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Supergirl Combo Thread

see im of the opposite thinking, I hog her trait for ending combos for that extra damage. When im zoning I only use one laser at a time until it refills. shes not the best zoner, although in some matchups you do need to do it more. But MB trait leaves you at +40 to close any distance anyway. also great corner carry
I’m the same way, lately I’ve been using them specifically to end her midscreen mb b21+3 combos just to pump up that damage.
 
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just me or the timing on a lot of things has changed?
can't seen to be able to hold ice breath.
seems like I have to commit to the MB
 

CrimsonShadow

Administrator and Community Engineer
Administrator
see im of the opposite thinking, I hog her trait for ending combos for that extra damage. When im zoning I only use one laser at a time until it refills. shes not the best zoner, although in some matchups you do need to do it more. But MB trait leaves you at +40 to close any distance anyway. also great corner carry
There's pretty much no difference between ending a combo in MB trait and nailing somebody with a few lasers.

Her zoning is a form of extended footsies and helps to control the opponent's movement. It also helps open up players who are turtling. Also important for trying to even up a life lead without committing to something risky.

I think it's good to mix it up for maximum effect.
 

STB Shujinkydink

Burning down in flames for kicks
There's pretty much no difference between ending a combo in MB trait and nailing somebody with a few lasers.

Her zoning is a form of extended footsies and helps to control the opponent's movement. It also helps open up players who are turtling. Also important for trying to even up a life lead without committing to something risky.

I think it's good to mix it up for maximum effect.
oh yeah they're definitely useful. Im just of the opinion the MB is better thats all
 

hatyr

ball roll enjoyer.
oh yeah they're definitely useful. Im just of the opinion the MB is better thats all
I like a mix of both for sure. I'll usually dump the MB on them if I'm on my way to cornering them and won't need it for a bit or to close out a round/match (which I think is the typical consensus). Very playstyle dependent imo -- I hate being stuck in neutral with an empty trait bar. Once my confidence with her goes up, I'll be a lot more liberal with the MB probably. The damage, even chip, is so good.
 

Lex Luthor II

Lord of Lightning
I like a mix of both for sure. I'll usually dump the MB on them if I'm on my way to cornering them and won't need it for a bit or to close out a round/match (which I think is the typical consensus). Very playstyle dependent imo -- I hate being stuck in neutral with an empty trait bar. Once my confidence with her goes up, I'll be a lot more liberal with the MB probably. The damage, even chip, is so good.

I love when I jump in the air, ready to shoot an laser to the ground, and instead just sit there like an idiot, cuz my trait is empty, and before I realize it I float back down to the ground doing nothing and get smacked.
 

hatyr

ball roll enjoyer.
I love when I jump in the air, ready to shoot an laser to the ground, and instead just sit there like an idiot, cuz my trait is empty, and before I realize it I float back down to the ground doing nothing and get smacked.
Ha. The struggle is real. My favorite is not being mindful of the combo's gravity and dumping the whole bar right over the top of them as they fall face-first on the ground.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I like a mix of both for sure. I'll usually dump the MB on them if I'm on my way to cornering them and won't need it for a bit or to close out a round/match (which I think is the typical consensus). Very playstyle dependent imo -- I hate being stuck in neutral with an empty trait bar. Once my confidence with her goes up, I'll be a lot more liberal with the MB probably. The damage, even chip, is so good.
Yeah imo at a higher level, Supergirl is about using regular lasers to bait people into movement patterns, and then using d1, b1, and airdash to abuse those movement patterns.

At a lower level it's less important and you can hold trait -- but against better players you need to get them to move, so that you can open them up during the movement.
 

ShArp

Dedicated Broly main
Anyone managed to find out whats the block advantage after MB breath from up-close? The far one on block has really good + frames - you can do instant air dash (not even instant, depends on the distance) after you do MB breath and you will still jail them with J1/J2 into whatever, once they block MB breath.

Been labing against supes with MB breath on block - from up close (b12, 112 etc) on block I still trade/beat 6f pokes...

It's certainly not -6 NRS.
 
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neveradestroyer

Kombatant
Custom supergirl anti air starter.... standing 2:DOGE
it beats a lot of ji1 and j2's but lose to priority jump ins like scarecrow ji3.
The timming is strict... and it has to be learned by muscle memory.
 

neveradestroyer

Kombatant
Optimized standing 2 anti air combos up to 428 for a bar by Le me:DOGE
Q:But but nevera!. How could You not find the optimal combo on the very first day that You tried the character?.:rolleyes:
A:Well... I am a human that makes human mistakes.:oops:
Q:But... but... nevera!. these combos are a frame perfect combos!. How are You supposed to learn these?.:eek:
A: Practice makes perfect.:)
 

Pierce

Noob
Nice video. Can you explain what the tech is?
Lol you’re joking right? New optimal with F3 3 b4 b2 corner loop, optimal corner meter build after freeze. Restand that jails into b4 which leads into 112 or guaranteed throw. Ambiguous crossup setup with j3 f2 bf3. Also 11u3 at the end of the corner loop is ambiguous. 50/50 interactable with b2 1+3 or b2 r1. Some fake pressure and other setups. Hard to blockable at the very end. There’s more I could write down but the video shows All of it.


Edit: s3 b2 is more optimal than s3 b4 b2 after a f3.
 
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