Here is everything that makes your combos... Unconventional (literally these are so bad) Deku: Downslam into Texas Chain > can be ragdoll cancelled to punish Manchester Kick > can literally be cancelled or countered.. Or just dodged. The Downslams > no, just no. The Front Dash > -can literally be blocked -inconsistent -can be punished easily because of knockback -absolutely rare to hit. Stain: A Thousand Slashes > Just like Texas Chain Back dash > you will be punished if the opponent has better ping + and/or is smarter + can be blocked Curdle Piece > No, absolutely not. -can be dodged -can be countered -Curdle Stun is LIKELY to not happen if done EARLY -easily punishable -overall unnecessary -ping difference -instinct-based (countable) timing "Downsloam" Dabi: Ember Assault > Easily blockable Downslam into Azure Grab > Can be ragdoll cancelled Ember Eruption > -Can be blocked or miss entirely ^ Can be punished if done so -Ping difference -Unreliable Front Dash -easily blockable -can be evaded ^ punishable if done so M1 chain at the end > Unreliable Todoroki: This is literally the most overused combo ever + unoriginal Only difference is FROST COUNTER. Front Dash > Can easily be punished Bakugo: (First time ever seeing this combo, good job.) Powered Shot > MASSIVE ping rely -INCONSISTENCY GALORE -UNRELIABLE Blast Catapult > EASILY punishable Powered Rush > easily blockable Cannon Blast > easily punishable by ragdoll cancelling Keep in mind that you NEED ADRENALINE to make it work EXTENDED version: Unoriginal + this is the main combo I use (this was/is like mine, just not uploaded.) You missed the Downslam before Blast Catapult True ONLY IF your opponent doesn't have ragdoll cancel. Shigiraki: -Overused Tech -Literally the same format most people use -Unoriginal Kurogiri: PERFECT COMBO.... Except that I was the one who made it (this was when my friend showed me that you could do 55 damage with Portal Combo and Slab Shotgun) You could've held w and kept spamming Slab Shotgun, the closer you are before they get thrown out of the combo, the more damage you get Warp Punch > BLOCKABLE Front Dash > HIGHLY Unlikely, but can happen. ONLY FRONT DASH WHEN SURE YOU CAN LAND IT. That's all. Get better soon.
Thanks for the tips, btw all these combos are done after doing an up tilt for them to get rid of the evasive meaning they are true, I do think the stain or deku ones are kinda unreliable but I Alr found a new stain combo + we were in his region. I had 90 ping and he had 50. And as I’ve mentioned before I take 0 claim on these combos because I just found them by playing with my friends, testing in private servers 👍
Oh and I found a way to improve the shigaraki and kurogiri combo, btw about shoto I just included the combo that pretty much does the most damage because shoto is a character u can have fun doing combos switching it up all the time
Before my thoughts on this comment & video, I'd like to note that any of these combos are ideally used when you have the proper opening, mainly when your opponent no longer has their ragdoll cancel. This really seems obvious, and should be the norm when considering any combo that extends past M1s into a move. Its also best to consider any ideal route you can take during a combo, your cooldowns, gauging it's difficulty and if your opponent has a counter up. Warp Portal: At some point in time, Warp Punch would fling your opponent upwards if they were hit while ragdolled; meaning it wasn't a combo extender. I managed to find a way around this by move stacking the move w/ an uppercut. But this only seemed to work normally sometimes and other times still fling, but as I've tested recently; you cant extend with it at all anymore. So they're no longer flung if it's used during ragdoll, but they have Iframes by the end of the move, meaning you can only touch them after their stun is over. This however doesn't apply outside of stun, letting you start a combo with Warp punch, this should be the start of any ideal Warp Portal combo. My Ideal: WARP PUNCH + FDASH + UPPERCUT Stack W/ MATTER ABSORPTION + PORTAL COMBO + TILES + FDASH + UPPERCUT Stack W/ REALITY BARRAGE. Deku: Starting the combo with Texas Chain seems uncreative, but also undermines what I believe to be the best part of a Deku combo. When you land the center hitbox of Aerial Delaware, it keeps your opponent ragdolled, but when combined with Aerial Detroit, the height gained increases the damage on Detroit, dealing around 5-6 more damage than usual. Thus, you'd ideally just use Texas Chain once you reach the floor, allowing you to after M1s; end the combo with Manchester, which shouldn't be considered a combo extender because its wildly inconsistent. My ideal: M1s, UPPERCUT + AIR DELAWARE + AIR DETROIT + TEXAS CHAIN + Any Final M1 + MANCHESTER. To make Manchester slightly easier to hit at the end, you can move stack it with your final M1 to land the end of the move earlier. Stain: I've never thought of using Dagger Throw after Blackout Clutch, but as I've tested it, it seems inconsistent. That aside, it seems you can M1 if you land the knives; So I'll move on. Trying to combo with stain will usually have you ideally use your knives as an extra M1, and you don't need to think about when to use your 1 & 3 since they combo together easily. But, It used to be possible to use your knives after 3 M1s, Side dash, then Forward dash back in. This would get you some extra damage but not reset your m1 chain, though I haven't been able to recreate it recently. Other than the knives, curdle pierce is a decent combo ender, better than nothing, but only does 8 damage. Alternatively, you can take the risk of waiting slightly longer to try and proc curdle on the target after wakeup, letting you extend the combo. My Ideal: 4 M1s Side dash + BLACKOUT CLUTCH, Side dash + THOUSAND SLASHES + M1s & Knives + UPPERCUT + CURDLE PIERCE Some advice, I use curdle pierce just before the target hits the ground, its a good reference to hit them on wakeup. I also find first comboing w/ Blackout clutch to be nicer looking than thousand slashes, but the side dashes help to keep you safe from any counter dash. Ill probably comment again, and on more characters if I'm interested enough, but that's all.
