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King of The Deep Combo Thread

So this is going to be a work in progress and I'll try and add all combos that get posted here to the original post.

(MB)-Meter Burn
Basic Openers:
B2 overhead
22 Mid
B12 low

Midscreen combos:

Opener~DB2(MB) B3, Ji2, F2 1+3

Corner Combos:
F13, 1, 1, 1, 1, B123~Db1

F13, 22~DB2(MB) F3, F2 1+3

*RAPTOR UPDATE*
Updated combos from Noble Raptor, video at the bottom:

Midscreen:
B123 BF2
B12 DB1 MB B3 J3 223/(22 DB1)
B12 DB1 MB B3 J2 B2U3 F21+3F

B2 B123 BF2
B2 F21+3F
B2 B12 DB1 MB B3 J3 223/(22 DB1)/F21+3F

B2U3 223/(22 DB1)/F21+3F
B2U3 B123 DB2
B2U3 3 BF2
B2U3 DB1 MB B3 J3 223/(22 DB1)/F21+3F

F13 DB1 MB B2U3 F21+3F

B3 J3 223/(22 DB1)
B3 J2 B2U3 F21+3F
F3 B2U3 223/(22 DB1)/F21+3F

B12 BGB B3 J3 223/(22 DB1)
B12 BGB B3 J2 B2U3 F21+3F

Corner:
B123 BF2
B123 DB1 MB B2U3 F21+3F

B2 B123 BF2
B2 1 1 1 1123 (BF2)
B2 B123 DB1 MB J1/J2 F21+3F

B2U3 1123 (BF2)
B2U3 B123 DB1 MB J1/J2 F21+3F

F13 1 1 1 1123 (BF2)
F13 3 DB1 MB B2U3 F21+3F

F3 B2U3 1123 (BF2)

 
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Blitzace10

The Aquatic Ace
The new From the deep animation doesn't seem to hit as far off the ground as it used too. Or am I just imagining it?
 

TyCarter35

Bonafide Jax scrub
Anti air B2u3 22 Db2 MB b3 ji3 f2 1+3
D2 22 db2 mb b3 ji2 f2 1+3
The jump in part I'm not sure if it works cuz the jump in timing seems to be more strict but still do good dmg woth f2 1+3 ender
 

Shawnzzy

Scrub Extraordinaire
@Ben Reed posted this in the general thread and it has lots of info.
Here are 0-1-bar BnBs I came up with so far. Any critique/correction is greatly appreciated. Only had a few hours with the game so I haven't done anything but basic combos yet, so I'm just trying to benchmark my damage.

Most of the combos ending in BF2 I would be ending with 223 or f+2~1+3 instead for a better knockdown. The BF2's are mostly in there to record max possible damage in case I need to push for the kill.

Midscreen 0 bar (just gonna list stuff that's longer than 1 string into a cancel):
d2 (ground), walk, 2, f2 1+3 = 187.51 (for better knockdown)
d2 (ground), walk, b123~BF2 = 193.92
d2 (air), b3, j3, f 21+3 = 280.70
b2, b123~BF2 = 253.86
b2u3, walk, b123~DB2 = 292.39
b3 or f3, b2u3, 22~BF2 = 368.73
j2 (air hit), b2u3, 22~BF2 = 337.86 (not max damage, but easy)
j2 (air hit), b3, j3, walk, 22~BF2 = 374.91 (requires high air hit)
j3 (crossup), b123~BF2 = 302.19

Midscreen 1 bar:
d1~DB2 MB, b3, j3, f2 1+3 = 402.44
b123~DB2 MB, b3, j3, f2 1+3 = 388.93
f13~DB2 MB, b3, j3, f2 1+3 = 388.93
d2 (ground), 22~DB2 MB, b3, forward j2, f2 1+3 = 337.46
d2 (air), b3, forward j3, 22~DB2 MB, 22~BF2 = 356.84
b2 (almost max range), b123~DB2 MB, dash, 2, f2 1+3 = 397.13
b2u3, 22~DB2 MB, b3, 22~BF2 = 467.61
b3 or f3, b2u3, 22~DB2 MB, 22~BF2 = 463.72
j2 (air hit), b2u3, 22~DB2 MB, b3, f2 1+3 = 470.00
j3, 22~DB2 MB, b3, j2, f2 1+3 = 483.82

