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Strategy Black Adam's Oki game

Hey Vulcan Hades after the 223 and f13 knockdowns try jf3 xx fbs, 11 xx black magic (mb), trait, b23 u 1+3. Almost forgot with the f13 you need to dash once before the jf3. 49% damage and only 1 bar.
It's just 13 there's no f13 string. :p

I really don't understand the dash you're talking about. Dashing before the j3 doesn't make much sense because then they would basically be out of range + out of danger since they recovered long ago. So I'm not sure I follow. Surely you must mean dash after black magic and not before fj3?

And isn't that 2 meters? How is Dive Kick going to float them if it's not meter burned? Only way that would happen is if j3 hits but I don't think you can really make it cross-up after 223 and 13. So it would just get blocked 90% of the time, no? I can't even make it ambiguous.

Can you make a video of this? I don't think I understand your setup.
 
On an unrelated note: BnB, fj2 xx FBS, b23, d2 xx MB Black Magic is NOT a good way to setup a bomb trap. If you do that they can easily avoid all the setups with just a back roll.

The best ways to setup a bomb trap are:

-j2, starter xx trait, 22b1, j2, 11 xx MB Black Magic (39%, universal)

-j2, starter xx trait, 22b1, j2 (early) xx Far Boot Stomp, b2 xx MB Black Magic (44%, doesn't work on Doomsday and possibly other big characters)

-j2, starter xx trait, b23, 11 xx MB Black Magic (39%, universal but harder link)

-MB FBS, IA FBS, b2 xx MB Black Magic (31%, universal)

-MB FBS, dash, 11 xx trait, b2 xx MB Black Magic (31%, universal)

 

T4T|Nevan

"Burn baby! Burn!"
So these should be the bomb traps setups we should be using now? Or more to add to those you've shared before?

Because this is great information and a great job from you and the community, I just want to narrow what I should be using. Don't want to overload myself with information :b
 
Yeah sorry the ones I just posted are for MB Black Magic within a combo. Doesn't count full screen MB Black Magic (which requires far bomb).

The other day I showed pushblock traps ending with 22b1 xx bomb and 11 xx bomb. Those are still ok for meterless bomb setups but just do less damage and give less frame advantage.

I just want to narrow what I should be using. Don't want to overload myself with information :b
lol yeah take everything with a grain of salt. Just because I post something here doesn't mean you should learn it haha.

I'm mostly brain storming. You be the judge of what's worth adding to your game and what's just gimmicks.

For example personally I don't think the pushblock traps are really that good because once your opponent becomes aware of it then it will never work again so it's the kind of gimmick that only works once on clueless players.
 

T4T|Nevan

"Burn baby! Burn!"
Theres no need to apologize :) I like your brainstorms, always with somethjng new and thats really god to keep the character flexible an d fresh. So keep those storms commin'.

Okay I'll organize your info in a notepad and study it. To see what to use in X situation.

Thanks Vulcan "Black Adam Guru" Hades hehe
 
Well, if it can help... here are some examples of how I process all this info:

-To me, most enders have become pointless because I find 223, 13 and f3 much better now. I want that hard knockdown.

-223 and 13 are almost identical but 13 deals more damage so that's the one I'll use.

-Ending a combo with D3 or Lightning Storm has also become pointless when I discovered that the standing reset with NJ2 did around the same damage and negated wake up + allowed me to mixup between CBS, cross-up and double cross-up.

-Bomb Traps are slowly going to be replaced by a new vortex I found which I find much more effective than my current bomb trap setups. (will share this vortex later lol!)

I eliminated a lot of things that I consider inferior to 13, f3 and standing reset. So that's my main gameplan until I find something better that will replace some of those things.
 

T4T|Nevan

"Burn baby! Burn!"
That standing reset with nj2 is realy sick sick. Opens up for alot of options for you and for the oponnent to deal with.

Exactly, this is why I find Black Adam a blast, he has many tool to play with, hes not dull and I really dislike doing the same combo over and over again.

On a side note: it's to praise your attitude and the other folks on this forum, you guys learn something and share with "us". That's really nice. Wish I had the time to do the same, but I don't, so I come here, test the finds and see what I can apply and if I have any doubts I'll try to clarify it.
 

Qwark28

Joker waiting room
I mostly end my combos with B23 in certain matchups when I have trait.

I want to stuff wakeups for 55%/ Get a damage boosted throw.

Sometimes I'll simply go for B23 if I know they like to poke after and D1 trait for full combo.
 

