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Batman Official Combo List

What notations should be used for combos?


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SCK ERR0R MACR0

Apprentice
Combo List
Notations:
1 = X for 360 and Square for PS3
2 = Y for 360 and Triangle for PS3
3 = A for 360 and X for PS3
4 = B for 360 and Circle for PS3
~ = Cancel
> = Dash
ES = Meterburn version of a move
F = Toward
B = Back
D = Down
U = Up
J = Jumping (if a combo requires you to jump straight up or backwards, it will be noted)

Guide Layout:
Combo damage will be listed as: (Normal/Jump Attack Starter)
I will always use 2 as the jump in, so damage will be based on that. When it is not possible to start a combo with a jump in the second % will be listed as NA.

All jump in attacks are overheads--therefore any combo starting with one, technically starts with an overhead. These combos will be listed under the appropriate sections without the jump in starter.

Bats General Info:
You can use Bats (4) during combos--this adds damage and hits, but also makes certain combos possible. In the cases where you need Batarangs for the combo to land, they will noted as such. For other that do not require Batarangs to land, all 3 add approximately 2-3% of damage to the combo.

Bats Combo Extension:
Bats can be used in conjunction with B23 to land a Grapple. To do this, release the Bats during the explosion on the B23--if the Grapple misses, you released the Bats to early. Combos will have (BE) listed in them for the Bat Extension.

Landing B2~ES Up Grapple:
This can be a little tricky because of negative edge. To get around this, when you do B2, hold down 2 while performing DB1 for the Up Grapple--this should stop it from registering your Up Grapple as an Up Batarang. If you are still having trouble with landing B2~Up Grapple, replace B2 with 11--it will slightly reduce the damage on the combo, but is much easier to land both timing wise and negative edge wise.

Pressuring with Batman:
There are two tools you can use to pressure with Batman that are relatively safe. From mid-screen, using B3 to pressure is a great tool because you can charge and delay it, add armor, and bait punishes. It leaves you at +12 on block, so you can easily check them with 112 (which is also safe on block and hit confirmable to a combo).

The other pressure tool is the string 22. It has an 11 frame start up and leaves you at +8 on block. Again, you can check your opponent with 112 and safely hit confirm into combo.

223 Starter Combos:

223 is a 10 frame start up that leaves you at -1 on block. It can safely be used and hit confirmed into any combo listed. All hits are mid, so there is no fear of being duck punished either. It does not move forward very much, so range is not one of its strengths.

No Meter No Bats:
223, B3, J3, B23 (34%/38%)
223, J3, 123, B23 (34%/38%)

No Meter With Bats:
223, B3, J3, B23 (BE)~Grapple (41%/44%)

223, J3, 123, B23 (BE)~Grapple (41%/44%)

Metered No Bats:
223~ES Up Grapple, B3, J3, B23 (38%/41%)

223, B3, 22~ES Grapple, J2, 123, B23 (36%/39%)

Metered With Bats:
223, B3, J3, B23 (BE)~ES Grapple, J2, B23 (45%/49%)
223~ES Up Grapple, B3, J3, B23 (BE)~Grapple (44%/47%)

123 Starter Combos:

No Meter No Bats:
123, J2, 123, B23 (32%/36%)

No Meter With Bats:
123, J2, 123, B23 (BE)~Grapple (40%/43%)

Metered No Bats:
123, J2, 11~ES Up Grapple, B3, J2, B23 (43%/45%)
123, B2~ES Up Grapple, B3, J3, B23 (43%/45%)

Metered With Bats:
123, J2, 123, B23 (BE)~ES Grapple, J2, B23 (47%/49%)

B113 Starter Combos:

B113 is a 9 frame start up that leaves you at -6 on block. It is a low starter, so it can be used after conditioning opponents to respect Batman's overheads.

No Meter No Bats:
B113, 123, B23 (25%/30%)

No Meter With Bats:
B113, 123, B23 (BE)~Grapple (35%/37%)

Metered No Bats:
B113, B2~ES Up Grapple, B3, J3, B23 (39%/42%)

Metered With Bats:
B113, B2~ES Up Grapple, B3, J3, B23 (45%/48%)

F3 Starter Combos:

F3 is a 29 frame start up that leaves you at +8 on block. It hits overhead, can be charged and delayed, as well as dash cancelled. In addition, armor can be added if you have meter. This can be used for mind games at mid-screen--charging and provoking a punish only to dash cancel and whiff punish the attempt or armoring up and blowing through the attempt.

