Rude
You will serve me in The Netherrealm
Greetings, every one! NRF Rude here again with some very interesting options involving interactables and Batman's corner game.
I want to preface, as always, by saying that if this is already known, you may feel to dismiss this as you will.
Now, what we're going to discuss tonight is how Batman can interact with certain objects in the corner. This is a beta version of a full guide I intend to make later, but the principles should work the same no matter what corner interactable you're using. The only requirement is that it involves a bomb that can launch the opponent, but does not destroy the interactable.
So things like Wayne Manor's car bomb, Metropolis, and the robot in the Hall of Justice.
This was all done on Wayne Manor, so other stages will be tested later. Still, I do believe the same principles work across the board.
Now that the boring stuff is out of the way, let's get down to it: It is my belief that when you're fighting in stages that have explosive corner interactibles, all corner combos should be ended with MB Grapple. This isn't news. We do it all the time. Resets, negating wake-ups, etc.
However...in these special corners, we have another option. We can perform a cross-over jump and activate a bomb. The stun lasts long enough for the jump and the hitboxes on these explosions are so long that most opponents cannot get away from the follow-up explosion. (A note: I need an actual human to test Zod and Black Adam's abilities to escape this, due to their powerful backdashes.)
What happens when we activate the explosion is that we get an extra, unscaled 18%. Better yet, we get a grapple opportunity to place them back into the corner. You can choose to MB it and repeat the situation over again.
Here is an example of how this affects combos:
J2, 223, J3, 123, B23, rb, MB Grapple = 40%
Now, add the car bomb explosion and you get and additional 18%
J2, 223, J3, 123, B23, rb, MB Grapple, cross over jump, car bomb = 58%
J2, B23, dash, 123, B23, rb, MB Grapple = 40%. Car Bomb added = 58%
J2, B112, 123, B23, rb, MB Grapple = 30% Car Bomb added = 48%
J2, 123, J3, 123, B23, rb, MB Grapple = 38% Car Bomb added = 56%
A VERY Important note when performing this: You have to time your jump carefully. If you do it too fast, the explosion will count as apart of your existing combo and cause your opponent to splat away from you. You don't want that.
Another Very Important Note: Straight Grapple is entirely clashable.
Upon discovering this I was very disheartened. What good is a trap if an opponent can escape? It was then that the idea of an unclashable version of this could be possible.
Same set-up as before. Only this time, you have to make sure they're closer to the edge of the interactable. It's not too different from where they stand from the jump. The further away from the edge of an interactable you are, the different ways the gravity behaves. Well, you commit to the set-up and when they come flying toward you, immediately throw out a batarang and IMMEDIATELY meter burn it. Do not wait for it to touch them. The MB Batarang cannot be clashed. (If training mode is to be believed).
If executed correctly, you've earned 21%. So tack on 21% to existing combos if you choose to end this way.
But wait...there's more.
What if you don't have Bats? Well, I've got you covered.
Here are Batless combos:
223, J3, 123, B2 MB Grapple = 28% Car Bomb Version = 46%
113, F3, J2, 22 MB Grapple = 25% Car Bomb Version = 43%
B113, 123, B2 MB Grapple = 19% Car Bomb Version = 37%
After the explosion, you can choose to zone with Bats, or execute grapple to repeat the situation.
But wait...there is more! Yes, even more!
Say you want to cross up your opponent. If you cross up with 123, b112, or 223, you have a very interesting set-up option.
Say you cross your opponent up in the corner with the previously mentioned options, off of any of those strings you can cancel into MB sky grapple to toss them back into the corner. Again, this isn't news.
What IS news is that you can dash underneath them as they bounce from the MB grapple and activate the car bomb. The explosion happens almost as soon as they land. When they are hit with the explosion, their bodies are tossed toward you in a "splat" fashion, allow you more follow ups.
From the "splat" you could do Bat Swarm and launch for a corner carry combo, or cross-over for more mix-ups, or anything else, really.
Here are the damage values:
J2, 223, MB Sky Grapple = 23% Car Bomb = 41%
J2, 123, B2, MB Sky Grapple = 22% Car Bomb = 40 %
J2, b113, B2, MB Sky Grapple = 21% Car Bomb = 39%
Now, I still need to test this last bit versus wake-up attacks, as I'm not sure if they can execute one or not given that they're not on the ground for very long before the explosion happens. I also need to test the first half vs. backdashes.
Still, what you have here are very different options for what to do in the corner when you're faced with an interactable.
beef_supreme Can you test your set-up in the corner with the j2,123, b113, and 223 follow-ups into MB Sky grapple to see if your tech and mine can compliment one another? I think they may, but I can't test it at the moment.
Showtime
RapZiLLa54
SOT Semi Evil Ryu
DarthArma
xQUANTUMx
GamerBlake90
There is sure more to discover, but I wanted to get this up to get the conversation started about these options and see what more we can find.
