Kombat-Con (Netherrealm)
Projectile
--Straight: Fireballs, Freeze/Hooks
--Instant: Bullets, Beams/Lasers
--Lobbed: J. Cage plasma, Grenades
--Vertical: Rain, Pillars
Lunge
--Dash
--Full-Screen
--Slide
--Anti-Air
Teleport
--Behind
--Overhead
--Uppercut
Command Grab
--Straight
--Low
--Anti-Air
--Leap
Mine/Trap
--Near
--Mid
--Far
Special Move
--CC
--Range
--Active Frames
Status
--Buff
--Parry
--Aura
Kano
(Projectile)Knife Throw
(Dash)Ball
(Anti-Air)Air Ball
(Cmd-Grab)Choke
[Cybernetic]
Cy-(S. Move)Laser Eye
Footsies
X, X combo: Good range, damage, weak to projectiles and air moves
Dash Knee: advance, quick, damage
down light punch: quick, dodge high attacks
sweep: range, dodge high attacks, damage
knife lunge: quick, range
Combos
1, 2, Grab: Can finish w/laser or grenade punch. Laser causes stumble, grenade causes knockbackdown. Stumble will setup 1/2 screen; KBD will setup 3/4 screen and cause opp stand-up. The latter is a harder reset of combat due to the increased distance and CC. It can also be used to pressure opp into a corner. Laser can be used as a soft reset and keeps proximity close for jump attack or rush-down.
Laser: Jump-in, back-dash, rush-down, Ball, AA Ball.
Grenade: Knife zoning, front-dash.
Cancel combo into choke C-grab if opp is blocking.
Ball into 2-3 Knife Throws for poke.
Use Knife Throws to bait jump-in for AA Ball.
Close--v
Kick-Kick
Flying Knee
Stab Lunge
Low Slice
Sweep
1, 2, Laser
1, 2, Grenade
Laser Eye
Grab
Choke
Ball
Mid--v
Sprint
Jump Punch
Jump Kick
Knife Throw
Knife Throw feint
Ball
Far--v
Knife Throw
Knife Throw feint
Fisticuffs Johhny
•[1-2 Cancels]
F3, BD3
B1, F4
B1, D3
•[Easy Combos]
112
333, BF4
B12, 12, 12, 12, BF4
•[Corner Combos]
F4, B121, B121, B12, 12, 12, 12, BF4/BD3
•[Resets]
112
214
B1, F4
JC - Fisticuffs
JB - Full Auto
SZ - Cryomancer
Ka - Cybernetic
Sh - Boneshaper
TB - CSZ, Cyrax
EB - Gunslinger
Sc - Hellfire
Jx - Wrestler
Ja - Slasher
KK - Sun God
DV - Venomous
Ta - Lasher
Ra - Displacer
Re - Deceptive
LK - Flame Fist
KJ - Shaolin
FT - Lackey
Elements
-----------
Fire | Scorpion, Liu Kang, Goro
Ice | Sub-Zero, CSZ
Electricity | Raiden, Triborg
Wind | Kitana
Acid/Poison | Reptile, D'Vorah
Magic/Psychic/"Energy" | Shinnok, Quan Chi, Ermac, Kenshi, Johnny Cage, Jax
Doubles/Helpers | Ferra/Torr, Sub-Zero, Scorpion, Johnny Cage, Kenshi, Sonya, Quan Chi
Flight/Teleport | Ermac, Kung Lao, Scorpion, Triborg, Raiden
Strength/Grappler | Ferra/Torr, Jason, Kano, Jax, Kotal Kahn, Goro
Speed/Agility | Reptile, Kitana, Sub-Zero, Triborg
Weapons
•Knife - Kano, Goro, Mileena
•Sword - Scorpion, Kotal Kahn,
•Staff/Spear - BRC, Tanya, Kitana, Kung Jin
•Saw(-like) - Kitana, Kung Lao, Cyrax, Leatherface
•Firearms - Erron Black, Cassie, Jax, Jacqui
•Explosives - Sonya, Triborg
•Lasers - Kano, Sonya, Jacqui