Corner 0 bar:
f13, 2, b123~BF2 = 259.98
d2 (ground), 2, 2, b123~BF2 = 225.02
d2 (air), b2u3, b123~BF2 = 264.02
f3, b2u3, b123~BF2 = 376.83
j2 (air hit), b2u3, b123~BF2 = 346.48 (not max dmg, but dramatically easier than...)
j2 (air hit), f3, b2u3, f2 1+3 = 382.38 (really, really hard cause you can't buffer f3 from jump)
j3, 2, b123~BF2 = 322.73

Corner 1 bar:
d1~DB2 MB, f3, j3, 22~BF2 = 412.93
b123~DB2 MB, f3, 2, 22~BF2 = 432.41
f13, 2, b123~DB2 MB, f3, 2, f2 1+3 = 411.10
d2 (ground), 2, b123~DB2 MB, f3, 2, f2 1+3 = 340.24
d2 (air), b2u3, 22~DB2 MB, f3, 22~BF2 = 366.12
f2, d1~DB2 MB, f3, 2, f2 1+3 = 405.34
b2, b123~DB2 MB, f3, 2, f2 1+3 = 451.40
b2u3, 22~DB2 MB, f3, 2, f2 1+3 = 469.13
f3, b2u3, 22~DB2 MB, 2, f2 1+3 = 465.24
j2 (air hit), b2u3, 22~DB2 MB, f3, 2, f2 1+3 = 479.26
j3, 2, b123~DB2 MB, f3, 2, f2 1+3 = 490.64

EDIT: Added a raw b2 1-bar combo that works if you're too far for b3 to connect after the Tentacle Strike MB bounce.
EDIT: Added j3 combos.
EDIT: Added j2 air-to-air combos.
 
3, BF2 is a higher damage ender. I would only use F3, 1+3 for positioning or if the opponent is falling too quickly to hit with a BF2.
 

ATP2014

The best mediocre Batman
What combo are y'all doing off b123? Everytime I do MB DB2, I'm in this awkward range where B3 will sometimes whiff and j2/j3 won't connect.
 

Ben Reed

Marine Biologist
b123 sometimes leaves you too far away to hit with b3, usually if you start b1 far or cancel the 3rd hit to the special very late. If you do b12 instead, you'll always be in b3 range no matter what, but you'll lose a lot of damage. You should always do b12 from a crossup j3, though. If you need to save a DB2~MB combo that's otherwise gonna die, you can always dash and do 223 or f2 1+3.

I'll post an updated version of the combos I wrote down in this post sometime today.

3, BF2 is a higher damage ender. I would only use F3, 1+3 for positioning or if the opponent is falling too quickly to hit with a BF2.
It really depends on the matchup + situation, but the positioning of the f21+3/223 enders can often be preferable to the raw damage of 3~BF2. In matchups where people can't punish Tentacle Strike full screen, then by all means, use the BF2 ender to focus on damage, and just keep the fight at neutral until they die. But in matchups where it's really, really hard to get in, like Joker and Deadshot, you need a good knockdown ender FAR more than you need raw damage, unless you know for SURE that combo is gonna kill and it's gonna complete (a bigger question now that there's air escape in addition to clash).

TBH most of my combos record BF2 damage just to try and benchmark the highest damage I could come up with. In most actual play situations, I just end with whatever gives me the best knockdown, like 223, f2 1+3, maybe double F3 in the corner.
 
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Ben Reed

Marine Biologist
Here is my updated combo list. Any corrections/optimizations, feel free to reply to me or PM and I'll fix it.

