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Blue Beetle Combo Science

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
 
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mikosu

+ on block 50/50s
I decided to be useful to my fellow Beetleborgs and search for max damage combos. Combos are arranged meterless, 1 bar, and 2 bar. Using the notation in the OP. (Just wanted to get the post started. Will continue to edit.)

d1 (7-frame punish)
d1 bf2 11 bf3 (94.48 + 26 on block = 120.48) *whiffs on some characters up close
(T) d1 db1 (125.83) *whiffs on some characters around mid range
(T) d1 bf3 (104.93/113.29) *consistent meterless option
(T) d1 MB df1 (TC) 3 bf2 f23 bf3 (322.98) *consistent option*
(T) d1 MB db1 (TC) b3 j3 111 bf3 (359.27) *whiffs on some characters around mid range
(T) d1 MB df1 3 MB db1 (TC) b3 j3 3 bf3 (407.19) *consistent option
(T) d1 MB db1 (TC) b3 j3 3 MB db1 j3 3 bf3 (410.06) *whiffs on some characters around mid range

d2 (6-frame punish/AA)
d2 3 bf2 f23 bf3 (224.56) *consistent meterless option
d2 f2 bf2 111 bf3 (229.99) *high AA meterless option with specific range required
d2 3 bf2 f2 MB df1 TC walk forward slightly 111 bf3 (299.82)
d2 3 bf2 f2 MB df1 3 MB db1 TC j3 3 bf3 (351.03)

T d2 f23 b3 j3 111 bf3 (278.69)
T d2 f23 b3 j3 3 MB db1 j3 3 bf3 (312.12)
T d2 3 MB db1 b3 j3 3 MB db1 j3 3 bf3 (345.10)

Corner
d2 3 bf2 13 fly d2 111 db1 (291.52)
d2 3 bf2 3 MB db1 TC b3 j3 3 bf3 (353.10)

T d2 f23 f3 j2 fly d3 1321+3 (267.10)
T d2 f23 j3 fly d3 3 MB db1 b3 3 bf3 (309.24)

111 (7-frame punish)
Midscreen
(T) 111 bf3 (194.57/202.11)
111 bf2 walk forward slightly 11 bf3 (185.15 + 26 on block = 211.15)
*technically the most damage, 3 bf3 is easier for the same chip but less meter build
(T) 111 MB df1 (TC) 3 bf2 f23 bf3 (391.35)
111 WBC j3 3 bf2 f23 bf3 (494.19)

T 111 WBC j3 111 bf3 (462.44)

Corner
(T) 111 MB db1 (TC) b3 j3 111 bf3 (424.11)
111 GBC bf2 3 bf2 13 fly d2 1321+3 (534.92) *character-specific
111 GBC bf2 3 bf2 111 db1 (530.76) *consistent option


T 111 GBC j3 fly d3 111 db1 (490.60)

13 (7-frame punish)
Midscreen
13 fly d2 f23 f3 f2 bf2 f2 bf3 (312.56)

T 13 fly d2 f23 b3 j3 111 bf3 (348.12), with fly d1 instead for consistency: (330.80)
T 13 fly d2 f23 b3 j3 3 MB db1 j3 3 bf3 (383.09), with fly d1 instead for consistency: (365.77)
T 13 fly d2 f23 b3 j3 3 MB df1 3 MB db1 j3 1 bf3 (407.58), with fly d1 instead for consistency: (390.25)

Corner
13 fly d2 13 fly d2 f23 f3 walk back 3 bf2 111 db1 (364.42)
13 fly d2 f23 3 bf2 111 MB df1 slight walk forward 3 db1 (385.46)
13 fly d2 111 GBC bf2 3 bf2 111 db1 (478.83)

T 13 fly d2 f23 f3 j3 fly d3 1321+3 (313.05)

f23 (14-frame/whiff punish)
f23 f3 j3 3 bf3 (309.24) *does not work on smaller characters
f23 f3 f2 bf2 f2 bf3 (289.94) *consistent option
f23 f3 j3 3 MB db1 TC j3 3 bf3 (392.10) *does not work on smaller characters
f23 f3 f2 bf2 f2 MB df1 TC 211+3 (362.87) *consistent option
f23 f3 delayed j3 3 MB df1 3 MB df1 3 db1 (366.75) *does not work on smaller characters
f23 f3 f2 bf2 f2 MB df1 3 MB df1 TC 3 bf3 (347.12) *consistent option

T f23 b3 j3 111 bf3 (341.45)
T f23 b3 j3 3 MB db1 j3 3 bf3 (392.10)
T f23 b3 j3 3 MB df1 3 MB db1 j3 1 bf3 (427.57)