Predator | Hunter Combos
Weapons / Powers / Skills
Arm Blade
Collapsible Spear
Homing Circular Throwing Disc
Capture Net Landmine(also, Manual Detonation)
Active Camouflage
Heal
Agility(Pounce and ability to use Disc and Landmine while airborne)
Overhead Combos / Moves
122 | cancellable; 2Fr SoB; close-range start, 10Fr startup; advancing combo
B22D2 | 17Fr startup, 8 steps range; advancing combo that covers the screen; KBD
Low Combos / Moves
F12D2 | 8Fr startup, close-range; advancing combo
D4 | quick, good range
DB4 | secure a neutral jump combo start
Pop-Up Combos / Moves
212 | secure a neutral jump combo start; good range on 1st hit
DB4 | secure a neutral jump combo start
Cancel Combos / Moves
122-> | OH Finish; 2Fr SoB; Full Screen reset
B22-> |
F12-> |
4-> |
Mix-Ups / Mix-Up Combos
122 & F12D2 | OH and Low Sweep finishes, respectively; similar look
B3D2 | Low -> OH -> Low string
Reset/Finisher Combos / Moves
B22D2 | OH Finish
F12D2 | Low Sweep Finish
F12U2 | Full Screen reset
B3D2 | Low -> OH -> Low string
321+3 | Grab Finish; can throw opp into Net Trap
122 | 11%; KBD; 2Fr SoB; OH finish; 10 Fr cancel -> BF2 on 3rd hit and use DB4(regular for offense, close for defense); mix-up w/F12D2 for a low sweep finish and deceptively-similar start(this option does not have cancel frames)
INJUSTICE 2
Combos
Catwoman
F112, BF2->MB, F112, DF3
B12DF1
Red Hood
224, 332(U/D)2
112BF2
Wonder Woman
22BF2->MB, F21, FJump, 1, B11BF1
D12BF3
--Straight: Fireballs, Freeze/Hooks
--Instant: Bullets, Beams/Lasers
--Lobbed: J. Cage plasma, Grenades
--Vertical: Rain, Pillars
Lunge
--Dash
--Full-Screen
--Slide
--Anti-Air
Teleport
--Behind
--Overhead
--Uppercut
Command Grab
--Straight
--Low
--Anti-Air
--Leap
Mine/Trap
--Near
--Mid
--Far
Special Move
--CC
--Range
--Active Frames
Status
--Buff
--Parry
--Aura
Kano
(Projectile)Knife Throw
(Dash)Ball
(Anti-Air)Air Ball
(Cmd-Grab)Choke
[Cybernetic]
Cy-(S. Move)Laser Eye
Footsies
X, X combo: Good range, damage, weak to projectiles and air moves
Dash Knee: advance, quick, damage
down light punch: quick, dodge high attacks
sweep: range, dodge high attacks, damage
knife lunge: quick, range
Combos
1, 2, Grab: Can finish w/laser or grenade punch. Laser causes stumble, grenade causes knockbackdown. Stumble will setup 1/2 screen; KBD will setup 3/4 screen and cause opp stand-up. The latter is a harder reset of combat due to the increased distance and CC. It can also be used to pressure opp into a corner. Laser can be used as a soft reset and keeps proximity close for jump attack or rush-down.
Laser: Jump-in, back-dash, rush-down, Ball, AA Ball.
Grenade: Knife zoning, front-dash.
Cancel combo into choke C-grab if opp is blocking.
Ball into 2-3 Knife Throws for poke.
Use Knife Throws to bait jump-in for AA Ball.