I want to preface, as always, by saying that if this is already known, you may feel to dismiss this as you will.
Now, what we're going to discuss tonight is how Batman can interact with certain objects in the corner. This is a beta version of a full guide I intend to make later, but the principles should work the same no matter what corner interactable you're using. The only requirement is that it involves a bomb that can launch the opponent, but does not destroy the interactable.
So things like Wayne Manor's car bomb, Metropolis, and the robot in the Hall of Justice.
This was all done on Wayne Manor, so other stages will be tested later. Still, I do believe the same principles work across the board.
Now that the boring stuff is out of the way, let's get down to it: It is my belief that when you're fighting in stages that have explosive corner interactibles, all corner combos should be ended with MB Grapple. This isn't news. We do it all the time. Resets, negating wake-ups, etc.
However...in these special corners, we have another option. We can perform a cross-over jump and activate a bomb. The stun lasts long enough for the jump and the hitboxes on these explosions are so long that most opponents cannot get away from the follow-up explosion. (A note: I need an actual human to test Zod and Black Adam's abilities to escape this, due to their powerful backdashes.)
What happens when we activate the explosion is that we get an extra, unscaled 18%. Better yet, we get a grapple opportunity to place them back into the corner. You can choose to MB it and repeat the situation over again.
Here is an example of how this affects combos:
J2, 223, J3, 123, B23, rb, MB Grapple = 40%
Now, add the car bomb explosion and you get and additional 18%
J2, 223, J3, 123, B23, rb, MB Grapple, cross over jump, car bomb = 58%
J2, B23, dash, 123, B23, rb, MB Grapple = 40%. Car Bomb added = 58%
J2, B112, 123, B23, rb, MB Grapple = 30% Car Bomb added = 48%
J2, 123, J3, 123, B23, rb, MB Grapple = 38% Car Bomb added = 56%
A VERY Important note when performing this: You have to time your jump carefully. If you do it too fast, the explosion will count as apart of your existing combo and cause your opponent to splat away from you. You don't want that.
Another Very Important Note: Straight Grapple is entirely clashable.
Upon discovering this I was very disheartened. What good is a trap if an opponent can escape? It was then that the idea of an unclashable version of this could be possible.
Same set-up as before. Only this time, you have to make sure they're closer to the edge of the interactable. It's not too different from where they stand from the jump. The further away from the edge of an interactable you are, the different ways the gravity behaves. Well, you commit to the set-up and when they come flying toward you, immediately throw out a batarang and IMMEDIATELY meter burn it. Do not wait for it to touch them. The MB Batarang cannot be clashed. (If training mode is to be believed).
If executed correctly, you've earned 21%. So tack on 21% to existing combos if you choose to end this way.
But wait...there's more.
What if you don't have Bats? Well, I've got you covered.
Here are Batless combos:
223, J3, 123, B2 MB Grapple = 28% Car Bomb Version = 46%
113, F3, J2, 22 MB Grapple = 25% Car Bomb Version = 43%
B113, 123, B2 MB Grapple = 19% Car Bomb Version = 37%
After the explosion, you can choose to zone with Bats, or execute grapple to repeat the situation.
But wait...there is more! Yes, even more!
Say you want to cross up your opponent. If you cross up with 123, b112, or 223, you have a very interesting set-up option.
Say you cross your opponent up in the corner with the previously mentioned options, off of any of those strings you can cancel into MB sky grapple to toss them back into the corner. Again, this isn't news.
What IS news is that you can dash underneath them as they bounce from the MB grapple and activate the car bomb. The explosion happens almost as soon as they land. When they are hit with the explosion, their bodies are tossed toward you in a "splat" fashion, allow you more follow ups.
From the "splat" you could do Bat Swarm and launch for a corner carry combo, or cross-over for more mix-ups, or anything else, really.
Here are the damage values:
J2, 223, MB Sky Grapple = 23% Car Bomb = 41%
J2, 123, B2, MB Sky Grapple = 22% Car Bomb = 40 %
J2, b113, B2, MB Sky Grapple = 21% Car Bomb = 39%
Now, I still need to test this last bit versus wake-up attacks, as I'm not sure if they can execute one or not given that they're not on the ground for very long before the explosion happens. I also need to test the first half vs. backdashes.
Still, what you have here are very different options for what to do in the corner when you're faced with an interactable.
beef_supreme Can you test your set-up in the corner with the j2,123, b113, and 223 follow-ups into MB Sky grapple to see if your tech and mine can compliment one another? I think they may, but I can't test it at the moment.
Showtime
RapZiLLa54
SOT Semi Evil Ryu
DarthArma
xQUANTUMx
GamerBlake90
There is sure more to discover, but I wanted to get this up to get the conversation started about these options and see what more we can find.