did you know u could combo extend (m1) after ground cannon second vers by using power shot second ver after. it puts u right infront of the enemy if u position correctly
Warp punch in general is horrible it could be used after doing a downslam but even then it doesn't guarantee a combo, that's why I use it at the end so even if they block it I can't be punished unless they counter or they're really close
Here is everything that makes your combos... Unconventional (literally these are so bad)
Deku:
Downslam into Texas Chain > can be ragdoll cancelled to punish
Manchester Kick > can literally be cancelled or countered.. Or just dodged.
The Downslams > no, just no.
The Front Dash >
-can literally be blocked
-inconsistent
-can be punished easily because of knockback
-absolutely rare to hit.
Stain:
A Thousand Slashes > Just like Texas Chain
Back dash > you will be punished if the opponent has better ping + and/or is smarter + can be blocked
Curdle Piece > No, absolutely not.
-can be dodged
-can be countered
-Curdle Stun is LIKELY to not happen if done EARLY
-easily punishable
-overall unnecessary
-ping difference
-instinct-based (countable) timing
"Downsloam"
Dabi:
Ember Assault > Easily blockable
Downslam into Azure Grab > Can be ragdoll cancelled
Ember Eruption >
-Can be blocked or miss entirely
^ Can be punished if done so
-Ping difference
-Unreliable
Front Dash
-easily blockable
-can be evaded
^ punishable if done so
M1 chain at the end > Unreliable
Todoroki:
This is literally the most overused combo ever + unoriginal
Only difference is FROST COUNTER.
Front Dash > Can easily be punished
Bakugo:
(First time ever seeing this combo, good job.)
Powered Shot > MASSIVE ping rely
-INCONSISTENCY GALORE
-UNRELIABLE
Blast Catapult > EASILY punishable
Powered Rush > easily blockable
Cannon Blast > easily punishable by ragdoll cancelling
Keep in mind that you NEED ADRENALINE to make it work
EXTENDED version:
Unoriginal + this is the main combo I use (this was/is like mine, just not uploaded.)
You missed the Downslam before Blast Catapult
True ONLY IF your opponent doesn't have ragdoll cancel.
Shigiraki:
-Overused Tech
-Literally the same format most people use
-Unoriginal
Kurogiri:
PERFECT COMBO.... Except that I was the one who made it (this was when my friend showed me that you could do 55 damage with Portal Combo and Slab Shotgun)
You could've held w and kept spamming Slab Shotgun, the closer you are before they get thrown out of the combo, the more damage you get
Warp Punch > BLOCKABLE
Front Dash > HIGHLY Unlikely, but can happen.
ONLY FRONT DASH WHEN SURE YOU CAN LAND IT.
That's all. Get better soon.
Thanks for the tips, btw all these combos are done after doing an up tilt for them to get rid of the evasive meaning they are true, I do think the stain or deku ones are kinda unreliable but I Alr found a new stain combo + we were in his region. I had 90 ping and he had 50. And as I’ve mentioned before I take 0 claim on these combos because I just found them by playing with my friends, testing in private servers 👍
Oh and I found a way to improve the shigaraki and kurogiri combo, btw about shoto I just included the combo that pretty much does the most damage because shoto is a character u can have fun doing combos switching it up all the time
Before my thoughts on this comment & video, I'd like to note that any of these combos are ideally used when you have the proper opening,
mainly when your opponent no longer has their ragdoll cancel. This really seems obvious, and should be the norm when considering any combo that extends past M1s into a move.
