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Jacqui Briggs - Combo List

Pan1cMode

AUS FGC represent!
UPDATED FOR KUSTOM VARIATIONS


Table of contents:

0.0 Foreword
1.0 No kustoms (base Jacqui)
2.0 Lethal Clinch
3.0 Hyper Knee
4.0 Prototype Rockets
5.0 Enhanced Air shrapnel blast and Bionic Bounce
6.0 Grenade Launcher
7.0 Prototype Rockets and Lethal Clinch
8.0 Grenade Launcher and Lethal Clinch
9.0 Lethal Clinch and Hyper Knee
10.0 Lethal Clinch, Enhanced Air shrapnel blast and Bionic Bounce
11.0 Grenade Launcher, Enhanced Air shrapnel blast and Bionic Bounce

0.0 Foreword

This is a pretty comprehensive list of Jacqui Briggs combos compiled according to which customs have been added. Each combo is listed exactly once in this list. As such, you may need to check several sections of this guide to find all the combos for your loadout. For example, if you use Jacqui with rockets and lethal clinch, you should check sections 7.0, but also section 2.0, as the rockets do not modify Jacqui's midscreen combos. A quick note, most of these combos are universal against the entire cast. However, corner combos which involve using a launching string into regular up shrapnel blast are much harder on female hitbox characters. This is obviously not EVERY single combination of Jacqui Kustoms, but I think I've picked what is most likely to be the most common ones we'll see. If there's a specific combination of kustoms not listed that has viability and unique combo routes, I'd be happy to add it. I've made my best effort to check for errors, but if there are any mistakes, please let me know and I'll endeavour to fix them.

Starters:

s1 (7 frame high starter)
f3 (9 frame advancing mid)
f4 (12 frame mid with good range)
b2 (18 frame mid with best range)
b3 (l14 frame low)
f22 (launching mid)
jik (jump in kick, plus on block and hard to anti-air)
d1/s1 (anti-air)
d2 (krushing blow; must punish a high)
33 (krushing blowl must kounterhit or punish)


1.0 NO KUSTOMS

MIDSCREEN

METERLESS

112~bf2 (169.46)
b22~bf2 (140.68)
f44~bf2 (169.70)
f12~bf2 (140.67)

(anti-air/grounded) f22, f22, f12, f12~bf2 (240.22)

(anti-air)s1/d1, f22, f22, f3141+3 (231.65)

jik, b22~bf2 (202.54)


KRUSHING BLOWS METERLESS

(Must be as a punish or kounterhit)
33, f22, f22, f3141+3 (396.32)

(range of jik dependant)
jik, b22~bf2 (368.50)

(Must punish a high attack)
d2, dash~f22 f22, f3141+3 (368.24)


1 BAR
f31~db4(en), dash~f22, f22, f3141+3 (283.54)
112~db4(en), dash~f22, f22, f3141+3 (289.36)
b2~db4(en), dash~f22, f22, f3141+3 (266.89)
f4~db4(en), dash~f22, f22, f3141+3 (286.89)

(flawless block/wakeup) u2, f22, f22 f3141+3 (239.37)

KRUSHING BLOW
112~db4(amp), dash~f22, b22~bf2 (337.25)
f31~db4(amp), dash~f22, b22~bf2 (333.95)

f4~db4(amp), dash~f22, b22~bf2 (339.95)
b2~db4(amp), dash~f22, b22~bf2 (319.95)

CORNER

METERLESS

112~df1, d1, 112~bf2 (287.47)
b22~df1, d1, 112~bf2 (286.82)
jik, 44~df1, 112~bf2 (325.96)

KRUSHING BLOWS

(must punish a high attack)
d2, 44~df1, dash~112~bf2 (425.96)

(must have back to corner and kounterhit or punish)
33, 44~df1, dash~112~bf2 (451.16)


1 BAR
112~db4(en), 44~df1, dash~112~bf2 (327.66)
f31~db4(en), 44~df1, dash~112~bf2 (323.85)
f12~db4(en), 44~df1, dash~112~bf2 (342.85)
b32~db4(en), 44~df1, dash~112~bf2 (323.85)


2.0 Lethal Clinch Added
NB: All clinch combos can be ended in 1 for better oki or 2 for side switch at the cost of some damage

MIDSCREEN

METERLESS

112~df3,4,4,4,3 (229.90)
b2~df3,4,4,4,3 (201.00)
f44~df3,4,4,4,3 (253.30)
f31~df3,4,4,4,3 (220.95)
b32~df3,4,4,4,3 (220.95)
f12~df3,4,4,4,3 (239.95)

