What's new

Batman Official Combo List

What notations should be used for combos?


  • Total voters
    144
Status
Not open for further replies.

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
Bats into super are godlike for closing the match. The other player can't throw out anything without losing 1/3 of their life.
3 bats, Super = 34%
2 bats, Super = 33%
1 bat, Super = 33%

What do you all think are the best anti airs? I think the best canidates would be either d2, b2, 1, d1, or possibly even f2.
The best anti-air if you are looking for jump, is to jump at them and do an air to air. This doesn't work as well on the CPU though because they cheat :p

Bats as a projectile is good (works best with 3 out), B2 is ok but has a very specific effective range. I think his d2 works horribly as an AA, tbh.

I still cant find anything point blank (above head) that AAs well. Just gotta meet them in the air I guess :/
 

Seapeople

This one's for you
The best anti-air if you are looking for jump, is to jump at them and do an air to air. This doesn't work as well on the CPU though because they cheat :p

Bats as a projectile is good (works best with 3 out), B2 is ok but has a very specific effective range. I think his d2 works horribly as an AA, tbh.

I still cant find anything point blank (above head) that AAs well. Just gotta meet them in the air I guess :/
Would you say 2 is the best a2a choice? I think d1 and 1 could be okay if their jump catches you off guard, but maybe it's just better to block in that situation.
 

STB Sgt Reed

Online Warrior
Bats into super are godlike for closing the match. The other player can't throw out anything without losing 1/3 of their life.
3 bats, Super = 34%
2 bats, Super = 33%
1 bat, Super = 33%

What do you all think are the best anti airs? I think the best canidates would be either d2, b2, 1, d1, or possibly even f2.
gotta be B2 ... D2 sucks.
 
Found a higher damage 1 meter no bats combo as well as a another great variation of the 1 meter with bats combo, both with 223 starter.

Metered, No Bats:
223, Ji3, 22~Ex Straight Grapple, B3, Ji3, B23= 42%/44%

Metered With Bats:
223, Ji3, B23 (BE)~EX Straight Grapple, B3, B23=45%/48%

Metered With Bats (Using Stage Interaction):
Ji2, 22~Helicopter Kick (Stage Interaction), Ji3, B23 (BE)~EX Straight Grapple, B3, B23=55%
That last won was mostly just for fun but it does show some potential we can expect from stage interactions in combos.
 
Just figured out that throws can be combo enders (the throw actually combos) or used anytime after an EX Straight Grapple... weird.
For example:
223, B3, Ji3, B23 (BE)~EX Straight Grapple, Throw=42%/45%

EDIT: The throw is untechable as well
 
Here are some crazy High damage resets using the bat signal stage interaction I figured out (SI=stage interaction)


1. Ji2, 223, B3, Ji3, B23 (BE)~EX Straight Grapple, Ji2 (Crossover), 11~SI, F3, 22~EX Straight Grapple, 123, B23=87%

2. Ji2, 223, B3, Ji3, B23 (BE)~EX Straight Grapple, Jump Over, 112~SI, F3, 22~EX Straight Grapple, 123, B23=87%

3. Ji2, B23>>123, B23 (BE)~EX Straight Grapple, Jump Over, 112~SI, F3, 22~EX Straight Grapple, 123, B23=87%
 

Seapeople

This one's for you
Corner bnbs :D
113, f3, j2, 123, b23 = 36%/39%
113, f3, j2, 123, b23 (BE)~straight grapple = 42%/45%
113, f3, j2, 123, b23 (BE)~MB straight grapple, nj2, 112~straight grapple = 47%/49%
113, f3, j2, 123, b23 (BE)~MB straight grapple, b3 (stage transition) = ~49%/51%

On the meterless combo with bats, it's pretty hard to land any followup after the bats other than straight grapple. It's probably possible though.
 

