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Tech New Batgirl Combo Thread (as of April 2014)

For the combos you highlighted, you actually can't. The scaling makes it so that the d2~bf1 after df2(MB) won't connect (in the case of the first combos) or that the second f23 after flying bat won't connect (in the case of the second set of combos).


The problem is df2 can be tech rolled. Also, you'd be giving up a guaranteed reset for something gimmicky.
ya your right i forgot about tech rolls
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
For the combos you highlighted, you actually can't. The scaling makes it so that the d2~bf1 after df2(MB) won't connect (in the case of the first combos) or that the second f23 after flying bat won't connect (in the case of the second set of combos).
Do you mean the gravity?

Yeah but the damage is bigger in the case of the second combos if you use (starter)~db2u, f23, f23~df2(MB), f23 db2u. I don't know why you think (starter)~db2u, f23, f23~df2(MB), f23, f23 doesn't hit, because I managed f23, 11u2d1 after flying bat and it's only a frame faster... but I'll double check tomorrow, I'm pretty sure I recorded it.
 

Pan1cMode

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Do you mean the gravity?

Yeah but the damage is bigger in the case of the second combos if you use (starter)~db2u, f23, f23~df2(MB), f23 db2u. I don't know why you think (starter)~db2u, f23, f23~df2(MB), f23, f23 doesn't hit, because I managed f23, 11u2d1 after flying bat and it's only a frame faster... but I'll double check tomorrow, I'm pretty sure I recorded it.
Yeah I meant gravity scaling.

The point of the second combo (the one with easier execution in brackets) was to be easier execution. Although I'm sure you could squeeze more damage out of it, the execution requirements are greatly increased.

Also, the last f23 will hit but the cartwheel will whiff due to increased gravity.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Yeah I meant gravity scaling.

The point of the second combo (the one with easier execution in brackets) was to be easier execution. Although I'm sure you could squeeze more damage out of it, the execution requirements are greatly increased.

Also, the last f23 will hit but the cartwheel will whiff due to increased gravity.
Yeah, but it was under damage ;)

Yeah that's why I tend to do 11u2d1 at the end instead, ambiguous crossup setups depending on how early/late you do it
 

Pan1cMode

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Yeah, but it was under damage ;)

Yeah that's why I tend to do 11u2d1 at the end instead, ambiguous crossup setups depending on how early/late you do it
Yeah I know, I posted that setup a few weeks ago. Only problem is it's tech rollable.
 

Rip Torn

ALL I HAVE IS THE GREEN.
It is most definitely not a one frame link. In fact, I find it easier to get the b3 than to get the 21, d2. You have more time for the b3 than you do for b2u3 after b12. It's at least 10 frames, even on small characters. I get it consistently against Frost, BG and Zatanna.
Ok I went back to the lab and b3 is really easy on large and midsize characters. On the small characters it's 1-2 frames, and I'm leaning towards 1 frame still. I just can't get it consistently on the smalls. Maybe you have advice on that.

21 d2 feels weird at first because of your muscle memory but it's actually very consistent if you actually practice it and see when to hit each part. When you hit the 21 while they are still a little over your head it pops them up high for the d2~bola. 21 recovers pretty fast so you can input d2 as soon as you see the second hit of 21 connect.
 

Pan1cMode

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Ok I went back to the lab and b3 is really easy on large and midsize characters. On the small characters it's 1-2 frames, and I'm leaning towards 1 frame still. I just can't get it consistently on the smalls. Maybe you have advice on that.

21 d2 feels weird at first because of your muscle memory but it's actually very consistent if you actually practice it and see when to hit each part. When you hit the 21 while they are still a little over your head it pops them up high for the d2~bola. 21 recovers pretty fast so you can input d2 as soon as you see the second hit of 21 connect.
I'm doing it consistently against KF and Zatanna.

Try pressing b3 as soon as you hear BG make the grunt when she launches the opponent.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I'm doing it consistently against KF and Zatanna.

Try pressing b3 as soon as you hear BG make the grunt when she launches the opponent.
This actually helped me figure out when the animation ends. I'm watching her hand come back down to her waist after hitting them up in the air. It probably is a 2-3 frame window. Definitely not a just frame. Also, I'm concentrating on tapping the 3 because I may have been delaying b3 accidentally.
 
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RiBBz22

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It actually does do 50% with a j2 if you end in f212~db2u ;)
Yeah you can do that one, but I do drop the cartwheel sometime if the f21's end up going too low at the end. 111 never drops for me so I just use that.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Yeah I know, I posted that setup a few weeks ago. Only problem is it's tech rollable.
With it's quick rise property I wouldn't worry about tech rolls too much, and I'm not even sure anyone outside Batgirl mains know about 11u2d1 lol
 

Rip Torn

ALL I HAVE IS THE GREEN.
Yeah you can do that one, but I do drop the cartwheel sometime if the f21's end up going too low at the end. 111 never drops for me so I just use that.
True. Her corner combos are very adaptable if you see that your f23/f21 reps are letting them fall too low. I like the 111 ender and I try to end corner combos with f23, f23, df2 MB, f23, 111~db2u but only if i see that last f23 is nice and high will i add the 111 in.
 

