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Guide "You're no match for an Amazon." Wonder Woman Combo Thread

AK elitegoomba

http://www.twitch.tv/elitegoomba
also this is the most dmg ive got from f3 in SS (overhead starter) (corner)

f3 j3, b1 bf3, 11b1 x4 f12 db1 = 52% meterless

f3 j3, b1 bf3, 11b1 b1 11b1 x3 f12 db1 = 54% meterless
 

DYNA$TY

Edenia lives!
Interesting. Do you know if (starter) > 234 xx BF3 > 11b+1 etc always does more than (starter) > 23 > 11b+1 etc? BF3 is super easy to juggle off of in the corner, only problem for me is 2b+1 xx BF3 is awkward as all hell for some reason; very do-able, but you need to do it far faster than normal.
Ya I'm wondering how much more dmg it does than the bnb too.
 

AK elitegoomba

http://www.twitch.tv/elitegoomba
i haven't directly tested it, but it shouldbe more dmg to go straight into SS bf3 from LS starting corner combos; it allows for the same amount of 11b1 reps but has that extra shield bash dmg in there

I will say that the correct timing of the bash varies with what you do in LS, but the 11b1 reps after the properly timed bash are pretty easy
 

OSpliffySmitheeyO

tym_smitheey
The combos are actually very simple once you get the timing down. I have absolutely no problems what so ever doing them, even online - hardly every drop b3's. Its all about practicing the timing guys.
 

AK elitegoomba

http://www.twitch.tv/elitegoomba
in my opinion, the timing on the b3 (and many other juggles) are most consistently hit by timing your button press with the height of your opponent as it will be the same every time.. in b3 after 23s case, i hit the b3 as they start to descend from the max height off the 23 launch
 
So I've been working some WW lately and love the potential. I'm not really where I should be to play her in matches IMO but do anyway, gotta learn some way. I don't know how it goes for you guys but people run away from me worse than when I'm Bane which I find strange. What's your go to way/ approach to deal with this as her?
After facing as many 50/50s as they do, WW opponents often start to resort to zoning.

My best strategy is to simply crouch block and dash after every projectile. When facing Sinestro block high, pretty much anybody else block low. WW has a pretty damn good dash, and before too long you'll either catch up to them for combo opportunities or back them into a corner. Which is exactly where WW excels. I try not to jump unless I feel like I can punish a projectile with an airdash, as getting hit by a projectile in the air sends you really far and you can't block it.

She also has her tiara/shield throws for quick pokes and her air Demigoddesses' Might for punishing air interactable attempts or those pesky air projectiles, like Superman's Lasers. With patience and a lack of respawning interactables, WW can get in on anybody.
 

AK elitegoomba

http://www.twitch.tv/elitegoomba
anyone use this as SS BnB?

2 b1 Bf3 11b1x4 F12 Bf3 its 54% no meter hit confirmable.

yes..

2b1 bf3 b1 bf3 11b1 x4 f12 parry is 59%
2b1 bf3 11b1 b1 b1 11b1 x3 f12 is 56%, slightly easier

btw these combos scare the shit out of people lmao people will waste their clash so fast just to avoid sword stance corner combos i swear

and on yet another side note with regard to corner sword loops, if you are unsure about the timing of your juggles or unsure if you can complete the max damage version, just end the juggles early with the f12 bf3 or f12 db1. its better to lose 5% dmg (unless its going to kill) to guarentee yourself the knockdown and wakeup oki than dropping the combo, eating a wakeup attack, and giving up corner control
 

DYNA$TY

Edenia lives!
Besides the new SS 2b1 starter corner combos; trait cancel SS bf3, (11B1)x4 combos; J3~db3 stuff, everything should be up to date, I will be adding those tonight.
 

AK elitegoomba

http://www.twitch.tv/elitegoomba
well in that case let me say that almost every single hit you can get with lasso in the corner, or even near it, can be confirmed into 23 SS bf3 11b1...... this includes d2 AA, air to air j1, j3, b113, b2, etc etc etc. i can compile a list of the notation and damage of each of these if you'd like
 

DYNA$TY

Edenia lives!
Sure, I was going to add them after work, but if you're already in the lab then I can add them now and replace the old Launcher, 23~Sword 11B1 combos.
 

AK elitegoomba

http://www.twitch.tv/elitegoomba
corner:

(LS) b2 23 (SS) bf3 11b1 x4 f12 parry = 46%
(LS) 33 23 (SS) bf3 11b1 x4 f12 parry = 46%
(LS or SS) (anti air) d2 (SS) bf3 11b1 11b1 b1 11b1 11b1 f12 parry = 37%
(LS) b113 23 (SS) bf3 11b1 x4 f12 parry = 48%
(LS) j3 23 (SS) bf3 11b1 x4 f12 parry = 52%
(LS (air to air) j1 23 (SS) bf3 11b1 x4 f12 parry = 46%
(SS) (air to air) j3 11b1 b1 b1 11b1 x3 f12 parry = 52%
(SS) (air to air) j3 bf3 11b1 11b1 b1 11b1 11b1 f12 parry = 55% --- very situational to get the proper juggle for the bf3
(SS) 2b1 bf3 11b1 b1 b1 11b1 x3 f12 parry = 56% --- much easier than similar combo below
(SS) 2b1 bf3 b1 bf3 11b1 x4 f12 parry = 59%
(SS) f3 nj3 11b1 b1 11b1 x3 f12 parry = 54%
(SS) b2 bf2 MB 2b1 bf3 11b1 b1 b1 11b1 x3 f12 parry = 55%

midscreen:

(SS) j2 22 (LS) bf2 MB b113 23 b3 j3 b113 lasso grab = 49%
(SS j2 22 bf2 MB 2 (LS) lasso spin 23 b3 j3 b113 lasso grab = 48%



that about sums up all of my WW labwork so far heh
 

NRF CharlieMurphy

Kindergarten Meta
corner:

(SS) j2 22 (LS) bf2 MB b113 23 b3 j3 b113 lasso grab = 49%
(SS j2 22 bf2 MB 2 (LS) lasso spin 23 b3 j3 b113 lasso grab = 48%



that about sums up all of my WW labwork so far heh
I'm pretty confident that the second one is stance specific ......... i haven't tested really hard, but I did notice it a few times

I suppose the first one is easier to do as well. hmmmmm.
 
what i do is.

SS on males: 22 bf2 mb 2 trait lasso spin b3 j3 b1 b113 lasso grab
SS on females: 22 trait bf2 mb b113 23 b3 j3 b113 lasso grab

big characters: 22 bf2 mb jump 2 22 bf2 mb... loop it lol into bnb into lasso grab. can be used for better positioning.
 

Glass Sword

Nobody
I think we should some bounce cancel combos. Mostly for that rare situation you can I breakable damage for the kill.
Lasso
B2 BBMB jump 3 B1 B113-lasso grab 38% (Only useful bounce cancel since it will always connect from a distance. May be character specific however.)
1 BBMB F3 21% unclashable
B2 BBMB F3 22% unclashable
3 BBMB F3 23% unclashable

Sword
2 BBMB F3 24% unclashable
B2 BBMB F3 24% unclashable

I could list the CPU special of one hit into super, but I'll just note what does not link into super.
Only Sword stance b1.
You always get 38-41% from a normal into super. Except of an antiair where you get 30%.