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Erron Black Barking Irons Combo video

Nice combos I was trying out some stuff today with that variation. I think the dynamite dynamics can play a head game with your opponent combined with slide and f4. Combo into explosions if timed correctly. Full screen 278 with rifle fully unloaded
 
Awesome stuff my friend. I keep wanting to use Barking Irons more, but life is so painful without Enhanced LnL :( maybe this video will provide more motivation
 
Laying out combo notations from NerOo007's vid for anyone also wanting to have fun with Barking Irons. Hope you don't mind pal, all credit goes to NerOo007 I was just enjoying his tech and wanted a way to replicate it without needing the video playing.

Combo notations:

Midscreen

B2,2,2 ~ DBF1 (amp) (26%)
B2,U4 ~ BF3 (cancel) ~ F3,4 ~ BF3 (amp) (24% + DoT)
B2,U4 ~ BF3 (cancel) ~ DBF1 (amp) (26%)

Anti-Air

2,1 ~ F3,2 ~ BF3 (amp) (21% + DoT)
D2 ~ 2,1 ~ DBF1 (amp) (27%)

Krushing Blows (KB)

D2 (KB) ~ F3,2 ~ BF3 (33%)
D2 (KB) ~ 3 ~ DBF1 (amp) (35%)
2,1,2,1,2 (KB) ~ F3 ~DBF1 (amp) (35%)

Korner Kombos

B2,U3 ~ BF3 (cancel) ~ 2,1 ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (31%)
B2,2,2 ~ BF3 (cancel) ~ D1 ~ D1 ~ D1 ~ D1 ~ DBF1 (amp) (29%)
DB1 (amp) ~ JI3 ~ 2,1,2,1,2 ~ DBF1 (amp) (36%)
D2 (KB) ~ F3,2 ~ DBF1 (amp) (38%)
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (41%)
2,1,2,1,2 (KB) ~ F3,2 ~ DBF1 (amp) (37%)
2,1,2,1,2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (39%)
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (41%)

Fatal Blow Kombos

B2,U3 ~ BF3 (cancel) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (40%) // Performed in the corner.
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (51%) // Performed in the corner.
2,1,2,1,2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (47%) // Performed in the corner.

Disclaimer: All of these combos, with the exception of the Fatal Blow combos end in a side swap, often putting yourself in the corner. The timing on these combos is also fairly tight for pretty meager damage.
 
Laying out combo notations from NerOo007's vid for anyone also wanting to have fun with Barking Irons. Hope you don't mind pal, all credit goes to NerOo007 I was just enjoying his tech and wanted a way to replicate it without needing the video playing.

Combo notations:

Midscreen

B2,2,2 ~ DBF1 (amp) (26%)
B2,U4 ~ BF3 (cancel) ~ F3,4 ~ BF3 (amp) (24% + DoT)
B2,U4 ~ BF3 (cancel) ~ DBF1 (amp) (26%)

Anti-Air

2,1 ~ F3,2 ~ BF3 (amp) (21% + DoT)
D2 ~ 2,1 ~ DBF1 (amp) (27%)

Krushing Blows (KB)

D2 (KB) ~ F3,2 ~ BF3 (33%)
D2 (KB) ~ 3 ~ DBF1 (amp) (35%)
2,1,2,1,2 (KB) ~ F3 ~DBF1 (amp) (35%)

Korner Kombos

B2,U3 ~ BF3 (cancel) ~ 2,1 ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (31%)
B2,2,2 ~ BF3 (cancel) ~ D1 ~ D1 ~ D1 ~ D1 ~ DBF1 (amp) (29%)
DB1 (amp) ~ JI3 ~ 2,1,2,1,2 ~ DBF1 (amp) (36%)
D2 (KB) ~ F3,2 ~ DBF1 (amp) (38%)
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (41%)
2,1,2,1,2 (KB) ~ F3,2 ~ DBF1 (amp) (37%)
2,1,2,1,2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (39%)
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ DBF1 (amp) (41%)

Fatal Blow Kombos

B2,U3 ~ BF3 (cancel) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (40%) // Performed in the corner.
D2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (51%) // Performed in the corner.
2,1,2,1,2 (KB) ~ 2,1 ~ 2,1,2,1,2 ~ Fatal Blow (47%) // Performed in the corner.