Pan1cMode

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b1/b2d3~db2u, f23, f23~df2(MB), f23, 111~db2u (57%)

New corner combo. This one isn't too hard either.
 

RiBBz22

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b1/b2d3~db2u, f23, f23~df2(MB), f23, 111~db2u (57%)

New corner combo. This one isn't too hard either.
It isn't worth the extra damage for me. I have messed around with this combo before and I remember finding the consistency not where I wanted it to be 1) on the first 2 F23's, 2) hitting 111, and 3) hitting cartwheel off 111 (wouldn't connect to 111 because they end up a little too low after the 111 hits).

It is the kind of combo I could probably start to hit consistent, but when I moved to a new setup or changed systems I would drop a lot. It is swag though for sure. But like Rip said before, her combos are somewhat adaptable, but I feel like the biggest risk is at the start of the combo because it is hard to tell if you hit the first f23 high enough to make the 2nd one juggle.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
b1/b2d3~db2u, f23, f23~df2(MB), f23, 111~db2u (57%)

New corner combo. This one isn't too hard either.
That's what I was talking about earlier, except I use 11u2d1 instead of cartwheel for setups and it actually does 58% if I remember right
 

Pan1cMode

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That's what I was talking about earlier, except I use 11u2d1 instead of cartwheel for setups and it actually does 58% if I remember right
Low does 58 overhead does 57.

11u2d1 is hella gimmicky. It's super easy to tech roll and even thn you can mash out a wakeup. It's still good for a once off gimmick though.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Low does 58 overhead does 57.

11u2d1 is hella gimmicky. It's super easy to tech roll and even thn you can mash out a wakeup. It's still good for a once off gimmick though.
People tend not to expect it since it's not exactly one of her most recognised strings, so I use it a couple of times. The opponent won't know which way to wakeup since you're the one that decides if it crosses up or not, and if you expect the wakeup just block lol
 

Pan1cMode

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People tend not to expect it since it's not exactly one of her most recognised strings, so I use it a couple of times. The opponent won't know which way to wakeup since you're the one that decides if it crosses up or not, and if you expect the wakeup just block lol
You do realise that I was the one that discovered that tech right? I'm well aware of its uses and applications and I'm telling you that since they should already be trying to tech the cartwheel it won't be that hard to tech the 11u2d1.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
You do realise that I was the one that discovered that tech right? I'm well aware of its uses and applications and I'm telling you that since they should already be trying to tech the cartwheel it won't be that hard to tech the 11u2d1.
Not that it should be a big deal who discovers tech anyway, yes I did know you found it. I was messing about with it and found it crossed up myself but when I went to see if any threads had been made about it I found the one you made. I've been looking at crossup setups with flying bat myself though and been pretty successful :)

It doesn't matter who finds it, it's how useful it is that matters :p

And not everyone tech rolls, I get that high-level players that do tech roll will most likely tech roll it
 

Pan1cMode

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Not that it should be a big deal who discovers tech anyway, yes I did know you found it. I was messing about with it and found it crossed up myself but when I went to see if any threads had been made about it I found the one you made. I've been looking at crossup setups with flying bat myself though and been pretty successful :)

It doesn't matter who finds it, it's how useful it is that matters :p

And not everyone tech rolls, I get that high-level players that do tech roll will most likely tech roll it
Oh I don't care who found it, but yousere acting like I was unfamiliar with the setup. I tried it and it worked once against my training partner, then he tech rolled every subsequent attempt.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Oh I don't care who found it, but yousere acting like I was unfamiliar with the setup. I tried it and it worked once against my training partner, then he tech rolled every subsequent attempt.
Yeah if you do it several times they're going to know to tech roll, I was just saying it'd be useful more than once on those that don't tend to tech roll that's all
 

Pan1cMode

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After quite a bit of testing I've come to the conclusion that f2~interact is stance specific (at least against some characters). Here are some alternate combos you can use that achieve basically the same damage that aren't stance specific. I've updated the OP.


(low) b12, 21~interact, b3, bf1, ji2, 111 32% 30% +

(overhead) b2u3,b1~interact, b3, ji3, f21~db2u 40% 38% +
(overhead) b2u3, ji2, 1~interact, b3, ji3, f2~df2(MB), f21~db2u 46% 44% + *

(low) b12, b1~interact, b3, ji3, f21~db2u 38% 36% +
(low) b12, f23~df2(MB), 21~interact, b3, 21~db2u 45% 43% + *
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
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Do you guys have anything better for something that pushes your opponent into the corner?

b2u3 j2 f23 df2 MB (close to corner) f23 f212 db2u = 49%