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Guide Captain Marvel's Combo Thread

Hey guys just working on some corner B&B's got this to share...

j3, 112,112,112 xx db1 MB, dbf1 MB, b3 (j3 works to) 43% w/o hands, 72% with. 2 bars, can be done with one for still decent damage.

Working on seeing if i can connect any hits in in beetween the MB grabs but it just loses damage.

can also do.

j3, 112,112,112 super for 47% w/o hands, 74 % with.

Hope this is helpful to someone! it's easy once you get the timing down and damage is allrite esp good with trait.
 
I use this combo when I have my trait up to punish distant openings to garentee some beefy damage quickly
Trait f1~ffmb ji3 112 torpedo 47% 33% without trait
bounce canceling out of F1 utilizes the full range of the F1 normal. without bounce cancel you cannot combo out of a full ranged F1
 
Ive got some midscreen trait combos I haven't seen anyone post.

1 meter

Ji3, 11, dbf+1(mb) 112 48%

Ji3, 1, db+1(mb), 112 51%

Ji3, 11, dbf+1(mb), b3, 112 55%

2 meters

Ji3, 1, db+1(mb), 11 dbf+1(mb), 112 62%
 

Konqrr

MK11 Kabal = MK9 Kitana
Ive got some midscreen trait combos I haven't seen anyone post.

1 meter

Ji3, 11, dbf+1(mb) 112 48%

Ji3, 1, db+1(mb), 112 51%

Ji3, 11, dbf+1(mb), b3, 112 55%

2 meters

Ji3, 1, db+1(mb), 11 dbf+1(mb), 112 62%

Ji3, 11, dbf+1(mb), b3, b2, db+1(mb), 11, bf+2 75%
Do all of those J3 combos work if your opponent is crouching? They don't juggle as high after J3 if they are crouching so you should go for d1~HM
 

AnBi

Noob
I dont know if its useful (played shazam for about 5-15 min without reading anything online). In the corner thats what ive been doing:
112 J(forward jump)2 112 122 Atlas Torpedo for 32% damage (no meter).
Probably isnt very useful but i just wanted to share
 
Can I suggest that the OP be updated to break up between 1 & 2 meter combos.

Also would be nice to see numbers on some b2 combos (maybe they are there but I didn't see them).

And finally, I have a combo to contribute:

HM(MB), b3, j3, 112 xx AT = 35%

Edit: Damage on one of the last combos listed in the OP is wrong: HM(MB), b3, j3, f2 xx AC gives 31% not 40%. I was very disappointed to discover that :(

Edit Edit: Damage on the combo right above the one I just mentioned is also wrong. It does 32%.
 

Fallacy

Noob
31% - f2,2,3, Achilles' Clutch[MB], 1,1,2 (strict timing on the Achilles' Clutch)

Swag alternative to this:
f2,2,3,d1,HM(MB),j2,11,AT 31%

Or for a better setup and less swag:
f2,2,3,d1,HM(MB),b3,j3 31%

This character has the most fun training mode lol
 

SZSR

Noob
Can I suggest that the OP be updated to break up between 1 & 2 meter combos.

Also would be nice to see numbers on some b2 combos (maybe they are there but I didn't see them).

And finally, I have a combo to contribute:

HM(MB), b3, j3, 112 xx AT = 35%

Edit: Damage on one of the last combos listed in the OP is wrong: HM(MB), b3, j3, f2 xx AC gives 31% not 40%. I was very disappointed to discover that :(

Edit Edit: Damage on the combo right above the one I just mentioned is also wrong. It does 32%.
Are you turning on the trait?

Also, the 1 meter/2 meter break up sounds like a great idea, i'll update next weekend.
 

Raidenwins

Raiden Practitioner
Can I suggest that the OP be updated to break up between 1 & 2 meter combos.

Also would be nice to see numbers on some b2 combos (maybe they are there but I didn't see them).

