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Guide Day 1 HawkGirl Combos (Progressive)

Gixsa

Noob
1,2,3,4

ps3 controls (figure out 360 lol)
1 = square (weakest/fastest move)
2=triangle
3=X
4=circle (hero's power, in this case, it'd be hawkgirl's flight ability)

so, b3 (is back 3), j12 (Jump, square, triangle), 1,2,3, xx db1. xx means to do a special move right away, right after you do your normal moves in this case the hammer throw (down back square) as soon as you finish pressing 1,2,3. Good luck!
Thanks so much Deathwish! This really clears it up for me now to do some practice!
 

GaoMatsu

Noob
Hello, I'm new here and new to MK type games in general. I love DC and fighting games, so I figured Id give this game a try and want to give some combos I came up with.

12 db2~2 123 j24~3 29%
12 db2~2 123 j2d3 28%
12 db2~2 123 dash f1 d3 25%

Not as much damage as the 123 b3 combos, but its safer and has a overhead mixed in. You can also do db2~3 if they block to get a crossup. The first combos leaves the opponent full screen and does the most damage. The second one leaves them close to you for better oki. The last one does the least damage but gives the best oki. After I connect with d3 Ive been doing dash into jump forward instant jd3, neutral jump instant jd3, or another d3. So they have to guess between an instant crossup overhead, instant non-crossup overhead, or a 14 frame low.

Also, what does ji mean? Like, is there any difference in ji2 or j2?
 
From what I've found it's almost never worth it to spend meter in combos unless you can kill. Meter is better spent on grounded mace throws, where you can anti-air with the meter burn if they jump in, or to get in and start pressure since it's so + on block.

The best meterless midscreen combo I've found is the one that's been posted, but I found a great meterless corner combo that works off any starter that launches or bounces, though B23 is the most damaging.


Launch/Bounce -> B1 xx DB23, B1 xx DB23, F13, F13 xx BF2

The BF2 ender is pretty hard to land and requires them to be pretty high. It's a lot more consistent but a bit less damage to instead use another DB23 off the last F13. Even easier is ending with a third F13.
 

Vithar

Evil but Honest!
Getting my game tomorrow , can anyone post some ''legit'' combos or standard BnBs?The 38743 meter wall combos with specials won't help anybody!
 
So I am trying to get into the game and I feel like I want to main Hawkgirl. I feel dumb for asking could anyone "translate" a combo for me? I am still trying to learn the fighting language.

For instance, to keep it simple:
(J2) 123 B3 J2 32MC 34% - 37%
(J2) 123 B3 J2 32B1 32% - 35%

Also, I am assuming J is for jump, how do you know when to hit "2"? Is it right when you are jumping, or wait til you are coming down?

Thanks much
 

lslick

Stole this pic from Doombawkz :P
So I am trying to get into the game and I feel like I want to main Hawkgirl. I feel dumb for asking could anyone "translate" a combo for me? I am still trying to learn the fighting language.

For instance, to keep it simple:
(J2) 123 B3 J2 32MC 34% - 37%
(J2) 123 B3 J2 32B1 32% - 35%

Also, I am assuming J is for jump, how do you know when to hit "2"? Is it right when you are jumping, or wait til you are coming down?

Thanks much
Key:
j2 = jump forward medium
MC = Mace charge
1= light
2= medium
3= heavy

so basically its jump medium> light, medium, heavy> back heavy> jump medium> heavy, medium ~ mace charge = 34% if you start with a jump-in and 37% if you start with a jump-in. The way you would connect 1,2,3 would be as soon as you press jump 2, you would press 1,2,3 as if the jump 2 was the start of the combo string. You don't have to start jump 2 at the start of the apex of your jump. I hope that makes sense for you. Really late over here where I am
 

lslick

Stole this pic from Doombawkz :P
awesome job with these combos, but do you have any non super ones? not to fond on spending that much meter
We should make a section dedicated to midscreen combos and corner only combos to make it easier to organize them. So it can look something like:

Midscreen combos
Meter used​
Combo Starter​
ex of combo​

Corner combos
Meter used​
Combo Starter​
ex of combo​


That way we can have all the update info on the initial post and we won't have to go through a ton of pages looking for what we want in the very far future :D :D :D :D :D :D :D :D :D. I love that you took initiative on making a combo thread :D :D :D :D :D :D
 

RunwayMafia

Shoot them. Shoot them all.
Me messing around with F1,3 in the corner. I haven't scrolled through the thread...what are some corner combos you guys have?
 
Key:
j2 = jump forward medium
MC = Mace charge
1= light
2= medium
3= heavy

so basically its jump medium> light, medium, heavy> back heavy> jump medium> heavy, medium ~ mace charge = 34% if you start with a jump-in and 37% if you start with a jump-in. The way you would connect 1,2,3 would be as soon as you press jump 2, you would press 1,2,3 as if the jump 2 was the start of the combo string. You don't have to start jump 2 at the start of the apex of your jump. I hope that makes sense for you. Really late over here where I am
Thanks much for taking the time to explain for me. If I am new to fighting games in general, and really don't have a ton of experience, (but not by any means an idiot) is this a relatively easy combo to start with? I haven't tried this one yet since you told me how to do it, but was curious if there are ones that are even more beginner friendly? Just curious if this is something that you should be able to do relatively quickly after getting into fighting games.
 

Boodendorf

Bird woman!
Okay something is either wrong with me, or the goddamn buffer system. It's nearly impossible to cancel b1 into db2, whenever I try to do it it just does mass toss and fucks up my corner combo. Is there any way to turn this stupid thing off?

Nevermind I figured out how to turn that thing off. God it feels great.