Burgesssssss
Noob
Howdy!
Making this thread separate as it's while wordy, and I wanna do one for each Variation.
Starting with Sonya's Coverts Ops variation, here's a couple vids showing a few combos.
Currently I'm using 3 enders-
DB2 1 - to keep position
BF4 - to swap sides
Throw - for max damage/ reset opportunity/ swap sides
2134 - for hard knockdowns (Not in video).
All combos shown start with B332, but can be swapped with B14 for mix up options, as well as 11 and 213. Don't forget, you can start all combos with JIP and/or Air Drop for an extra 2-4% damage.
B332, DB2 4, RUN 12, RUN 121, BF4 - 30% *
B332, DB2 4, WALK 12, RUN 121, DB2 1 - 30%
B332, DB2 4, WALK 12, RUN 12, RUN 121, BF4 - 32% **
B332, DB2 4, WALK 12, RUN 12, RUN THROW - 34%
EX Parry 2/4, NJP, RUN 12, RUN 1214 - 34%
EX Parry 2/4, NJP, RUN 12, RUN 121, BF4 - 38%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 121, DB2 1 - 44%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 12, RUN 121, BF4 - 45%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 12, RUN THROW - 48%
XRAY, RUN 12, RUN 121, BF4 - 50%
*This combo is probs the easiest. Can cross sides by going straight into run, don't have to judge the juggle and possibly whiff the 2 of 12, and ending in BF4 means you end up on the same side you started.
**This combo is probs the most difficult. Timing is strict due to all the dashes and 12s, but I'm pretty sure it's the most damaging meterless midscreen combo so far, that doesn't start with JIP/Air drop or end in a throw.
B332, DB2 4, JF4, 12, 12, 121, DB2 1- 34%
B332, DB2 4, JF4, 12, 12, 12, 121, DB2 1- 35%
B332, DB2 4, JF4, 12, 12, 12, THROW - 39%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 121, DB2 1 - 40%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 12, 121, BF4 - 42%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 12, THROW - 44%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 121, DB2 1 - 47%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 12, 121, BF4 - 48%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 12, THROW - 52%
XRAY, JFK, RUN 12, 12, 121, DB2 1 - 57%
XRAY, JFK, RUN 12, 12, 12, 121, BF4 - 59%
XRAY, JFK, RUN 12, 12, 12, THROW - 60%
*** Judging the 12s in the corner can be tricky, especially online. Safest bet is to simply do one standing 1 after the JFK, and then the following 12s into combo enders. It's 1% less damage, but far easier to execute.
Hope you guys find this helpful. Demolition Variant combos and setups to follow.
Props to @Ayane btw. While writing this up, they've got 1% higher damage for a midscreen Xray combo!
Making this thread separate as it's while wordy, and I wanna do one for each Variation.
Starting with Sonya's Coverts Ops variation, here's a couple vids showing a few combos.
Currently I'm using 3 enders-
DB2 1 - to keep position
BF4 - to swap sides
Throw - for max damage/ reset opportunity/ swap sides
2134 - for hard knockdowns (Not in video).
All combos shown start with B332, but can be swapped with B14 for mix up options, as well as 11 and 213. Don't forget, you can start all combos with JIP and/or Air Drop for an extra 2-4% damage.
B332, DB2 4, RUN 12, RUN 121, BF4 - 30% *
B332, DB2 4, WALK 12, RUN 121, DB2 1 - 30%
B332, DB2 4, WALK 12, RUN 12, RUN 121, BF4 - 32% **
B332, DB2 4, WALK 12, RUN 12, RUN THROW - 34%
EX Parry 2/4, NJP, RUN 12, RUN 1214 - 34%
EX Parry 2/4, NJP, RUN 12, RUN 121, BF4 - 38%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 121, DB2 1 - 44%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 12, RUN 121, BF4 - 45%
EX Parry 1/3, UD4, B332, DB2 4, WALK 12, RUN 12, RUN THROW - 48%
XRAY, RUN 12, RUN 121, BF4 - 50%
*This combo is probs the easiest. Can cross sides by going straight into run, don't have to judge the juggle and possibly whiff the 2 of 12, and ending in BF4 means you end up on the same side you started.
**This combo is probs the most difficult. Timing is strict due to all the dashes and 12s, but I'm pretty sure it's the most damaging meterless midscreen combo so far, that doesn't start with JIP/Air drop or end in a throw.
B332, DB2 4, JF4, 12, 12, 121, DB2 1- 34%
B332, DB2 4, JF4, 12, 12, 12, 121, DB2 1- 35%
B332, DB2 4, JF4, 12, 12, 12, THROW - 39%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 121, DB2 1 - 40%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 12, 121, BF4 - 42%
EX Parry 2/4, NJP, JFK, DB2 4, 12, 12, THROW - 44%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 121, DB2 1 - 47%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 12, 121, BF4 - 48%
EX Parry 1/3, UD4, B332, DB2 4, JFK, 12, 12, 12, THROW - 52%
XRAY, JFK, RUN 12, 12, 121, DB2 1 - 57%
XRAY, JFK, RUN 12, 12, 12, 121, BF4 - 59%
XRAY, JFK, RUN 12, 12, 12, THROW - 60%
*** Judging the 12s in the corner can be tricky, especially online. Safest bet is to simply do one standing 1 after the JFK, and then the following 12s into combo enders. It's 1% less damage, but far easier to execute.
Hope you guys find this helpful. Demolition Variant combos and setups to follow.
Props to @Ayane btw. While writing this up, they've got 1% higher damage for a midscreen Xray combo!
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