No Meter No Bats:
F3, J3, 123, B23 (37%/NA)

No Meter With Bats:
F3, J3, 123, B23 (BE)~Grapple (44%/NA)

Metered No Bats:
F3, J3, B2~ES Grapple, J2, 123, B23 (43%)

Metered With Bats:
F3, J3, 123, B23 (BE)~ES Grapple, J2, B23 (50%/NA)

112 Starter Combos:

112 is a 6 frame start up that leaves you at -6 on block. It is hit confirmable into ES Grapple, so it's a safe way to start your offense. Being a 6 frame start up, this string can be used to punish unsafe attacks that have a small punishment window, as well as a general punishment and interruption tool.

Metered No Bats:
112~ES Grapple, J2, 223, B3, J3, B23 (42%/44%)

Metered With Bats:
112~ES Grapple, J2, 223, B3, J3, B23 (BE)~Grapple (46%/48%)

Anti-Air and Air-to-Air Combos:

No Meter No Bats:


No Meter With Bats:


Metered No Bats:
2 Air-to-Air, 11~ES Grapple, B3, J3, B23 (37%/NA)
D2 Anti-Air, Step Forward, B2~ES Up Grapple, B3, J3, B23 (32%/NA)

Metered With Bats:
Bats Anti-Air, Step Forward, B2~ES Up Grapple, B3, J3, B23 (39%/NA)

Corner Specific Combos:

No Meter No Bats:


No Meter With Bats:


Metered No Bats:


Metered With Bats:
B23> 123, B23 (BE)~ES Grapple, J2, B23 (50%/52%)

Swag and Super Combos:

223, B3, J3, B23 (BE)~Super (50%/52%)

Best Punishes (6 Frame Start Ups):

No Meter No Bats:
113, B3, J2, 123, B23 (36%/NA)

No Meter With Bats:
113, B3, J2, 123, B23 (BE)~Grapple (42%/NA)

Metered No Bats:
123, J2, 11~ES Up Grapple, B3, J2, B23 (43%/NA)
123, B2~ES Up Grapple, B3, J3, B23 (43%/NA)

Metered With Bats:
123, J2, 123, B23 (BE)~ES Grapple, J2, B23 (47%/NA)

Credits:

ERR0R MACR0
Pig of the Hut
BenGmanUk (Also recorded all of the videos included in the guide!)
Truth
Spletty
THTB
SeaPeople
GGA Dizzy
UsedforGlue
Sultani
 
I guess either works but some of us have never played MK or got into it so.... I would think 1 is l, 2 = m, 3 = H 4 would be trait?

There are other buttons as well to interact with objects and meter burn. So don't know. Most of that would be specific to a type of interactable.
 

Roko1985

Put down the controller and run!
I thought instead of having random posts in the Batman thread to organize them into a single post thread that is easy to get to.

I will go through the thread and test all of the combos posted by others and add them to the list with hits and damage % consistant, as well as notations.

Have we decided on:

1234
or
LMHP
?

I'll use whatever everyone prefers.
Use 1 for fast attack, 2 for medium attack, 3 for heavy attack and S for special button.
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
1234 makes it easier to differentiate movement from actions, IMO at least. That's what i'll probably be using. Can't wait to try out batman in a few hours when i'm home :)
 

SCK ERR0R MACR0

Apprentice
Updated with the ones that I had, going into the thread now--should be updated within an hour :) Also, just adding a general credits section--everyone that posts I'll list you there
 

BlaqandMild15

Apprentice
1234 would be much simpler because it's second nature to us by now.well at least to mk players.when we see these annotations,we don't second guess it because we've been using it for two years.I hate having to repeat the words light,medium,heavy,special constantly.which is why I don't like those annotations.
 

SCK ERR0R MACR0

Apprentice
Updated original post with video--thanks again! Added a section explaining the Bats combo extension, and will be adding some of those combos soon! I think we can get 50% with 2 bars of meter--I'll wait to see what happens.

Still need to add Pigs 47%, and THTB and I have a similar combo set up, so I'm working on a combination combo that takes the good from both.
 

SCK ERR0R MACR0

Apprentice
Just got 50% off of one bar of meter--it's a variation of my original combo with the Bats extension! Not sure who came up with that extension, but credit to them
 
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