0 bars, midscreen:
d1:
d1~BF2 == 134.13
NOTE: If you have no meter, just do d1~DF1 instead for the hit advantage (+10). Do not cancel unless d1 is sure to hit (punish), since DF1 is unsafe on block.​
b1:
b123~BF2 == 134.13
f1:
f13~BF2 == 171.93
NOTE: If you have no meter, you may be better served doing the full f132 string for less damage, but massive corner carry.​
d2 (ground):
d2, walk, 2, f2 1+3 == 184.79
d2, (walk), b123~BF2 == 193.09
NOTE: Walking may be optional, depending on how far away you hit d2 from, and how high in the air they are.​
d2 (air):
d3, b2u3, f2 1+3 == 242.57
NOTE: Works at pretty much any height​
d2, b3, j3, f2 1+3 == 276.64
d2, b3, forward j3, 3~DB2 == 277.37
NOTE: For the above two combos, you must hit the opponent as high into the air as possible with d2 (very early anti-air at the peak of their jump required)​
b2:
b2, b123~BF2 == 253.04
b2u3, walk, b123~DB2 == 300.80
b3:
b3, b2u3, 22~BF2 == 368.73
f3:
f3, b2u3, 22~BF2 == 368.73
j2 (ground hit):
j2, b2u3, walk, 22~BF2 == 335.01
j2 (air hit):
j2, b2u3, 22~BF2 == 335.01
j2, b3, j3, walk, 22~BF2 == 371.13
j3:
j3, b123~BF2 == 300.37

0 bars, corner:

f1:
f13, 2, b123~BF2 == 258.40
d2 (ground):
d2, 2, 2, b123~BF2 == 223.55
d2 (air):
d2, b2u3, b123~BF2 == 261.70
d2, f3, b2u3, b123~BF2 == 302.98
f3:
f3, walk, b2u3, (walk), b123~BF2 == 373.20
j2 (ground):
j2, b2u3, walk, b123~BF2 == 343.40
j2 (air):
j2, 2, 2, b123~BF2 == 294.26
j2, b2u3, b123~BF2 == 343.40
j2, f3, b2u3, f2 1+3~f == 396.55
NOTE: Very hard, must hit j2 at absolute peak of opponent's jump. Cannot buffer f3 during the j2; the game will interpret it as neutral 3.​
j3:
j3, 2, b123~BF2 == 320.48

1 bar, midscreen:

