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Tech Batgirl Combo Thread. (Original Thread; Out of Date)

Hello everyone, excuse me if these combos were already posted, i read the other tabs and only found variants.

overhead starter: b2u3, b2u3, d2, bf1, dash, b3, ji2, f21 XX db2u (33%) midscreen
max combo into super: b3, ji3, ji3 XX RT=LT (48%)
 
Hey is anyone doing this combo in the corner?

J2/3, f2 3, f2 3 xx flying bat mb, f21, f21 xx db2u it does a whopping 50 % and is pretty consistent.
 

Celerity

Lab Monster
Hey is anyone doing this combo in the corner?

J2/3, f2 3, f2 3 xx flying bat mb, f21, f21 xx db2u it does a whopping 50 % and is pretty consistent.
I think off a jump-in, the most damaging options are:

J2, F21 xx DB2U, F21, F21, F23 xx DF2[MB], F23 xx DB2U - 55%
J2, F23, F23, F23 xx DF2[MB], F23 xx DB2U - 56%

J3 I'm not entirely sure, it's going to depend how high you hit them with the J3, but this is pretty consistent at all heights:

J3, F21, F21, F23 xx DF2[MB], F23 xx DB2U - 53%
 
I think off a jump-in, the most damaging options are:

J2, F21 xx DB2U, F21, F21, F23 xx DF2[MB], F23 xx DB2U - 55%
J2, F23, F23, F23 xx DF2[MB], F23 xx DB2U - 56%

J3 I'm not entirely sure, it's going to depend how high you hit them with the J3, but this is pretty consistent at all heights:

J3, F21, F21, F23 xx DF2[MB], F23 xx DB2U - 53%
Awesome thanks, need to shorten these for online use ^^
 

Celerity

Lab Monster
Since the OP hasn't been updated in a long time, I wanted to just post Batgirl's most important combos here. You can play Batgirl pretty close to optimally using only these combos and variations thereof:

Ground String = Any cancelable string that leaves them grounded
Juggle String = 212, F212, 23, F23 (212 may not apply in corner)

Midscreen
B12, B2U3, D2 xx Bola, J2, 111 - 26% vortex
B12, B2U3, D2 xx Bola, J2, F212 xx Flying Bat[MB], 12B2 - 31% corner carry, hard knockdown
B2U3, B2U3, D2 xx Bola, J2, 111 - 28% vortex
B2U3, dash, F23 xx Flying Bat[MB], D2 xx Bola, J2, 111 - 35% metered vortex, switch sides
B2U3, B2U3, D2 xx Bola, J2, F212 xx Flying Bat[MB], 12B2 - 33% corner carry, hard knockdown
Ground String xx Redemption[MB], B3, J3, D2 xx Bola, J2, 111 - ~35% vortex
Juggle String xx Flying Bat[MB], D2 xx Bola, J2, 111 - ~28% vortex
F212 xx Redemption[MB], B3, Bola, J2, 111 - ~30% vortex
D2, J2, Smoke Bomb[MB], dash, B3, Bola, J2, 111 - 21% vortex
B3, J3, B2U3, D2 xx Bola, J2, 111 - 35% vortex
F3, B2u3, D2 xx Bola, J2, 111 - 28% vortex
F3, F23 xx Flying Bat[MB], D2 xx Bola, J2, 111 - 35% metered vortex
Flying Bat[MB], B2U3, D2 xx Bola, J2, 111 - 28% vortex
Smoke Bomb[MB], dash, B3, J3, D2 xx Bola, J2, 111 - 24% vortex
Bola[MB], B3, J2, 12B2 - 27% hard knockdown
Bola[MB], B3, J3, F21 xx Batwheel(U) - 32% damage


