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Tech The NEW Black Adam Combo Thread

Celerity

Lab Monster
Hi! This is Black Adam's new combo thread. Let's do our best to discuss and discover new tech for our favorite face-stomping homeboy.

Currently in need of: Interactable/stage transition combos, resets, optimized corner combos, better midscreen oki setups.

Notation:
B - Back
F - Forward
D - Down
U - Up
J - Jump
JI - Jump-in (forward jump)
NJ - Neutral Jump
AA - Anti-Air (opponent must be airborne)

1 - Light Attack
2 - Medium Attack
3 - Heavy Attack
T - Trait
MB - Meter Burn
IO - Interactable Object
xx - Cancel
( ) - Optional/Variation


Black Adam Combo Theory:
Black Adam has some of the most damaging combos in the game, primarily due to his trait. The orbs have no hitstun, but they significantly reduce the recovery of many of his normals, allowing him to link strings together that would ordinarily not be possible. The orbs also do not affect damage scaling, but they are affected by it, so it's usually best to use the trait early in combos for maximum damage. If you don't have trait available, it's usually worth it to burn meter to extend your combo for long enough to activate the trait.

Most combos should usually involve 2-3 juggles into an ender. Juggles include (2 2 B1), (B2 3), Boot Stomp[MB], statue interactables, etc. B3 and F3 are super-juggles and they scale the juggle potential greatly, and make Black Magic or (B2 3, 1 3) followups impossible. Black Magic is a weird juggle that doesn't seem to affect juggle height much, but it greatly increases fall speed and causes B3/F3 to fall flat.

A note on enders: Black Adam's most damaging ender is usually (B2 3, U1+3). After this ender, you'll be near your opponent with a few frames of advantage before they wake up. While this is definitely an acceptable way to end your combos, one of Black Adam's strengths is his vicious crossup vortex, and (B2 3, U1+3) does not give you enough time to set it up. Depending on your matchup, meter, spacing, and proximity to the corner, it can often be better to end your combos with something like (B2 3, 1 3), (B2 3, U1), Boot Stomp, or (2 2 3) for the extra frame advantage and proceed into your crossup setup. You'll sacrifice some combo damage in exchange for okizeme (Japanese word for pressure applied during the opponent's wakeup). Black Adam's combos will thus generally be divided into categories of "damage" and "oki".


Timing Tips:
Black Adam requires a much higher level of execution than most Injustice characters. Here are some common timing issues you may experience:

B2 3, U1+3 - Start holding Up after you press 3, and press the 1+3 when Black Adam is at the height of his jump.

Lightning Cage[MB], B3 - This link is only possible if you have not already used a juggle in your combo. Proper timing for B3 is just as the lightning cross disappears.

B2 3, 1 3 - This link is only possible if you have not already used two juggles, and it is a 1-frame link if done after a B3/F3. To practice the timing, press 1 1 after B2 3. If only a single 1 comes out, it means you're too early. If both come out but you whiff, it means you're too late.

B2 xx T, 2 2 - Somewhat tight link, at close range you can use 1 1 instead of 2 2 for a little less damage.

Boot Stomp, B2 3 - You generally want to be as high as possible when linking Boot Stomp into a ground string, while still remaining lower than your opponent. Aim for their feet.

B3, J3, B2 3 - Try to hit them in the chest when they're at their closest to you.

JX, Boot Stomp, JX, Boot Stomp - Double Boot Stomp combos can be very difficult, mostly because of the way the game buffers jump normals. When jumping forward or backward, there is a longer delay before you can perform an attack. You usually want to hit everything at max height, but more importantly, you need to perform the second JX as soon as possible after you leave the ground. There are two methods: you can either hold Up to jump as early as possible and attempt to time the jump attack, or you can time the jump perfectly after the recovery of your last move and immediately perform the jump attack. The latter method requires more practice, but is more reliable in match situations (especially online).


