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 (Original Thread; Out of Date)

Daniel Aiden

Unknown-Member31
B2D3,BF3 Mb, b3, j3, d2, BF1, J2 ,12 dd3 mb ( overhead - low starter , ends with them standing for the 50\50 game ) for damage can be ended with j2 212 db2 u
 

Niko Mar

Founding Member of the Fate Army
B12, d2, bf1, whiff punch, MB the bola previously thrown, j3, repeat steps from d2 (infinite)
Dat Bola Glitch
 

Konqrr

MK11 Kabal = MK9 Kitana
B2D3,BF3 Mb, b3, j3, d2, BF1, J2 ,12 dd3 mb ( overhead - low starter , ends with them standing for the 50\50 game ) for damage can be ended with j2 212 db2 u
The dd3 MB is blockable in that setup. Use J2, 111~dd3 MB for 32% and mix them up when they land... however, just ending in bf1 and j2, you get tons of frame advantage (+14) and have 31% so it's not worth the extra meter for 1% when you get her vortex off of the j2.

Here are my notes, combos, and vortex setups: Jer

Batgirl notes:
* Frost can parry the low attack in Bat Wheel~D colt lol
* MB Redemption (BF3) shows -5 on block but you the MB version does not come out on block.

NOTE: Vortex percentages mean that after Bola, you combo with j2~111 for +22 and a free mixup. Thanks SN64

Updated combos:
- B2D3~bf3 MB, b2u3, d2~bf1*, b3, j3, f2~db2u (31%) *28% vortex
- B2D3~bf3 MB, b2u3, j2, f21~db2u (32%)
- B2D3~bf3 MB, b3, j3, d2~bf1*, j2~f212~db2u (34%) *32% vortex
- B2D3~bf3 MB, b3, j3, 212~db2u (35%)

- B1~bf3 MB, b2u3, d2~bf1*, b3, j3, f2~db2u (30%) *27% vortex
- B1~bf3 MB, b2u3, j2, f21~db2u (31%)
- B1~bf3 MB, b3, j3, d2~bf1*, j2~f212~db2u (33%) *31% vortex
- B1~bf3 MB, b3, j3, 212~db2u (34%)

- D1~bf3 MB, b2u3, d2~bf1*, b3, j3, f2~db2u (29%) *26% vortex
- D1~bf3 MB, b2u3, j2, f21~db2u (30%)
- D1~bf3 MB, b3, j3, d2~bf1*, j2~f212~db2u (32%) *30% vortex
- D1~bf3 MB, b3, j3, 212~db2u (33%)

- F3, b2u3, j2, f21~db2u (34%)
- F3, b2u3, d2~bf1*, j2~f212~db2u (31%) *28% vortex
- F3, f23~df2 MB, d2~bf1*, j2~f212~db2u (38%) *35% vortex
- F3, b2u3, j2, f21~df2 MB, f21~db2u (40%)
- F3, j2, f23~df2 MB, f21~db2u (40%)

- B3, j3, d2~bf1*, j2~f212~db2u (34%) *30% vortex
- B3, j3, f2~df2 MB, d2~bf1*, j2~f212~db2u (40%) *37% vortex

- B2U3, f23~df2 MB, 212~db2u (40%)
- B2U3, f23~df2 MB, d2~bf1*, j2~f212~db2u (39%) *35% vortex
** Can't get f3, j2, f23~df2 MB, d2~bf1... you have to omit the j2 for it to work.

- DD3 MB, b3, j3, f21~db2u (27%)
- DD3 MB, b3, j3, 212~db2u (28%)
- DD3 MB, b3, j3, d2~bf1*, j2~f212~db2u (27%) *24% vortex

- Corner F23, f21, f21, f23~df2 MB, f212~db2u (53%)

*VORTEX:
Low Starter B12 [Starter is 14f and -2]
1) B12, d2~bf1, j2~111... (21%)
2) B12, b2u3, d2~bf1, j2~111... (26%)
Low Starter B1~bf3 MB [Starter is 14f and +1 and no MB unless it hits]
3) B1~bf3 MB, b2u3, d2~bf1, j2~111... (27%)
4) B1~bf3 MB, b3, j3, d2~bf1, j2~111... (31%)