Corner
B12, F23, D2 xx Bola, walk forward, NJ2, 111 - 29% vortex
B12, F23 xx Flying Bat[MB], D2 xx Bola, NJ2, 111 - 34% metered vortex
B2U3, B2U3, B2U3, D2 xx Bola, walk forward, NJ2, 111 - 33% vortex
(B12/B2U3), F23, F23, 111, F212 xx Batwheel(U) - ~45% damage
(B12/B2U3), F23, F23, F23 xx Flying Bat[MB], F23 xx Batwheel(U) - ~54% metered damage
Ground String xx Batwheel(U), F21, D2 xx Bola, walk forward, NJ2, 111 - ~36% vortex
Ground String xx Batwheel(U), F23 xx Flying Bat[MB], D2 xx Bola, NJ2, 111 - ~44% metered vortex
Ground String xx Batwheel(U), F23, 111, F212 xx Batwheel(U) - ~47% damage
Ground String xx Batwheel(U), F23, F23 xx Flying Bat[MB], F23 xx Batwheel - ~56% metered damage
Juggle String, F21, D2 xx Bola, walk forward, NJ2, 111 - ~30% vortex
Juggle String, F23 xx Flying Bat[MB], D2 xx Bola, NJ2, 111 - 40% metered vortex
Juggle String, F23, 111, F212 xx Batwheel(U) - 37-44% damage
Juggle String, F23, F23 xx Flying Bat[MB], F23 xx Batwheel(U) - 47-55% metered damage
212 xx Batwheel(U), F21 xx Batwheel(U) - 34% damage
(D2/F3), F23, F23, 111, F212 xx Batwheel(U) - 34/44% damage
(D2/F3), F23, F23, F23 xx Flying Bat[MB], F23 xx Batwheel(U) - 41/52% metered damage
F3, F23, D2 xx Bola, walk forward, NJ2, 111 - 31% vortex
F2, F23 xx Flying Bat[MB], D2 xx Bola, NJ2, 111 - 35% metered vortex
Bola[MB], J3, F23, F21, 111, F212 xx Batwheel(U) - 42% damage
 

TimTim

Don't Hate
Since the OP hasn't been updated in a long time, I wanted to just post Batgirl's most important combos here. You can play Batgirl pretty close to optimally using only these combos and variations thereof:

Ground String = Any cancelable string that leaves them grounded
Juggle String = 212, F212, 23, F23 (212 may not apply in corner)
Omg lol I think I love you, but what are her options sans vortex.
I've seen some pretty insane damage (especially in corner meterless and tbh I think that it's important to have combos to kill so it isn't necessary to reset all the time.

Also d2 bola is pretty hard especially off of b12 b2u3
 

Celerity

Lab Monster
Omg lol I think I love you, but what are her options sans vortex.
I've seen some pretty insane damage (especially in corner meterless and tbh I think that it's important to have combos to kill so it isn't necessary to reset all the time.

Also d2 bola is pretty hard especially off of b12 b2u3
I listed her meterless damage combos for the corner, I agree they're useful. For midscreen, she can only get ~2-3% extra damage from non-vortex combos (with knuckles on), so they're barely worth learning. I guess the only exception is off of B2U3 where you can add 6%.

Anyway, it's pretty easy to improvise a midscreen damage combo, just end in 212 xx Batwheel, F21 xx Batwheel, or Flying Bat[MB] > F21 xx Batwheel instead of doing D2 xx Bola.
 

TimTim

Don't Hate
I listed her meterless damage combos for the corner, I agree they're useful. For midscreen, she can only get ~2-3% extra damage from non-vortex combos (with knuckles on), so they're barely worth learning. I guess the only exception is off of B2U3 where you can add 6%.

Anyway, it's pretty easy to improvise a midscreen damage combo, just end in 212 xx Batwheel, F21 xx Batwheel, or Flying Bat[MB] > F21 xx Batwheel instead of doing D2 xx Bola.
Thanks.
Is the timing for b12 b2u3 slightly tight because d2 bola misses a decent amount.
 

Celerity

Lab Monster
Thanks.
Is the timing for b12 b2u3 slightly tight because d2 bola misses a decent amount.
I'd say you've got about 4 frames to spare, so if you're 1F late on the B2U3, you have 3F to input D2 xx Bola. Overall it's not super difficult once you learn exactly when her moves recover.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
What have you guys been using for the background bounce combos mid-screen if you are going for damage and not the bola reset? I have just been mostly doing j2 111 R1 j3 212 df2 MB 212 db2U for like 47-48% I think. If the j2 or 111 doesn't hit I will just end the 111 string in bf1 to be at +1 and then go into d1 cartwheel pressure.