Qwark28

Joker waiting room
I think adam is 99% gimmicks and ineffective setups and 1% really safe/good compromises that net him lots of damage.
 

Suntan Superman

Never outshine the Master
It's just 13 there's no f13 string. :p

I really don't understand the dash you're talking about. Dashing before the j3 doesn't make much sense because then they would basically be out of range + out of danger since they recovered long ago. So I'm not sure I follow. Surely you must mean dash after black magic and not before fj3?

And isn't that 2 meters? How is Dive Kick going to float them if it's not meter burned? Only way that would happen is if j3 hits but I don't think you can really make it cross-up after 223 and 13. So it would just get blocked 90% of the time, no? I can't even make it ambiguous.

Can you make a video of this? I don't think I understand your setup.
Sorry I meant f23 and not 13 . After a hard knock down (223) the jf3 is at the perfert distance to land allowing for a the fbs to cross-up and after a f23 one dash will put at the same distance for the jf3. It works I landed it in about 75% of matches online yesterday. The only exception is catwoman so far. Its hard to land it while shes crouching. I'll try to post a vid. thanks for the feedback
 
Oh yeah f23, I forgot about that knockdown. It would be so much better if it wasn't techable though.

And j2/j3 still don't seem to cross-up even if they don't roll. So since you can't make your jump attack ambiguous you'd still need to MB the dive kick to get the cross-up bounce into a combo.

It's basically the same setup as 223 and 13 except they can roll out of f23.

I mostly end my combos with B23 in certain matchups when I have trait.

I want to stuff wakeups for 55%/ Get a damage boosted throw.

Sometimes I'll simply go for B23 if I know they like to poke after and D1 trait for full combo.
So you like, pretend to be dropping your b23 link? That's interesting LOL. I thought about purposely dropping combos at some point but couldn't find anything really solid after b23, and I was bummed when I realized it was techable.

Though it's true they almost always wake up in place and mash buttons when I drop b23. I should start using that to my advantage. :)
 
Here's the vortex I was talking about yesterday:


-j2, starter xx trait, 22b1, early fj2 xx FBS, b2 xx MB Black Magic > wait, f3 OR dash twice, f3 (48%, on big characters like Doomsday use the less damaging variation)

-j2, starter xx trait, 22b1, fj2 xx 11 xx MB Black Magic > wait, f3 OR dash twice, f3 (43%, universal)

It's extremely ambiguous and even I'm not sure whether I'm going to cross-up or not sometimes. The timing of MB Black Magic, the timing of F3 and the timing of j1/j2 can all slightly alter the outcome.

The "Bladam Special" is actually a front attack but that crosses-up if they try to block it like a cross-up. Yes, they have to block this "incorrectly" (hold back) on what appears to be a cross-up visually. If you time f3/j2 earlier or later it will be a true cross-up and then they'll have to hold forward instead.

Characters with poor wake ups just have to deal with it. And vs characters who have good wake up options you can just alter the timing to safe jump or make them whiff in the wrong direction.
 

IrishMantis

Most humble shit talker ever!!!
Premium Supporter
Wow I thought I was the only one doing a the bomb set ups after MB.

I'm happy to see other people making sick use it, very underrated, nice shit here

I have some dirty BA Tech that I haven't seen yet, I'm sure you will like, it's in BAs favour majority of the time
I'll post it when I get a chance to record it

Let's just say it will give people a reason to counter pick stage on BA
 

T4T|Nevan

"Burn baby! Burn!"
Yeah that is correct. I was trying your setups and if the j2 was a bit late I couldn't get the fake crossup, was getting the crossup one all the time.

That fake cross up and the cross up, they are damn hard to see. Really nasty
 
btw the reason why the 48% version doesn't work on Doomsday (and possibly all big characters) is because you have to connect fj2 on the earliest frames in order for b2 to connect high enough after Far Boot Stomp. But on Doomsday if you connect fj2 early, then FBS whiffs. And if you try to connect fj2 later then b2 doesn't hit high enough for MB Black Magic to connect.

And those 2 combos + 2 variations are the only ones I know that guarantee an automatic-timing for a perfect ambiguous cross-up. If you try to end any other combo with F3 the frame advantage and spacing will be much different and will require you to manually time your jump in. But sometimes they'll get up too fast for you to even get to the point where you can make your jump in ambiguous. I've spent a lot of time researching which combo into F3 was optimal and I'm pretty sure that's the one that grants the best situation for the most damage.