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Doctor Fate Combo Thread

Manta

Noob
Just found a pretty powerful combo involving a single meter burn, but you need 3 ankhs and trait active ;

It's a *very* tricky timing of B3/MB, (throw ankhs) JF3, JF3, F2 DB1 for 504 damage! Works mid screen.

The ankhs bounce between each JF3, so that's where the meaty damage comes from.

If you want an extra 18 damage, you can do MB DB1 instead, then JF3 F2

This took a long time to get the timing, but Dr. Fate's potential really lies in his trait + ankh setups. Hope there's something out there to really apply pressure.
 
Apparently, 11 into trait works. This is great for our punish game since 11 is faster than F2. Though it has shorter range. The damage might not be great for one bar. But it's a reliable way to get out trait. This combo will also work with 3 Ankhs. But the timing is a little strict throughout.

This was done on Supergirl in Competitive mode with Level Handicap on.

114, DB2*MB, B3, JI3, 11, F2~DB2 | 10 Hits = 249.57

114, DB2*MB, DF3, FD, B3, JI3, F2~DB2 | 11 Hits = 273.14

For the Ankh combo, Don't instantly do DF3 after DB2*MB. Wait a little so the Ankhs catch. You're also gonna wanna delay the forward dash a bit as well, or else you'll end up behind the opponent.
 

JHCRANE 14

GO VOLS!!!
My #1 comer combo so far is...

112 into the 3 dagger df3...it's guaranteed to connect.
 
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babalook

Noob
if you do a combo in trait, like f2u3 f24MBdb2 ji2 211, and cancel the 211 in db3 it leaves the opponent at the perfect range for df[3] so you can do df1 df[3] df1 and they can't jump out of it on block. Does a decent amount of chip too.
 
I think after a traited throw in the corner this is generally the best combo option
b1xxdbMB, nj3, 3xxdb2 = 457.33
doesn't do as much if there is a stage transition because the b3 gives you that instead.

You can also MB the db2 for slightly more

b1xxdbMB, nj3, 3xxdb2MB nj3, f2xxdb2 = 491.08
 
So I'm maining Fate, and I'm finally getting good with him but I'm having trouble online getting to the point where I have all three ankhs and trait active to execute the combos that require that. With that said are there any bnbs that do around 30% damage without trait? I'll get to the point where I can get to trait and 3 ankhs with experience but I was hoping for the meantime to have some bnbs that don't require that. Any help is appreciated.
 

JHCRANE 14

GO VOLS!!!
One little thing I noticed...not really saying it's anything...just saying.

Technically Dr. Fate does have a teleport in his b1d3u3 combo sting. If you are fullscreen zoning; you can send out a slow orb...intentionally whiff b1d3u3 string and Dr. Fate will teleport with a overhead attack at about the same time the orb arrives.

There may not be much here but it's worth exploring.
 

JHCRANE 14

GO VOLS!!!
Ok, from fullscreen with trait active.

Chaos orb into the whiffed b1d3u3 string. The overhead from the u3 hits just before the orb & the orb launches.

If you're quick enough you can sneak in the 112 string for some respectable damage.

It's also nice that the teleport from the u3 tracks the opponent.
 
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JHCRANE 14

GO VOLS!!!
Ok, so when you are fullscreen and the opponent is in the corner...if timed correctly...while in trait...

Chaos orb-whiff b1d3u3-112-glyph= well over 300.00 damage.
 

JHCRANE 14

GO VOLS!!!
whats max damage you guys have for mbdb2 traited?
without or with 1/2/3 anhks
I'm still practicing corner combos and combos with ankhs...these are simple mid-screen max damage bnb involving MBdb2.

You land 211-MBdb2...but it's inconsistent due to spacing.

Your best bet is 11-MBdb2-b3-j3-2113= 299.00

Or...f2u3-f2-MBdb2-b3-j3-f2-db2=315.00

Off his anti-air...b2-f2-MBdb2-b3-j3-f2-db2=320.00

Or after a raw wakeup with MBdb2...

MBdb2-b3-j3-2113=275.00


Note...the combos in practice mode seem to do different damage against different characters. My combos were done against Darkseid.
 
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when you're in trait I think combos starting with f2xxMBdb2 are probably the best option as they allow you to safely hit confirm the f2.
 

OmGxBdON

I'm going to make Fate top ten
So being a lab monster when it comes to getting optimized damage, I have found three combos that IMO are the most optimal, practical and likely to happen in a match so far. One combo is mostly a punisher, two are combos in the corner. All combos take three ankhs, IMO ankhs are not worthless despite what people say ,so you should be trying to get these out as much as you can.

The punisher is with trait already active. Takin inspirtion from the recent combo video posted.
b1d3 df3 db2 db3 b3 Jump 3 f2 db2. does like 45%. meterless. If you want to make the combo easier instead of doing an ankh summon you can do a db2 for the meter gain.
You can do a b2 into a interactable bounce cancel after the df3 to get more damage
Another using Fate's good footsie tool f2 in the corner.
f2u3 3db2 df3 3db2 f3 112 db2. I think it does around 50%

Another is using f3. Preferably enhanced f3, which would be used to maybe punish a wake up or beat out a normal.
ex f3 jump 3 df3 (while in the air) b2db2 d1 112b2. does around 50%. You could squeeze some extra damage in this combo but IMO its not worth it.
I did these combos on black canary, i hope i had competitive mode on or im going to get ostracized from the thread.

I meant likely to happen in for example having three ankhs out or trait active and three ankhs out
 
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