_CHINOCUDEIRO_
Machakabotones
Well,you can resume this video saying 113-dash-113. Still prefer B23-223.for the DB1 finisher
But nice find
Well,you can resume this video saying 113-dash-113. Still prefer B23-223.for the DB1 finisher
i dont know what you're trying to say here.Well,you can resume this video saying 113-dash-113.
First of all sorry if it seems like I don´t appreciate your find, it´s a new find,for sure. But I don´t find it very usefull. I think B23,.... it´s quicker (5 frames quicker) and safer(2 frames),and hits low....it´s better as a launcher than 113. Yes, you can dash 113 and continued but... why use 113 to begin a combo?i dont know what you're trying to say here.
iiii think youre looking at the frame data next to the combo instead of the frame data next to the first hit of the combo. b2 is 18 frames and 1 is 9 frames; but don't worry, ill give you a better reason to hate this combo. it only works against big characters like doomsday bane and grundy.First of all sorry if it seems like I don´t appreciate your find, it´s a new find,for sure. But I don´t find it very usefull. I think B23,.... it´s quicker (5 frames quicker) and safer(2 frames),and hits low....it´s better as a launcher than 113. Yes, you can dash 113 and continued but... why use 113 to begin a combo?
b.2 hits low, 1 can be ducked. You'd be better off looking at the 11 link since that's where your first hit will be counting from.iiii think youre looking at the frame data next to the combo instead of the frame data next to the first hit of the combo. b2 is 18 frames and 1 is 9 frames; but don't worry, ill give you a better reason to hate this combo. it only works against big characters like doomsday bane and grundy.
j.d.3 doesn't jail so they can duck/block the 113 and you'll end up - on block. b.23 is better because its safe on block.113 is good when jumping in because your inputs can get messed up easily with b23, even with release check off. jd3, b23, 123 xx body press is 37%. jd3, 113 MB raging charge is 36%. One bar and 1% less damage in exchange for not getting blown up because b23 didn't come out and you're either -9 from jd3 or -1000 for whiffing venom upper or f2.
OOps, you´re right.iiii think youre looking at the frame data next to the combo instead of the frame data next to the first hit of the combo. b2 is 18 frames and 1 is 9 frames; but don't worry, ill give you a better reason to hate this combo. it only works against big characters like doomsday bane and grundy.
Its hard to describe, basically its just blockstun. j.d.3 doesn't have much any of it.What do you mean, it doesn't jail? Never heard the terminology. Also, if they block jd3, 11 comes out in 16 frames and b2 is 18, so even though 1 is high and will whiff on crouching, the string still comes out faster than b23. And I always end 113 with a special, so it is safe.
You're sure on this? Only reason I'm asking is that JD3 on hit usually puts them crouchingOnly the first 1 goes over their head. The second is a mid and will connect. Also, if you go in training mode and practice it, you'll see that no matter where jd3 hits from, if you mash 113 immediately it should string together. Or you can watch acidglow on YouTube; that's where I picked it up from. He does 113 raging charge as a neutral and jump in combo and it works quite well.
Have not tried this variation tbh. Correct me if i'm wrong but aren't bounce cancels 2 bars? I would also say that in these combo's you could start raw and pump venom at certain points to increase damage, the number would be a bit different though. My fav thing to do is finish a combo on lvl 2, then pump to lvl 3 and get a meaty MB cmd grab. It has stupid damge when you add it up. Take your fist combo for example, 55% on lvl 2, then a 32% grab= 77%Some really optimal combos with bounce cancels:
j.d3, 113 (bounce cancel) j.2, 123 xx Ring Toss (1 bar)
- 44% raw | 49% lvl 1 | 55% lvl 2 | 66% lvl 3
- From midscreen, this combo carries all the way into the corner
- I think this may be the goto bnb for Bane. For 1 bar you get 7% more damage and much better positioning than (b23, 113 xx VU/DP/BP)
- BONUS: If you end with Raging Charge instead of Ring Toss, it will hit them meaty and cross up if they don't tech roll. Loses to
invincible wakeup attacks, but they have to reverse their inputs to do it which is very unlikely unless they know the setup (and even then
still hard to do).
j.d3, 113 (bounce cancel) j.2, 12 xx MB Body Press (2 bars)
- Like the above, it carries the opponent all the way to the corner (leaves you further away, though)
- If you start this combo when lvl 3 venom is just a little over halfway done, it will last throughout the cooldown and you should be able
to juice up again by the time the opponent wakes up.