Tentacle Strike MB:
DB2~MB (full screen), BF2 == 232.69
NOTE: Full screen combo​
DB2~MB, dash, 223 == 264.90
DB2~MB, dash, b123~BF2 == 301.06
NOTE: Use the above two if you're just outside of b3 range​
DB2~MB, b3, f3 == 314.60
NOTE: Unclashable​
DB2~MB, b3, j3, f2 1+3 == 397.90
d1:
d1~DB2~MB, b3, j3, f2 1+3 == 400.67
b1:
b12~DB2~MB, b3, j3, f2 1+3 == 414.07
b123~DB2~MB, b3, j3, f2 1+3 == 447.26
NOTE: You may sometimes be out of range to hit with b3 when you start this combo. At the cost of damage, you may save the combo by doing (dash, 223 or dash, 2, f2 1+3) after the DB2~MB.​
f1:
f13~DB2~MB, b3, j3, f2 1+3 == 386.56
d2 (ground):
d2, 22~DB2~MB, b3, j2, f2 1+3 == 335.12
d2 (air):
d2, wait, DB2~MB, dash, 2, f2 1+3 == 249.02
NOTE: For use when d2 hits too far away to do a walk-up 22 confirm.​
d2, b2u3, 22~DB2~MB, b3, f2 1+3 == 356.65
d2, b2u3, 22~DB2~MB, b3, 22~BF2 == 363.63
b2:
b2, b12~DB2~MB, b3, j2, f2 1+3 == 426.25
b2u3, 22~DB2~MB, b3, f2 1+3 == 454.43
b2u3, 22~DB2~MB, b3, 22~BF2 == 465.09
b3/f3:
b3 or f3, b2u3, 22~DB2~MB, 223 == 446.28
b3 or f3, b2u3, 22~DB2~MB, 3~BF2 == 461.57
j2 (ground):
j2, b2u3, 22~DB2~MB, b3, f2 1+3 == 465.68
j2 (air):
j2, b2u3, 22~DB2~MB, b3, f2 1+3 == 465.68
j3:
j3, b12~DB2~MB, b3, j2, f2 1+3 == 452.15
j3 (crossup), 22~DB2~MB, b3, j2, f2 1+3 == 480.08
NOTE: Not as confirmable as the other j3 combo, but you will be safe on block if you chain to 223 (-1).​
1 bar, corner:
d1:
d1~DB2~MB, f3, vertical j3, 22~BF2 == 412.49
b1:
b123~DB2~MB, f3, 2, 22~BF2 == 424.83
f1:
f13, 2, b123~DB2~MB, f3, 2, f2 1+3~f == 407.80
d2 (ground):
d2, 2, b123~DB2~MB, f3, 2, f2 1+3~f == 337.61
d2 (air):
d2, b2u3, 22~DB2~MB, f3, 22~BF2 == 363.63
b2:
b2, b123~DB2~MB, f3, 2, f2 1+3~f == 448.34
b2u3, 22~DB2~MB, f3, 2, f2 1+3~f == 465.26
f2:
f2, d1~DB2~MB, f3, 2, f2 1+3~f == 403.13
NOTE: Difficult to hit the d1 consistently, but may be worth learning since it comes from such a fast, unexpected low.​
f3:
f3, b2u3, 22~DB2~MB, 2, f2 1+3~f == 460.84
j2 (ground):
j2, b2u3, 22~DB2~MB, f3, 2, f2 1+3~f == 474.81
j2 (air):
j2, b2u3, 22~DB2~MB, f3, 2, f2 1+3~f == 436.52
j3:
j3, 2, b123~DB2~MB, f3, 2, f2 1+3~f == 475.11
Execution tips for new players and old scrubs like me:
  • If completing a combo involving (b3, j3) is difficult, you may often substitute j2 for less damage, but more time to combo afterwards on the ground.
  • In most juggles involving (b3, <j2 or j3>), you want to hit the opponent with the jump normal as Aquaman begins to fall from the peak of this jump. However, juggle scaling doesn't always permit this. See below for more tips:
  • In combos involving multiple knockdowns/launches (such as b123, f13, etc.), the height and fall speed of b3 will scale dramatically downward, making juggles much harder. To ensure completion, you can substitute j2 for j3 as above, and you may also have to hit j2 earlier in your jump, while Aquaman is still rising.
  • In juggles where you have to use early j2/j3, and it's hard to complete with f2 on the ground, practice buffering the f2 while Aquaman is still in the air (time the button press for about halfway down to the ground). Remember that the buffer for ground attacks after jump attacks is absurdly huge compared to Japanese 2D fighters.
 
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Just here to add something I'be been doing off of his D2 anti-air.


D2, 3~trident toss or from the deep if you get the late hit.


It's easy to do if you randomly get an anti-air and aren't anticipating a conversion
 

Evil Canadian

G O K U
Premium Supporter
I noticed for b123 deep ex, you just do j3 into ender and you sacrifice like, half a jabs worth of damage than if you did b12 deep ex wallbounce. If your hit confirming deep/end string in 3 is suspect I say that's more than a fair trade for just always ending with the plus on block part of string and getting from the deep if it hits.
 

Rey

Reycier
Why should you NOT b3 After b123 ex db2?
You can see if you are close enough to hit or not the b3.
At max Range you will whiff and if you are right next to ur opponent you will hit.
 

Ben Reed

Marine Biologist
b12 is actually pretty confirmable, especially if you're frame-trapping with it, so I don't actually consider the b12~special route to be super-risky compared to the b123 version. (At least not if you're using the string in a way where you're guaranteed a hit, like a very easy whiff punish.) And of course, if you're at the corner or close to it, you should always do b123 as your confirm, since pushback isn't a problem. But I think there's merit to what Evil Canadian says and I'll take a look at that combo when I get home.

