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Guide Didn't Stand a Chance! - A Batgirl Guide

This is a community guide. If you wish to add or correct something you MUST pm or tag me. All information is welcome!​

Credits! Celerity 1man3letters

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Batgirl BnB Combos!
[Vortex] means you can land a follow up b1 or b2 combo starter to continue comboing the opponent until they are defeated or guess correctly.
[Meter Burn] means that that the combo cost meter with its amount displayed to the right.
[Consistent] means its lower damage than other combos in its category but much easier to perform.
Mid-Screen Combos
b1
b12, d2~Babs Bola, J2, 111 21% [Vortex]
b12, b23, d2~Babs Bola, J2, 111 26% [Vortex]
b1~MB Redemption, b2u3, d2~Babs Bola, J2, 111 27% [Vortex][Meter Burn - 1 Bar]
b1~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 31% [Vortex][Meter Burn - 1 Bar]
b12, f23~MB Flying Bat, d2~Babs Bola, J2, 111 34% [Vortex][Meter Burn - 1 Bar]

b2
b2u3, d2~Babs Bola, J2, 111 22% [Vortex]
b2u3, b23, d2~Babs Bola, J2, 111 28% [Vortex]
b2d3~MB Redemption, b2u3, d2~Babs Bola, J2, 111 28% [Vortex][Meter Burn - 1 Bar]
b2d3~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 32% [Vortex][Meter Burn - 1 Bar]
bdu3, f23~MB Flying Bat, d2~Babs Bola, J2, 111 35% [Vortex][Meter Burn - 1 Bar]

B3
b3, J3, bdu3, d2~Babs Bola, J2, 111 35% [Vortex]

F3
f3, b2u3, d2~Babs Bola, J2, 111 28% [Vortex]
f3, f23~MB Flying Bat, d2~Babs Bola, J2, 111 35% [Vortex][Meter Burn - 1 Bar]

1
111~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 35% [Vortex][Meter Burn - 1 Bar]

2
21~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 32% [Vortex][Meter Burn - 1 Bar]

f2
f21~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 34% [Vortex][Meter Burn - 1 Bar]

d1
d1~MB Redemption, b3, J3, d2~Babs Bola, J2, 111 30% [Vortex][Meter Burn - 1 Bar]

d2
d2, J2~MB Smoke Bomb, b3, Babs Bola, J2, 111 21% [Vortex][Meter Burn - 1 Bar]

Babs Bola
Babs Bola, dash twice, j2, f23~Bat Wheel Up 24%
Babs Bola, (from full screen)dash twice, J2, f23~MB Flying Bat, f21~Bat Wheel UP 32% [Meter Burn - 1 Bar]
Babs Bola, MB Smoke Bomb, b3, J3, f21~Bat Wheel Up 23% [Meter Burn - 1 Bar]

MB Smoke Bomb
MB Smoke Bomb, b3, J2, d2~Babs Bola, J2, 111 22% [Meter Burn - 1 Bar]

Corner Combos
b1
b12, f23, d2~Babs Bola, J2, 111 29% [Vortex]
b12, f23~MB Flying Bat, d2~Babs Bola, J2, 111 34% [Vortex][Meter Burn - 1 Bar]
b1~Bat Wheel Up, f23~MB Flying Bat, d2~Babs Bola, dash back, J2, 111 41% [Vortex][Meter Burn - 1 Bar]
b12, f23, f21, f23~Bat Wheel UP 40%
b12, f23, f21, f23~MB Flying Bat, f23~Bat Wheel Up 49% [Consistent][Meter Burn - 1 Bar]
b12, f23, f23, f23~MB Flying Bat, 23~Bat Wheel Up 53% [Meter Burn - 1 Bar]

b2
b2u3, f23, d2~Babs Bola, J2, 111 31% [Vortex]
b2u3, f23~MB Flying Bat, d2~Babs Bola, J2, 111 35% [Vortex][Meter Burn - 1 Bar]
b2d3~Bat Wheel Up, f23~MB Flying Bat, d2~Babs Bola, dash back, J2, 111 42% [Vortex][Meter Burn - 1 Bar]
b2u3, f23, f21, f23~MB Flying Bat, f23~Bat Wheel Up 51% [Consistent][Meter Burn - 1 Bar]
b2u3, f23, f23, f23~MB Flying Bat, 23~Bat Wheel Up 54% [Meter Burn - 1 Bar]