Overhead Starter B2U3 [Starter is 15f and -5]
1) B2U3, b2u3, d2~bf1, j2~111... (28%)
Overhead Starter B2D3~bf3 [Starter is 15f and +1 and no MB unless it hits]
2) B2D3~bf3 MB, b2u3, d2~bf1, j2~111... (28%)
3) B2D3~bf3 MB, b3, j3, d2~bf1, j2~111... (32%)
Overhead Starter F3 [Starter is 28f and +5]
4) F3, b2u3, d2~bf1, j2~111... (28%)
5) F3, f23~df2 MB, d2~bf1, j2~111... (35%)

B12, d2, bf1, whiff punch, MB the bola previously thrown, j3, repeat steps from d2 (infinite)
Dat Bola Glitch
Nice find! Infinite until she is out of meter... just like Sindel in MK9 colt

EDIT: LOL still works when she is out of meter...

Any combo into bf1, whiff attack then MB the Bola into b3, j3, d2~bf1, repeat...
 

chowdizzle

Time for the Bland Salami!
Nice find! Infinite until she is out of meter... just like Sindel in MK9 colt

Any combo into bf1, whiff attack then MB the Bola into b3, j3, d2~bf1, repeat...
There's a glitch where she can do EX bolo with no meter. This is a true infinite....
 

SN64

Noob
Konqrr, your notes mostly match up to mine (a couple combos can end in 212 XX db2~u instead of f21 XX db2~u for 1% more but more stuff to remember) that I just typed out, except your damage values for the vortex don't seem to account for ending in 111. 111 leaves them standing and provides enough hitstun for a safe b1/b2 attempt after, so it seems like the primary option to go for, unless I'm misunderstanding something.

Also, your post reminded me I overlooked d1 combo starter like a dummy. d1 and f2 are both 8f mids, but d1 should be obviously easier to do from a crouch block, so I definitely need to add that to my list. I also overlooked b1 XX bf3, but reading your reasoning for including it, it seems like a sound idea to include it.
 

Konqrr

MK11 Kabal = MK9 Kitana
Konqrr, your notes mostly match up to mine (a couple combos can end in 212 XX db2~u instead of f21 XX db2~u for 1% more but more stuff to remember) that I just typed out, except your damage values for the vortex don't seem to account for ending in 111. 111 leaves them standing and provides enough hitstun for a safe b1/b2 attempt after, so it seems like the primary option to go for, unless I'm misunderstanding something.

Also, your post reminded me I overlooked d1 combo starter like a dummy. d1 and f2 are both 8f mids, but d1 should be obviously easier to do from a crouch block, so I definitely need to add that to my list. I also overlooked b1 XX bf3, but reading your reasoning for including it, it seems like a sound idea to include it.
I didn't even notice 111 was +22 ... good stuff. I will update my stuff for Jer.
 

SPECTRELIGHT

F, D, F + HP
Make sure your notation is precise; it doesn't matter if you use > or , to denote links and juggles, but make sure you use one. xx means cancel. If your combo is J2 > 22 xx DB2 > whatever, don't write it as J2 2 2 DB 2, it's confusing.
Pardon my OT post; It'd be great to have the entire site on the same page with this subject. Too many threads have differing notations and it's more work than necessary to edit a notation to a "universal" legend/key. Perhaps there is a way to make this happen with IGAU threads here...

OT: The amount of combos already discovered is copious. Definitely dig that one may have several combos per situation to choose from.
Has anyone tested whether you can use trait in the middle of a combo to possibly increase damage or other advantageous benefits?
 

SN64

Noob
Alright, let's talk corner combos.

In general, Batgirl can do any of her normal strings that keep the opponent grounded into db2~u, then follow up with f21, f21, f21, f212 XX df2~MB, f23 XX df2. None of the db2 variations are safe, though, so you either need to be sure you're gonna hit (like in a d1 or f21 punish situation) or have a string you can hitconfirm into db2 like 111.

If her string or special move launches, she loses the ability to follow up after db2~u, so you have to instead do something like f23 f23 f212 XX df2.

Here are the examples I've written down so far, both in meterless and one meter variations. A few of these are already in the OP or in the third post, and one or two of them were probably mentioned in the thread already. Some of them may also have been demonstrated in videos, but to be honest I haven't watched all the videos (sort of an overwhelming torrent of info), and I ended up writing these down and organizing them for my own reference.