Close--v
Kick-Kick
Flying Knee
Stab Lunge
Low Slice
Sweep
1, 2, Laser
1, 2, Grenade
Laser Eye
Grab
Choke
Ball
Mid--v
Sprint
Jump Punch
Jump Kick
Knife Throw
Knife Throw feint
Ball
Far--v
Knife Throw
Knife Throw feint
Fisticuffs Johhny
•[1-2 Cancels]
F3, BD3
B1, F4
B1, D3
•[Easy Combos]
112
333, BF4
B12, 12, 12, 12, BF4
•[Corner Combos]
F4, B121, B121, B12, 12, 12, 12, BF4/BD3
•[Resets]
112
214
B1, F4
JC - Fisticuffs
JB - Full Auto
SZ - Cryomancer
Ka - Cybernetic
Sh - Boneshaper
TB - CSZ, Cyrax
EB - Gunslinger
Sc - Hellfire
Jx - Wrestler
Ja - Slasher
KK - Sun God
DV - Venomous
Ta - Lasher
Ra - Displacer
Re - Deceptive
LK - Flame Fist
KJ - Shaolin
FT - Lackey
Elements
-----------
Fire | Scorpion, Liu Kang, Goro
Ice | Sub-Zero, CSZ
Electricity | Raiden, Triborg
Wind | Kitana
Acid/Poison | Reptile, D'Vorah
Magic/Psychic/"Energy" | Shinnok, Quan Chi, Ermac, Kenshi, Johnny Cage, Jax
Doubles/Helpers | Ferra/Torr, Sub-Zero, Scorpion, Johnny Cage, Kenshi, Sonya, Quan Chi
Flight/Teleport | Ermac, Kung Lao, Scorpion, Triborg, Raiden
Strength/Grappler | Ferra/Torr, Jason, Kano, Jax, Kotal Kahn, Goro
Speed/Agility | Reptile, Kitana, Sub-Zero, Triborg
Weapons
•Knife - Kano, Goro, Mileena
•Sword - Scorpion, Kotal Kahn,
•Staff/Spear - BRC, Tanya, Kitana, Kung Jin
•Saw(-like) - Kitana, Kung Lao, Cyrax, Leatherface
•Firearms - Erron Black, Cassie, Jax, Jacqui
•Explosives - Sonya, Triborg
•Lasers - Kano, Sonya, Jacqui
Predator | Hunter Combos
Weapons / Powers / Skills
Arm Blade
Collapsible Spear
Homing Circular Throwing Disc
Capture Net Landmine(also, Manual Detonation)
Active Camouflage
Heal
Agility(Pounce and ability to use Disc and Landmine while airborne)
Overhead Combos / Moves
122 | cancellable; 2Fr SoB; close-range start, 10Fr startup; advancing combo
B22D2 | 17Fr startup, 8 steps range; advancing combo that covers the screen; KBD
Low Combos / Moves
F12D2 | 8Fr startup, close-range; advancing combo
D4 | quick, good range
DB4 | secure a neutral jump combo start
Pop-Up Combos / Moves
212 | secure a neutral jump combo start; good range on 1st hit
DB4 | secure a neutral jump combo start
Cancel Combos / Moves
122-> | OH Finish; 2Fr SoB; Full Screen reset
B22-> |
F12-> |
4-> |
Mix-Ups / Mix-Up Combos
122 & F12D2 | OH and Low Sweep finishes, respectively; similar look
B3D2 | Low -> OH -> Low string
Reset/Finisher Combos / Moves
B22D2 | OH Finish
F12D2 | Low Sweep Finish
F12U2 | Full Screen reset
B3D2 | Low -> OH -> Low string
321+3 | Grab Finish; can throw opp into Net Trap
122 | 11%; KBD; 2Fr SoB; OH finish; 10 Fr cancel -> BF2 on 3rd hit and use DB4(regular for offense, close for defense); mix-up w/F12D2 for a low sweep finish and deceptively-similar start(this option does not have cancel frames)
INJUSTICE 2
Combos
Catwoman
F112, BF2->MB, F112, DF3
B12DF1
Red Hood
224, 332(U/D)2
112BF2
Wonder Woman
22BF2->MB, F21, FJump, 1, B11BF1
D12BF3
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