And finally, I have a combo to contribute:

HM(MB), b3, j3, 112 xx AT = 35%

Edit: Damage on one of the last combos listed in the OP is wrong: HM(MB), b3, j3, f2 xx AC gives 31% not 40%. I was very disappointed to discover that :(

Edit Edit: Damage on the combo right above the one I just mentioned is also wrong. It does 32%.
What does the xx stand for in your combo? And also, does any of the combos posted here require dashing forward or walking, and if so, should we have a symbol for it? Maybe >>?

Edit: never mind. I just saw on page #1 xx means 'Cancel'.
 

Raidenwins

Raiden Practitioner
I just found a neat trick for easier canceling into special moves (this also worked in MK9 btw). It'll be clearer if i explain with an example. To cancel B+2 into a Torpedo (B,F,2) instead of doing:

B+2 xx B,F,2​
you can do:

B+2 xx F+2​
So basically, you can use the inputs from the regular move if they coincide with the ones for the special move. In the example above, the B (back) from the regular move B+2 counts towards the B in the special move (B,F,2). The same thing works if you want to cancel D+2 into a Lightning Bolt D,B+2. The Simplified Input (I am coining this phrase right here, right now :)) would be:

D+2 xx B+2​
 
my combos that I've been using as of now ONLY TWO OF THESE COMBOS ARE STYLISH, EVERYTHING ELSE IS BnB's(accurate damage totals will be posted when I'm not tired) :

(off forward 2) forward 223, 2 xx low grab meter burn, 22 xx standing grab. Does around 30% i think
[corner] forward 223, {112} x2, 11 xx low grab meter burn, standing grab. Does near 40%

(off of 22) 22 xx standing grab meter burn, back 3, jump 2, walk up a bit, 2 xx low grab. Should be around 33%
22 xx atlas torpedo, dash in, shenanigans. Does mediocre damage on its own, but opponent must prepare their anus on wakeup.

(off 112) 112 xx atlas torpedo meter burn (see 22 xx atlas torpedo)
[corner] {112} x3, 11 xx low grab. Does around 35% i think
112 xx fireball. Does 21% maybe, GTFO combo, use only for certain matchups unless u like getting zoned out or for kinda sorta guaranteed chip finish with fireball spam.


(off of forward 12) forward 12, standing command grab meter burn, back 3, jump 2, 2 xx low grab. Should do almost exactly 30%
forward 12, down 3 (see note of 22 xx atlas torpedo)
you can get the 112 corner combo off this as well for about 34%-ish maybe, askmewhenimnotsodamntiredugh

(off air2air jump 2) if done early enough, jump 2, jump 2, 22 xx standing command grab meter burn, back 3, dash ~side switches with dash~, low grab or sweep. I did this combo once during an online match, need to actually do it again in training.

my personal favorite combos~
[corner] {112}x3, 11 xx low grab meter burn, standing grab meter burn, standing grab. Does 41%
back 2 xx standing grab. If the opponent is an idiot, this can loop for a while if you don't spend meter burn/they can't block standing for whatever reason. Also good as a check to tell people to stop ducking while initiating the vortex.
 
more 1 meter trait combos
Keeps position: b2ComandGrabMB~Jump cancel ji3 112 torpedo 46% / 49% ji2
or
Ends with cross up: b2ComandGrabMB b3 ji3 112 teleport 46& / 49% ji2
 
huge damage off Shazams fastest punish super easy to do. Bounce Cancel is super good for Shazam when he has his trait. Its not practical to use this combo without his trait or off a ji2.
trait 12 or 11 bounce cancel b3 ji3 112 torpedo 54% 2 bars
 
Found a meterless trait corner combo that does 56% (can be a little higher if you do a jump in)

Basically just repeat n.1>n1>n2 combo (square, square, triangle on ps3) to repeatedly juggle the opponent. Without trait it does 31% if you manage to juggle for a while but with hands it does 50%+

You can extended it with Acheles clutch before finishing for about 60% or more OR if you have the meter use your super after about 4 or 5 reps to get 72% damage if you landed enough hits in the rep (sometimes you'll whiff the first two punches but it's the one that launches the opponent that's important) :V