Combos:


BnB's (bread & butter combos):
{Notes: Starter can be 1 1, 2 2, B1(corner only), B2, or D1.}
{Notes: The 2 2 in (2 2 xx Lightning Cage) BnB's can also be replaced with 1 1 or B2.}
(J1/J2), (Starter xx T), 2 2 B1, JI2, Far Boot Stomp, B2 3, 1 3 - 33% [~44% w/Trait] optimal meterless punish BnB with hard knockdown.
(J1/J2), (Starter xx T), 2 2 B1, JI2, Far Boot Stomp, B2 3, D2 xx Black Magic, (Lightning Strike/Far Boot Stomp) - 38% [~49% w/Trait] D2 link is extremely difficult. Use this only if your execution is perfect.
(J1/J2), (Starter xx T), 2 2 xx Lightning Cage[MB], B3, JI3, B2 3, U1+3 - 43% [~54%] metered punish BnB
(J1/J2), (Starter xx T), 2 2 xx Lightning Cage[MB], B3, JI3, B2 3, 1 1 xx Lightning Storm[MB] - 49% [~59%] 2-bar version of above.
(J1/J2), (Starter xx T), 2 2 xx Lightning Cage[MB], B3, JI3, Far Boot Stomp - 38% [~49%] metered oki BnB
(J1/J2), (Starter xx T), 2 2 B1, NJ3, Boot Stomp, 2 2 B1 xx Black Magic, B2 3, U1 - 38% [~50%] meterless corner BnB, leads to 50/50 crossup.
(J1/J2), (Starter xx T), 2 2 B1, NJ3, Boot Stomp, 2 2 B1 xx Black Magic[MB], NJ2, B2 3, U1 - 41% [~53%] metered corner BnB
(J1/J2), (Starter xx T), 2 2 B1, JI2, Far Boot Stomp, B2 3, 1 1 xx Teth-Adam - 47% [~58%] SHAZAM!


Midscreen Combos

From Ground Strings
1 1 xx Black Magic, NJ2, (B2 xx T), 2 2 B1, JI2, Far Boot Stomp, B2 3, 1 3 - 31% [39%]
1 1 2 xx Black Magic, dash, B2 3, U1+3 - 27%
B1 xx Black Magic, JI2, (2 2 xx T) 2 2 B1, JI2, Far Boot Stomp, B2 3, 1 3 - 33% [40%]
F2, 1 1 xx Black Magic, dash, B2 3, U1+3 - 28%
F2, D2 xx T, B2 xx Black Magic, dash, B2 3, 1 3 - 32%
F2, 1 1 xx T, B2 3, 1 3 - 35%
F2, 1 1 xx T, B2 3, D2 xx Black Magic, Lightning Strike - 38%


F2, 1 1 xx Black Magic[MB],(T), JI2, B2 3, U1+3 - 34% 1 bar

F2, 1 1 xx T, B2 3, D2 xx Black Magic[MB], dash, B2 3, U1+3 - 44% 1 bar
B2 3, 1 1 xx Black Magic, dash, B2 3, U1+3 - 31%
B2 3, 1 1 xx Black Magic[MB], JI2, B2 3, U1+3 - 37% 1 bar
B2 3, 1 1 xx Black Magic[MB], (T), JI3, Far Boot Stomp - 34% [40%] 1 bar

From Jump-Ins
J3, Far Boot Stomp, 1 1 xx Black Magic, dash, B2 3, U1+3 - 41% close range only
J3, Far Boot Stomp, 1 1 (2) xx Black Magic[MB], dash, JI2, B2 3, U1+3 - 47% 1 bar
J3, Far Boot Stomp, 1 1 (2) xx Black Magic[MB], (T), JI3, Far Boot Stomp - 43% [49%] 1 bar

From Launchers
D2, 2 2 xx Black Magic, dash, B2 3, U1+3 - 22%
D2 xx T, B2, 1 1 xx Black Magic, dash, B2 3, U1+3 - 29%
D2 xx T, B2, 2 2 B1 xx Black Magic[MB], dash, JI3, Far Boot Stomp - 32% 1 bar
AA D2, NJ2, Far Boot Stomp, B2 3, 1 3 - 26%
AA D2 xx T, JI2, Far Boot Stomp, B2 3, 1 3 - 34%
AA D2 xx T, JI2, Far Boot Stomp, 1 1 xx Black Magic[MB], dash, walk, B2 3, U1+3 - 38% 1 bar only works if the boot stomp crosses up
F3, 2 2 B1, J3, Far Boot Stomp - 29%
F3, J2, Far Boot Stomp, (1 1 xx T), B2 3, 1 3 - 35% [44%] trait version is very difficult, boot stomp can be delayed to cross up
F3, B2 xx T, 2 2 B1, J2, Far Boot Stomp - 36% easier version of above
F3, B2 xx T, 2 2 xx Lightning Cage[MB], B2 3, U1+3 - 45% 1 bar
F3, B2 xx T, 2 2 xx Lightning Cage[MB], J1, Far Boot Stomp - 42% 1 bar
B3, JI3, Far Boot Stomp, B2 3, 1 3 - 38%
B3, T, JI2, Far Boot Stomp, B2 3, 1 3 - 44%
B3, JI3, Far Boot Stomp, JI1, Far Boot Stomp - 35%
B3, T, JI2, Far Boot Stomp, JI1, Far Boot Stomp - 40%

