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Batman Official Combo List

What notations should be used for combos?


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SCK ERR0R MACR0

Apprentice
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.
Thanks, man--going to test these and confirm the %s and add!
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
Having a little trouble getting these to connect--any spacing tips? The B23 at the end is usually the problem--I'm spaced too far away to land it. Thanks!
After B3 hits hold UF and hit the J3 so they are as high in the air you can get them. The b23 lunges batman forward for you so just try to make them as high as you can. Also, you can do the B23 quite quickly after landing, you may be delaying it too long.
 

SCK ERR0R MACR0

Apprentice
After B3 hits hold UF and hit the J3 so they are as high in the air you can get them. The b23 lunges batman forward for you so just try to make them as high as you can. Also, you can do the B23 quite quickly after landing, you may be delaying it too long.
Thanks, man--I'll make some adjustments and try again...I'm just sucking lol.

No problem. I guess im just doing something wrong with B23(BE) part. :)
Experiment with different timings of releasing the bats--when the third bat is hitting them at full screen while the grapple is coming out, that's when it will connect.
 

SCK ERR0R MACR0

Apprentice
New sections added for Anti-Air and Air-to-Air Combos. Tweaked some existing combos with new info for better damage. Added some pointers for landing B2~Up Grapple.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
my question is, how do u connect this combos since u can't dash forward to continue them?
 

SCK ERR0R MACR0

Apprentice
i can't remember which one i was tryin to do exactly, i'll have to try them again, i think its the one where they get groundbounced.
We have videos for some of the combos in the original post, so defnitely check those out if available for the combo that you are trying. In general, most combos do not require dashing as the hit move you forward, or your opponent is just close enough. If you end up having an issue with a particular combo, make sure to post back and I'm sure we can help :)
 

Seapeople

This one's for you
Just some basic zoning & bat-starter combos...

MB Straight Grapple, j2, 223, b3, j3, b23 = 34%

3 Bats, Straight Grapple = 14%
2 Bats, Straight Grapple = 11%
1 Bat, Straight Grapple = 10%

3 Bats, MB Straight Grapple, j2, 223, b3, j3, b23 = 37%
2 Bats, MB Straight Grapple, j2, 223, b3, j3, b23 = 35%
1 Bat, MB Straight Grapple, j2, 223, b3, j3, b23 = 35%

3 Bats, j2, 223, b3, j3, b23 = 38%
2 Bats, j2, 223, b3, j3, b23 = 37%
1 Bat, j2, 223, b3, j3, b23 = 37%
 

Seapeople

This one's for you
Here's some midscreen-to-wall combos where you might not want to cause that awkward off-the-wall bounce or a stage transition...

113, 123, b23 = 26%/31%
113, 123, b23 (BE), straight grapple = 34%/38%

223, j3, 123, b23 = 34%/38%
223, j3, 123, b23 (BE), straight grapple = 41%/44%

MB straight grapple, j2, 223, j3, 123, b23 = 36%
MB straight grapple, j2, 223, j3, 123, b23 (BE), straight grapple = 42%
^These two combos do the same damage as the normal bnbs, but they don't make you put yourself in the corner.

MB straight grapple, j2, 223, b3 (stage transition) = ~35%
223, b3 (stage transition) = ~32%/~37%
113, b3 (stage transition) = ~33%/~37%
^The damage on these three combos is based on the rooftop stage transition.

More coming in a minute.
 

SCK ERR0R MACR0

Apprentice
Here's some midscreen-to-wall combos where you might not want to cause that awkward off-the-wall bounce or a stage transition...

113, 123, b23 = 26%/31%
113, 123, b23 (BE), straight grapple = 34%/38%

223, j3, 123, b23 = 34%/38%
223, j3, 123, b23 (BE), straight grapple = 41%/44%

MB straight grapple, j2, 223, j3, 123, b23 = 36%
MB straight grapple, j2, 223, j3, 123, b23 (BE), straight grapple = 42%
^These two combos do the same damage as the normal bnbs, but they don't make you put yourself in the corner.

MB straight grapple, j2, 223, b3 (stage transition) = ~35%
223, b3 (stage transition) = ~32%/~37%
113, b3 (stage transition) = ~33%/~37%
^The damage on these three combos is based on the rooftop stage transition.