Disclaimer: All of these combos, with the exception of the Fatal Blow combos end in a side swap, often putting yourself in the corner. The timing on these combos is also fairly tight for pretty meager damage.
Thank you, well done.

Honestly, I think your disclaimer is very accurate. Barking Irons is amusing but just not good enough to justify giving up one of Erron's only launchers (Enhanced LnL's 2) on such a kombo limited character already. I'm definitely never going to be good enough to be able to pull off BF3 cancels in a kombo consistently, and even then you only get ~25% damage off of it :p??

I have been playing a Kustom variation with enhanced LnL, command grab, dynamite. Fun!
 

NerOo007

Noob
Hello everyone. Erron got unfaired nerf. But like i said in comments section of my combo video ( barking irons) this variation will take the future. Now it's more playable due slide cancel shared same framedata as scudshot before patch. And now u have rising stock as default move and u have accsess to his krushing blow. So i do have old optimal from b222 works only on big characters, but it's good to know and practice as a lot of erron mains will move to second variation. ( I didn't read this theme i created for 2 months and i wannna say thank you every one for u support) enjoy
( this is my found but some one maybe know this combo as well cause video is 2.5 old)
 

SinkFla

Noob
Hello everyone. Erron got unfaired nerf. But like i said in comments section of my combo video ( barking irons) this variation will take the future. Now it's more playable due slide cancel shared same framedata as scudshot before patch. And now u have rising stock as default move and u have accsess to his krushing blow. So i do have old optimal from b222 works only on big characters, but it's good to know and practice as a lot of erron mains will move to second variation. ( I didn't read this theme i created for 2 months and i wannna say thank you every one for u support) enjoy
( this is my found but some one maybe know this combo as well cause video is 2.5 old)
Rising stock being a default move makes EVERYTHING so much greater.
 

Dreamcatcher

TYM League Coordinator (MK11)
Royal Contributor
So I can't press U to back out of L&L in variation 2?
Correct, it's dumb as shit. I initially got excited to see the launcher was now also available in the second variation, until I realized that all you can do is finish the combo with shots... which isn't terrible I guess but certainly not optimal design.
 
When I saw a couple of the less popular variations getting adjustments, was hoping desperately they would decrease the startup/recovery on dynamite. Very disappointed :( but still Barking Irons looks more appealing after the Scud Shot changes.
 

SinkFla

Noob
Correct, it's dumb as shit. I initially got excited to see the launcher was now also available in the second variation, until I realized that all you can do is finish the combo with shots... which isn't terrible I guess but certainly not optimal design.
Jesus Christ lol. Yeah, that's definitely not improving his second variation then. Being able to get out of L&L after a launch shouldn't be considered an "enhanced" technique. Like I said in the other thread, what the fuck are they smoking?!

When I saw a couple of the less popular variations getting adjustments, was hoping desperately they would decrease the startup/recovery on dynamite. Very disappointed :( but still Barking Irons looks more appealing after the Scud Shot changes.
Yeah you would think dynamite would have been improved but nope. Still god awful startup and recovery.

If they really wanted to nerf the b222 into SS strategy imo they should have increased startup after the second hit of that string, therefore putting a gap between the second and third hits (which could be flawless blocked) on block.
 

NerOo007

Noob
Scud shot into anything was minus and was up to -15 from 21212 cancel. Ppl just can't play against that cause they are dumb. Anyways. Second variation had same frame data on slide cancels as scudshot cancels pre patch. Second variation now have the upstock wich is still a buff. Now atleast u can combo from 21212 string on normaly yeah into 230 dmg but still. Also second variation have more useage of his up stock crushing blow. My personal opinion is that second variation is full rushdown with command grab and shimmi cancels into pressure ( with useless tnt) first one is combo from anything and anti zoning. Use both variations to diff. match ups.
 

SinkFla

Noob
Scud shot into anything was minus and was up to -15 from 21212 cancel. Ppl just can't play against that cause they are dumb. Anyways. Second variation had same frame data on slide cancels as scudshot cancels pre patch. Second variation now have the upstock wich is still a buff. Now atleast u can combo from 21212 string on normaly yeah into 230 dmg but still. Also second variation have more useage of his up stock crushing blow. My personal opinion is that second variation is full rushdown with command grab and shimmi cancels into pressure ( with useless tnt) first one is combo from anything and anti zoning. Use both variations to diff. match ups.
Yeah I do love the command grab I have to say. I have a custom variant that uses it along with the ground trap lmao. Wish that was a ranked variant because throwing people into it is fucking hilarious.
 