I'm also revising the damage values for all the combos based on gear off, level equalized versus Superman (who I guess is the standard dummy? no idea what the median defense multiplier is in this game; wish somebody would make a table for em a la Guilty Gear). I'll try to have that done later today.
 
1000 defense is the highest any character has. (Such as superman.) I was going go average if amongst the cast. I guess people use him so we always know the lowest amount of damage being done and anything more than that is a bonus. I also read that it only affects damage whole blocking but I don't think that's right. Will check when I get home.
 

Ben Reed

Marine Biologist
1000 defense is the highest any character has. (Such as superman.) I was going go average if amongst the cast. I guess people use him so we always know the lowest amount of damage being done and anything more than that is a bonus. I also read that it only affects damage whole blocking but I don't think that's right. Will check when I get home.
There's definitely a multiplier applied on hit, not just chip. With gear off and levels equalized, if you do single moves on different characters, you will definitely see different damage values, not just the same damage dealt to a bigger or smaller maximum health pool.

But if Supes really has the highest defense then I think he's a good baseline for minimum damage expected. Mostly I just want to start deriving damage dealt by combo/total health pool so that I can get a more informed picture of damage::meter efficiency, as well as how significant the damage difference is on squishy characters versus tanks. Not like Aquaman is an optimization monster anyway because of how limited his combo routes are, but still. Data is data.
 
Here is my updated combo list. Any corrections/optimizations, feel free to reply to me or PM and I'll fix it.

0 bars, midscreen:
d1~BF2 == 134.13
NOTE: If you have no meter, just do d1~DF1 instead for the hit advantage (+10). Do not cancel unless d1 is sure to hit (punish), since DF1 is unsafe on block.​
b123~BF2 == 206.71
f13~BF2 == 171.93
NOTE: If you have no meter, you may be better served doing the full f132 string for less damage, but massive corner carry.​
d2 (ground hit), walk, 2, f2 1+3 == 184.79
d2 (ground hit), (walk), b123~BF2 == 193.09
NOTE: Walking may be optional, depending on how far away you hit d2 from, and how high in the air they are.​
d2 (air hit, high), b3, j3, f2 1+3 == 280.70
b2, b123~BF2 == 253.86
b2u3, walk, b123~DB2 == 292.39
b3, b2u3, 22~BF2 == 368.73
f3, b2u3, 22~BF2 == 368.73
j2 (air hit, high), b2u3, 22~BF2 == 337.86
j2 (air hit, high), b3, j3, walk, 22~BF2 == 374.91
j3 (ground hit, crossup), b123~BF2 == 302.19
0 bars, corner:
f13, 2, b123~BF2 == 259.98
d2 (ground hit), 2, 2, b123~BF2 == 225.02
d2 (air hit), b2u3, b123~BF2 == 264.02
f3, walk, b2u3, walk, b123~BF2 == 376.83
j2 (air hit, high), b2u3, b123~BF2 == 346.48
j2 (air hit, high), f3, b2u3, f2 1+3~f == 382.38
NOTE: Very hard, must hit j2 at absolute peak of opponent's jump. Cannot buffer f3 during the j2; the game will interpret it as neutral 3.​
j3 (ground hit), 2, b123~BF2 == 322.73

1 bar, midscreen:

