral Ermac in the corner.









The community thanks you.

For meterless midscreen, I've found b11u3 connects into 123xcombo ender. Seems like a tight link, but I hit it a few times yesterday.
 

JLU51306

Bzzzt *Paging Doctor Fate*
Max damage I got with him vs Superman was off of a MB B3

MB B3 - Ji3 - Ji1 - B11U3 xx DB3 for 430 ish I think.

Ji2 xx DB2 - 3 xx DB2 MB - B3 - F2 xx DB2 - D2 xx DB2 - F21 xx BF1 for 385

Swaggiest trait combo:

Ji2 xx 44 xx Ji2 xx DB2 xx 2 xx DB2 MB - B3 - B11U3 xx DB3 for around 360
 

honeybooboo

I speak truth, no lie
Anybody with high execution, can you do me a favor and hit this in the corner
S3xxtrait2xxSW, s3xxtrait2xxSW, s3xxmbdb2, f3, j3xxdb3.
 
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EntropicByDesign

It's all so very confusing.
Very interesting to see the combo development and kind of combo.. tech, on Manta.

So, he was thought to be relatively low damage, is that still the consensus? Damage is about more than like, raw B3 combo numbers but it seems like people are fleshing out some decent results?
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
His 33 might be the most satisfying string in the game for me thus far.

I give him a 9 out of 10.
He's really really fun, you can use him simple or complicated, and his helmets are ridiculous.
He's like coffee. Atlantean coffee. You can make him a bunch of ways.

But he can't Tele-Uppercut from the air.
On the one hand, maybe it'd make him a bit OP if he could, but it's not like you wouldn't have to spend a bar to get anything tremendous off of it. But being able to mixup with it out of Trait would've made a bit more sense.

Still, he has so much frontier justice thirst quenching good stuff.
And I like that I can make him look like a Vex.
 

scarsunseen

RIP TYM 6/11/2021
B22 1-bar combo (against Batman)
I'll do my combos on Superman from now on because that looks like the standard here.
EDIT: On Superman, this is 351 damage.

MB-B3 combo, 446 damage
 
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imblackjames

Ive seen the leprechaun
Can someone make a video of all of these combos? It's hard for me to get most of them from just notation. That would be a big help.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
Comboing meterlessly AND traitlessly off b11u3. This seems kind of important.

b11u3, 123~bf1 - 256.78
b11u3, 123~bf2 - 245.09
b11u3, 123~db3 - 236.69
b11u2, 1232 - 234.53

So, a damage version, screen carry version, side switch version and oki version.

Damage off j2~db2 confirms...

j2~db2, b11u3, 123~bf1 - 317.41
j2~db2, b11u3, 123~bf2 - 309.49
j2~db2, b11u3, 123~db3 - 303.75
j2~db2, b11u2, 1232 - 302.28

Damage off of 4~j2~db2, j2~db2 confirms if you have full trait...

4~j2~db2, j2~db2, b11u3, 123~bf1 - 340.83
4~j2~db2, j2~db2, b11u3, 123~bf2 - 336.23
4~j2~db2, j2~db2, b11u3, 123~db3 - 332.93
4~j2~db2, j2~db2, b11u2, 1232 - 332.09

All done on Superman in competitive of course.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
Optimal D2 conversions. Only do these as hit confirms/punishes.

d2~db2, f3, iaj2, b11u3~db3
d2~db2, f3, b11, b11u3~db2
d2~db2, f3, iaj3~db3

274, 268 and 264 respectively.
 

KingHippo

Alternative-Fact Checker
You can actually get a little more damage off of b11u3 by using d2 to continue the combo. Equally as tight, but I feel it's a little easier since you get to crouch:

b11u3, d2, b11, b11u3 xx db3 - 264.75%

You can take a microstep after the d2 and still use your preferred enders with a slightly different route:

b11u3, d2 (step forward), b11, 123 xx bf1 - 261.98%
b11u3, d2 (step forward), b11, 123 xx bf2 - 255.38%

These two, you have to forego the additional b11 after the d2:

b11u3, d2 (step forward),123 xx db3 - 236.72%
b11u3, d2 (step forward),1232 - 235.30%