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Bane Combo Thread

Green = Damage (no venom boost)
Orange = Direction DB1 throws



Midscreen Meterless:


B2(low, 18f)
B23, B23, 123xxDB1 [ 402 ] ( forward )
B23, 123xxDB1 [ 351 ] ( backward )

B1(low,17f)
B112xxDBF3 [ 250 ]
S1(high,9f)
113xxDBF3 [ 268 ]
113xxDB1 [ 272 ] ( backward )
123xxDB1 [ 287 ] ( backward )
F3(overhead, 30f)
F3, JI2, 123xxDB1 [ 390 ] ( forward )
F3, 123xxDB1 [ 365 ] ( backward )

Midscreen metered:

S1(high, 9f)
113xxBBRT, JID3, 123xxDB1 [ 538 ] ( forward )
123xxBBRT, JI2, 123xxDB1 [ 504 ] ( forward )

B2(low, 18f)
B23, B23xxBBRT, 123xxDB1 [ 498 ] ( forward )


F3(overhead, 30f)
F3xMB, JI2, 123xxDB1 [ 458 ] ( both forward )
F3xMB, 123xxDB1 [ 433 ] ( backward )



Corner Meterless:

S1(high, 9f)
113, B23, 123xxDB1 [ 435 ] ( forward )

Corner Metered:


S1(high, 9f)
113xxFFRT, JI2, 123xxDB1 [ 522 ] ( forward )
123xxFFRT, JI1, 123xxDB1 [ 490 ] ( forward )


B2(low, 18f)
B23, B23xxFFRT, 123xxDB1 [ 498 ] ( forward )

*RAPTOR UPDATE*
Combos from Noble Raptor, video at the bottom:
Midscreen:
112D DBF3
112D DB1

123 BF1

B112 DBF3

B23 123 DB1
B23 B23 123 DB1

B3 J3 123 DB1
F3 B23 123 DB1

B23 DB MB JD3 123 DB1
4 4 4 B23 DB MB JD3 123 DB1 (Requires Venom)

113/B11 DB MB J3 123 DB1
4 4 4 113/B11 DB MB J3 123 DB1 (Requires Venom)

113/B11/B23 BGB B3 J3 123 DB1

Corner:
113 B23 123 DB1
113 B23 123 DB2 MB

B112 DBF3
B112 DB2 MB

B23 B23 123 DB1
B23 B23 123 DB2 MB

F3 B23 123 DB1
F3 B23 123 DB2 MB

113/B11/B23 DF MB B23 123 DB1
4 4 4 113/B11/B23 DF MB B23 123 DB1 (Requires Venom)

113/B11/B23 DF MB B23 123 DB2 MB
4 4 4 113/B11/B23 DF MB B23 123 DB2 MB (Requires Venom)

 
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RWDY Nori

MK is kinda dope
I'm pretty sure I'm using basic bitch combos, but here is what I have so far:

B23> 1,2,3 DB2 (I end with this primarily because my goal is to always get them to the corner as quickly as possible)

Corner:
B23 > B23 > 1,2,3 DB2(don't MB unless it kills due to switching sides and giving up valuable position)
 
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Sage Leviathan

I'm platinum mad!
BANE

Midscreen (meterless):
112d~Bane Bomb
113~Bane Bomb/Charge
123~Air Grab
b112~Bane Bomb

b23, b23, 123~Air Grab

d2, 123~Bane Bomb
(from a distance) d2, 12~Bane Bomb

f3, ji2, 123~Air Grab

Midscreen (1 bar):
MB f3, ji2, 123~dbf3

Midscreen (2 bars):
112d~b3/f3 cancel, ji2, 123~Air Grab
113~b3/f3 cancel...
123~b3/f3 cancel…

Corner (meterless):
See midscreen combos

b23, b23, 123~DP

Corner (1 bar):
MB f3, ji2, 123~DP

Corner (2 bars):
112d~f3 cancel, ji2, 123~DP
113~f3 cancel...
123~f3 cancel…

b23~f3 cancel, 123~DP
 
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Error

DF2+R2
b23 1 123 bane bomb the same damage as b23 b23 12 bane bomb

Best I found off 113/112d is bounce cancel jd3 12 bane bomb, also works off b11 bounce cancel but you can end with 123 bane bomb.
 

big_aug

Kombatant
Jd3 B23, B23, f3 cancel, 12, dbf3

510 dmg no venom and 612 dmg with lvl 3 venom. About 70% dmg to Superman.

b23, b23, f3 cancel, 12, dbf3 is 430 no venom and 505 lvl 3 venom
 

RWDY Nori

MK is kinda dope
Jd3 B23, B23, f3 cancel, 12, dbf3

510 dmg no venom and 612 dmg with lvl 3 venom. About 70% dmg to Superman.

b23, b23, f3 cancel, 12, dbf3 is 430 no venom and 505 lvl 3 venom
what was the damage and was this in competitive mode?
 

_CHINOCUDEIRO_

Machakabotones
I think the most dmg combo without meter is Jd2-b23-123-dbF3.
The 123 string is the most damaging option for the command grab. Also you can do it after a B3-Jip
 
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B23, B23, 123xxDB1 is 60~ more damage than B23, 123xxDBF3 and has a lot more corner carry. It's 30 damage more than B23, B23, 12xxDBF1

DB1 scales much better than DBF3 and has less than half the startup, only 1 frame less + on hit. Don't really see a point in using BB to end combos, especially in the corner when DB1 is throwing forward at the end of all these combos.
 
whenever ur testing u wanna have it on, otherwise we will all get different results
Is there a default character to present damage numbers with, say like superman or something? Wouldn't we end up with different numbers even with competitive mode on if we were labbing against different characters?
 

Sage Leviathan

I'm platinum mad!
Is there a default character to present damage numbers with, say like superman or something? Wouldn't we end up with different numbers even with competitive mode on if we were labbing against different characters?
It's pretty much unanimously agreed that Superman (or anyone with 1000 DEF) is the default training dummy.
 

RWDY Nori

MK is kinda dope
B23, B23, 123xxDB1 is 60~ more damage than B23, 123xxDBF3 and has a lot more corner carry. It's 30 damage more than B23, B23, 12xxDBF1

DB1 scales much better than DBF3 and has less than half the startup, only 1 frame less + on hit. Don't really see a point in using BB to end combos, especially in the corner when DB1 is throwing forward at the end of all these combos.
I remember using DB1 in the corner and it throwing backwards, in many scenarios actually. I'll test tonight, if you're right then I'll be using this instead for sure
 
I remember using DB1 in the corner and it throwing backwards, in many scenarios actually. I'll test tonight, if you're right then I'll be using this instead for sure
It depends on the combo, but so far all the full damage ones seem to throw forward. I edited the OP to add some choice between throwing forward and back earlier, as you can see you usually have to have 1 less hit than optimal for it to throw backward.