I've been trying out the 2nd variation and having 'some' fun with it but damn they really need to do something about that dynamite throw. As of now that is by far the most useless move in the entire game. What were they thinking?

I really hope they speed it up.
 
I've been trying out the 2nd variation and having 'some' fun with it but damn they really need to do something about that dynamite throw. As of now that is by far the most useless move in the entire game. What were they thinking?

I really hope they speed it up.
Dynamite is defintiely my favorite move. IMO, it's simultaneously the best and worst move in the entire game. Startup is slow as shit and a bunch of the cast can punish it from fullscreen on reaction but it actually has some sick applications. It's incredible at forcing a bad reaction from the opponent because they're most likely going to jump to avoid it so you can snipe them with an AA, F4, or rifle. In the corner it's pretty good too. You can pressure them until it's about to explode then neutral jump kick. If they get hit by the jump kick or try to jump out, you get a combo and avoid the dynamite. If they block the jump kick, dynamite combo. Of course the hardest part about this stuff is getting the dynamite out, but you can get it out decently safely if you read a delay tech off a knockdown. Ex-dynamite is also a decent okie doke to end a round even though it doesn't hit fullscreen.

Where dynamite really shines is in closing out rounds when you have fatal blow. It is my belief that when both characters are under 30%, Barking Irons is the best character in the game. You're much more likely to be able to get dynamite out since opponents are scared of fullscreen FB and if you get dynamite out, it's pretty much game over because dynamite creates unblockable FBs. The pushback on FB is massive too, so they don't even have to be close to the dynamite for this to work. You can throw a dynamite, they move forward to get away from it, then you string them right into the dynamite into FB.

Overall I do still think dynamite could use some kind buff. It's a little underpowered right now for sure, but far from useless. It sucks that you can't pull it out safely off any hit except I guess F32 but that doesn't really get you anything meaningful outside of the round close situations. Even off a landed dynamite, it can be kind of hard to combo sometimes because the opponent gets sent backwards and not just striaght up or towards you. I think my dream buff is being able to pull out dynamite off B2U4 without being hit by wakeups. But it is my favorite move so I'm gonna spam the shit out of it no matter what.
 
Dynamite is defintiely my favorite move. IMO, it's simultaneously the best and worst move in the entire game. Startup is slow as shit and a bunch of the cast can punish it from fullscreen on reaction but it actually has some sick applications. It's incredible at forcing a bad reaction from the opponent because they're most likely going to jump to avoid it so you can snipe them with an AA, F4, or rifle. In the corner it's pretty good too. You can pressure them until it's about to explode then neutral jump kick. If they get hit by the jump kick or try to jump out, you get a combo and avoid the dynamite. If they block the jump kick, dynamite combo. Of course the hardest part about this stuff is getting the dynamite out, but you can get it out decently safely if you read a delay tech off a knockdown. Ex-dynamite is also a decent okie doke to end a round even though it doesn't hit fullscreen.

Where dynamite really shines is in closing out rounds when you have fatal blow. It is my belief that when both characters are under 30%, Barking Irons is the best character in the game. You're much more likely to be able to get dynamite out since opponents are scared of fullscreen FB and if you get dynamite out, it's pretty much game over because dynamite creates unblockable FBs. The pushback on FB is massive too, so they don't even have to be close to the dynamite for this to work. You can throw a dynamite, they move forward to get away from it, then you string them right into the dynamite into FB.

Overall I do still think dynamite could use some kind buff. It's a little underpowered right now for sure, but far from useless. It sucks that you can't pull it out safely off any hit except I guess F32 but that doesn't really get you anything meaningful outside of the round close situations. Even off a landed dynamite, it can be kind of hard to combo sometimes because the opponent gets sent backwards and not just striaght up or towards you. I think my dream buff is being able to pull out dynamite off B2U4 without being hit by wakeups. But it is my favorite move so I'm gonna spam the shit out of it no matter what.
Ok the dynamite can be a bit of fun to mess around with. I got the brutal today!