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 (Original Thread; Out of Date)

TakeAChance

TYM White Knight
Couldn't you just do B2D3 with redemption? So technically it could work like you were thinking...unless I'm missing something.
Gravity makes it not worth spending the meter.

It works on B1, For B2 in the vortex you need to do

B2U3 J2 D2~Bola J2 112

B1 you can either do

B12 d2 bola j2 112

or B1~redemption (meter) B3 J3 D2 Bola J2 112.
 

SN64

Noob
Here's a 1% improvement to the f3 combo I posted earlier and also another option:

f3, walk forward late f23 XX df2~MB, 212 XX db2~u - 39%, 1 meter
f3, walk forward late f23 XX df2~MB, d2 XX bf1, j2, 111 - 35%, 1 meter, left at large advantage for b1/b2 mixup

b3, j3, f2 XX df2~MB, d2 XX bf1, j2, 111 - 37%, 1 meter, left at large advantage
 

Moonyz

Noob
Haven't read this all the way through yet, so I apologize if this has already been posted.
(Corner) 11u2d3, f23-df2(mb), f23-db2(U) for 42%
Or (Corner) 11u2d3, f23-db2(U) for an easy 31% no meter
 

PANDA

*Supreme Member*
What's the most dmg out of DD3 MB as a starter? so far i've only netted around 27% without spending another meter... :(
 

Urichinan

@Urichinan
Anybody messed around with her damage from interacables yet? They're strong for her, since she can force a reset like Batman using DD3~MB and Bola.
 
Can someone get me more damage out of this corner combo?....

D1, DF2 MB, D2, DB31, land, 11u3, DD3 MB, dash twice to get to other side and to get closer, b3, ???

I can't find a good ender. Most I can get is about 32%
 

SN64

Noob
What's the most dmg out of DD3 MB as a starter? so far i've only netted around 27% without spending another meter... :(
That seems to be about all you get meterless. You might be better off just going for:

dd3~MB, dash b3, j2, d2 XX bf1, j2, 111 - 22%

Which again leaves you at large advantage for further mixup. Note that j3 doesn't work in this one I guess because dd3~MB scales the gravity extra hard or something.

Edit: Beaten to the punch, haha.

Edit 2: Another combo optimization:

b12, walk forward f23 XX df2~MB, 212 XX db2~u - 38%, 1 meter
 
Combo starting from her Flying Bat (this is no doubt her best reversal option, and a meter burn equals a full comboooooo, son)

Flying Bat MB, Down 2 xx Bola, Dash, Back 3, Jump 3, 212 xx Cartwheel Side Kick. 30%, one bar. Don't jump at/pressure on her knockdown, you will eat the fastest reversal into a full combo, boy.
 
hey her b2u3 can be looped 3 times followed by db2u3 for 31 percent no meter and if they block her b2 can follow up my d3 for low into combo
 

SN64

Noob
Jer

(I don't know if I did that tag thing right, if not, my bad)

There's a combo in the OP that doesn't work:

f+12 xx BF3 MB > b+3 > J3 > f+23 xx DB2 (36%)

f12 isn't actually a string, and 12 doesn't combo into bf3~MB, and the f23 XX db2 ender doesn't seem to connect after that many hits, either. It's probably supposed to be f21 in both cases.

Also, to consolidate the combo improvements I posted on this page without post tagging:

f3, walk forward late f23 XX df2~MB, 212 XX db2~u - 39%, 1 meter
f3, walk forward late f23 XX df2~MB, d2 XX bf1, j2, 111 - 35%, 1 meter, left at large advantage for b1/b2 mixup

b3, j3, f2 XX df2~MB, d2 XX bf1, j2, 111 - 37%, 1 meter, left at large advantage

b12, walk forward f23 XX df2~MB, 212 XX db2~u - 38%, 1 meter

And one new one, inspired by Cage Redfield:

df2~MB, b2u3, d2 XX bf1, dash b3, j2, f21 XX db2~u - 34%, 1 meter
Note: This one is stupid hard on small characters.
 

Primiera

Wonderful Woman
Jer

(I don't know if I did that tag thing right, if not, my bad)

There's a combo in the OP that doesn't work:

f+12 xx BF3 MB > b+3 > J3 > f+23 xx DB2 (36%)

f12 isn't actually a string, and 12 doesn't combo into bf3~MB, and the f23 XX db2 ender doesn't seem to connect after that many hits, either. It's probably supposed to be f21 in both cases.