(anti-air/grounded) f22, f22, f12, f12~df3,4,4,4,3 (304.95)

(anti-air) s1/d1, f22, f12, f12~df3,4,4,4,3 (304.95)

KRUSHING BLOW
112~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (449.60)
b2~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (439.48)
f44~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (448.05)
f31~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (452.21)
b32~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (452.21)
f12~df3,4,4,4,1, f12, f12~df3,1,1,1,3 (471.21)

(must punish a high attack)
d2, f1~df1, f12~df3,1,1,1,3 (432.84)
d2, f1~df1, f12~df3,4,4,4,1, f12~df3,4,4,4,3 (571.61)

(must kounterhit or punish)
33, f1~df1, f12~df3,1,1,1,3 (457.70)
33, f1~df1, f12~df3,4,4,4,1, f12~df3,4,4,4,3(589.93)

1 BAR

f31~db4(en), dash~f22, f12, f12~df3,4,4,4,3 (326.64)
112~db4(en), dash~f22, f12, f12~df3,4,4,4,3 (330.30)
b2~db4(en), dash~f22, f12, f12~df3,4,4,4,3 (312.26)
f4~db4(en), dash~f22, f12, f12~df3,4,4,4,3 (332.26)


KRUSHING BLOW

f31~db4(en), dash~f22, f12, f12~df3,4,4,4,1, f12~df3.4.4.4.3 (409.01)
112~db4(en), dash~f22, f12, f12~df3,4,4,4,1, f12~df3.4.4.4.3 (408.56)
b2~db4(en), dash~f22, f12, f12~df3,4,4,4,1, f12~df3.4.4.4.3 (398.96)
f4~db4(en), dash~f22, f12, f12~df3,4,4,4,1, f12~df3.4.4.4.3 (418.96)


CORNER

METERLESS


112~df1, d1, 112~df3,4,4,4,3 (340.20)
b22~df1, d1, 112~df3,4,4,4,3 (352.12)
jik, 44~df1, 112~df3,4,4,4,3 (375.15)

KRUSHING BLOWS
112~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (472.74)
b22~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (516.25)
f44~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (485.98)
f31~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (497.25)
b32~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (497.25)
f12~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (516.25)

jik, 44df1, dash~112~df3,4,4,4,1, 44~df3,4,4,4,3 (478.23)

(must punish a high attack)
d2, 44~df1, dash~112~df3,4,4,4,3 (475.15)
d2, 44~df1, dash~112~df3,4,4,4,1, 44~df3,4,4,4,3 (578.23)

(must have back to corner and kounterhit or punish)
33, 44~df1, dash~112~df3,4,4,4,3 (497.90)
33, 44~df1, dash~112~df3,4,4,4,1, 44~df3,4,4,4,3 (595.82)


1 BAR

112~db4(en), 44~df1, dash~112~df3,4,4,4,3 (360.30)
f31~db4(en), 44~df1, dash~112~df3,4,4,4,3 (358.21)
f12~db4(en), 44~df1, dash~112~df3,4,4,4,3 (377.21)
b32~db4(en), 44~df1, dash~112~df3,4,4,4,3 (358.21)
f4~db4(en), 44~df1, dash~112df3,4,4,4,3 (365.48)

b2~db4(en), 44~df1, dash~112df3,4,4,4,3 (345.48)


3.0 Hyper Knee Added

NB: Hyper Knee can be used to break armour at which point it will KB. You can enhance the hyper knee after the Krushing Blow for some extra added damage.

MIDSCREEN

METERLESS

KRUSHING BLOW

(must kounterhit or punish)

33, f1~df1, f12~bf4 (505.37)

1 BAR

KRUSHING BLOW
f31~db4(en), dash~f22, f12, f12~bf4 (356.43)
112~db4(en), dash~f22, f12, f12~bf4 (358.61)
b2~db4(en), dash~f22, f12, f12~bf4 (343.61)
f4~db4(en), dash~f22, f12, f12~bf4 (363.61)


CORNER

METERLESS


KRUSHING BLOW
112~df1, d1, 112~bf4 (377.10)
b22~df1, d1, 112~bf4 (397.82)

1 BAR

KRUSHING BLOW
112~db4(en), 44~df1, f12~bf4 (384.65)
f31~db4(en), 44~df1, f12~bf4 (383.84)
f12~db4(en), 44~df1, f12~bf4 (402.84)
b32~db4(en), 44~df1, f12~bf4 (383.84)
f4~db4(en), 44~df1, f12~bf4 (392.47)

b2~db4(en), 44~df1, f12~bf4 (372.47)


