Im beginning to see different threads of one combo only so I think its a nice a idea to generate a unique combo thread
I´ve taken the idea from other combo threads to use different colors for each variation, and if its universal then uso NO color.
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Notation:
Each line starts with meters used then total percentage e.g.: 1 [36%] is 1 meter used for 36% total damage
(EX) is used here for well EX
xx is for cancel
- is for the next string or ability when not cancelled into, Note: to avoid clutter I didn't space every button press with commas but left whole strings (what the move list calls Kombos) together e.g.: B122
Totem Indicates that this string summons a totem within the combo.
Colours indicate the type. I didn't otherwise separate otherwise them because most combo's are fairly interchangeable other then the last hit.
War God
Blood God
Sun God
Overview:
F2-F2-F2: Highest damage starter – but it is somewhat unsafe and punishable on block – Cannot be cancelled but offers a large juggle window
F1B2: Fast far reaching starter – large juggle - Cancellable – But lower damage then a lot of starters
B14: Decent speed on start-up – Only first hit has notable reach – Second hit is low especially useful for the high mix-up potential with war god
B122: Excellent speed and reach, cancelable though sometimes can’t cancel into Air throw.
114: No reach – high juggle and damage
F34: Slow slow start-up good juggle
DF1 EX – F2 – String – Ender: the primary extender gives a consistent juggle height, with a good follow up potential. It’s weakness is that it can’t always follow onto all strings if the enemy is too low, as such can usually only be used a first extension and rarely as a secondary
DB1 EX – String – Ender: The downside is that this extender cannot always be followed easily, at minimum you may need to use a f1 which offers lower damage
DF3 EX – Only extends in certain situations like the corner but allows for very high damage
DF1 : Ok dmg but terrible frames mean this is mostly only for Blood god
DB2: Sun god: Primary ender best to use in all cases where it will connect
War God: Low reach and bad frames mean this should be avoided
DF2: War god only: Best ender but it often will not connect
DB1: War God only: Pretty decent ender at 17 frames positive, easiest to connect as an ending move by a long shot decent dmg
DF3~EX decent damage if you want to spend the meter, excellent frames
COMBOS:
0 [32%] F2-F2-F2-D2
1 [39%] F2-NJP-F2-F2-B12 xx (EX)DF1-B122 Note this can be cancelled into specials either for more dmg or passive effects
0 [29%] F1B2-F2-F2-F1B2 xx DB2
0 [30%] F1B2-F2-F2-F1B2 xx DF2
1 [34%] F1-B2 xx DB1- D1 xx (EX)DF1-F1-B2 Totem
1 [35%] F1B2 xx (EX) DF1-F2-B122 xx DB1
1 [38%] F1-B2 xx DB1-D1 xx DF1 (EX)-B2-B122 Totem
1 [38%] F1B2-F2B1-4 xx (EX) DF1-B14 xx sun choke
1 [38%] F1B2-F2-F2 xx (EX) DF1-F2-B12 xx DF1
1 [39%] F1B2 xx DB1-D1 xx (EX)DF1-F2-D2 Totem
1 [34%] B14 xx (EX)DB1-F2-D2
1 [36%] B14 xx(EX)DB1-F2-F1B2 xx DF2
1 [37%] B14 xx (EX)DB1-F2-B122 xx DB1 These two are ideal combo's easy to land solid damage with DF2 giving better advantage for 1 less dmg
1 [39%] B14 xx (EX)DB1-F2-F2-B12 xx DF1
1 [12%]B12 xx DB2
1 [35%]B122 xx (EX) DF1-F2-F1B2 xx DB2
1 [38%]B122 xx (EX) DF3-D1-114 xx DB2
0 [20%] 114 xx DF1
1 [37%] 114 xx (EX)DF1-F2-F1B2 xx DB2
1 [40%] 114 xx (EX)DF1-F2-F1B2 xx DF2
1 [42%] 114 xx (EX)DF1-F2-B122 xx DB1
1 [32%] F34 xx (EX)DB1-F1B2 xx DF2
1 [35%]F34 xx (EX)DF1-F2-F1B2 xx DB2
1 [42%]F34 xx (EX)DF3-F2-D1-114 xx DB2
1 [39%] (JI2)-B14 xx (EX)DB1-F2-B122 xx DB1
2 [43%] (JI2)-B14 xx (EX)DB1-F2-B12 xx (EX)DF1-B12 xx DF1
Corner1 [36%] (EX)DB1-F2-B122-DB1
1 [34%] F1B2-F2-B14 xx (EX)DF1-B14 xx DB2
1 [35%] F34 xx (EX)DF1-F2-F1B2 xx DB2
1 [35%] F1B2 xx (EX)DF1-F2-B122 xx DB1
1 [35%] F1B2-F2-(EX)DF1-F2-B12 xx DF1
1 [37%] 114 xx (EX)DF1-F2-F1B2 xx DB2
1 [38%[ F1B2-F2-F2 xx (EX)DF1-F2-B12 xx DF1
1 [42%]114 xx (EX)DF3-D1-D1-D1-114 XX DB2
1. Sounds like you're either too early or too late with your inputs.So i usually only play sun god. I don't know if this was answered before somewhere in these thousands of pages of replies but i can't seem to hit most of these combos to the point where i think i'm doing something wrong. I've played inj/mk9 competitively before at locals so i know how to umm play the game but I can't seem to hit
1. the second (f2) after the f1b2, f2, -proceeds to drop combo-
2. B122 and F34 don't link to anti air grab? Is this corner only combo? Cause as of now the only combo i can do is F1B2, F2, -akward pause-, -random ass B1 as they're falling-, MB antiair grab b14, command grab.
