JustinXavier21
The rose that grew from concrete
Blue Beetle Combo Thread
There’s lots of information out now by way of videos and posts, but I wanted to get things a little more organised. Certainly don’t want to undermine anyone’s hard work but needed to compile everything somewhere and figured it may as well go here – have credited at the bottom of the page but if I’ve missed your name, let me know!
Terminology:
* Fly = Air DB2 (no way I’m writing that over and over again…)
* T = Trait activated
* WBC = Wall Bounce Cancel
* GBC = Ground Bounce Cancel
* TC = Trait Cancel
The layout might look a bit odd initially, but it was the easiest way to get everything across. I've tried to include all the important stuff and will do my best to keep it updated, but bare with me. Also worth nothing that I've avoiding including accurate damage figures for now and instead just used the most natural figure - you'll quickly work out roughly how much everything does! Figures provided are against Superman.
As a rule of thumb, Wall Bounces allow for J3 follow ups, while Ground Bounces require J2.
Ground Starters: 111 / 21 / S3 / B2 / D1 [strongest to weakest]
DF1 [193] [Pray for MB] Moves you forward but resets neutral.
BF2 [185] [Frame Adv but high] Spaces for DF1 or F3 follow up. Might be best overall.
BF3 [194] [Easier to block confirm] Moves you backward but resets neutral.
Air Starters: F23 [or T13 FlyD1 F23] / DB1MB / AAD2 [strongest to weakest]
F3 J2 1321+3 [271] Leave out the throw for better positioning
TB3 J3 111 BF3 [310] Damage ender (switches sides and resets neutral)
TB3 J3 211+3 OR 1321+3 [297] Positioning enders
Starter ~ DF1MB
3 BF2 F23 BF3 [365] Max realistic damage
3 BF2 F2 DF1MB TC 211+3 [422] 2 bar utility
1321+3 OR (TC)211+3 [308] [Not ideal - low damage + side switch]
*Use TC as appropriate to get BF2 damage ender.
Starter ~ Bounce Cancels
WBC J3 111 BF3 [458] Easy and recommended
WBC J3 3 BF2 F23 BF3 [490] Hard but doable
GBC 3 BF2 F23 BF3 [443]
GBC J2 3 BF2 F23 BF3 [460]
Corner Starter ~ Bounce Cancels
GBC 3 BF2 F23 BF3 [443]
GBC 111 BF2 11 BF3 [470]
GBC BF2 3 BF2 33 DF1 507
AirBF2MB...
[BB in corner] DF1MB...
33 BF3???
3 BF2 33 BF3???
3 BF2 3 BF2 3BF3???
[TF2 D2] It's possible to hit confirm F2 into D2 as a very tight frame link while in trait, allowing you use F2 more safely. It leads to a low bounce so the combos are slightly different.
F2 D2 F23 F2 BF3 [175]
F2 D2 F2 MBDF1 211+3 [220]
COMBO ENDER THEORY!
Work in progress!
Combos haven't changed much over the last few weeks and it doesn’t seem like there’s tons of room to squeeze out more damage for him right now – we’ve seen lots of room for innovation and swag, but at the core, fundamental combo'ing is pretty simple…but going for max damage isn’t going to win us anything in the long term, so let’s work out how to end things properly!
Anything here is still completely subjective; give me time
[13Fly]
[132]
[F2] Leads to a hard knockdown allowing simple follow ups. Delayed wake-up theory? Wake up MB theory?
[D3]
[T211+3] Highest damage ender if you need to stay in trait for some reason
[TBF3] Generally, trait cancel this to reposition yourself for zoning again
[B1] Re-stand, possible after…spacing for B2 DF1 (always?) D3 or raw DF1 (always)
* is this is worst overall option now? Only good to negate really solid reversal options?
Junk
[132+1+3] Only good as a super easy and consistent damage ender
[211+3] Awful: Low damage, poor follow ups
Misc Notes
*Add Super combos? Does anyone care?