I am asking because I am sure there is something better out there.
 

Daniel Aiden

Unknown-Member31
b2u3 j2 f23 df2 mb 212 db2 u 42 % overhead starter 45 %with j2 ( midscreen 1 mb )
b12 df2 mb 212 db2 u 38% low starter 42% with j2 ( midscreen 1 mb )
b2d3 bf 3 mb j2 f23 df2 mb 212 db2 u 38 % overhead-low 41 with j2 ( midscreen 2 mb )
 

Daniel Aiden

Unknown-Member31
for vortex I use b2u3 b2u3 j2 dd3 mb bf1 j2 111 ( 30 % 1 mb )
b12 f23 df2 mb d2 bf1 j2 111 (34 % 1 mb ) don't work online because the d2 bola timing is very strict .
 
D2 bola off of straight mb flying bat without any gravity scaling before it is not hard or inconsistent. And its extremely important
 

tax

Noob
If the j2 or 111 doesn't hit I will just end the 111 string in bf1 to be at +1 and then go into d1 cartwheel pressure.
sorry for raising this question in the combo thread rather than the pressure thread, but since it was mentioned i wanted to ask if you could elaborate on the d1 cartwheel pressure? i always thought cartwheel on block was risky for batgirl; how are you guys using it for pressure?
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
sorry for raising this question in the combo thread rather than the pressure thread, but since it was mentioned i wanted to ask if you could elaborate on the d1 cartwheel pressure? i always thought cartwheel on block was risky for batgirl; how are you guys using it for pressure?
After I train someone to block one way with her strings and then I will start mixing in the cartwheel pressure on block strings to mix people up the other way. I will also generally use it in counter poking situations.
 
Reactions: tax
Is anybody having trouble confirming B3 off of redemption, I'm litterally mashing as fast as I can and it only hits about half the time
 
I hope I don't abandon BG for Scorpion, just as I did batman for batgirl, lol

Sent from my SPH-L710 using Tapatalk 2
 

Backfire

Noob
Is anybody having trouble confirming B3 off of redemption, I'm litterally mashing as fast as I can and it only hits about half the time

since the patch im nailing like 90% of the time. think its just me but it does seem easier now, maybe ive gotten used to it.
 

Durango

Enhancer
27% meterless so far with BGirl off a low. b1~2, d2, back forward L, dash b3, jump 3, 23, qcb 2
This one's fairly hard to execute, but I would say it's fairly practical. Only thing I would change is Jump 3 to Jump 2 instead. You have a much greater room for error here, making the last part of the execution much easier to do. It'll do 26%, but well worth not taking the extra risk.
 

Celerity

Lab Monster
This one's fairly hard to execute, but I would say it's fairly practical. Only thing I would change is Jump 3 to Jump 2 instead. You have a much greater room for error here, making the last part of the execution much easier to do. It'll do 26%, but well worth not taking the extra risk.
What benefits does this have over the 26% vortex combo?

If you want to tack on easy damage instead of vortexing, just do B12, B2U3, D2 xx Bola, J2, F212 xx Batweel = 30%
or B12, B2U3, D2 xx Bola, dash, B3, J3, F2 xx Batwheel = 32%
 

Durango

Enhancer
What benefits does this have over the 26% vortex combo?
Like I said, it's much more practical. It's too easy to risk dropping the combo and losing the input if you J3 and whiff the rest of it. Batman's better with this, but with Batgirl (especially online) it's easy to miss the timing and drop the whole thing. I figure J2 would be easier to do since it gives you more leeway.
 

Celerity

Lab Monster
Like I said, it's much more practical. It's too easy to risk dropping the combo and losing the input if you J3 and whiff the rest of it. Batman's better with this, but with Batgirl (especially online) it's easy to miss the timing and drop the whole thing. I figure J2 would be easier to do since it gives you more leeway.
I don't get it. There's no J3 in her vortex combo, or the first combo I listed.