4.0 Prototype Rockets Added

CORNER

METERLESS


112~df1, 44~df1, dash~112~bf2 (315.24)
b2~df1, 44~df1, dash~112~bf2 (295.56)
f44~df1, d1. d1. 112~bf2 (278.80)
f31~df1, 44~df1, dash~112~bf2 (310.78)
f12~df1, 44~df1, dash~112~bf2 (329.78)

KRUSHING BLOW

(must punish a high attack)
d2, 44~df1, f12~bf2 (394.66)

(must have back to corner and kounterhit or punish)
33, dash~44~df1, 112~bf2 (435.56)


5.0 Enhanced Air Shrapnel Blast and Bionic Bounce Added


NB: All grounded combos can be ended with 33 to remain unbreakable and the cost of some damage

MIDSCREEN

1 BAR


b2~du~db1(en), j2, f22, f22, f22, f3141+3 (277.24)
f4~du~db1(en), j2, f22, f22, f22, f3141+3 (297.24)
f31~du~db1(en), j2, f22, f22, f22, f3141+3 (293.38)
b32~du~db1(en), j2, f22, f22, f22, f3141+3 (293.38)
f12~du~db1(en), j2, f22, f22, f22, f3141+3 (312.38)

2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (324.84)
f4~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (344.84)
f31~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (338.60)
b32~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (338.60)
f12~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (357.60)


CORNER

1 BAR


b2~du~db1(en), j2, 44~df1, d1, 112~bf2 (319.24)
f4~du~db1(en), j2, 44~df1, d1, 112~bf2 (339.24)
f31~du~db1(en), j2, 44~df1, d1, 112~bf2 (333.28)
b32~du~db1(en), j2, 44~df1, d1, 112~bf2 (333.28)
f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (352.28)

2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (350.86)
f4~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (370.86)
f31~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (363.31)
b32~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (363.31)
f12~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112~bf2 (382.31)


6.0 Grenade Launcher Added

NB: In order to combo off the grenade launcher in the corner you need to slightly delay the enhanced df1. The damages listed do not take into account DOT. You can switch out the bf2 for a db1 as the ender to leave the opponent standing in a DOT puddle.

CORNER

METERLESS


KRUSHING BLOW

(must punish a high attack)

d2, f1, f12, 112~bf2 (389.13)

(must have back to corner and kounterhit or punish)
33, f1, f12, 112~bf2 (416.17)

1 BAR

b22~df1(en), d1, d1, 112~bf2 (318.24)
112~df1(en), d1, d1, 112~bf2 (312.84)
f44~df1(en), d1, 112~bf2 (312.57)
f31~db4(en), f1, f12, 112~bf2 (298.13)
f12~db4(en), f1, f12, 112~bf2 (317.13)



7.0 Prototype Rockets and Lethal Clinch Added
NB: All clinch combos can be ended in 1 for better oki or 2 for side switch at the cost of some damage

CORNER

METERLESS


112~df1, 44~df1, dash~112~df3,4,4,4,3 (350.76)
b2df1, 44~df1, dash~112df3,4,4,4,3 (334.92)
f44~df1, d1. d1. 112~df3,4,4,4,3 (322.78)
f31~df1, 44~df1, dash~df3,4,4,4,3 (348.17)
f12~df1, 44~df1, dash~df3,4,4,4,3 (367.17)

KRUSHING BLOW


112~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (471.65)
f31~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (475.42)
b32~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (475.42)
b2~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (463.92)
f4~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (483.92)
f12~df3,4,4,4,1, 44~df1, dash~112~df3,4,4,4,3 (494.42)

(must punish a high attack)
d2, 44~df1, f12~df3,4,4,4,3 (445.97)
d2, 44~df1, f12~df3,4,4,4,1, 44~df3,4,4,4,3 (553.46)

(must have back to corner and kounterhit or punish)
33, dash~44~df1, 112~df3,4,4,4,3 (474.92)
33, dash~44~df1, 112~df3,4,4,4,1, 44~df3,4,4,4,3 (557.38)


8.0 Grenade Launcher and Lethal Clinch Added
NB: All clinch combos can be ended in 1 for better oki or 2 for side switch at the cost of some damage