From Special Moves
AA Boot Stomp, B2 3, 1 3 - 28%
AA Boot Stomp, B2 3, D2 xx Black Magic, Lightning Strike - 31%
AA Boot Stomp, JI1, Far Boot Stomp, B2 3, 1 3 - 39% more difficult, height-dependent
AA Boot Stomp, B2 3, D2 xx Black Magic[MB], (T), walk forward, B2 3, U1+3 - 39% [42%] 1 bar
Boot Stomp[MB], dash, 1 1 xx Black Magic, dash, B2 3, U1+3 - 32% 1 bar
Boot Stomp[MB], dash, 1 1 xx T, B2 3, 1 3 - 38% 1 bar
Boot Stomp[MB], Far Boot Stomp, B2 xx Black Magic, dash, B2 3, U1+3 - 40% 1 barheight-specific
Boot Stomp[MB], Far Boot Stomp, B2 xx T, B2 3, 1 3 - 48% 1 bar height-specific
Black Magic, (dash), 2 2 B1 (xx T), JI2, Far Boot Stomp, B2 3, 1 3 - 29% [34%]
Black Magic, T, 2 2 B1, JI2, Far Boot Stomp, B2 3, 1 3 - 37% close range only
Black Magic, (dash), 2 2 B1, JI2, Far Boot Stomp, JI1, Far Boot Stomp - 26%
Black Magic, T, 2 2 B1, JI2, Far Boot Stomp, JI1, Far Boot Stomp - 35% close range only
Black Magic[MB], (T), (dash), JI3, Far Boot Stomp, B2 3, 1 3 - 32% [39%] 1 bar traitless version works full screen
Black Magic[MB], (T), (dash), JI3, Far Boot Stomp, JI1, Far Boot Stomp - 29% [36%] 1 bar traitless version works full screen
Lightning Bomb hits, (T), J3, Far Boot Stomp, B2 3, 1 3 - 37% [46%]
Lightning Bomb hits, (T), J3, Far Boot Stomp, JI1, Far Boot Stomp - 34% [~41%]


Corner Combos

From Ground Strings
1 1 xx Black Magic, NJ3, Close Boot Stomp, 2 2 B1 (xx T), B2 3, U1 - 33% [38%]
1 1 2 xx Black Magic, NJ2, B2 3, U1 - 27%
1 1 2 xx Black Magic[MB], (T), NJ3, B2 3, U1 - 32% [39%] 1 bar
B1 xx Black Magic, NJ3, Close Boot Stomp, 2 2 B1 (xx T), B2 3, U1 - 34% [39%]
B2 3, 1 1 2 xx Black Magic, B2 3, U1 - 31%
B2 3, 1 1 xx Black Magic, T, B2 3, U1 - 37%
B2 3, 1 1 2 xx Black Magic[MB], NJ3, B2 3, U1 - 39% 1 bar
B2 3, 1 1 xx Black Magic[MB], T, NJ2, B2 3, U1 - 41% 1 bar

From Jump-Ins
J3, Boot Stomp, 1 1 xx Black Magic, B2 3, U1 - 38%
J3, Boot Stomp, 1 1 xx T, B2 3, U1 - 45%
J3, Boot Stomp, 1 1 (2) xx Black Magic[MB], JI2, B2 3, U1 - 44% 1 bar

From Launchers
D2, NJ1, Close Boot Stomp, 2 2 B1 xx (Black Magic -or- T), B2 3, U1 - 27% [30%]
D2, NJ1, Close Boot Stomp, 1 1 xx Black Magic[MB], (T), NJ2, B2 3, U1 - 30% [34%] 1 bar
AA D2, NJ2, Close Boot Stomp, 2 2 B1 xx (Black Magic -or- T), B2 3, U1 - 28% [32%]
AA D2, NJ2, Close Boot Stomp, 1 1 xx Black Magic[MB], (T), NJ2, B2 3, U1 - 32% [35%] 1 bar
F3, NJ3, Close Boot Stomp, 2 2 B1 (xx T), B2 3, U1 - 39% [45%]
F3, NJ3, Close Boot Stomp, NJ1, Far Boot Stomp, 1 1 3 xx Lightning Storm - 45%
B3, back jump J3, Far Boot Stomp, B2 3, U1 - 36% near corner
B3, back jump J2, {delay} 2 2 B1, B2 3, U1 - 30% if done correctly, the back J2 will put you on the other side and keep them in the corner
B3, back jump J2, {delay} 1 1 xx T, B2 3, U1 - 36%
B3, back jump J2, {delay} 1 1 xx Lightning Cage[MB], B2 3, U1 - 36% 1 bar
B3, back jump J2 xx T, 1 1 2 xx Lightning Cage[MB], 1 1 xx Lightning Storm - 44% 1 bar

