Good stuff. J3 is actually pretty effective crossing up after the 223 ender so it's viable.If you find yourself lucky enough to land a j3, you can get 54% with 3 bars midscreen.
j3 22 bbMB j3 22 db2MB 22 db1 f21+3
I just put the jump in to add damage. It may not be the most viable combo but everything is situational. I personally dont like combos starting b3 for some characters but aquaman has great range with his. Maybe if you were jumping over a projectile you would consider one of these combos.Why are people including jump ins on combos? All these combos can be done without the jump in and it isn't guarenteed damage. I'm aware that it's possible, but more often than not a lot of these combos will be done without the jump in.
I dunno, just seems like it's not actually any more damaging than other stuff people have come up with
No, you misunderstand. As far as I've seen when people post combos for others to use it's generally a better idea to post the base damage (no Jump in) to give a clear idea about the combo. This seems especially true in this game because there are 3 different jump ins to use in different situations. I'm not saying you're wrong for including it, it just seems like a better option to post the base combo, because everything else is situationalI just put the jump in to add damage. It may not be the most viable combo but everything is situational. I personally dont like combos starting b3 for some characters but aquaman has great range with his. Maybe if you were jumping over a projectile you would consider one of these combos.
True but you also have to factor in juggling. One extra/less move could change the combo all together.No, you misunderstand. As far as I've seen when people post combos for others to use it's generally a better idea to post the base damage (no Jump in) to give a clear idea about the combo. This seems especially true in this game because there are 3 different jump ins to use in different situations. I'm not saying you're wrong for including it, it just seems like a better option to post the base combo, because everything else is situational
As far as I've seen, that's only a factor when you're jumping in with 3 which causes the juggle state. Otherwise it's already an accepted fact that any base combo posted will have 1-3% extra damage if started from a jump in. It's better to show the absolute minimum damage rather than absolute max IMO.True but you also have to factor in juggling. One extra/less move could change the combo all together.
The only thing that changes the juggle is the transition from standing->juggle state. Any attack that leaves someone on their feet doesn't affect their bounces or how quickly they fallTrue but you also have to factor in juggling. One extra/less move could change the combo all together.
You can link B.3 off of a MB DB.2 early in a combo.Sorry if someone has already mentioned one, but are there any combos that either have a B.3 or end with a B.3? Specifically off of his B.1,2? I only ask for the sake of being able to perform stage transitions without just throwing out a random B.3
Yes, near the top of this page I posted a combo using the exact thing you're looking forSorry if someone has already mentioned one, but are there any combos that either have a B.3 or end with a B.3? Specifically off of his B.1,2? I only ask for the sake of being able to perform stage transitions without just throwing out a random B.3
If you're referring to the first 22 in the combo, you have to make sure you input it before you touch the ground. You cannot combo off of the hitstun of a jump in 2 if you do not buffer the following moves ahead of time.Any tips on how to land the ji2 2,2 db1 2,2. i can do it on occasion but never land the 2,2 80% of the time let alone also get in the db1 or db2. Is it just a speed/me screwing up thing, swear im my worst enemy at this point =/
down, back motion. Otherwise known as QCB (quarter circle back) or d,db,b (down,down-back, back)What does DB stand for?
Just very tight timing. Theres nothing special to it, just have to press the button at the correct time.How do you get the B3 to hit after a db2 MB? I can't get a b12 db2 MB b3 to land. Do you have to MB the b3?
Yeah, I've found either ending combos with 223 or f2,1+3 for the hard knockdown, 223 also allows for cross up optionsDon't know if it's already been mentioned, but if you are ending your BnBs with 22xxbf2, be mindful of your opponents wake-up options.
I know if I end certain combos against Green Lantern with bf2 he can pick me up with his grab on wake-up after the combo is finished.
I think this combo is character specific cant connect 22 bbMB on catwomen, kf, hawkgirl but easly do it on joker or ares (only chars i tested bc im lazy...)If you find yourself lucky enough to land a j3, you can get 54% with 3 bars midscreen.
j3 22 bbMB j3 22 db2MB 22 db1 f21+3