Seapeople

This one's for you
Here are some crazy High damage resets using the bat signal stage interaction I figured out (SI=stage interaction)


1. Ji2, 223, B3, Ji3, B23 (BE)~EX Straight Grapple, Ji2 (Crossover), 11~SI, F3, 22~EX Straight Grapple, 123, B23=87%

2. Ji2, 223, B3, Ji3, B23 (BE)~EX Straight Grapple, Jump Over, 112~SI, F3, 22~EX Straight Grapple, 123, B23=87%

3. Ji2, B23>>123, B23 (BE)~EX Straight Grapple, Jump Over, 112~SI, F3, 22~EX Straight Grapple, 123, B23=87%
Wow, great finds. You really should make a thread for this one.
Unblockable stage interractions shouldn't be able to link into combos, lbsh.
 
Wow, great finds. You really should make a thread for this one.
Unblockable stage interractions shouldn't be able to link into combos, lbsh.
The reason I won't make a thread for it yet is because im not sure if it is a guaranteed reset. If your opponent knows the reset and reacts fast enough to dash before the explosion hits them, they will avoid the explosion. HOWEVER, when batman jumps off the bat signal, he will cross over the other character, making their only way to avoid it a forward dash which (depending on the timing and character) could then still lead to a reset by punishing the dash. This is stuff I need to test still when I get another person to help out.
 

Seapeople

This one's for you
Nevermind, the opponent has a lot of time to get out of the way before the interactable hits. It can easily be escaped by jumping. Anytime the interactable is truly guaranteed (like if you use it on a knockdown), it will splat the opponent. It probably isn't even guaranteed in that situation because the opponent can most likely do a wakeup or wakeup-backdash.

NRS did their homework this time :)
 

Posthuman

Where's TJ Combo?
Nevermind, the opponent has a lot of time to get out of the way before the interactable hits. It can easily be escaped by jumping. Anytime the interactable is truly guaranteed (like if you use it on a knockdown), it will splat the opponent. It probably isn't even guaranteed extra damage in that situation because the opponent can most likely do a wakeup or wakeup-backdash to escape.

NRS did their homework this time :)
If you cant get punished for it then its still a good set up?
 
Nevermind, the opponent has a lot of time to get out of the way before the interactable hits. It can easily be escaped by jumping. Anytime the interactable is truly guaranteed (like if you use it on a knockdown), it will splat the opponent. It probably isn't even guaranteed extra damage in that situation because the opponent can most likely do a wakeup or wakeup-backdash to escape.

NRS did their homework this time :)
My testing with jumps makes me think that if they choose to jump out, batman recovers fast enough to anti air combo. One thing that may work better is to simply Jump over Stage interaction. They will be closer to the blast radius this way, and depending on the opponents recovery from the EX Straight Grapple, they may get reset regardless of if they dash or jump out of the explosion. Regardless, it's a nice gimmick reset that can do some crazy damage if your opponent doesnt know about it. small risk big reward kind of thing
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Any tips for this? It's really giving me a hard time.
What specific combo are you trying to do? I can help.

edit: If you are trying to hit 123 after a b3, ji2 I would suggest to pause a split second and let the opponent drop to about chest height before doing the 123 because if you hit it too quick the 2 will end up whiffing.
 

Seapeople

This one's for you
We've got meterless position reversals :cool:
-223, b3, dash, 123, b23 = 32%/36%
-223, b3, dash, 123, b23 (BE)~straight grapple = 38%/41%
-113, b3, dash, 123, b23 = 32%/36%
-113, b3, dash, 123, b23 (BE)~straight grapple = 38%/41%

These can also be done with f3 instead of b3 and do the same damage.
 

Seapeople

This one's for you
I've been trying to land a grapple and right before I fly in and hit them, throw out bats which pop them up for a possible combo. The timing is pretty tight to throw out the bats at the exact right time. I haven't been able to land a combo yet, anybody else want to give it a shot?
 
Status
Not open for further replies.