From Special Moves
AA Boot Stomp, J1, Far Boot Stomp, 1 1 xx Black Magic, B2 3, U1 - 40%
AA Boot Stomp, J1, Far Boot Stomp, 1 1 xx Black Magic[MB], (T), NJ2, B2 3, U1 - 46% [52%] 1 bar
Boot Stomp[MB], J2, Boot Stomp, 1 1 (2) xx Black Magic, B2 3, U1 - 40% 1 bar
Boot Stomp[MB], J2, Boot Stomp, 1 1 xx T, B2 3, U1 - 48% 1 bar
Boot Stomp[MB], J2, Boot Stomp, 1 1 (2) xx Black Magic[MB], (T), NJ2, B2 3, U1 - 46% [52%] 2 bars
Black Magic, (dash), (B2 xx T), 2 2 B1, NJ3, Close Boot Stomp, 2 2 B1, B2 3, U1 - 31% [40%]
Black Magic[MB], (T), (dash), J3, Boot Stomp, 2 2 B1, B2 3, U1 - 31% [39%] 1 bar trait can also be used after 2 2 B1
Black Magic[MB], (T), (dash), J3, Boot Stomp, 2 2 B1, 1 1 3 xx Lightning Storm[MB] - 36% [42%] 2 bars
Lightning Bomb hits, (T), J3, Boot Stomp, 2 2 B1, B2 3, U1 - 38% [47%] trait can also be used after 2 2 B1
Lightning Bomb hits, (T), J3, Far Boot Stomp, 1 1 (2) xx Black Magic[MB], NJ2, B2 3, U1 - 43% [~51%] 1 bar


Interactable Combos

Themyscira
Lion's Head: (...) B2 3, U+IO - 10+18%


Transition Combos
...
 
From Launchers
D2, NJ1, Close Boot Stomp, 2 2 B1 xx (Black Magic -or- T), B2 3, U1 - 27% [30%]
D2, NJ1, Close Boot Stomp, 1 1 xx Black Magic[MB], (T), NJ2, B2 3, U1 - 30% [34%] 1 bar
...
Surely you must mean AA d2? I can't connect nj1 at all after a d2.

For d2 combos vs grounded opponents I'll add:

D2, B1 xx Black Magic, dash, B23,U1+3 [21%] meterless no trait
D2 xx T, B2, 11 xx Black Magic, dash, B23,U1+3 [29%] meterless with trait
D2 xx T, B2, 22B1 xx Black Magic[MB], dash once or twice, fj3 xx Far Boot Stomp [32%] 1 bar screen positioning+oki

And for AA D2 these combos are much easier (to me at least):

AA D2 xx T, fj2, 11 xx Black Magic, dash, B23,U1+3 [32%] meterless with trait
AA D2 xx T, fj2 xx Far Boot Stomp, (if they stay in front) B23,U1+3 [35%] meterless with trait
AA D2 xx T, fj2 xx Far Boot Stomp, (if they appear behind) 11 xx Black Magic[MB], dash, walk, B23,U1+3 [38%] 1 bar with trait
 
Celerity said:
Boot Stomp[MB], J2, Boot Stomp, 1 1 (2) xx Black Magic, B2 3, U1 - 40% 1 bar
You should specify that this is corner specific.


Correct me if I'm wrong but the only way that combo can land midscreen is from either an instant or delayed cross-up MB Boot Stomp. In which case there's no way of telling which side they'll be floating on making this impractical imo.
 

Celerity

Lab Monster
Surely you must mean AA d2? I can't connect nj1 at all after a d2.

For d2 combos vs grounded opponents I'll add:

D2, B1 xx Black Magic, dash, B23,U1+3 [21%] meterless no trait
D2 xx T, B2, 11 xx Black Magic, dash, B23,U1+3 [29%] meterless with trait
D2 xx T, B2, 22B1 xx Black Magic[MB], dash once or twice, fj3 xx Far Boot Stomp [32%] 1 bar screen positioning+oki

And for AA D2 these combos are much easier (to me at least):

AA D2 xx T, fj2, 11 xx Black Magic, dash, B23,U1+3 [32%] meterless with trait
AA D2 xx T, fj2 xx Far Boot Stomp, (if they stay in front) B23,U1+3 [35%] meterless with trait
AA D2 xx T, fj2 xx Far Boot Stomp, (if they appear behind) 11 xx Black Magic[MB], dash, walk, B23,U1+3 [38%] 1 bar with trait
I promise you that D2, J1 works in the corner.

