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1man3letters

Alpha Tarkatan - Moderator
Moderator
Really like his f213 as ender for midscreen combos as it vnice hkd.
Sweep bit can whiff if opponent not a right height but it works fine with,
Whatever-b3,j2,d2,f213 or f3,j2,d2,f213
(B3, j3, f213 works also but have to get depth of j3 spot on midscreen but b12-4-f3,j3,f213 very easy to hit in corner)
 

ChatterBox

Searching for an alt.
Hey I was playing around with the non-glitched turtling cancels and found that the first hit of b2 is the only real cancel worth doing on hit. It gives jailing pressure or a full combo if you're quick enough. I know the normal kinda sucks but it's quick and has decent range so it could lead to some unique punishes that he might not otherwise get.
 
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Saturn_

Noob
Leonardo's midscreen BnBs off b12 confirms:

b12-4-j2-b3-j3-b12xxbf2 Linking the j2 and b3 is easy, you just have to buffer the b3
b12xxdb3 MB-21xxf4-b12xxbf3 There is a slight pause in the timing before following up with 21xxf4(Raph)

You can use the f213 and f21xxdb3 as an overhead/low mixup, but both are unsafe on block. Combo:
f21xxdb3 MB-21xxf2-b12xxbf3
f21xxdb3 MB-21u3-b4 Using Mikey as a timewaster for Donny to recharge is an okay strategy.
 
To keep things organized, I figured we should make a thread for each individual turtle so that their tech isn't all jumbled together. I'll start this one off with my combo video for Leo. Let me know what you all think.

The combo's are decent. But I have no idea how you manage to pull them off without forgetting. Are you able to pull them off consistently in games ?
 
Leonardo's midscreen BnBs off b12 confirms:

b12-4-j2-b3-j3-b12xxbf2 Linking the j2 and b3 is easy, you just have to buffer the b3
b12xxdb3 MB-21xxf4-b12xxbf3 There is a slight pause in the timing before following up with 21xxf4(Raph)

You can use the f213 and f21xxdb3 as an overhead/low mixup, but both are unsafe on block. Combo:
f21xxdb3 MB-21xxf2-b12xxbf3
f21xxdb3 MB-21u3-b4 Using Mikey as a timewaster for Donny to recharge is an okay strategy.
how do you buffer a b3 from ji2? Every time I try it I get a standing 3
 
The combo's are decent. But I have no idea how you manage to pull them off without forgetting. Are you able to pull them off consistently in games ?
I can consistently get all of them except for some of the interactable ones. But those are going to be more situational anyway. What are you having trouble with?
 

Saturn_

Noob
how do you buffer a b3 from ji2? Every time I try it I get a standing 3
Right as you land, input b3. That's it. If you're getting stand 3 you're either not doing the timing right or you're simply not being clean about doing direction+button at the exact same time. Practice it and you should get it within ten minutes.
 

ChatterBox

Searching for an alt.
Whenever I try to execute them. I always forget a step. How do you get pass this i'm curious ?
Practice, eventually your hands will do it without your brain needing to think about it. Just gotta grind it into your muscle memory like playing an instrument or fixing a TV.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Found if end juggle with f213 if u dash up and the nj you are on the other side of them but if u dont jump your still on same side (midscreen & corner) good for messing up opponents wakeup attack input
 

Gengar

Hypnosis > Dreameater (its a reset)
In the corner you can hit all 3 assists in a combo, not really sure if its optimal but its meterless and fun to pull off XD

f21 (or any starter) ~Donnie f3 3~Raph 21u3~Mikey

350-70ish damage for no meter in the corner
 

Saturn_

Noob
My meterless corner combo using only Donny:

b12xx4-f3-nj3-1-1-112xxbf3 This does more dmg than ending with 3xxbf3
 

Gengar

Hypnosis > Dreameater (its a reset)
So far I've been using Mikey assist as a mixup or in footsies to give more time for Donnie assist to recharge, but that corner combo looks fun.
Yeah, Mikey does as much damage as BF3 so its not really as useful to end with him, he is better used as a mix up and in footsies like you mentioned. additionally, the donnie recharge wont kick in til after they get up since mikey was part of the same combo, so thats kinda bad

however, on the inverse, its great if youre trying to waste their time, such as burning through some venom time or supes trait.
 

Gengar

Hypnosis > Dreameater (its a reset)
My meterless corner combo using only Donny:

b12xx4-f3-nj3-1-1-112xxbf3 This does more dmg than ending with 3xxbf3
You can do more damage if you add Raph in there. there really isnt much reason to not use him, he recharges way faster than the others and even seems to recharge when used in combos. even if you use him right before starting the combo he is back in time for when you would need him.

I would do b12~4 f3 j2 3~f4 21u3~bf3/db2. 353 damage. i got only like 309 using yours

Boshi slice ender also puts you at great range for another f3 or b12
 
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Gengar

Hypnosis > Dreameater (its a reset)
Boshi slice ender also allows for a cross up between far and regular Bombshell. You can condition them to block with F3, and once they do hit the other side, or just let them get up and go into b12 pressure, alot of wake ups will whiff anyway at that range.

 

ChatterBox

Searching for an alt.
Yeah, Mikey does as much damage as BF3 so its not really as useful to end with him, he is better used as a mix up and in footsies like you mentioned. additionally, the donnie recharge wont kick in til after they get up since mikey was part of the same combo, so thats kinda bad

however, on the inverse, its great if youre trying to waste their time, such as burning through some venom time or supes trait.
Oh indeed I always do him in a separate combo, it's just such a long animation that you can get cheeky with 11b4 or f2b4 and get donnie back and be at a good range for Leo anyway.
 

DarthSatan666

Rock, Paper, Nut Punch
Corner combos ive been using:

F3, nj3, 3xRaph, 21u3xbf3: 390dmg/448 if mb f3/470 if mb both f3 and bf3

Nj2, 11xDon, f3, nj3, 3xRaph, 21u3xbf3: 385dmg/365 without nj2 (nj2 is for the added overhead) 429 if nj2 and mb f3.

I also like adding in f12xMike so i can later catch them with
f12xDon, f3, nj3, 3xRaph, 21u3xbf3
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Boshi slice ender also allows for a cross up between far and regular Bombshell. You can condition them to block with F3, and once they do hit the other side, or just let them get up and go into b12 pressure, alot of wake ups will whiff anyway at that range.

I wish normal boshi slice was a hkd like the mb version is, that be so sweet
 

Invincible Salads

Seeker of knowledge
i could use a bit of help with leo, im trying to understand his gameplan and i really don't get it

and for example outside the corner, what are some good times to use the shellbomb?
 
i could use a bit of help with leo, im trying to understand his gameplan and i really don't get it

and for example outside the corner, what are some good times to use the shellbomb?
My friend against my Batman dropped normal shelldrop midscreen too (by mistake ofc). Its strange but if I hold back to defend the overhead the character moved backwards enough for the shelldrop cross.
If I block low and dont move the normal shelldrop whiffs.

I went to the lab and tried against other char (e.g. supergirl) it whiffed. Maybe batman backward move is superior haha.
Probably that can be worked around with fuzzy guard the oh a bit (not just press back for oh def but a bit delay and char does not move).

On tournament I saw shelldrop after D1. Probably against counterpoke (I dunno if it jails after D1 hit).
 
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