What am i doing wrong? And are the combos in the original post still the optimal ones?
Thanks. If anyone helps. XD
It's a fairly hard combo. Watch the animation and do the f2 once as soon as his arm starts going down. If nothing comes out, you went to early. Basically, start watching the animation to figure out the exact timing you need to hit to get everything to hit, and once you've got it, you'll be able to start getting it more consistently.So i usually only play sun god. I don't know if this was answered before somewhere in these thousands of pages of replies but i can't seem to hit most of these combos to the point where i think i'm doing something wrong. I've played inj/mk9 competitively before at locals so i know how to umm play the game but I can't seem to hit
1. the second (f2) after the f1b2, f2, -proceeds to drop combo-
2. B122 and F34 don't link to anti air grab? Is this corner only combo? Cause as of now the only combo i can do is F1B2, F2, -akward pause-, -random ass B1 as they're falling-, MB antiair grab b14, command grab.
What am i doing wrong? And are the combos in the original post still the optimal ones?
Thanks. If anyone helps. XD
It's not really a combo starter, more of a pressure tool because it's plus on block. However, if by some miracle someone stands right in front of you and you hit them with the regular blade throw, f1 will hit and you can go from there. This is ridiculously impractical though.what is the best way to combo off the blade toss?
You guys are great though. I didn't think you would have already been messing with this stuff
instead of a video heres a quick summary
b122 mb df 3 rc 114 forces a high block into 114 air tackle. Testing this is at least +4. Meaning a b1(10 frame mid) is guaranteed. Only losing in testing so far to low profiling d4's which is messed up, or armor. Giving you time to get sword back after another b122 after the air tackle. You can mixup, df2, OR for another meter mb df3 again. Rinse and repeat and you will gain another meter back.
now a few things about this style of rushdown, its really about baiting armor, and if they know to low profile then you can just d4 after air tackle, which nothing will beat. So you can d4 into a mixup.
If any part of any of this chain of events hits, nothing bad will come of it. 114 air tackle will hit if they press a button during it, or if they get hit by the first 1 then its easy to confirm into meter. If they get hit by any part of b122 mb df3. You get (top of my head) mid 20's? Puts them full screen, and you have time while they are getting hit to toss a full screen god ray that will check them on wake up for at least .5 even if they wake up armor. Teleport might get out.
Corner, same thing, only if b122 mb df3 hits you can actually get a full combo into great damage. You can easily see it hit and catch them with a d1 into 114, f1b2, or 114 into meterless keep in the corner or spend another meter for 40's back into the corner with an EX air tackle.
I would really love to just show you but like I said I am lazy, so i said screw it.
Hopes this helps guys and any questions please ask! or blow me up, that works too. Either way lets get it on
i see some dude do it in a combo video so you are probably right about being impractical lolIt's not really a combo starter, more of a pressure tool because it's plus on block. However, if by some miracle someone stands right in front of you and you hit them with the regular blade throw, f1 will hit and you can go from there. This is ridiculously impractical though.
Here's the best use of his blade toss.
Well that's some fancy stuff. I didn't realize EX db3 was basically an 8% reset.
Haven't seen the EN db3 mentioned to end a combo with so figured I'd share. Still trying to optimize every facet of Kotal's play but this seems to be the most I could get midscreen combowise. A waste of meter imo but if the match can end with a 50% combo and Kotal has a 9 frame punishment opportunity, then why not.
Any video of using D3 as an anti air? I try it and can't seem to figure out the timing.
If you're going to spend meter, just use d3, ex df1, f2, f1b2~df2 (34%). Notice that you do not have to cancel the air grab from the d3, so it's still easy to hit confirm and requires very littleexecution. For meterless combo though, d3, f1b2~df2 is pretty good.Just a quick example of what you could do.
The timing for 1, f1 sort of depends on how high you hit the opponent but it's not all that hard. Confirming for F2 is much harder.
If the opponent jumped at further away, the 1 can wiff even though d3 connected. Omitting it for a high enough hit probably works.
Further attempts at damage optimization, this time factoring the corner. And keeping with the tribal music motif . No Blood Offerings utilized.
You can d4EXdf1 instead of d1EXdf1 and get an additional point of damage.A slight further optimization for Blood God:
f1b2db1,d1EXdf1,f2,b14df1 for 1bar and 42%, and the link isn't as tight as f1b2 after the totem.
Great videos and choice of musics ! Thx for the time and effort
any tips on getting the d2 to connect after the f2?War god optimal (I belive) 1 bar combos
f2f2f2 b14~exgrab, f2,d2 = 45%
same, but f1b2 starter = 40%
b14exdb1 , f2 f2, f1b2~db1 = 39%
b12~exgrab,f2,b122~db1 = 36%
114~exgrab,f2,b122~db1 = 42%
Do f2 as early as possible and Then d2 as early as possibleany tips on getting the d2 to connect after the f2?
Awesome, thanks!You can d4EXdf1 instead of d1EXdf1 and get an additional point of damage.