CORNER

METERLESS


KRUSHING BLOW
112~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (450.12)
b22~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (488.24)
f44~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (462.39)
f31~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (469.24)
b32~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (469.24)
f12~df3,4,4,4,1, f1, f12, 112~df3,4,4,4,3 (488.24)

(must punish a high attack)

d2, f1, f12, 112~df3,4,4,4,3 (444.12)
d2, f1, f12, 112~df3,4,4,4,1, 44~df3,4,4,4,3 (559.32)

(must have back to corner and kounterhit or punish)
33, f1, f12, 112~df3,4,4,4,3 (468.41)
33, f1, f12, 112~df3,4,4,4,1, 44~df3,4,4,4,3 (577.86)

1 BAR

b22~df1(en), d1, 112~df3,4,4,4,3 (364.77)
112~df1(en), d1, d1, 112~df3,4,4,4,3 (354.37)
f44~df1(en), d1, 112~df3,4,4,4,3 (358.41)
f31~db4(en), f1, f12, 112~df3,4,4,4,3 (336.53)
f12~db4(en), f1, f12, 112~df3,4,4,4,3 (355.53)


9.0 Lethal Clinch and Hyper Knee Added
NB: You can enhance the hyper knee after the Krushing Blow for some extra added damage. All clinch combos can be ended in 1 for better oki or 2 for side switch at the cost of some damage.

MIDSCREEN


METERLESS

KRUSHING BLOW
112~df3,4,4,4,1, f12, f12~bf4 (492.62)
b2~df3,4,4,4,1, f12, f12~bf4 (487.15)
f44~df3,4,4,4,1, f12, f12~bf4 (486.18)
f31~df3,4,4,4,1, f12, f12~bf4 (497.49)
b32~df3,4,4,4,1, f12, f12~bf4 (497.49)
f12~df3,4,4,4,1, f12, f12~bf4 (516.49)


(Must kounterhit or punish)
33, f1~df1, f12~df3,4,4,4,1, f12~bf4(623.94)

(Must punish a high
d2, f1~df1, f12~df3,4,4,4,1, f12~bf4 (607.83)


CORNER

METERLES


KRUSHING BLOW
112~df3,4,4,4,1, 44~df1, f12~bf4 (523.87)
b2~df3,4,4,4,1, 44~df1, f12~bf4 (521.77)
f4~df3,4,4,4,1, 44~df1, f12~bf4 (541.77)
f31~df3,4,4,4,1, 44~df1, f12~bf4 (530.39)
b32~df3,4,4,4,1, 44~df1, f12~bf4 (530.39)
f12~df3,4,4,4,1, 44~df1, f12~bf4 (549.39)


(Must have back to corner and kounterhit or punish)
33, 44~df1, f12~df3,4,4,4,1, f12~bf4(633.56)

(Must punish a high)
d2, 44~df1, f12~df3,4,4,4,1, f12~bf4 (617.96)

10.0 Lethal Clinch, Enhanced Air Shrapnel Blast and Bionic Bounce Added

NB: You can end all grounded combos after the j2 with f12~df3,4,4,4,1 for unbreakable damage instead. All clinch combos can be ended in 1 for better oki or 2 for side switch at the cost of some damage. Note that the scaling from enhanced air shrapnel blast means that you end up getting LESS damage when incorporating it into combos involving df3 KB.

MIDSCREEN

1 BAR


b2~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (316.73)
f4~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (336.73)
f31~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (330.90)
b32~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (330.90)
f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (349.90)


2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (349.31)
f4~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (369.31)
f31~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (361.84)
b32~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (361.84)
f12~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f12~df3,4,4,4,3 (380.84)


CORNER

1 BAR


b2~du~db1(en), j2, 44~df1, d1, 112~df3,4,4,4,3 (357.33)
f4~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (377.33)
f31~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (369.47)
b32~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (369.47)
f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (388.47)

2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (374.45)
f4~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (394.45)
f31~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (385.73)
b32~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (385.73)
f12~du~db1(en), j2, f12~du~db1(en), j2, 44~df1, d1, 112df3,4,4,4,3 (404.73)


11.0 Grenade Launcher, Enhanced Air Shrapnel Blast and Bionic Bounce Added

NB: In the corner you can end with db1 instead of bf2 to set up a DOT puddle underneath the opponent.

