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The Darkseid Combo Repository (No Gear)

RoboCop

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When posting your combos, please post any damage notation as completed against an ungeared Superman, which will act as our baseline. Gear should be turned off completely so that no stats accidentally affect the damage of your combos.

Please tag me in any combos you post and I'll get them added to the OP.

I won't be watching any combo videos for this thread; only notation will be acknowledged.

f23
  • jumping 3 -> stomp
  • jumping 3 -> EX stomp -> b+3 -> jumping 3 -> f+2 -> palm strikes
  • j3xxmb air-stomp, b3, j3xxair-stomp
  • Neutral Jump 3 xx DF3
  • 22, 11 xx DF2


b1u3.MB - OR - EX stomp - OR - j3 - OR - throw (explosive Parademon)
  • b+3 -> jumping 3 -> jumping 2 -> stomp
  • b+3 -> jumping 3 -> 2,2 -> palm strikes


b1u3.MB - OR - EX Stomp (in the corner)
  • f+3 -> d+2 -> explosive Parademon -> 2,2 -> palm strikes
  • f+3 -> d+2 -> jumping 2 -> 1,2 -> palm strikes


j3
  • mb.df3-j3~df3
  • mb.df3-b3-j2-j3~df3


b3
  • j2-j3~df3

*RAPTOR UPDATE*
Combos from Noble Raptor, video at bottom:
Midscreen:
F23 J3 DF3
F23 J3 DF3 MB B3 J3 J2 DF3

B1U3 MB B3 J3 J3 DF3

(Air) DF3 MB B3 J3 J3 DF3

B3 J3 J2 DF3
B3 J3 J2 DF3 MB J3 DF3
F3 J3 DF3
F3 J3 DF3 MB J3 DF3

B4 4 21 DF2 (Requires Charging Parademon)
B4 4 (Air) DF3 MB B3 J3 J3 DF3 (Requires Charging Parademon)

F4 B1 4 J3 DF3 (Requires Explosive Parademon)
F4 THROW B3 J3 J3 DF3 (Requires Explosive Parademon)

F23 22 BGB B3 J3 DF3
B1 BGB B3 J3 J3 DF3
(Air) DF3 MB 22 BGB B3 J3 DF3

Corner:
F23 F23 3 DF2
F23 J3 DF3
F23 J3 DF3 MB F3 (3 DF2)/(J3 DF3)

B1U3 MB F3 J3 (12 DF2)/DF3
B1U3 MB F3 J3 DF3 MB J3 DF3

(Air) DF3 MB F3 J3 (12 DF2)/DF3

F3 J3 (12 DF2)/DF3
F3 J3 DF3 MB J3 (D1 DF2)/DF3

B4 4 21 DF2 (Requires Charging Parademon)
B4 4 (Air) DF3 MB F3 J3 DF3 (Requires Charging Parademon)

F4 B1 4 F3 J3 DF3 (Requires Explosive Parademon)
F4 DB1 4 F3 J3 DF3 (Requires Explosive Parademon)
F4 DB1 4 F3 J3 DF3 MB J3 DF3 (Requires Explosive Parademon)
F4 THROW F3 J3 DF3 (Requires Explosive Parademon)
F4 THROW F3 J3 DF3 MB J3 DF3 (Requires Explosive Parademon)

 
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RoboCop

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(Additional Combos to be formatted and added):

One Bar

B1U3 Meterburn, B3, Jump 2, Jump 3 xx DF3


Instant Air DF3 Meterburn, B3, Jump 2, Jump 3 xx DF3


Jump 3 xx DF3 Meterbrun, B3, Jump 2, Jump 3 xx DF3


Two Bar

Meterburn B3, Jump 3, B1U3 Meterburn, Jump 3 xx DF3


Other

One Bar B1U3 Meterburn, F3, 22, 11 xx DF2


DF3 Meterburn, F3, 22, 11 xx DF2


MBF1U3,B3,J3,MBdf3,J3,df3. Hits 470


One bar cross-up for 477 damage:


Cross-up with j3 > MB b1u3 > b3 > j3~df3


Summon charging demon, f4, db3, b1u3mb, b3, j2, 22xxdf1 or 1232 for the hkd
 
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RoboCop

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and....reserved. There. Go nuts! Go ahead and post any combos you've got, I'll look them over, give them a spin in practice mode, and then update the combo posts as necessary.
 

RoboCop

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I'm currently working on the following:

call trait (flying); jump, use trait (fireball), air-teleport, f3~mb.df3-b3-j3~df3. If in the corner, you can replace the b3 with a f3 and do the same combo, though the j3~df3 has to be done a little faster. 497 damage (roughly 50%)

bnb: f23-b1u3.mb-b3-j3~df3: 445 damage (roughly 40%)

Anytime you hit a f3 or b3, you can just j3~df3 for an easy 403 meterless damage.
 
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RoboCop

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j3~MB df3 j3~df3 is the easiest combo I have ever seen that does the kind of damage it does. Good lawd. lmao
Absolutely! It's like a Blood God combo. Bam bam bam, there goes 40%. And the j3-df3 is like Earthshaker. So it's basically Earthshaker if it dealt upwards of 50%.
 