B3
b3, J3(after they fly over you), d2~Babs Bola, J2, 111 30% [Vortex]
b3, J3(after they fly over you), f21~MB Flying Bat, f21~Bat Wheel UP 40% [Meter Burn - 1 Bar]

F3
f3, f23, d2~Babs Bola, J2, 111 31% [Vortex][Meter Burn - 1 Bar]
f3, f23, f21, f23~Bat Wheel Up 40% [Meter Burn - 1 Bar]
f3, f23, f21, f23~MB Flying Bat, f23~Bat Wheel Up 49% [Meter Burn - 1 Bar]

1
111~Bat Wheel UP, d2~Babs Bola, J2, 111 32% [Vortex]
111~Bat Wheel UP, f23~MB Flying Bat, d2~Babs Bola, J2, 111 44%[Vortex][Meter Burn - 1 Bar]
111~Bat Wheel UP, f21, f21, f23~MB Flying Bat, f23~Bat Wheel Up 55% [Meter Burn - 1 Bar]

2
21~Bat Wheel UP, d2~Babs Bola, J2, 111 29% [Vortex]
21~Bat Wheel UP, f23~MB Flying Bat, d2~Babs Bola, J2, 111 42% [Vortex][Meter Burn - 1 Bar]
21~Bat Wheel UP, f21, f21, f23~MB Flying Bat, f23~Bat Wheel Up 53% [Meter Burn - 1 Bar]

f2
f21~Bat Wheel UP, d2~Babs Bola, J2, 111 31% [Vortex]
f21~Bat Wheel UP, f23~MB Flying Bat, d2~Babs Bola 44% [Vortex][Meter Burn - 1 Bar]
f21~Bat Wheel UP, f21, f21, f23~MB Flying Bat, f23~Bat Wheel Up 55% [Meter Burn - 1 Bar]

d1
d1~Bat Wheel UP, d2~Babs Bola, J2, 111 27% [Vortex]
d1~Bat Wheel UP, f23~MB Flying Bat, d2~Babs Bola, J2, 111 40% [Vortex][Meter Burn - 1 Bar]
d1~Bat Wheel UP, f21, f21, f23~MB Flying Bat, f23~Bat Wheel Up 52% [Meter Burn - 1 Bar]

d2
d2, f23, f21, f23~Bat Wheel UP 31%
d2, f23, f21, f23~MB Flying Bat, f23~Bat Wheel Up 39% [Meter Burn - 1 Bar]

All combos submitted here.
 
STRATEGY!

Off of any Babs Bola, you can do J2, 111, this leaves you at enough frame advantage to do either a b1 or b2 which MUST be guessed because you cannot react to the LOW or OVERHEAD. Each time you land a b1 or b2 combo starter you can hit them wither another Babs Bola. This will continue until they are dead or guess right.

Flying Bat
Invincible frames on start up and covers up until the descent of the animation.

Smoke Bomb
Invincible frames on start up and until she reappears on screen.

Bat Wheel
Minor invincibility frames on start up only.

Redemption
VERY minor invincible frames on start up only.

b2d3~Redemption has a 9f gap. 9f normals trade and 8f normals punish.
b2~Redemption has a 13f gap. 13f normals trade and 12f normals punish.
b1~Redemption has no gaps

21 is +2
This creates a 6f trap with 1, f2, and d1.
Redemption is +1
This creates a 6f trap with 1. Although the timing is insanely strict you can even punish a reversal Corps Charge from Lex Luthor in training mode. The 1 is a HIGH which means it is duckable.
3 is +3
Causes knockback but sets you up the perfect distance for a jump in, Babs Bola cancel, Redemption, or b12.
113 is +5
Causes knockback. Useful in the corner as it leaves you in range for a b1/b2 mixup although this can be interrupted if they read you will try for a vortex starter. 113, 113 is a frame trap, opponent has to duck and poke the 1 to get out. 113, f2/f21/f212/f23 is a frame trap.
b21 is +2
Causes knock back. Perfect for jump ins.

Using her BnB corner combo.. b2u3, f23, f21, f23~Bat Wheel UP
..41% with Punch Blades and 40% with Electrified Knuckles
Lets try her basic BnB vortex combo.. b2u3, b2u3, d2~Babs Bola, J2, 111
..28% with Punch Blades and 27% with Electrified Knuckles

The difference is so negligible you would be doing yourself a disservice by not using the Electrified Knuckles at all times. A blocked punch does only 0.07% when not using Electrified Knuckles, with it, it does 0.67%. It takes 10 punches with Punch Blades to deal 0.7%, you get that with basically one blocked punch from Electrified Knuckles! 10 blocked punches from Electrified Knuckles deal 6.7% in chip.