MIDSCREEN

1 BAR


b2~du~db1(en), j2, f22, f22, f22, f3141+3 (306.52)
f4~du~db1(en), j2, f22, f22, f22, f3141+3 (326.52)
f31~du~db1(en), j2, f22, f22, f22, f3141+3 (321.43)
b32~duf~db1(en), j2, f22, f22, f22, f3141+3 (321.43)
f12~du~db1(en), j2, f22, f22, f22, f3141+3 (340.19)

2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (376.49)
f4~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (396.49)
f31~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (387.66)
b32~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (387.66)
f12~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f22, f3141+3 (406.67)


CORNER

1 BAR


b2~du~db1(en), j2, f22, f22, f12, 112~bf2 (321.31)
f4~du~db1(en), j2, f22, f22, f12, 112~bf2 (341.31)
f31~du~db1(en), j2, f22, f22, f12, 112~bf2 (335.25)
b32~du~db1(en), j2, f22, f22, f12, 112~bf2 (335.35)
f12~du~db1(en), j2, f22, f22, f12, 112~bf2 (354.25)

2 BARS

b2~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f12, 112~bf2 (386.48)
f4~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f12, 112~bf2 (406.48)
f31~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f12, 112~bf2 (397.16)
b32~du~db1(en), j2, f12~du~db1(en), j2, f22, f12, f21, 112~bf2 (397.16)
f12~du~db1(en), j2, f12~du~db1(en), j2, f22, f22, f12, 112~bf2 (416.16)
 
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Pan1cMode

AUS FGC represent!
With the most recent hotfix all these damages are wrong.

Will update but have to eat/sleep haha.


Also worth noting that the full 112 no longer combos into anything except dashpunch. Gotta cancel the string earlier with kicks to get your combo.
 

Chints

Noob
Holy shit, I didnt realize you had time to dash after EX Db4. I've been using B2 as a way to gap close and get in a little extra damage, but that window is so tight that it just hasn't been consistent.

But for anyone who wants to try it:

Starter xx db4 (en) - b2 xx df3 - 4 -4 - 3
 

Chints

Noob
2 KBs for 430 just doesn't seem worth it, unless you could get the round end.

I haven't got combos yet that use the second KB but I'm sure you could get overall more damage if you split them into two combos.
 

Pan1cMode

AUS FGC represent!
UPDATE:

So turns out they’ve just added scaling to the enhanced kicks. This means that all the combos without the kicks have the same damage.

Also, you can still combo off 112, you just have to cancel the string before the final hit comes out.

I have work today but will update damages later tonight.

Also, the 112 change means that 112~df1, d1~df3,4,4,3 is now a combo, so we have that at least.

You can krushing blow and get hella damage with that starter.
 
Wouldn't you always end clinch in 1 for the knockdown if its going to be the ender (unless you were going for KB buildup)?
 
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XBlades

To Achieve, You must Believe
has anyone figured out how to get 3 knees in and end it with LK? or has that been patched already?
 

Simba

Noob
I was still able to do 3 knees into ender last night. It's like Jax Pumped Up gotcha grab from MKX where you have to time the inputs. Can't mash it out. Timing is kind of strict but once you get the hang of it you can do it fairly consistently.
 

Pan1cMode

AUS FGC represent!
I was still able to do 3 knees into ender last night. It's like Jax Pumped Up gotcha grab from MKX where you have to time the inputs. Can't mash it out. Timing is kind of strict but once you get the hang of it you can do it fairly consistently.
You’re right. It is possible. I still can’t time is consistently :(
 

DFC

Cutthroat Truther
The corner Meterless can be optimized a bit. I got 315 and change from 112xxDF1 D1 112xxDF3 4 4 3. Timing's tighter of course but it's not so hard it's not worth trying. And if it is for you, you can just do 11 instead of 112 for a hair under 303
 

Poto2222

"Online is your forte!" - A Wise Man, 2015.
Ok, so coincidentally I found a very similar corner combo to @DFC's...

BUT, starting from an advancing mid!


34% meterless from a hit confirmable advancing mid string? Boy oh boy, sign me innnnnnnnnnn
Don't even get me started on KB possibilities. lol

B22xxDF1, D1, D1, 112xxDF3(443)

Freaking delicious.
 
might post a video later but im working on incorporating f22 into corner combos

here's an example: 112 db4(en) f22 44 df1 d1 112(all) clinch 4 4 3

edit:

edit 2 (same combo but with KB):

edit 3 some more combos:

corner meterless: 112 df1 d1 d1 d1 112(all) clinch 4 4 3 (341 dmg)

corner 1 bar: 112 db4(en) f4 df1 d1 d1 d1 112(all) clinch 4 4 3 (358 dmg)
 
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