RoboCop

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Only it's unsafe if you don't MB it, right?
It's -30, and mb won't come out on block. But who's going to be blocking? Blocking Earthshaker was bad enough, and it had static frames. How you block this will depend on the height and space of your attacks, but it's still as fast as Earthshaker. Cover it up with trait and you should actually be +10 or more (potentially +32 with Flying Parademon Blast).
 
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Metzos

You will BOW to me!
Comparing ES with j3xxair stomp is blasphemy you infidels!

Check this out and let me know on how much dmg it does. I m at work currently and cant test it.

F23, j3xxmb air-stomp, b3, j3xxair-stomp.
 

RoboCop

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Comparing ES with j3xxair stomp is blasphemy you infidels!

Check this out and let me know on how much dmg it does. I m at work currently and cant test it.

F23, j3xxmb air-stomp, b3, j3xxair-stomp.
464. More than the b1u3 combo off the f23 starter. Good find!
 
Probably a dumb question but do I have to change my settings in any way for practice mode to reflect competitive mode? If so, how? I just want to make sure the damage I am seeing in practice will match what I see in actual matches
 

RoboCop

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Probably a dumb question but do I have to change my settings in any way for practice mode to reflect competitive mode? If so, how? I just want to make sure the damage I am seeing in practice will match what I see in actual matches
Just press square in stage-select and then L1 (I believe) to turn on the mode that turns off gear (it's really dumb and confusing).
 

CrazyFingers

The Power of Lame Compels You
what i've been using right now

Midscreen
Meterless

F23, Neutral Jump 3 xx DF3

B3, Jump 2, Jump 3 xx DF3

One Bar
B1U3 Meterburn, B3, Jump 2, Jump 3 xx DF3

Instant Air DF3 Meterburn, B3, Jump 2, Jump 3 xx DF3

Jump 3 xx DF3 Meterbrun, B3, Jump 2, Jump 3 xx DF3

Two Bar

Meterburn B3, Jump 3, B1U3 Meterburn, Jump 3 xx DF3

Corner Meterless

F23, 22, 11 xx DF2

One Bar B1U3 Meterburn, F3, 22, 11 xx DF2

DF3 Meterburn, F3, 22, 11 xx DF2
 

RoboCop

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Question, can you insta air omega beam with DS? Havent tested it extensively.
You can, but it doesn't seem to give you any real advantage over normal beam. That said, it's pretty lenient since the beam drops down full-screen, so it's pretty easy to hit a standing opponent with air beam.
 

Metzos

You will BOW to me!
We should start exploring finishing corner combos with s3 into specials to see if we can maximize his corner dmg.

S3, IIRC, does almost 100 dmg alone.
 

Parasurama

Dragon
It's -30, and mb won't come out on block. But who's going to be blocking? Blocking Earthshaker was bad enough, and it had static frames. How you block this will depend on the height and space of your attacks, but it's still as fast as Earthshaker. Cover it up with trait and you should actually be +10 or more.
Please explain for someone who didn't go into I1 why it is so good and difficult to block?
 

RoboCop

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Please explain for someone who didn't go into I1 why it is so good and difficult to block?
Overheads must be blocked standing and Lows must be blocked crouching, so anytime you have an Overhead into a Low or vice versa, it's a good thing, since it must be blocked correctly. Earthshaker was an I1 move that was notorious because it went Overhead-Low almost instantly; it was almost impossible to block online and still very difficult offline. Our move is similar, since they have to block the j3 standing and the df3 crouching, and they only have a few frames of leniency to do so.
 

RoboCop

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what i've been using right now

Midscreen
Meterless

F23, Neutral Jump 3 xx DF3

B3, Jump 2, Jump 3 xx DF3

One Bar
B1U3 Meterburn, B3, Jump 2, Jump 3 xx DF3

Instant Air DF3 Meterburn, B3, Jump 2, Jump 3 xx DF3

Jump 3 xx DF3 Meterbrun, B3, Jump 2, Jump 3 xx DF3

Two Bar

Meterburn B3, Jump 3, B1U3 Meterburn, Jump 3 xx DF3

Corner Meterless

F23, 22, 11 xx DF2

One Bar B1U3 Meterburn, F3, 22, 11 xx DF2

DF3 Meterburn, F3, 22, 11 xx DF2
Do you know the damage values of these? Great call on the neutral-jump after the f23; that makes that so much easier! Right now it's looking like mb.df3 deals more damage than any other meter-burned option, so I might stop spending meter on b1u3 altogether.
 

RoboCop

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As far as enders go, Flying Knee beats out Palm Blast. Palm Blast ends up doing about 10% more damage, but Knee leaves you at +42, which is enough time for a trait setup.
 

RoboCop

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Whoa, just hit 533 with overhead trait. I did the trait combo, but was able to get the Overhead trait to work. You have to press trait and teleport at the exact same time, otherwise the trait will come out on the wrong side and whiff. You also have to time j3~df3 or the opponent will be knocked too far away.
 
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