After a blocked J1 there is at least a 6 frame gap when linked into b1/b2 so thats a no go.

After a blocked J2 theres not enough time for the opponent to poke you with 6 frame normal if you go for a b1/b2 vortex starter but the opponent can MB b3/f3 you, there may also be other options depending on the character such as back dashing but is untested at the moment.

After a blocked J3 you get either a b1/b2 vortex starter which cannot be poked or armored out.

Submissions will be placed here until sorted.
 
She still has it, its part of her core gameplay. Any combo that ends with a [Vortex] allows you to use a b1 or b2 follow up to continue the vortex.
 
Also, updated!

Feel free to send me any information or pm/tag me everyone. This guide will never be complete without help from the community :)
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
DeathAndHealing in the frametraps/setups i think you should add j3.

whatever about what the current 1.04 pause menu frame data says it is currently you get either a b1/b2 50/50 off it on block.
that is stupidly good for a j3 to have going for it seeing as you cant cancel a j3 into a blockstring
(if this will change in the upcoming batgirl changes next patch is another thing)
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
What about the other jump in attacks? Do they not allow you to b1/b2 after?

after jump 1 there is at least a 6 frame gap when linked into b1/b2 so thats a no go.
after jump 2 theres not enough time to poke with 6 frame but there is for mb b3/f3,so i sure theres other options depending on the char (if backdashing a option could depend on the char also)
 
after jump 1 there is at least a 6 frame gap when linked into b1/b2 so thats a no go.
after jump 2 theres not enough time to poke with 6 frame but there is for mb b3/f3,so i sure theres other options depending on the char (if backdashing a option could depend on the char also)


That's not true man I have linked ji.2 into 1,1,1 bf1 MB before but not consistently. The timing is so tight that i only got it like 1/5 tries so I gave up on it.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
That's not true man I have linked ji.2 into 1,1,1 bf1 MB before but not consistently. The timing is so tight that i only got it like 1/5 tries so I gave up on it.

yes is it true good sir, i meant j2 to b1/b2 50/50.
j2 to 1 does jail though,you are correct on that,do it lower in your jump arc and will jail every time :)
 
I feel like an idiot but I CANNOT get the timing on "b12, d2~Babs Bola" I tried fightstick then D-Pad. Do you hold down while you press d2 or do you press down at the same time as 2? Any help would be appreciated.
 
I feel like an idiot but I CANNOT get the timing on "b12, d2~Babs Bola" I tried fightstick then D-Pad. Do you hold down while you press d2 or do you press down at the same time as 2? Any help would be appreciated.
Don't do that. Off of b12 starter do this combo:

B12, b2u3, d2 bola. Don't skip the b2u3
 

Pan1cMode

AUS FGC represent!
I feel like an idiot but I CANNOT get the timing on "b12, d2~Babs Bola" I tried fightstick then D-Pad. Do you hold down while you press d2 or do you press down at the same time as 2? Any help would be appreciated.
Input the b+12 at once, wait till the animation almost finishes, then input the d+2~bf1 at once. But as previously said; b+12, b+2u+3, d+2~bf1, ji2, 111 is the better vortex combo.
 
Input the b+12 at once, wait till the animation almost finishes, then input the d+2~bf1 at once. But as previously said; b+12, b+2u+3, d+2~bf1, ji2, 111 is the better vortex combo.

That helped. I was able to pull it off...the first three times out of 20. I'm finding that adding b2u3 is harder on consistency, and you really need to be in close. Maybe it depends on the size of the opponent??
 
That helped. I was able to pull it off...the first three times out of 20. I'm finding that adding b2u3 is harder on consistency, and you really need to be in close. Maybe it depends on the size of the opponent??
As long as the b12 connects the b2u3 should work. The timing on it to allow you to have enough time for the bola to hit qfter d2 is tight though. Too late and theyl be too low and hola will whiff

Probably only a few frame window.
 

Pan1cMode

AUS FGC represent!
That helped. I was able to pull it off...the first three times out of 20. I'm finding that adding b2u3 is harder on consistency, and you really need to be in close. Maybe it depends on the size of the opponent??
Nah, it's not char dependant, but the timing is tight. Online I always go for b+12, d+2~bf1, ji2, 111 because I can't hit confirm the b+2u+3 in lag.