Take$$$
gotta take it to make it
28/30 characters for metered and 28/30 characters meterless. The 2 missing are Supergirl and Swamp Thing but I'll upload the strong oki you have against them at some point.
Meterless (Only works on J2 vortexable characters that stay grounded):
You can even change the combo for meterless so you have a choice between lvl 1 and lvl 2 depending on if you hit or not
Part 1:
Part 2:
Important Notes for part 2:
You need to kill around 2-3ish frames on each of these chars(minus Robin and Cheetah) to catch/beat everything in the vid + short & long delay + everything else they could try to do. You can accidentally kill as many as 7(or maybe even more) and you might be fine.
The order you do the jump attacks doesn't matter too much, I just think j1 first j2 second deals with air tech better.
You can even do j2 j2.
On Robin you need to kill a couple more frames(just to be safe) so you don't get sucked into the wakeup and still beat everything else.
This is the new combo you do on Bane to get around trait
Added Cheetah's trait due to a request, but nothing changes for her. Also showed that ever if you mess up your timing you can still punish her.
Looping level 2 trait makes a lot of this stuff work and gives you a good fallback punish if you mistime something for the pt2 chars when doing metered
For meterless use the same setups as parts 1 & 2 or the other one for 112 1+3 that I posted, and if they're in the air and hit by a jump attack or just j3 then end whatever combo you use in 112 1+3 or d3 to loop for free.
Can use j2 over j3 against most of the chars that I used j3 on, j2 will usually make their wakeup whiff but can hit everything else they do still, allowing you a clean punish on the wakeup if thats what they do.
Which jump attacks you use on which char in pt 1:
Meterless (Only works on J2 vortexable characters that stay grounded):
You can even change the combo for meterless so you have a choice between lvl 1 and lvl 2 depending on if you hit or not
Part 1:
Part 2:
Important Notes for part 2:
You need to kill around 2-3ish frames on each of these chars(minus Robin and Cheetah) to catch/beat everything in the vid + short & long delay + everything else they could try to do. You can accidentally kill as many as 7(or maybe even more) and you might be fine.
The order you do the jump attacks doesn't matter too much, I just think j1 first j2 second deals with air tech better.
You can even do j2 j2.
On Robin you need to kill a couple more frames(just to be safe) so you don't get sucked into the wakeup and still beat everything else.
This is the new combo you do on Bane to get around trait
Added Cheetah's trait due to a request, but nothing changes for her. Also showed that ever if you mess up your timing you can still punish her.
Looping level 2 trait makes a lot of this stuff work and gives you a good fallback punish if you mistime something for the pt2 chars when doing metered
For meterless use the same setups as parts 1 & 2 or the other one for 112 1+3 that I posted, and if they're in the air and hit by a jump attack or just j3 then end whatever combo you use in 112 1+3 or d3 to loop for free.
Can use j2 over j3 against most of the chars that I used j3 on, j2 will usually make their wakeup whiff but can hit everything else they do still, allowing you a clean punish on the wakeup if thats what they do.
Which jump attacks you use on which char in pt 1:
Edit: Let me put this list up real quick so people can put it in their notes and stuff:
The 17 chars that get vortexed by just j2/j3 and which jump move you use. You can use j3 in a lot of the cases where you use j2(the opposite isn't true), but j2 is better for the chars it work on imo. Anyway:
Cheetah (j2)
Deadshot (j2)
Ivy (j2)
Scarecrow (j2)
Black Adam (j2)
Joker (j2)
Harley (j2)
Aquaman (j2)
Green Lantern (j2)
Flash (j2)
Dr Fate (j2)
Green Arrow (j2)
Darkseid (j2 or j3. Both really easy to time, doesn't matter too much which you use with what we know rn)
Blue Beetle (j3)
Grodd (j3)
Braniac (j3)
[moved to another setup] ->Bane<- (should be combo'd using the pt 2 stuff so you can beat his trait, can do the pt 1 stuff if he will still be in debuff when he has to use a wakeup move. Possibly gets meterlessly vortexed)
The 17 chars that get vortexed by just j2/j3 and which jump move you use. You can use j3 in a lot of the cases where you use j2(the opposite isn't true), but j2 is better for the chars it work on imo. Anyway:
Cheetah (j2)
Deadshot (j2)
Ivy (j2)
Scarecrow (j2)
Black Adam (j2)
Joker (j2)
Harley (j2)
Aquaman (j2)
Green Lantern (j2)
Flash (j2)
Dr Fate (j2)
Green Arrow (j2)
Darkseid (j2 or j3. Both really easy to time, doesn't matter too much which you use with what we know rn)
Blue Beetle (j3)
Grodd (j3)
Braniac (j3)
[moved to another setup] ->Bane<- (should be combo'd using the pt 2 stuff so you can beat his trait, can do the pt 1 stuff if he will still be in debuff when he has to use a wakeup move. Possibly gets meterlessly vortexed)
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