You can use this page to test things out without fear of breaking something. Have at it. :)
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Other testing Edit
|*Name* |*Used for* |*Damage*|*Stun*|*Videos*| |Name |Things |111 |111 |Link | |*Inputs* |*Notes* | |xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|xxxxxxxxxxxxxxx|
|Name||Inputs||What it's useful for||Other notes||Damage||Stun||Example video(s)|
|Target Combo 1||Neutral Medium > Neutral Heavy||Basic chain for combos|
|Target Combo 2||Forward Medium > Neutral Heavy||Overhead hit confirm|
|BnB||Crouching Medium > Cold Drill||This is your go-to bread and butter||Cold Drill can be cancelled into super as a hit confirm||137||220|
|BnB||Target Combo 1 or 2 > Vandal Hook (xx Cold Drill)||
Go to combo
Great after Jump in
You can follow up this combo with Cold Drill.
This BnB combo carries the enemy a good distance, get used to the carry. If you can reach the corner get ready to cancel into the corner combo, otherwise you can juggle with Cold Drill.
|Dust Breaker followup||[...] > Dust Breaker > Kinetic Advance Dash > Target Combo 2 > Vandal Hook > Cold Drill||Followups to grounded Dust Breaker||Works off any hit confirm into Dust Breaker, as long as Dust breaker doesn't hit as a juggle||Varies depending on hit confirm|
|Corner Combo||Target Combo 1 or 2 > Vandal Hook > Kinetic Dash Cancel Forward > Target Combo 1 or 2 > Vandal Hook > Neutral Heavy > Dust Breaker (only 2nd hit)||Great damage when applying corner pressure||BnB combo carries the enemy a great distance.||249||355|
|OverDrive Follow Ups||[Mid-Screen] Overdrive > Cold Drill OR [Corner]Walk forward > Vandal Hook||Extra damage after landing Beatdown||Beatdown allows some follow ups depending on distance and how you combo into it.
In the Corner, the timing of Vandal Hook determines if you can land the Heavy, so take 1 step and do it early.
|[Midscreen Raw] 354
[Corner Raw] 374
|[Midscreen Raw] 90
|Throw followup||Forward Throw > Kinetic Advance Dash > Target Combo 1 > Vandal Hook > Cold Drill||Convert a throw into damage!||Dauntless needs to use Kinetic meter to convert her throw into a combo||168||215|
|Basic combo into super||Crouching Medium > Cold Drill > Super||Easy money||317||220|
|Other hit confirm into super||[...] > Vandal Hook or Revolving Hook > Kinetic Advance Dash > Super||Any hit confirm into Vandal Hook or Revolving Hook can be converted into a Super using Kinetic Advance. Landing the super like this isn't as damaging as the full cinematic, but it's useful in a pinch|
|Throw into Super||Forward Throw > Kinetic Advance Dash > Super||Another way to land super in a pinch||The damage on this is a little better than her regular throw followup, but the difference in stun is HUGE. If you've made a few good reads, it may be best to go for the regular throw followup and then super while they're stunned||210||100|
|Throw into Cross-up||Forward Throw > Kinetic Advance Dash > s.m > Vandal hook (Held)||Simple cross-up, gets you on the other side of the enemy very quickly. Use this as a small burst of guaranteed damage, preferably to get the last hit.||This can be very tricky to block and it removes the scaling from the grab. Afterwards use s.h to hit confirm into super. DO NOT use this move too many times, it's really easy to block once you know it's coming.||56||95|
|Don't ever do this||Standing Light > Standing Light > Standing Light > Standing Light > Cold Drill > Kinetic Advance Dash > Standing Light > Standing Light > Standing Light > Standing Light > Cold Drill > Kinetic Advance Dash > Standing Light > Standing Light > Standing Light > Standing Light > Cold Drill > Super||Just because you can do it doesn't mean you should||There are seriously better ways to spend your meter||286|
|These combos need to be added|