DB2~MB (full screen), BF2 == 229.06
DB2~MB (just outside b3 range), dash, 223 == ???
DB2~MB (just outside b3 range), dash, 2, f2 1+3 == ???
DB2~MB (inside b3 range), b3, j3, f2 1+3 == 399.41
d1~DB2 MB, b3, j3, f2 1+3 == 402.44
b12~DB2~MB, b3, j3, f2 1+3 == 409.69
b123~DB2~MB, b3, j3, f2 1+3 == 450.12
NOTE: You may sometimes be out of range to hit with b3 when you start this combo. At the cost of damage, you may save the combo by doing (dash, 223 or dash, 2, f2 1+3) after the DB2~MB.​
f13~DB2~MB, b3, j3, f2 1+3 == 388.93
d2 (ground hit), 22~DB2~MB, b3, j2, f2 1+3 == 337.46
d2 (air hit, high), b3, j3, 22~DB2~MB, 22~BF2 == 356.84
b2, b12~DB2~MB, b3, j2, f2 1+3 == 426.25
b2u3, 22~DB2~MB, b3, 22~BF2 == 467.61
b3, b2u3, 22~DB2~MB, 22~BF2 == 463.72
f3, b2u3, 22~DB2~MB, 22~BF2 == 463.72
j2 (air hit, high), b2u3, 22~DB2~MB, b3, f2 1+3 == 470.00
j3 (crossup), b12~DB2~MB, b3, j2, f2 1+3 == 452.15
j3 (crossup), 22~DB2~MB, b3, j2, f2 1+3 == 483.82
NOTE: Not as confirmable as the other j3 combo, but you will be safe on block if you chain to 223 (-1).
1 bar, corner:
d1~DB2~MB, f3, vertical j3, 22~BF2 == 412.93
b123~DB2~MB, j3, 2, 22~BF2 == 432.41
f13, 2, b123~DB2~MB, f3, 2, f2 1+3~f == 411.10
d2 (ground hit), 2, b123~DB2~MB, f3, 2, f2 1+3~f == 340.24
d2 (air hit), b2u3, 22~DB2~MB, f3, 22~BF2 == 366.12
b2, b123~DB2~MB, f3, 2, f2 1+3~f == 451.40
b2u3, 22~DB2~MB, f3, 2, f2 1+3~f == 469.13
f2, d1~DB2~MB, f3, 2, f2 1+3~f == 405.34
NOTE: Difficult to hit the d1 consistently, but may be worth learning since it comes from such a fast, unexpected low.​
f3, b2u3, 22~DB2~MB, 2, f2 1+3~f == 465.24
j2 (air hit, high), 22~DB2~MB, f3, 2, f2 1+3~f == 479.26
j3 (ground hit), 2, b123~DB2~MB, f3, 2, f2 1+3~f == 490.64
Execution tips for new players and old scrubs like me:
  • If completing a combo involving (b3, j3) is difficult, you may often substitute j2 for less damage, but more time to combo afterwards on the ground.
  • In most juggles involving (b3, <j2 or j3>), you want to hit the opponent with the jump normal as Aquaman begins to fall from the peak of this jump. However, juggle scaling doesn't always permit this. See below for more tips:
  • In combos involving multiple knockdowns/launches (such as b123, f13, etc.), the height and fall speed of b3 will scale dramatically downward, making juggles much harder. To ensure completion, you can substitute j2 for j3 as above, and you may also have to hit j2 earlier in your jump, while Aquaman is still rising.
  • In juggles where you have to use early j2/j3, and it's hard to complete with f2 on the ground, practice buffering the f2 while Aquaman is still in the air (time the button press for about halfway down to the ground). Remember that the buffer for ground attacks after jump attacks is absurdly huge compared to Japanese 2D fighters.
I really Appreciate this. I'm just starting to pick up Aquaman, so I have no clue how to use him yet. Who did you do these combos on btw? I'm writing down the combos in word pad to practice offline and I'd like to have the damage output match yours.
 

Ben Reed

Marine Biologist
I initially did all the combos vs Aquaman, but the numbers can be misleading because many of them were recorded when I first got the game, with level 1 characters. I'm gonna update them all with numbers recorded with Superman in just a minute.

The most important training mode setting by far is this: make sure that after you select both characters, press Square during stage select ("Match Options") and make sure Competitive Mode and Equalized Levels are on (if you toggle Competitive Mode on, it should automatically turn the slider on for levels as well), because those are reflective of the stats you'd see in Tournament Mode versus.

EDIT: Combo post updated with numbers vs Superman. Trying to come up with d2 trade combos but they're way harder now. I literally don't think they're possible off trades with j2s anymore (at least not Superman's), but they're still possible off d1 trades, though much less damaging than in Inj1 cause you don't recover in time to 22~DB2~MB -> whatever. Best I can do so far is d2 (trade), b12~???, it's hard to capitalize off trades now.
 
