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Tech New Batgirl Combo Thread (as of April 2014)

Pan1cMode

AUS FGC represent!
Hello my fellow BG mains, here you'll find all BG's relevant combos as of the 15th of April 2014

Modifications to lessen execution requirements/increase consistency are shown in red brackets ( ). Meter dependent combos are labeled with a blue asterix * per bar of meter. Interactable bounce combos are labeled with a yellow plus symbol +. Punch blade damage is shown in green %. Electric knuckle damage is shown in pink %.


MIDSCREEN

Vortex
  • (overhead) b2u3, b2u3, d2~bf1, ji2, 111 28% 27% (omit second b2u3)
  • (overhead) b2u3, ji2, f23~df2(MB), d2~bf1, ji2, 111 38% 37% * (omit first ji2)
  • (overhead) b2u3, interact, b3, ji3, d2~bf1, ji2, 111 36% 35% + (replace ji3 with ji2)
  • (low) b12, b2u3, d2~bf1, ji2, 111 (omit b2u3) 26% 25%
  • (low) b12, f23~df2(MB), d2~bf1, ji2, 111 34% 32% *
  • (low) b12, 21~interact, b3, bf1, ji2, 111 32% 30% + (use b1/1 instead of 21)
  • (overhead, low) b2d3~bf3(MB), b3, ji3, d2~bf1, ji2, 111 32% 32% * (replace b3, ji3 with b2u3)
  • (bounce cancel [oh, low, oh]) b2d3~df(MB), b2u3, d2~bf1, ji2, 111 36% 35% **
  • (bounce cancel [low, oh]) b1~df(MB), b2u3, d2~bf1, ji2, 111 35% 34% **
  • (7 frame punish) 111~bf3(MB), b3, ji3, d2~bf1, ji2, 111 35% 33% * (replace b3, ji3 with b2u3)
  • (cross up ji3) j3, f23~df2(MB), d2~bf1, ji2, 111 39% 38% * (replace f23 with f21)
  • (teleport) dd3(MB), dash up, b3, ji3, d2~bf1, ji2, 111 24% 24% * (use ji2 after b3 instead of ji3)
  • (flying bat) df2(MB), 21, d2~bf1, ji2, 111 25% 24% * (omit 21)
Damage
  • (overhead) b2u3, b2u3, ji2, f212~db2u 36% 34% (use f21 instead of f212)
  • (overhead) b2u3, b1~interact, b3, ji3, f21~db2u 40% 38% +
  • (overhead) b2u3, ji2, f23~df2(MB), 212~db2u 42% 41% *
  • (overhead) b2u3, ji2, 1~interact, b3, ji3, f2~df2(MB), f21~db2u 46% 44% + *
  • (low) b12, b2u3, d2~bf1, dash, b3, ji2, f2~db2u 32% 30% (omit b2u3 and use ji3, 212~db2u)
  • (low) b12, b1~interact, b3, ji3, f21~db2u 38% 36%+
  • (low) b12, f23~df2(MB), 212~db2u 38% 37% *
  • (low) b12, f23~df2(MB), 21~interact, b3, 21~db2u 45% 43% + *
  • (overhead, low) b2d3~bf3(MB), b3, ji3, 212~db2u 35% 34% * (replace b3, ji3 with b2u3)
  • (7 frame punish) 111~bf3(MB), b3, ji3, 212~db2u 37% 35% * (replace b3, ji3 with b2u3)
  • (crossup ji3) j3, f23~df2(MB), 212~db2u 44% 43% * (use f21 instead of f23)
  • (teleport) dd3, b3, ji3, 212~db2u 28% 27% * (use ji2 instead of ji3)
  • (flying bat) df2(MB), 21, d2~bf1, dash, b3, ji2, 21~db2u 31% 29%* (omit 21 and go b3, ji3, 212~db2u)
CORNER