@scarsunseen @ESP-_BLACK @Espio @Branden Delio @Alakai
There’s lots of information out now by way of videos and posts, but I wanted to get things a little more organised. Certainly don’t want to undermine anyone’s hard work but needed to compile everything somewhere and figured it may as well go here – have credited at the bottom of the page but if I’ve missed your name, let me know!
Terminology:
* Fly = Air DB2 (no way I’m writing that over and over again…)
* T = Trait activated
* WBC = Wall Bounce Cancel
* GBC = Ground Bounce Cancel
* TC = Trait Cancel
The layout might look a bit odd initially, but it was the easiest way to get everything across. I've tried to include all the important stuff and will do my best to keep it updated, but bare with me. Also worth nothing that I've avoiding including accurate damage figures for now and instead just used the most natural figure - you'll quickly work out roughly how much everything does! Figures provided are against Superman.
As a rule of thumb, Wall Bounces allow for J3 follow ups, while Ground Bounces require J2.
Ground Starters: 111 / 21 / S3 / B2 / D1 [strongest to weakest]
DF1 [193] [Pray for MB] Moves you forward but resets neutral.
BF2 [185] [Frame Adv but high] Spaces for DF1 or F3 follow up. Might be best overall.
BF3 [194] [Easier to block confirm] Moves you backward but resets neutral.
Air Starters: F23 [or T13 FlyD1 F23] / DB1MB / AAD2 [strongest to weakest]
F3 J2 1321+3 [271] Leave out the throw for better positioning
TB3 J3 111 BF3 [310] Damage ender (switches sides and resets neutral)
TB3 J3 211+3 OR 1321+3 [297] Positioning enders
Starter ~ DF1MB
3 BF2 F23 BF3 [365] Max realistic damage
3 BF2 F2 DF1MB TC 211+3 [422] 2 bar utility
1321+3 OR (TC)211+3 [308] [Not ideal - low damage + side switch]
*Use TC as appropriate to get BF2 damage ender.
Starter ~ Bounce Cancels
WBC J3 111 BF3 [458] Easy and recommended
WBC J3 3 BF2 F23 BF3 [490] Hard but doable
GBC 3 BF2 F23 BF3 [443]
GBC J2 3 BF2 F23 BF3 [460]
Corner Starter ~ Bounce Cancels
GBC 3 BF2 F23 BF3 [443]
GBC 111 BF2 11 BF3 [470]
GBC BF2 3 BF2 33 DF1 507
AirBF2MB...
[BB in corner] DF1MB...
33 BF3???
3 BF2 33 BF3???
3 BF2 3 BF2 3BF3???
[TF2 D2] It's possible to hit confirm F2 into D2 as a very tight frame link while in trait, allowing you use F2 more safely. It leads to a low bounce so the combos are slightly different.
F2 D2 F23 F2 BF3 [175]
F2 D2 F2 MBDF1 211+3 [220]
COMBO ENDER THEORY!
Work in progress!
Combos haven't changed much over the last few weeks and it doesn’t seem like there’s tons of room to squeeze out more damage for him right now – we’ve seen lots of room for innovation and swag, but at the core, fundamental combo'ing is pretty simple…but going for max damage isn’t going to win us anything in the long term, so let’s work out how to end things properly!
Anything here is still completely subjective; give me time
[13Fly]
[132]
[F2] Leads to a hard knockdown allowing simple follow ups. Delayed wake-up theory? Wake up MB theory?
[D3]
[T211+3] Highest damage ender if you need to stay in trait for some reason
[TBF3] Generally, trait cancel this to reposition yourself for zoning again
[B1] Re-stand, possible after…spacing for B2 DF1 (always?) D3 or raw DF1 (always)
* is this is worst overall option now? Only good to negate really solid reversal options?
Junk
[132+1+3] Only good as a super easy and consistent damage ender
[211+3] Awful: Low damage, poor follow ups
Misc Notes
*Add Super combos? Does anyone care?
@scarsunseen @ESP-_BLACK @Espio @Branden Delio @Alakai
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