More coming in a minute.
These are great--thinking of how to incorporate midscreen and moving into the corner combos. It happens quite frequently, so I think I may have to come up with a simple system that will allow you to see variations to handle the situation. Thanks for posting all of these!
 

UsedForGlue

"Strength isn't everything"
A few things: 113 sucks. It has a massive hole that can be interrupted easily. If you're hit confirming a jump in or punishing, 112 does more damage for 1 bar as well.

I'll post up some BNBs I use tomorrow, too tired atm.

I'm sure some of the ones I use are posted already (hell, the one posted by BenGmanUk above me is the F3/B3 combo I use), but I figure if people want to know "BNBs" to use I'll help :)
Ive realised that 113 is strictly a punisher.

The meter-less B&B punisher I have is:

113, B3, J2, 123, B23 = 36%

I think that is pretty decent, as I don't want to be spending meter or using a bat for the sake of 39 or 41% an open space punish.

I will spend the meter on 123, as the best I can meterless is 123, J2, 123, B23 for 32%, so I will do 123, B2 Upward rang burn, B3, J2, B23 for 41%.

But my issue is finding a combo worth the meter from a B113...I can only get 25% with B113, 123, B23...
 

SCK ERR0R MACR0

Apprentice
Ive realised that 113 is strictly a punisher.

The meter-less B&B punisher I have is:

113, B3, J2, 123, B23 = 36%

I think that is pretty decent, as I don't want to be spending meter or using a bat for the sake of 39 or 41% an open space punish.

I will spend the meter on 123, as the best I can meterless is 123, J2, 123, B23 for 25%, so I will do 123, B2 Upward rang burn, B3, J2, B23 for 41%.
Yeah, punishing meterless from a starting 1 is tough damage wise.
 

Seapeople

This one's for you
I think some of these wall combos have already been found but I'm not sure if they're listed here.

223, j3, 123, b23~slide = 38%/41%
223, j3, 123, b23~super = 51%/53%
223, j3, 123, b23 (BE), super = 50%/53%
223, j3, 123, b23 (BE), b3 (stage transition) = ~50%/52%

b23, 123, b23~slide = 39%/42%
b23, 123, b23~super = 56%/57%
b23, 123, b23 (BE), super = 57%/58%
b23, 123, b23 (BE), b3 (stage transition) = ~55%/56%

MB straight grapple, j2, 223, j3, 123, b23~slide = 39%
MB straight grapple, j2, 223, j3, 123, b23 (BE), b3 (stage transition) = ~49%
112~MB straight grapple, j2, 223, j3, 123, b23 (BE), b3 (stage transition) = ~52%/54%
112~MB straight grapple, j2, 223, j3, 123, b23~slide = 44%/46%
 

SCK ERR0R MACR0

Apprentice
I think some of these wall combos have already been found but I'm not sure if they're listed here.

223, j3, 123, b23~slide = 38%/41%
223, j3, 123, b23~super = 51%/53%
223, j3, 123, b23 (BE), super = 50%/53%
223, j3, 123, b23 (BE), b3 (stage transition) = ~50%/52%

b23, 123, b23~slide = 39%/42%
b23, 123, b23~super = 56%/57%
b23, 123, b23 (BE), super = 57%/58%
b23, 123, b23 (BE), b3 (stage transition) = ~55%/56%

MB straight grapple, j2, 223, j3, 123, b23~slide = 39%
MB straight grapple, j2, 223, j3, 123, b23 (BE), b3 (stage transition) = ~49%
112~MB straight grapple, j2, 223, j3, 123, b23 (BE), b3 (stage transition) = ~52%/54%
112~MB straight grapple, j2, 223, j3, 123, b23~slide = 44%/46%
Nice! I needed corner combos and supers lol. I have just one that I haven't added yet:

B23>123, B23 (BE)~ES Grapple, J2, B23 (50%/52%)
 

Seapeople

This one's for you
Nice! I needed corner combos and supers lol. I have just one that I haven't added yet:

B23>123, B23 (BE)~ES Grapple, J2, B23 (50%/52%)
Nice. Doc made a similar combo that does about the same damage: youtube.com/watch?v=4nyuF9o577c
I'm thinking these are only for walls where you don't have a stage transition, because with a stage transition you can get about 5% more without spending meter.
 
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