Vortex
  • (low) b1~db2u, f21, d2~bf1, dash, nj2, 111 33% 31%
  • (low) b1~db2u, f23~df2(MB), d2~bf1, dash, nj2, 111 41% 40% *
  • (overhead, low) b2d3~db2u, f21, d2~bf1, dash, nj2, 111 34% 33%
  • (overhead, low) b2d3~db2u, f23~df2(MB), d2~bf1, dash, nj2, 111 42% 41% *
  • (teleport) dd3(MB), b2u3, d2~bf1, dash, nj2, 111 19% 18% *
  • (flying bat) df2(MB), f23, d2~bf1, dash, nj2, 111 31% 30% *
Damage
  • (overhead) b2u3, f23, f23, f23~db2u 44% 43% (substitue last f23 with f212)
  • (overhead) b2u3, f2, f23, f23, f23~df2(MB), f23~db2u 56% 54% * (omit first f2, substitute third f23 with f21)
  • (low) b1~db2u, f21 f21, f23~db2u 44% 42%(substitue last f23 with f212)
  • (low) b1~db2u, f23, f23~df2(MB), f23, 111~db2u 58% 56% *
  • (low [easier execution]) b1~db2u, f23~df2(MB), f23, f23~db2u 54% 53% *
  • (overhead, low) b2d3~db2u, f21, f21, f23~db2u 44% 43% (omit first f21 or substitute f23 with f212)
  • (overhead, low) b2d3~db2u, f23, f23~df2(MB), f23, 111~db2u 57% 56% *
  • (overhead, low [easier execution]) b2d3~db2u, f23~df2(MB), f23, f23~db2u 54% 53% *
  • (bounce cancel [oh, low, oh]) b2d3~df(MB), f23, f23, f23~df2(MB), f23~db2u 58% 57% *** (substitute third f23 with f21)
  • (bounce cancel [low, oh]) b1~df(MB), f23, f23, f23~df2(MB), f23~db2u 59% 57% *** (substitute third f23 with f21)
  • (overhead ji3) j3, f21, f23, f23~df2(MB), f23~db2u 56% 55%* (substitute second f23 with f21)
  • (flying bat) df2(MB), f23, f23, f23~db2u 47% 46% * (subsitute last f23 for f212)
If you have more damaging/relevant combos, please feel free to post so we can get the OP updated.

@RiBBz22
 
Last edited:

RM Truth

Unintentional Tier Whore Follow me @TruthRM
My prefer corner combo for the 50/50 now.

B1 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

B2D3 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

I believe both combos get 54%. Low starter might be 53.
 

Pan1cMode

AUS FGC represent!
My prefer corner combo for the 50/50 now.

B1 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

B2D3 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

I believe both combos get 54%. Low starter might be 53.
Yup, both get 54% in punch blades. I've only posted max damage though otherwise the thread would be super cluttered. I personally like that combo better because I get it more consistently but thought it best if max damage was shown then alternatives for easier execution (which I put in brackets).
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Yup, both get 54% in punch blades. I've only posted max damage though otherwise the thread would be super cluttered. I personally like that combo better because I get it more consistently but thought it best if max damage was shown then alternatives for easier execution (which I put in brackets).
I also like it because on block it becomes a cartwheel 50/50.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
My prefer corner combo for the 50/50 now.

B1 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

B2D3 xx Cartwheel Up, F23 xx MB Flying Bat, F23, F23 xx Cartwheel Up

I believe both combos get 54%. Low starter might be 53.
Yeah me and Panic were discussing these before the combo thread got posted. I use that version for 54% as well because it is just what I always used and I find the execution simple. Maybe we can add it to the list or something as an alt.
 

Name v.5.0

Iowa's Finest.
I've been doing the overhead wallbounce combo below for a long time now and it gets a tiny bit more damage than the OP's post:

B2U3, slight walk forward, F2~Wall Bounce, B3, J3, F2~DF2(MB), F21~DB2U 46% for 1 bar.

It's wonky feeling at first but I can do it 10/10 easy now.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I've been doing the overhead wallbounce combo below for a long time now and it gets a tiny bit more damage than the OP's post:

B2U3, slight walk forward, F2~Wall Bounce, B3, J3, F2~DF2(MB), F21~DB2U 46% for 1 bar.

It's wonky feeling at first but I can do it 10/10 easy now.
Nice I will have to mess with that, 46% is pretty solid.

Only post inputs ? No videos?
Do you really need a video for a bunch of BNB's?
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I've been doing the overhead wallbounce combo below for a long time now and it gets a tiny bit more damage than the OP's post:

B2U3, slight walk forward, F2~Wall Bounce, B3, J3, F2~DF2(MB), F21~DB2U 46% for 1 bar.

It's wonky feeling at first but I can do it 10/10 easy now.
Yeah this is a nice idea because even meterless we can get 34% off a BGB with b2u3, f2~BGB, b3, bola, j2, 111 ...if you would rather do it that way than go for the j2 d2 bola with just b2u3 BGB
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Here is a pretty easy and good meterless punish in the corner:

111~db2u, f21, f21, f21, 111~db2u = 46%. Almost 50% with a j2 lol.
 

Rip Torn

ALL I HAVE IS THE GREEN.
MIDSCREEN
Damage
  • (7 frame punish) 111~bf3(MB), b3, ji3, 212~db2u 37% 35% * (replace b3, ji3 with b2u3)
@RiBBz22
easier 7 frame damage punish: 111~df2(MB), 21, d2~bola, b3, j3, f2~db2u 37%

If you go into vortex it's 31%. I think it's easier and more consistent on all body types. She can do j2 into f21~db2u ender as well for 36%… super easy. I hate that redemption MB to b3 link. It's a 1 frame link I believe.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
easier 7 frame damage punish: 111~df2(MB), 21, d2~bola, b3, j3, f2~db2u 37%

If you go into vortex it's 31%. I think it's easier and more consistent on all body types. She can do j2 into f21~db2u ender as well for 36%… super easy. I hate that redemption MB to b3 link. It's a 1 frame link I believe.
lol it isn't a 1 frame link, but yeah I don't really use it that much. You probably have like a 5 frame window I am guessing.
 