I forget who mentioned it, but I want to thank whoever mentioned that f21, f21, f21, f212 worked as an alternative to the f23, f23 corner juggle, because the former is much easier to me.

d1 XX db2~u, f21, f21, f21, f212 XX df2 (42%)
d1 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (50%)

111 XX db2~u, f21, f21, f21, f212 XX df2 (46%)
111 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (52%)

b12, f23, f23, f212 XX db2~u (42%)
b12, f23, f23, f212 XX df2~MB, f23 XX df2 (47%)

b1 XX db2~u, f21, f21, f21, f212 XX df2 (43%)
b1 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (51%)

b2u3, f23, f23, f212 XX db2~u (43%)
b2u3, f23, f23, f212 XX df2~MB, f23 XX df2 (48%)

b2 XX db2~u, f21, f21, f21, f212 XX df2 (43%)
b2 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (51%)

b2d3 XX db2~u, f21, f21, f21, f212 XX df2 (44%)
b2d3 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (51%)

f21 XX db2~u, f21, f21, f21, f212 XX df2 (46%)
f21 XX db2~u, f21, f21, f21, f212 XX df2~MB, f23 XX df2 (53%)

f3, f23, f23, f212 XX db2~u (42%)
f3, f23, f23, f23 XX df2~MB, f23 XX df2 (49%)

df2~MB, f23, f23, f212 XX db2~u (46%)

Edit: As an aside, she can do d2 XX db3~1 in the corner and follow up, but I wasn't able to find any real damage off that.
 

chowdizzle

Time for the Bland Salami!
I forget who mentioned it, but I want to thank whoever mentioned that f21, f21, f21, f212 worked as an alternative to the f23, f23 corner juggle, because the former is much easier to me.
Damn! Glad my bit of info helped you compile that stuff! I couldn't train much today so it's a good thing you got to find all the good corner stuff for me. Good stuff man.
 

Primiera

Wonderful Woman
Excellent organization of the thread, Jer

If you get corner combos, raw BF1 (MB and not) combos, and AA d+2/DF2 combos it will really help to flesh out all her options.
 
Guys help me out please. I'm having serious trouble with my basic meterless BNB combo

B2,3,B2,3,D2,BF1,B3,ji.2,1,1,DB2U

I'm having serious problems with the last part. I swear, in practice mode my input is a beautiful 1,1,DB2 but it always shoots batarang instead of flip. What is going on here? The input screen reads Square, Square, Down, Back, Triangle (PS3 version) but yet a shuriken comes out? I only hit square twice, so why am I getting a shuriken instead of a flip? Thanks in advance.
 

Primiera

Wonderful Woman
Guys help me out please. I'm having serious trouble with my basic meterless BNB combo

B2,3,B2,3,D2,BF1,B3,ji.2,1,1,DB2U

I'm having serious problems with the last part. I swear, in practice mode my input is a beautiful 1,1,DB2 but it always shoots batarang instead of flip. What is going on here? The input screen reads Square, Square, Down, Back, Triangle (PS3 version) but yet a shuriken comes out? I only hit square twice, so why am I getting a shuriken instead of a flip? Thanks in advance.
Make sure button release is off in your control settings. If it's on, you're probably getting negative edge, where releasing a button to activate a special move is the same as pressing one.
 
So you're saying with that on, if I release 1 at the same time as my direction, it puts batarang and an unlinkable 2 after? I will double check after work. Thanks very much.
 

SN64

Noob
Excellent organization of the thread, Jer

If you get corner combos, raw BF1 (MB and not) combos, and AA d+2/DF2 combos it will really help to flesh out all her options.
Speaking of AA d2, admittedly I didn't mess with these for too long, but these were what I got:
d2, j2, 212 XX db2~u (23%, meterless)
d2, j2, f23 XX df2~MB, 212 XX db2~u (32%, one meter)

As for AA df2, I imagine you'll still have to MB it to actually follow up. I only messed with doing df2~MB on a grounded opponent and got these:
df2~MB, b2u3, d2 XX bf1, dash b3, j3, f2 XX db2~U (34%, one meter, hard combo, almost impossible on smalls)
df2~MB, d2 XX bf1, dash b3, j3, 212 XX db2~u (30%, one meter, universal)
df2~MB, d2 XX bf1, j2, 111 (21%, one meter)

I would think that, if you hit them high enough in the air with the AA df2~MB, you could insert a j2 into these combos as well, and perhaps modify them in other ways.
 

Briggs8417

Salt Proprietor of TYM
I found this yesterday. It's not exactly max damage and I'm still messing with it, but it leads to vortex.

b2u3 j2 d2 bola b3 j2 ex smoke bomb 28%