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Does anyone know any optimal combos off DB1*MB? I get about 30% on superman doing 22~DB1*MB, B123~BF1. I feel like i can do better though.
 

Shawnzzy

Scrub Extraordinaire
What sort of uses are people finding for 1123 in combos? I find the final trident hit does a lot of damage and the second to last his is special cancelable so maybe there is something there. Anyone found a use?
 

Ben Reed

Marine Biologist
Haven't played much with 1123 yet. Probably a better-damage starter than f13 for the same general punishment range/speed, assuming they can't avoid the high (low profile recovery). Probably not optimal filler, though, even in the corner, since I think in most cases where 1123 would work as juggle filler, b123 also works and does more damage. I'll look at it later today.

It certainly doesn't seem bad for punishment, but it might also be better for checking people now despite being 9f, simply because f1 got nerfed from "jab, except mid and better in basically every way". 9f high and +0(?) versus 7f mid and -4 is definitely a more balanced tradeoff. Worth a 2nd look now for sure.

I need to investigate a bit more with Scoop MB, but sadly I don't think there's much there due mostly to meter cost, secondarily to the awkward float. They go high fast off a Scoop MB float, but they also fall fast, and the side switch happens so fast that the time required to make sure Aquaman turns to face the right way eats precious time to extend the combo with filler. (I can't count how many times I MB'ed a YOLO scoop that hit, only for my too-early 22 string to go the wrong way.)

I will of course verify the BS I'm making up here in the lab, but for 1 bar I think you're always better served either doing Trident Rush MB for frame advantage on hit/chip on block, or confirming to Tentacle MB for a full-length combo. The meter cost just seems way too high to justify Scoop MB for anything other than conversion off a b2~Scoop gimmick string.
 
What sort of uses are people finding for 1123 in combos? I find the final trident hit does a lot of damage and the second to last his is special cancelable so maybe there is something there. Anyone found a use?
Because 1 is a 9-frame high, you really gotta pick your spots. I've been using 1123 on wake up after connecting a d3, or after connecting a j2. If they get hit, they get pushed towards the corner (or get hit by a FTD MB combo if you're able to confirm in time). On block, you're at a massive +8 which is virtually a free b123.

I like it so much that I've been ending all my combos with d3, which sacrifices 50 damage easily, but I think the pressure is worth it.
 
So how have you all been using B3U3 in strings? I feel like this move has potential but I always end up using B123 or F13 to start things.

I guess I just have a hard time keeping anything going after the backflip. Seems like a very small window, and out of range if the juggle is too far along.

Anyone else running into difficulties with B2U3?
 
So how have you all been using B3U3 in strings? I feel like this move has potential but I always end up using B123 or F13 to start things.

I guess I just have a hard time keeping anything going after the backflip. Seems like a very small window, and out of range if the juggle is too far along.

Anyone else running into difficulties with B2U3?
That's actually one of my main starters. After the B2U3, you're gonna wait longer then you think you need to, then cancel a 1 (the trident twirl move) into a from the deep. You can then meterburn a from the deep and do a trident toss for an over 40% combo that leaves them far away, or just do the from the deep.

This is especially good because it's completely safe and gives you room on block or whiff, and if they're conditioned to block low it'll work a lot of times it shouldn't
 
So how have you all been using B3U3 in strings? I feel like this move has potential but I always end up using B123 or F13 to start things.

I guess I just have a hard time keeping anything going after the backflip. Seems like a very small window, and out of range if the juggle is too far along.

Anyone else running into difficulties with B2U3?
I pretty much only use this string in the corner cuz 22 and the up 3 part of the string whiffs at further ranges. However it scales for massive and i mean MASSIVE dmg. Mid screen i just use b2 and if it hits i follow up with b12 mb from the deep into b3 finisher. In the corner though when i do use it i do b2u3 22 mb from the deep f3 then f2 1+3. Its like 52% dmg for a bar. Awesome sauce.