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Batman Official Combo List

What notations should be used for combos?


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Qwark28

Joker waiting room
i think ive posted these b4, meterless

113 full dash 11 slide
113 slide
B113 B113 B23 24% easiest mixup ever
123 123 b23 hard to get second 123 after starting a 123 mixup
123 b113 b23
 

Lord Beef

Death Metal and Trance
swag for days on a hit confirmed divekick or j1/2 (bats out)

j2~113 b3 3~df1MB j2~123 b23~bats
 

Sultani

Warrior
Surprised more people aren't experimenting with B113.

B113, 123, B23 is really all I've gotten out of it so far. Wonder if you can do B113, D2, 123, B23 though for a bit more damage. Someone try it I'm at work. lol.

With meter and bats I can only get around 40% from it. B113, 123, B23, bats df1 MB, B23.

I can't help but think there's tons of possibilities with EX baterangs, up batterang, and multiple divekicks. Also yes, 113 sucks. I almost never use it. B113 hits mid so there's not alot of reason to use it instead of 112 or 223 Should hit low imo.
 

SCK ERR0R MACR0

Apprentice
Lots of posts since yesterday :)

So, what's the concensus here on combo starters? I'm going to change the layout of the guide to the following:

Starter:
Best combo no meter no bats
Best combo no meter with bats
Best combo with meter no bats
Best combo with meter with bats

Ideally, we'll have 4 variations with each combo starter for maximum damage and practical in a match. Then I'm sure corner combos will be a completely different world. Let me know what you guys think about the starters--can we get to a concise list that we want to see and then everyone can work those starters?
 

Qwark28

Joker waiting room
why the hell does flying kick have +12 adv on block, meter burn it and it also has a hit of armour, thats a free entry at +12
 

SCK ERR0R MACR0

Apprentice
Here's my analysis of Batman's starts--please post your thoughts and comments!:

Dive Kick/Jump In (obvious that this can lead into most starters) - Good

F3 - Everyone is condemning this starter, however, I disagree. It can be charged and dash cancelled, therefore you can play mind games with the opponent trying to punish it. Also, you can add armor, so this move is much more viable than everyone seems to be making it out to be. Thoughts? (B3 is almost identical situation)

113 - Not optimal (large gap between second and third hits that can be punished)

B113 - Good (low starter with 9 frame start up that's only -6 on block)

123 - Good (6 frame start up, only -5 on block, last hit is low--small gap between second and third hits, will need to investigate into this more)

223 - Good (10 frame start up, only -1 on block, no gaps)

Please let me know if you all agree and we can focus on getting nice combos in the previously posted formats. When the game is released, I will retest all of the combos to ensure they still work and that our damage is accurate.
 

SCK ERR0R MACR0

Apprentice
corner, try to escape that without doing punishable shit
Because it's 29 frame start up, being plus 12 would only give you one round of pressure into another quicker starting string, correct? If you try to loop it, there will be a 17 frame gap to punish. I don't think it's a bad move or anything, I actually think it's good for mind games like F3--same sort of scenario charge move that can be dash cancelled and armor added.
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
hey guys please help, i play batman, can use this combos but when i play extreme mode vs doomsday this nub put me in the corner and attack non stop, with combos,throw,inblocable attack and i can't wake up correctly , what is the wake up system here i use specials and he still got priority or i try jump and he grab me directly , rly hard to win this nap on extreme mode
 

SCK ERR0R MACR0

Apprentice
Huge update--format changed as stated. Everything is now listed by combo starter, and only pratical use starters are included. 4 variations per starter--check out the original post to see. If you have any questions about the inputs or notations those are listed in the Guide and Notations section. It includes descriptions of everything used in the guide, including things like the bats extension combos.

I'm now working on filling in the blanks--I will scan through the thread to make sure I didn't miss any that can be added--please let me know if you have a higher damage combo for any variation listed in the guide. I will test, update the thread, and add your username to the credits :)
 

SCK ERR0R MACR0

Apprentice
223 and F3 now have a combo for every variation--please let me know if you guys find any higher damage then the ones I have listed.

Working on B113 now. Also, I think I'm going to add a description at the beginning of each starter highlighting its stengths and use. Similar to what I posted in my starter analysis post on page 2.
 

Cat

This guy looks kind of tuff...
What's the start up on grabs? Since a lot of moves are 6 frames. A lot of strings are unsafe.
 

SCK ERR0R MACR0

Apprentice
What's the start up on grabs? Since a lot of moves are 6 frames. A lot of strings are unsafe.
Grabs, like throws? If so, throws are 10 frame start up. I agree--having a bunch of 6 frame start up moves is going to make a lot of things punishable. I tried to select only starters that are -6 on block or safer.

38% bnb no meter

223,b3,jump kick3,b233
We have this already listed, though your damage is different. To get 38% on that, I believe it needs to start with a 2 jump in.
 

187x

Warrior
Grabs, like throws? If so, throws are 10 frame start up. I agree--having a bunch of 6 frame start up moves is going to make a lot of things punishable. I tried to select only starters that are -6 on block or safer.



We have this already listed, though your damage is different. To get 38% on that, I believe it needs to start with a 2 jump in.
didnt check, im just finding my own. no crap you need to start with a jip
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
Read the OP, was missing some combos or had lower dmg than I used. I see that not many of the 1 meter ones use EX Up Grapple which leads to more damaging combos. I also don't remember the percentages on the 223 and B113 combos, so if someone could check them that'd be awesome.

223 B3 J3 B2 xx Up grapple (EX) J3 B23 - 39% I believe

B113 B2 xx Up grapple (EX) B3 J3 B23 - 41% I believe

B3 J3 B2 xx Up grapple (EX) J3 B23 - 46% (you can use J2 for an easier combo that does less dmg)

Air to Air 2 or Anti-air bats: 11 xx straight grapple (EX) B3 J3 B23 - 37%

Note on that last combo, if you hit them pretty far away just go straight into the grapple gun. Theres also a few others that give more damage than 11 but the distance in these situations is always variable and you never know if you'll be able to get off your slower moves.

Was thinking of making a decent write-up of Batman's movelist and some general day 1 strategies to provide some actual info opposed to most people's just complaining/hate. So these BNBs will do for now but look forward to that if anyone is having trouble grasping what to do with Batman as far as how to approach the game.
 

CheapEddie

I HAVE A FACE NOW!
Metered With Bats:
F3, J3, 123, B23 (BE), ES Grapple, J2, B23 (50%/NA)


I think this combo doesnt work on WW. Or i just couldnt perform it correctly. :(
 
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