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I2 Black Adam Combo Thread

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For the scenarios thing, I think it comes down again to matchup knowledge and understanding your options vs. your opponent's options in a given situation. I think a good way to learn this stuff would be to simply play, and whenever you recognize a character or tool that gives you trouble, take it to the lab and figure out what you can do about it.

When you say you try not to overcomplicate things - its good to keep things simple and consistent so you don't drop combos etc., but its bad if you fall into the trap of playing flowcharty, because then you become predictable and therefore easy prey. We have such easy access to good plus frames from our trait, its ok to get a little gimmicky. Like you said before, back when Adam was flavor of the month, everyone had a pocket Adam, but 99% had 0 tech and just knew the basic 1 bar bnb, so gimmicks can work a lot of the time.

Also, if you want you could upload matches here, and we could help look at how you are playing different matchups, what tools you use, etc.
Good point brother!

I'm definitely on that upload idea bro -- that was super solid. I'll get some matches in tomorrow and let you guys see what's going on. Man I wish I knew about this option in the MKX days! I had a really good Butcher Leatherface (and by good I mean I had a 40% meterless BnB that I mastered). Would've been great to figure out why I was always losing in tourneys though lol

I'll try and get some clips up tomorrow or later in the weekend. Do any of you guys ever play online together and practice in the lab like as a collaborative effort? I wouldn't mind seeing the process first hand, the mindsets used to come to some of these conclusions, etc.
 

Endeavor

I'll live a villain, before I die a hero.
You guy have any tips on how to make F12xx4 > F12 > mbDB1 > F3 > j3 > DF3 > F12 1+3 connect. I can't consistently get F3 into J3 to hit. I've seen slayer and Dragon do it so I know it's possible.
 

Endeavor

I'll live a villain, before I die a hero.
The j3 needs to come out on the earliest frame. Just takes some practice, you can't mash it out.
Alright I'll have to keep at it. Also what are two more questions, what are you guys doing as far as corner combos nowadays? Right now I'm doing (pardon my notation it's ass) F12 or any starter > mbDB1 > j3 > j3 > DF3 > 12 for HKD or lighting hands for damage. I feel like it isn't very optimal although I'm getting around 418-430 if I mb lighting hands. Also how are you guys dealing with people that just duck and press d1 all day?
 

thlityoursloat

kick kick
Alright I'll have to keep at it. Also what are two more questions, what are you guys doing as far as corner combos nowadays? Right now I'm doing (pardon my notation it's ass) F12 or any starter > mbDB1 > j3 > j3 > DF3 > 12 for HKD or lighting hands for damage. I feel like it isn't very optimal although I'm getting around 418-430 if I mb lighting hands. Also how are you guys dealing with people that just duck and press d1 all day?
iA MB DK is your best bet.
 

wsj515

This is my billionth life cycle.
Alright I'll have to keep at it. Also what are two more questions, what are you guys doing as far as corner combos nowadays? Right now I'm doing (pardon my notation it's ass) F12 or any starter > mbDB1 > j3 > j3 > DF3 > 12 for HKD or lighting hands for damage. I feel like it isn't very optimal although I'm getting around 418-430 if I mb lighting hands. Also how are you guys dealing with people that just duck and press d1 all day?
There are a lot of different options that range in executional difficulty and damage, the absolutely most optimal stuff is pretty tight and doesn't yield that much more. General rule of thumb for enders is 113xxdf1 for max damage, f12 1+3 for a little less damage but better oki, and 13 for the least (but really not by much) damage and best oki with setup potential. 2 basic bnbs for the corner are:

Meterless: starterxx4 22b1 j1xxdf3 j1xxdf3 f12 1+3
1 bar: starterxxMBdb1 (deep)j3 j3xxdf3 f12 1+3
 
Isn't it easier to just neutral jump the j3 into divekick after f3?
I noticed this too with corner combos. Its easier to neutral jump the 3 and get it to hit more consistantly for me. On some combos i use j2 instead (combos that start with dive kick mostly for ex.) And thats only because the height of the juggle after f3 is so wonky depending on where dive kick hit your opponent. Its MUCH easier to land j3 for me after a f3 from MB black magic.
 
I try that but the j3 will usually miss for some reason.
Srry for late response, had the same issue for a bit, what helped me alot was doing f3 IMMEDIATELY after mb black magic. Hit them with f3 as there going up from mb black magic right after you recover. Im not sure if doing this juggles them higher or anything, but i swear to god its a MILLION times easier to land the j3 afterwards doing this.
 

Error

DF2+R2
@Clark L. I don't know if you're still active, but here's a pretty complete list of current combos with Black Adam from whatever Redraptor's tag is on here

Midscreen:
112 4 F12 F121+3 (Requires Orbs of Seth)
112 4 F12 F12 DB1 MB DASH B3 B232/F121+3 (Requires Orbs of Seth)
112/113 DB1 MB DASH B3 B232/F121+3

22B1 F12 F121+3
22B1 4 J2 DF3 B232 (Requires Orbs of Seth)
22B1 4 J3 DF3 F121+3 (Requires Orbs of Seth)

F12 4 22B1 F12 F121+3 (Requires Orbs of Seth)
F12 DB1 MB B3 J3 B232/(DF3 F121+3)
F12 DB1 MB B3 J3 DF3 F12 4 F121+3 (Requires Orbs of Seth)

F12 DB1 MB J3 F3 B232/(J2 DF3 F121+3)

D1 4 22B1 F12 F121+3 (Requires Orbs of Seth)
D1 4 F12 DB1 MB B3 J3 B232/(DF3 F121+3) (Requires Orbs of Seth)

F3 J3 DF3 B232/F121+3
F3 J3 DF3 F121+3 4 F121+3 (Requires Orbs of Seth)

(Air) DF3/DB3 MB (Air) DF3 F121+3
(Air) DF3/DB3 MB (Air) DF3 F12 4 B232/F121+3 (Requires Orbs of Seth)

DB3 MB B3 J3 B232/(DF3 F121+3)

B2 BGB B3 J3 B232/(DF3 F121+3)
B2 BGB B3 J3 DF3 F12 4 F121+3 (Requires Orbs of Seth)

Corner:
112 113 DB1 11 DF1
112 113 4 13/(113 DF1) (Requires Orbs of Seth)
112 4 F3 J3 DF3 13/(113 DF1) (Requires Orbs of Seth)
112 113 DB1 MB F3 13/(11 DF1)

113 4 113 DF1 (Requires Orbs of Seth)
113 DB1 MB F3 13/(113 DF1)

22B1 J1 DF3 J1 DF3 13/(113 DF1)
22B1 4 F3 J3 13/(113 DF1) (Requires Orbs of Seth)

F12 4 22B1 J1 DF3 J1 DF3 13/(113 DF1) (Requires Orbs of Seth)
F12 DB1 MB J3 J3 DF3 113 DF1
F12 DB1 MB J3 F3 J3 DF3 13

D1 4 22B1 J1 DF3 J1 DF3 13/(113 DF1) (Requires Orbs of Seth)
D1 4 F12 DB1 MB J3 J3 DF3 113 DF1 (Requires Orbs of Seth)
D1 4 F12 DB1 MB J3 F3 J3 DF3 13 (Requires Orbs of Seth)

F3 J3 DF3 13/(113 DF1)
F3 J3 DF3 113 4 13/(113 DF1) (Requires Orbs of Seth)

(Air) DF3/DB3 MB F3 J3 DF3 13/(113 DF1)
 
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