Practice. You have to find the right frame to input the B3...i just do it as soon as the 3 hits...its strict.I am having trouble landing the wall bounce consistently off of 123, can anybody offer me some advice to get this to land 100% of the time?
Not sure about with the JI2, but I know your midscreen with MB does 34%. That was my first combo I worked up when I got the game.hey everyone not sure on % for these combos im not at home to see right now but here are 2 that i use
midscreen - j.2, 123412 xx MC (mb) - yes you have to input that middle section as one full string
corner - 11 xx WE2, 123412d3 causes hard knock down to allow for whatever mix up you guys have etc
I know b1 3 doesn't go very well in the corner unless you're a nice distance from them or else the 3 will completely whiff. On top of that, even in the corner, I don't think there's much you can do off of it. The recovery seems to be too long for much of anything. The only thing I've been able to hit off of it is a quick d1 and I believe it can be canceled into MC, but I'm not completely sure. Just doesn't seem worth it to do the full b1,3, but I'm exploring uses for b1 in corner combos and as an anti-air.Does anyone know any reliable combos involving more b13s? I think it looks cool as fuck and I would love to be able to get 2 o them in a juggle, but I can't seem to do it with a reliable ender/starter.
yeah b1 is really good. hell, you can do 4 or 5 repetitions of b1 in the corner by itself haha.I know b1 3 doesn't go very well in the corner unless you're a nice distance from them or else the 3 will completely whiff. On top of that, even in the corner, I don't think there's much you can do off of it. The recovery seems to be too long for much of anything. The only thing I've been able to hit off of it is a quick d1 and I believe it can be canceled into MC, but I'm not completely sure. Just doesn't seem worth it to do the full b1,3, but I'm exploring uses for b1 in corner combos and as an anti-air.
It was mentioned, literally 4 posts above. lolol1,2,3/4-1,2/Mace Charge - 28% (33% if Meter Burned.) I can't believe this wasn't mentioned...
Fun fact, you can cancel air MC back into fly.Rather then adding on the MC, just:
1234,123 - 26%, and it's extremely easy to get off, so while you can't MB it you won't ever drop it. It also leaves you flying.
What do you mean by inconsistent?I really would like to pick up this character, but her combos are so inconsistent. Is there something im missing?
A lot of the timing on her combos is fairly tight, comparatively speaking and it can take a lot of practise to get them off effectively without dropping. Thats also why I put my combo above there, it's one of the hardest to miss I've seen that still does some damage.What do you mean by inconsistent?
Like when I try to do combo's from this videoWhat do you mean by inconsistent?
Well I can't say much other than practice and improve your execution man. She has a lot of tight links and her power doesn't really lay in her combos and damage output, rather her zoning and wakeup pressure. She needs time if you're going to get better with her.Like when I try to do combo's from this video
They only seem to work when they feel like it. someone's the MT connects and combos other times it doesn't etc. Another example is her 123, B3 combo starter that B3 seems to have a mind of its own as well. You have to mash b3 and even then I still don't get it 100% of the time.
The Mace Toss -> Up Charge after a 3,2 string doesn't connect on some small characters because of their hitboxes. I posted a video with a combo that uses that string on Lex Luthor, but when I tried the same combo on Catwoman, it didn't work. So, that's more of a technical issue than an execution issue. :] As you see in his video, he uses those MT combos on Grundy, who has a large hitbox, and Sinestro, who floats high enough to get hit by it.They only seem to work when they feel like it. someone's the MT connects and combos other times it doesn't etc.