MysticBoudha
Noob
Heres a little vid of combo's i posted a few post up.
its a nice setup but if they have clash its kinda useless. but if they do have clash you should just f2d13 super b3 ice arrow b3. they cant clash the b3 and you have time to load an ice arrow. granted it only does 45% but they cant clash so its worth the 5% in my opinionOh just a little thing for resets. If they dont have clash of course...
Normal combo...lets say... f2d13 ice arrow j1 111 super. B3 j3 111 load ice arrow. 51%.
Doing b3 j3 22 hurricane bow after super is 51%. This way you get an ice arrow too along with the same damage
depending on the combo its safe. and with green arrow you always want to have an arrow stocked. like when you're midscreen you want to have a freeze arrow stock because its your combo extender midscreen.what is the purpose of loading arrows at the end of combos? i see people do this and dont understand it. i guess im kinda new to GA but would like to pick up a new secondary
green arrow's high damage combos usually start with his super so thats why alot of ppl(i could be wrong)dont mb his specials. green arrow does horrible damage when compared to some of the other characters. his ice with is really useful scales his combos so bad. but you are right. you can mb stinger to end a combo but in my opinion its not worth the meterhhmm. interesting. i would have thought a MB stinger or even df1 would give you enough space to change the arrow without punishment. but i imagine it must depend on the character you're playing against and what kind of spacing you want to leave. obviously keep zoners close and pressure characters away. After a high damage combo though i would think most people dont pressure right away and will try to take a second to think about how to hit you next.
i know that already lol. you want to save ice arrow for after the super. the combo i use is : f2d13 super b3 j2 11 d4 j2 22 hurricane bow. i dont always do the full combo because of clash risk. so after the b3 i usually ice arrow then b3 again because they cant clash the b3 so its guaranteed 45% damagewell i cant say because like i said i haven't used him much. but i think a lot of hits will equal to quicker meter building. also 113 and f2d13 both combo into super move, though with almost no time to hitconfirm, the trade is you wont need to worry about ice arrow scaling. i prefer the mid low high mixup as its m0re difficult for the opponent to block,though 113 is more damaging.
lol i dropped superman for green arrow. im still trying to find a secondary characterha for sure. just spreading for other GA noobs like myself who maybe havent learned this or are as new to the GA threads. I usually play as joker or a few other villains
It's better to use a super reset instead of a super combo, the damage output is much higher. Also, never do b3, ice arrow, b3 after super. You can just do b3, b3 and you don't get the downscaling from the ice arrow.its a nice setup but if they have clash its kinda useless. but if they do have clash you should just f2d13 super b3 ice arrow b3. they cant clash the b3 and you have time to load an ice arrow. granted it only does 45% but they cant clash so its worth the 5% in my opinion
Welcome to the GA communityGA’s B3 is fast, but its not so efficient to use in case you use the (Roundhouse) Transition, into B3, it needs to be timed very precisely
I hate to tell you this but whatever tech you had for sword flip isn't going to be relevant after tomorrow when the Batgirl update hits. We have confirmation that in exchange for a nerf on low gunshot (down to -9 frm -4, less chip and they also gave air gun shot less falling.)they made his sword spin +4 on hit at all times so its not punishable on hit anymore.Punish Deathstroke Sword Flip (-10 on block it seems) and similar stuff...
its the bat computer and similar interacts, we're calling the 3rd wall interactable.Welcome to the GA community
What do you mean by Roundhouse Transition?
which will be buffed? Sword spin (db3) or sword flip(df3)I hate to tell you this but whatever tech you had for sword flip isn't going to be relevant after tomorrow when the Batgirl update hits. We have confirmation that in exchange for a nerf on low gunshot (down to -9 frm -4, less chip and they also gave air gun shot less falling.)they made his sword spin +4 on hit at all times so its not punishable on hit anymore.
http://testyourmight.com/threads/confirmed-changes-for-next-patch.32710/
Check that out and plan accordingly.
Apparently Sword Spin, but the +4 didn't happen. They Deathstrokers have been testing and it seems it is no longer unsafe on hit. It is now NEUTRAL on hit. No advantage if we guess react properly.its the bat computer and similar interacts, we're calling the 3rd wall interactable.
which will be buffed? Sword spin (db3) or sword flip(df3)
Beautiful stuff on these. Question though...what does the damage on the second one do if you use MB Sky Alert rather than the normal ones since timing is rough?
46% in the corner for one bar. Since everyone's been messing around with Dead on. Here ya go. Note the jump 3 is a cross up so you have to reverse the input for dead on
And here's a mid screen combo for 28% off of d1 and ice arrow. Its not much in terms of damage(though off of d1 you can't complain) only down side is the timing is extremely strict. Lol its hard for me to to do consistently. Also again reversed inputs after the 3
Okay so your first question, well, to put it simply its not worth it. Not only does it make things even more strict to land.(If you wait to long after the back 3 into the 3xxMBsky alert, all 4 arrows will hit and this will push them to far for the second sky alert to land)Beautiful stuff on these. Question though...what does the damage on the second one do if you use MB Sky Alert rather than the normal ones since timing is rough?
Also...your first combo has me excited that I may be able to wreck folks on wakeup if I simply go for the crossup and then air dead on afterwards to catch them off guard. Whats the damage on just those two together?