Its also best to consider any ideal route you can take during a combo, your cooldowns, gauging it's difficulty and if your opponent has a counter up.
Warp Portal:
At some point in time, Warp Punch would fling your opponent upwards if they were hit while ragdolled;
meaning it wasn't a combo extender. I managed to find a way around this by move stacking the move w/ an uppercut. But this
only seemed to work normally sometimes and other times still fling, but as I've tested recently;
you cant extend with it at all anymore.
So they're no longer flung if it's used during ragdoll, but they have Iframes by the end of the move,
meaning you can only touch them after their stun is over.
This however doesn't apply outside of stun, letting you start a combo with Warp punch, this should be the start of any
ideal Warp Portal combo.
My Ideal: WARP PUNCH + FDASH + UPPERCUT Stack W/ MATTER ABSORPTION + PORTAL COMBO + TILES + FDASH + UPPERCUT Stack W/ REALITY BARRAGE.
Deku:
Starting the combo with Texas Chain seems uncreative, but also undermines what I believe to be the best part of a Deku combo.
When you land the center hitbox of Aerial Delaware, it keeps your opponent ragdolled, but when combined with Aerial Detroit, the height gained
increases the damage on Detroit, dealing around 5-6 more damage than usual.
Thus, you'd ideally just use Texas Chain once you reach the floor, allowing you to after M1s; end the combo with Manchester, which shouldn't
be considered a combo extender because its wildly inconsistent.
My ideal: M1s, UPPERCUT + AIR DELAWARE + AIR DETROIT + TEXAS CHAIN + Any Final M1 + MANCHESTER.
To make Manchester slightly easier to hit at the end, you can move stack it with your final M1 to land the end of the move earlier.
Stain:
I've never thought of using Dagger Throw after Blackout Clutch, but as I've tested it, it seems inconsistent.
That aside, it seems you can M1 if you land the knives; So I'll move on.
Trying to combo with stain will usually have you ideally use your knives as an extra M1, and you don't need to think about when to use your 1 & 3
since they combo together easily. But, It used to be possible to use your knives after 3 M1s, Side dash, then Forward dash back in.
This would get you some extra damage but not reset your m1 chain, though I haven't been able to recreate it recently.
Other than the knives, curdle pierce is a decent combo ender, better than nothing, but only does 8 damage.
Alternatively, you can take the risk of waiting slightly longer to try and proc curdle on the target after wakeup, letting you extend the combo.
My Ideal: 4 M1s Side dash + BLACKOUT CLUTCH, Side dash + THOUSAND SLASHES + M1s & Knives + UPPERCUT + CURDLE PIERCE
Some advice, I use curdle pierce just before the target hits the ground, its a good reference to hit them on wakeup. I also find
first comboing w/ Blackout clutch to be nicer looking than thousand slashes, but the side dashes help to keep you safe from any counter dash.
Ill probably comment again, and on more characters if I'm interested enough, but that's all.
I found out that if you use warp punch when downslammed then side dash to reality it’s fully true
One of the best tutorials I've seen on YT
I got like 25k kills in the game, Good vid man
no rizz
this was cool af. i hope to see more vids from you soon
Love this guy for choice of music. Hold on is so goood
In my opinion, shoto, bakugo and kurogiri has the bests combos (in terms of damage, if shoto is used correctly can one shot easily)
These are some good combos!
Here is thing tho that get after delaware its either a counter or a dash out
I agree I didn't think the m1's after delaware were necessary due to counters, it will depend who you fight 🔥
Okay. Some better combos would be well for dabi. Do 3 m1s grab do the tech dash up down slam 4 down slam 3 into 2
You can make curdle pierce v1 stain 100% true if you just land an aerial down slam (not 4th m1) and press it as soon as it hits🙂
Kurogiri has to be the wirst character in the game, was so happy to get him till I used him, just wasted potential of a character
My lag makes these not true
deku has abetter more damaging combo btw
Cuz why did I find out you can uppercut after curdle pierce to combo extend so late
did you know u could combo extend (m1) after ground cannon second vers by using power shot second ver after. it puts u right infront of the enemy if u position correctly
Nice tutorial but what’s the songs called
Hold on #Jersey Club, Timeless By The Weeknd, and Playboi Carti, Let Me Rest in Peace By caffeinecrvsh, and Corason Sin Cara By Prince Royce
Warp punch after reality barrage is so bad bc all you have to do is hold block
Warp punch in general is horrible it could be used after doing a downslam but even then it doesn't guarantee a combo, that's why I use it at the end so even if they block it I can't be punished unless they counter or they're really close
I taught him this