usedcarsalesmang
Warrior
+28What's the frames after b2 grab?
+28What's the frames after b2 grab?
I've been thinking about this as well. I think the best way is everyone choose 1 character to test combos on, ie Superman, and use the match options to disable the affects of gear and enable the level handicap, essentially putting the game into tournament mode, then everyone post the damage value of the combo, rather than a percentage. This way, everyone's on the same page.Combos are gonna be weird to put a percentage or even number value on. The same combos do different damage on different characters.
I say we try the combo in the highest defense/hp character then lowest, and then put both values. Not sure which chars yet are the highest/lowest yet though.
Do you have a video or link of what you mean?A couple of you commented on the db1 float 1 timing and I've got it down now. Thanks a bunch!
B12, mb teleport doesn't linkb12, MB teleport, b3, j2, 4+RT (walking laser) - 411 damage
easy to do, advancing string to start, second hit is a low
It does in the cornerB12, mb teleport doesn't link
Ah, thought he was talking about midscreen.It does in the corner
Actually just tried it in the corner and it's still not linking.It does in the corner
The upside is that this means she gets a ton of damage from her MB teleport as a starter (more than her usual BnBs).B12, mb teleport doesn't link
She definitely does. Messing around with that now.The upside is that this means she gets a ton of damage from her MB teleport as a starter (more than her usual BnBs).
I also want to point out this reverses wake up inputs.Corner BnB into set up:
Starter, mb RS, 3, F23, Float 1, F23, Float 1, B2 1+3 ~ F3
Will cross up, once established you can dash out of F3 and go for B12 into loop.
Instead of walking forward, you can use @flappysamyhamy's method of juggling with b1 and connect that to the b2 1+3what do you guys think of ending her midscreen combos with B21+3?
seems to give her way better pressure plus an easier mixup with her F3
Combo i've been using is: Freeze breath starter, dash forward, B3, J3, walk forward, B21+3.
from here you have A TON of options for pressure. Crossup J1, F3 in front or behind for a 50/50, ground pressure, ect...
Great point. It actually makes it a little easier.Instead of walking forward, you can use @flappysamyhamy's method of juggling with b1, b2 1+3
(Assuming your j3 hits superman at the highest point in his arc after b3).
Oh, I missed the "teleport" part. I thought it was the MB db1, whatever that move is called.Actually just tried it in the corner and it's still not linking.
Why is it worth it when the restand isn't plus anymoreSo I'm labbing corner stuff and ending in 212 for the restand might be worth it after a f3 reset. so f3, f21 db1, 1, f21, db1, 1, b2 grab mb, 212 into mix or grab
Didn't realize it wasn't plus. Back to the khdWhy is it worth it when the restand isn't plus anymore