Johnny2d
Xbl: Johnny2Die
Here is some more exploration off of my 11d2 set up with trait. This time with an 'anti anti air' to set up a jump in, and a 123 version so you can mix up doing high high low, and high overhead. Also I show how to set this stuff up off of a mid-screen bnb that I use from his f2 starter. The setup works well enough that you can use it to bait most wake ups and punish with monster bites or combos, (Even Superman's Super). In most of these I end with a standing reset, which becomes very good in the corner since the gun doesn't push back in the corner so you get a 50/50. Also, the only time I use meter is for the Superman super punish, you don't need to use the meter here, I just like hitting that pretty boy hard and trapping him in the mirror. I'm sure other people can find a better corner combo to end the reset in but the principle will be the same off of a standing reset that is +15.
***Edit: I've learned that 11d2 isnt +5 on block, but i'm assuming even if they block low, using 4 to check them with a monster slap keeps you at advantage so you can go into more pressure or go for an overhead grab or low starter etc. I could be wrong but it feels like he keeps advatage through that. I'm going to test more tomorrow.
#1. High high low: j4, j2, 11d2, 4, d2, d4, j2, 112, gun. (39% damage, +15 standing)
#2. High overhead: j4, j2, 123, 4, d2, d4, j2, 112, gun. (35% damage, +15 standing)
#3. Low starter: f21u2, db1, j2, db1, dash, 123, 4... j4, j2, 11d2, 4, d2, d4, j2, 112, gun. (31% damage, then 39% +15 standing)
#4. Low starter Super Punish: f21u2, db1, j2, db1, dash, 123, 4... BLOCK SUPER, 3, 4, 3, 4, 112, bf3 MB (31% damage, then 39% super punish)
#5. Last: You can use the advantage of +15 when you end the combo standing in the corner. This sets up a f2 or b1 low or f3 or 12 overhead for more combo damage. You can use the advantage to finish the round or back dash out to get away.
***Edit: I'm adding another post I made today just to have all the most useful stuff right at the beginning of the thread***
More stuff!!! Xbox live was down today so I spent another whole day in the lab and found a few more things. The first combo just ends with a standard b3 into set up like a lot of the other bnbs I've seen but I mix in a parry mid combo for more meter. The second two are corner shenanigans inspired by a trick I would use with Shazam, basically some specials leave the opponent right at your feet in the corner after knockdown, Zod's bf3 MB does this perfectly and it allows you to mix up what side you want to be on when they get up. The first version of this I jump up making Zod land behind the opponent, the second version of this I use a bnb low starter, you could also go for an overhead here for even more mind games.
#1. A little extra meter by using parry mid combo.
j4, j2, 11d2, 4, d2, d4, PARRY, b3, j2, 123, set up of choice
#2. Corner shenanigans 01
j4, j2, 11d2, 4, 3, 4, 3, 4, 123, bf3 MB... j3, 123 bf2
(Jumping puts you on the other side of him after the MB bf3) 51% damage +the set up
#3. Corner shenanigans 02
j4, j2, 11d2, 4, 3, 4, 3, 4, 123, bf3 MB... f21u2, db1 slow, j2, db1 mid, 123, set up of choice
51% damage +the set up
In the corner combos you can start however you'd like, the important part I'm showing is ending in bf3MB to set them at your feet for a set up.
***Edited to include more tech I found this week, why not have it all in one place? I posted it in the community combo thread but its buried 250 posts deep so here it is for people looking here.
Is it known that with monster out you can hit 4 mid string for more damage as in:
f213 bf3= 17%
f2413 bf3=22%
Its not hard you just plink 24 then plink 13 immediately. It works with 213 as well, that way you get the overhead at the end if they are blocking low. In 213 you plink the same way as the other one, 2413. Of course this is with trait out so you need to be in f2 range or willing to dash all the way in for 213. Basically for all of the trait bnbs that are listed, you should be able to get another hit in, in the middle of the string.