Corner
f23 f3 slight walk back 3 bf2 111 db1 (365.05)
f23 f3 slight walk back 3 bf2 111 MB db1 j3 3 bf3 (440.46)

T f23 f3 j3 fly d3 1321+3 (312.92)


b2 (dat yung mix)
Midscreen
(T) b2 bf3 (136.93/145.29)
b2 bf2 11 bf3 (126.48 + 26 on block = 152.48)
*any range: Swamp Thing, Atrocitus, Grodd, Darkseid, Scarecrow, Bane, Brainiac; max range: Superman, Cyborg, Flash, Batman, Black Adam; max range and later active frames: Catwoman, Green Lantern, Red Hood, Cheetah, Deadshot, Green Arrow, Blue Beetle, Firestorm, Aquaman, Black Canary, Robin
(T) b2 MB df1 (TC) 3 bf2 f23 bf3 (326.40)
b2 WBC j3 3 bf2 f23 bf3 (464.54)

T b2 WBC j3 111 bf3 (433.74)

Corner
b2 GBC bf2 3 bf2 13 fly d2 1321+3 (514.06)

T b2 GBC j3 fly d3 111 bf3 (460.15)

j1/j2 (A2A)
...(T) 111 bf3
...3 bf2 f23 bf3
...3 bf2 walk forward slightly 3 MB df1 TC 111 bf3

...T 1 3 MB df1 111 bf3

f3
Midscreen
f3 f2 bf2 walk forward 111 bf3 (331.46)
f3 f2 bf2 walk forward 3 MB db1 TC j3 3 bf3 (409.80)
f3 f2 bf2 walk forward 3 MB df1 3 MB db1 TC j3 1 bf3 (457.76)

T f3 j3 111 bf3 (341.77)

T f3 j3 3 MB db1 j3 3 bf3 (407.98)
T f3 j3 3 MB df1 3 MB db1 j3 3 bf3 (464.22)

Corner
f3 bf2 3 bf2 13 fly d2 1321+2 (426.03) *character-specific
f3 bf2 3 bf2 111 db1 (421.45) *consistent option

f3 bf2 3 bf2 111 MB db1 TC j3 3 bf3 (515.10)
f3 bf2 3 bf2 111 MB db1 TC j3 3 MB bf3 (539.94)

T f3 j3 fly d3 111 db1 (374.61)

T f3 j3 fly d3 111 MB db1 j3 3 bf3 (431.97)

b3
b3 j3 3 bf2 f23 bf3 (378.80)
b3 j3 3 bf2 f2 MB df1 TC 111 bf3 (452.45)
b3 j3 3 bf2 f2 MB df1 3 MB db1 TC j3 3 bf3 (489.99)

T b3 j3 1 walk forward 111 bf3 (349.02)
T b3 j3 1 walk forward 3 MB df1 111 bf3 (414.26)
T b3 j3 1 walk forward 3 MB df1 3 MB db1 j3 3 bf3 (465.35)

Some unclashables
(T) b3/f3 b3/f3 (211.20)
b2 MB bf2 (157.83)
(T) MB db1 b3/f3 b3/f3 (250.29)

(T) MB df1 (TC) MB bf2 (189.75)
(T) b2 WBC/GBC b3/f3 (309.71)

b2/3 super (466.11)
b3/f3 super (464.93)
 
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Sesal Snow

Exorcist, Demonologist and Master of the Dark Arts
This is just a quick clip to show some of the corner combos and setups I do generally. Made this since a lot of people have been asking.
I do understand there is a ton more tech combos etc but I literally made this on the quick to satisfy those whom have been asking and I did not want to dedicate to a full combo video since there are plenty out there that are viable.
 
Haha, love this signature.

[Doomsday] feels like a big shit-test. "Do you know how to block/punish these things? You don't? You lose. Then the actual match-up starts once you get past that.
Lol, this was so true, I HAD to play grundy in that mu. I couldn't block the bull shit, but grundy could walk through it with armor.....
 

Nexallus

From Takeda to Robin
I made a compilation video for both stances of all the combos I could find ending with all the best enders (f2, d3, b1, db1).

Some may not be optimal and some may be missing, so do let me know if I am missing anything. I am aware of restand setups and corner carry combos, however I do not know very many of them.

 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
This is just a quick clip to show some of the corner combos and setups I do generally. Made this since a lot of people have been asking.
I do understand there is a ton more tech combos etc but I literally made this on the quick to satisfy those whom have been asking and I did not want to dedicate to a full combo video since there are plenty out there that are viable.

Just put of curiosity, those corner setups, are they oki setups set on kd, if yes, are they filp coins ?