Also, canceling into trait makes it a different starter since you can't easily hitconfirm the cancel, but you're right that I didn't include any D2 xx T combos, so I'll add those. Thanks.

"Boot Stomp[MB], J2, Boot Stomp, 1 1 (2) xx Black Magic, B2 3, U1 - 40% 1 bar"

You should specify that this is corner specific.

Correct me if I'm wrong but the only way that combo can land midscreen is from either an instant or delayed cross-up MB Boot Stomp. In which case there's no way of telling which side they'll be floating on making this impractical imo.
Err, but it's in the corner combos section, so...

Add this as the optimal MB divekick stuff. MB Dive - 11 Black magic - b23 1+3 for 32%. Replace black magic with trait for 39%.
Wouldn't that only work in the corner though? The current listed combo is 40% traitless.
 

Celerity

Lab Monster
No it works midscreen. I do it all the time.
What kind of range do you need to be for the 1 1 to connect? It seems pretty situational at least.

Edit: Ah, is there supposed to be a dash in there? I just dashed before 1 1 and got it.
 

Celerity

Lab Monster
Okay, I've edited the BnB section to show the way I had planned to format the colors. You guys let me know if you prefer it colorless, or if I should just use colors for trait/meter combos, or whatever. I'll format the whole thread once I get some opinions.
 

Smarrgasm

What's a Smarrgasm?
Colors are nice i think. Awesome work man. Making it a lot easier for all us adam players. Soon im gonna be writing a guide i think so its awesome to have these combos already taken care of so i can focus on just gameplay stuff.
 

T4T|Nevan

"Burn baby! Burn!"
Hmmm, I have a question...

In the combo:

11 xx black magic , nj2 B2 xx L.Cage MB ... why can't I get a wall bounce with a B3? The Black Magic counts as a juggle in the ground even if I don't juggle the opponent with 22b1, for exemple?
 

Celerity

Lab Monster
I been working on a combo to try and make my bnb. Here it is.
JI2, B2 trait, B2 3, 1 1 Black Magic, dash up B2 3 U1+3. 47%
That's cool. Keep in mind you can do pretty much anything off of a J1/J2. The BnBs at the top of the thread should net you a little more damage, and IMO easier to do (I hate the B2 3, 1 1 link online :p).

Oh, and since I got no objections, I'm going to start coloring the whole thread. Speak now or forever hold your rage!
 

SonicBoomBrad

Best Doomsday in the world
If you're going to use 22b1 you have to confirm with 11xxT first. 22b1 is a pretty bad block string, specially if you can't confirm the last hit. And if they block the 11xxT you can just d1xxZap as a follow up for safe pressure.

EDIT: After a couple hours of testing I'm not sure how realistic my information is. 22b1 doesn't seem nearly as bad as I thought it was. I'll continue to test things for the next couple of days. Hopefully I'll be able to do these new bnbs more consistently for WNF.
 

Lockett

Noob
(J1/J2), (Starter xx T), 2 2B1, JI2, Far Boot Stomp, JI1, Far Boot Stomp - Question is, is this truly the best set up for BA's Oki Game? TBH i haven't seen any BA's utilize and oki game yet. is there a video that shows his vortex/oki game?
 

Celerity

Lab Monster
Adam doesn't really have an oki game other than cross ups and overheads to be honest. And he has no lows. So nobody really crouch blocks against him.
I'm not sure why you think crossups aren't enough. It's worked for years in Street Fighter.

Lockett I think Vulcan Hades made a video somewhere on these boards, but IMO the best potential of this character is still unexplored because everyone just wants to U1+3 for bigger numbers. The U1 ender in the corner is a true 50/50 if they don't have an invincible wakeup. Midscreen Boot Stomp gives you a ton of time, so you can go for the crossup, throw down a bomb, get to an interactable, whatever you want.

Remember that rolls are reactable. You know whether they've rolled as soon as they hit the ground. That means you can easily judge your options knowing where they're going to end up, and if they're close enough you can go for the crossup even if they roll, but it won't be safe. Certain characters like Deathstroke can actually blow up all of your oki options including bombs, so with him you'd just U1+3 every time. It's really matchup and spacing dependent, you can't flowchart with this character.