Rip Torn

ALL I HAVE IS THE GREEN.
lol it isn't a 1 frame link, but yeah I don't really use it that much. You probably have like a 5 frame window I am guessing.
I believe it is a 1 frame link on the small characters. Yeah, on Bane you have 5 frames probably. Also, online adds additional buffer so try it offline. I'm not great at execution so I'm trying to follow the 10/10 rule especially for bnb's.
 

Red Reaper

The Hyrax Whisperer
I believe it is a 1 frame link on the small characters. Yeah, on Bane you have 5 frames probably. Also, online adds additional buffer so try it offline. I'm not great at execution so I'm trying to follow the 10/10 rule especially for bnb's.
Yeah. I was dropping that shit when I played the mirror like two weeks ago.... Feels like Martian's Martian Grab into B3 where if I haven't done it in a while I f*ck it up.

I normally don't follow that 10/10 rule but since at Krayzie's I play on that big TV and at home I play on a CRT I have different timings all the time and sometimes I don't adjust fast enough at tournaments.

I think you should try to go for the harder kombos in kasuals. The more you try to push your execution, the better you'll get at it...
 

Pan1cMode

AUS FGC represent!
easier 7 frame damage punish: 111~df2(MB), 21, d2~bola, b3, j3, f2~db2u 37%

If you go into vortex it's 31%. I think it's easier and more consistent on all body types. She can do j2 into f21~db2u ender as well for 36%… super easy. I hate that redemption MB to b3 link. It's a 1 frame link I believe.
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.

Just asking ill write down what I know
I don't have a capture card :(. But I'll work on recording stuff when I get my new monitor.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
CORNER

Vortex
  • (low) b1~db2u, f23~df2(MB), d2~bf1, dash, nj2, 111 41% 40% *

  • (overhead, low) b2d3~db2u, f23~df2(MB), d2~bf1, dash, nj2, 111 42% 41% *
Damage
  • (low [easier execution]) b1~db2u, f23~df2(MB), f23, f23~db2u 54% 53% *
  • (overhead, low [easier execution]) b2d3~db2u, f23~df2(MB), f23, f23~db2u 54% 53% *
If you have more damaging/relevant combos, please feel free to post so we can get the OP updated.
You can land two f23's after a cartwheel before mb flying bat for more damage. I've highlighted the combos you have that have a f23 after the cartwheel so you can do whatever.
 
not sure if people know about this or if its viable but if you end combos with 111 flying bat you can dash forward neutral jump 2 and it will cross up, but if you dash forward before they hit the ground it will not cross up and when you dash forward when they hit the ground it will cross up, when the dashes are timed well it can be hard to tell which side you will get hit on and if your opponent does block it, they then have to block a 50/50. Again i don't know if this is viable in tournaments but just taught i would share this anyways.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Yeah. I was dropping that shit when I played the mirror like two weeks ago.... Feels like Martian's Martian Grab into B3 where if I haven't done it in a while I f*ck it up.

I normally don't follow that 10/10 rule but since at Krayzie's I play on that big TV and at home I play on a CRT I have different timings all the time and sometimes I don't adjust fast enough at tournaments.

I think you should try to go for the harder kombos in kasuals. The more you try to push your execution, the better you'll get at it...
I would say it's similar timing to martian's grab to b3. I see everyone dropping those. I find it difficult going from Asus to BenQ even… But it does the same damage anyway so it's not really worth it to me. If it did a ton more damage it might be worth it but the payoff just isn't there in this case. And if you have them in the blender then keep your finger firmly pressed against the frappe button. Don't get all fancy and let them out for free.
 

Pan1cMode

AUS FGC represent!
You can land two f23's after a cartwheel before mb flying bat for more damage. I've highlighted the combos you have that have a f23 after the cartwheel so you can do whatever.
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).

not sure if people know about this or if its viable but if you end combos with 111 flying bat you can dash forward neutral jump 2 and it will cross up, but if you dash forward before they hit the ground it will not cross up and when you dash forward when they hit the ground it will cross up, when the dashes are timed well it can be hard to tell which side you will get hit on and if your opponent does block it, they then have to block a 50/50. Again i don't know if this is viable in tournaments but just taught i would share this anyways.
The problem is df2 can be tech rolled. Also, you'd be giving up a guaranteed reset for something gimmicky.