Here's what I've got for a f2 starter midscreen, no jump in:
f2413, 4, 34, 34, 34, 123 bf3= 51% (54% with mb bf3)
Here's whats in the video:
#1. f213, bf3, 17%
#2. f2413, bf3, 22%
#3. f2413, 4, 34, 34, 34, 123, bf3 mb, 54%
#4. 2413, 4, 34, 34, 123, bf3 mb, 46%
I think on the last one you can probably do another 34 before the finisher but I got lazy making the video, you get the point.
***Edit: I've learned that 11d2 isnt +5 on block, but i'm assuming even if they block low, using 4 to check them with a monster slap keeps you at advantage so you can go into more pressure or go for an overhead grab or low starter etc. I could be wrong but it feels like he keeps advatage through that. I'm going to test more tomorrow.
#1. High high low: j4, j2, 11d2, 4, d2, d4, j2, 112, gun. (39% damage, +15 standing)
#2. High overhead: j4, j2, 123, 4, d2, d4, j2, 112, gun. (35% damage, +15 standing)
#3. Low starter: f21u2, db1, j2, db1, dash, 123, 4... j4, j2, 11d2, 4, d2, d4, j2, 112, gun. (31% damage, then 39% +15 standing)
#4. Low starter Super Punish: f21u2, db1, j2, db1, dash, 123, 4... BLOCK SUPER, 3, 4, 3, 4, 112, bf3 MB (31% damage, then 39% super punish)
#5. Last: You can use the advantage of +15 when you end the combo standing in the corner. This sets up a f2 or b1 low or f3 or 12 overhead for more combo damage. You can use the advantage to finish the round or back dash out to get away.
***Edit: I'm adding another post I made today just to have all the most useful stuff right at the beginning of the thread***
More stuff!!! Xbox live was down today so I spent another whole day in the lab and found a few more things. The first combo just ends with a standard b3 into set up like a lot of the other bnbs I've seen but I mix in a parry mid combo for more meter. The second two are corner shenanigans inspired by a trick I would use with Shazam, basically some specials leave the opponent right at your feet in the corner after knockdown, Zod's bf3 MB does this perfectly and it allows you to mix up what side you want to be on when they get up. The first version of this I jump up making Zod land behind the opponent, the second version of this I use a bnb low starter, you could also go for an overhead here for even more mind games.
#1. A little extra meter by using parry mid combo.
j4, j2, 11d2, 4, d2, d4, PARRY, b3, j2, 123, set up of choice
#2. Corner shenanigans 01
j4, j2, 11d2, 4, 3, 4, 3, 4, 123, bf3 MB... j3, 123 bf2
(Jumping puts you on the other side of him after the MB bf3) 51% damage +the set up
#3. Corner shenanigans 02
j4, j2, 11d2, 4, 3, 4, 3, 4, 123, bf3 MB... f21u2, db1 slow, j2, db1 mid, 123, set up of choice
51% damage +the set up
In the corner combos you can start however you'd like, the important part I'm showing is ending in bf3MB to set them at your feet for a set up.
***Edited to include more tech I found this week, why not have it all in one place? I posted it in the community combo thread but its buried 250 posts deep so here it is for people looking here.
Is it known that with monster out you can hit 4 mid string for more damage as in:
f213 bf3= 17%
f2413 bf3=22%
Its not hard you just plink 24 then plink 13 immediately. It works with 213 as well, that way you get the overhead at the end if they are blocking low. In 213 you plink the same way as the other one, 2413. Of course this is with trait out so you need to be in f2 range or willing to dash all the way in for 213. Basically for all of the trait bnbs that are listed, you should be able to get another hit in, in the middle of the string.
Here's what I've got for a f2 starter midscreen, no jump in:
f2413, 4, 34, 34, 34, 123 bf3= 51% (54% with mb bf3)
Here's whats in the video:
#1. f213, bf3, 17%
#2. f2413, bf3, 22%
#3. f2413, 4, 34, 34, 34, 123, bf3 mb, 54%
#4. 2413, 4, 34, 34, 123, bf3 mb, 46%
I think on the last one you can probably do another 34 before the finisher but I got lazy making the video, you get the point.