Also, to consolidate the combo improvements I posted on this page without post tagging:

f3, walk forward late f23 XX df2~MB, 212 XX db2~u - 39%, 1 meter
f3, walk forward late f23 XX df2~MB, d2 XX bf1, j2, 111 - 35%, 1 meter, left at large advantage for b1/b2 mixup

b3, j3, f2 XX df2~MB, d2 XX bf1, j2, 111 - 37%, 1 meter, left at large advantage

b12, walk forward f23 XX df2~MB, 212 XX db2~u - 38%, 1 meter

And one new one, inspired by Cage Redfield:

df2~MB, b2u3, d2 XX bf1, dash b3, j2, f21 XX db2~u - 34%, 1 meter
Yep, it was supposed to be f+21.
 

Jer

I'm a literal Sloth
Jer

(I don't know if I did that tag thing right, if not, my bad)

There's a combo in the OP that doesn't work:

f+12 xx BF3 MB > b+3 > J3 > f+23 xx DB2 (36%)

f12 isn't actually a string, and 12 doesn't combo into bf3~MB, and the f23 XX db2 ender doesn't seem to connect after that many hits, either. It's probably supposed to be f21 in both cases.

Also, to consolidate the combo improvements I posted on this page without post tagging:

f3, walk forward late f23 XX df2~MB, 212 XX db2~u - 39%, 1 meter
f3, walk forward late f23 XX df2~MB, d2 XX bf1, j2, 111 - 35%, 1 meter, left at large advantage for b1/b2 mixup

b3, j3, f2 XX df2~MB, d2 XX bf1, j2, 111 - 37%, 1 meter, left at large advantage

b12, walk forward f23 XX df2~MB, 212 XX db2~u - 38%, 1 meter

And one new one, inspired by Cage Redfield:

df2~MB, b2u3, d2 XX bf1, dash b3, j2, f21 XX db2~u - 34%, 1 meter

Thank you for pointing this out to me, I didn't notice it. Going to update the OP right now
 

SN64

Noob
Thank you for pointing this out to me, I didn't notice it. Going to update the OP right now
You got me before I edited my post, but that last combo I posted (the one off df2~MB starter), is stupidly hard to hit on small characters.
 

Saitsu

Noob
Midscreen:
b12, d2 xx bf1, j2, 111 = 21%
b12, d2 xx bf1, b3, j3, f21 xx db2u = 28%
b12, 212 xx MBdf2, 212, db2u = 36%

b2u3, b2u3, d2 xx bf1, j2, 111 = 26%
b2u3, b2u3, j2, f212 xx db2u = 36%
b2u3, b2u3, j2, f21 xx MBdf2, f21 xx db2u = 41%

f21 xx MBbf3, b3, j3, d2 xx bf1, j2, 111 = 34%
f21 xx MBbf3, b3, j3, f21 xx db2u = 36%

MB dd3, b3, j2, d2 xx bf1, j2, 111 = 22%

d2 xx bf1, b3, j3, f21 xx db2u = 24%
d2 xx bf1, j2, 111 = 15%

MBdf2, d2 xx bf1, j2, 111 = 21%


f3, j2, d2 xx bf1, j2, 111 = 27%
f3, j2, f212 xx db2u = 31%
f3, j2, f212 xx MBdf2, f21 xx db2u =38%

b3, j3, d2 xx bf1, j2, 111 = 30%
b3, j3, 212 xx MBdf2, f21 xx db2u = 41%

Corner:

b12, f23, f23, f23 xx df2/db2u = 39/43%

b2u3, f23, f23, f23 xx df2/db2u = 41/44%

f21 xx db2u, f23, f23 xx db2u = 45%

12 xx db2u, f23, f23 xx db2u = 43%
 
Reactions: Jer

Jer

I'm a literal Sloth
I'm going to organize the OP in a bit, with Midscreen Lowest to Highest damage with low/high starter, With MB, then do the same for corner.
 
This combo uses Smoke Bomb as an anti-air (this beats Doomsday's splash 9 out of 10 times, and if you mistime it, trip-guard exists so yeah), and has a splat knockdown to setup stuff up.

AA Smoke Bomb MB, Back 3, Jump 2, Down 2 xx Bola, Jump 2, 111 xx Bat Evade 3 (22%).

Could definitely be improved, this is just me trying to implement both the hard knockdown of Bat Evade 3 and AA Smoke Bomb in the same combo =p
 

Jer

I'm a literal Sloth
This combo uses Smoke Bomb as an anti-air (this beats Doomsday's splash 9 out of 10 times, and if you mistime it, trip-guard exists so yeah), and has a splat knockdown to setup stuff up.

AA Smoke Bomb MB, Back 3, Jump 2, Down 2 xx Bola, Jump 2, 111 xx Bat Evade 3 (22%).

Could definitely be improved, this is just me trying to implement both the hard knockdown of Bat Evade 3 and AA Smoke Bomb in the same combo =p

I think ending in Bola into vortex is a better idea.