Captain Marvel - Combo/Tech Thread

Recently decided to pick up Carol and enjoying her a lot. Been looking to the combos here for inspiration, so thanks guys. One thing, though: has anyone found a good combo path for binary? With the way hsd works I’ve only been able to make combos that have about the same damage as normal, which can’t be her limit. What else does she get from binary besides the damage increase? Wasn’t there something about her specials that changes?

My post from the main thread

There was at least one other person who also doesn’t see the point of Binary. Currently, until some really good tech is found for it, I honestly just see it as putting a handicap on yourself.

I finally started wiping the UMVC muscle memory away and was able to come up with these messing around in the lab. I’m almost certain they can be optimized more though.

https://youtu.be/gUsegA37pfM

EDIT:

So i noticed we had the same idea in mind. More or less the same combo. idk if you tried this, but doing HP xx d.HP in the air after the juggle off the first Blitz Blow will let you sneak in an extra j.HP before you dash up forward to the next HP xx Blitz Blow. Idk how it would affect hit stun on the combo tho.

UPDATE:
I managed to outdo you by just over 60 lmaoooo

https://www.youtube.com/watch?v=t0A9zznt0iI

The belt is yours, @dougiie-OVRKLL.

Good stuff lol

Lol thanks. Apparently there’s still a little room for optimization, so I’ll try it out and see.

if you use a high health character you inflate your damage numbers because the scaling that kicks in once a character is below 50% affects less of the combo…

@TMNTemps I’ll test it against an average health character and let you know if there’s a difference

UPDATE: you were definitely right. I’ll do it with side by side comparison from now on. Thanks!

yo, didnt know that.

Update: I’m almost certain I maxed out this time.

9k Health: 6717
10k Health: 6884
11k Health: 6981

Editing a comparison to upload now

EDIT: I edited to show the difference on 9k and 11k characters the exact moment that the damage changes.

https://youtu.be/hH1F1jffHIs

Goodshit. I’ll make an OP update this week. Just wanted all the new tech to settle a bit before I pick and choose what’s needed to keep and cut.

anyone got team combos and set up to share?

Dope. Also let it be known you can also dash down into level 3 instead of Power Blaster for over 8k as well.

I’ve got some Marvel/Dante stuff but I need to lab it first to make sure it’s good

1 bar combos are all well and good but it seems to me trying to get into the high 4s low 5s no-meter then using the bar for a meaty super setup is more the way to go… or tag to your teammate early and finish the combo with them so the Marvel tag resets, then force them into a meaty super so you can use Marvel to open them up

if you end with Marvel on point she’s got such limited options for tagging in a teammate for a guaranteed mixup I’m going to put a bit more time into making sure I’ve got her no meter damage to a good point

Thanks for the feedback. Since seeing this, I’ve tried challenging myself to come up with something substantial for binary. I got a nice midscreen hit confirm combo, but I’m not sure if the ender sets her up well enough for the oki.

https://youtu.be/1jOgWXw-OzY

I feel like in general binary will be useful for doing shorter combos into a reset opportunity. I don’t know exactly how the properties of her special moves change other than damage, but I have a feeling there’s more to discover here.

Yeah I’m completely lost on Binary. I only use it to make an upward blitz safe without tagging. I’m just so confused by what this is meant to be used for since the way scaling works means the damage is really only relevant on pokes and small things. She gets a ground bounce…but does it really help her combos in any way?

Combos are great, they’re gonna keep coming but can we get some resets up in here? One good combo and one good reset into a combo is a dead character.

I havent made anything concrete yet, but I’m playing in my head with the concept of ending combos with strike fury plinked into tag for set ups while they’re in the animation.

A few clips from Fchamp’s 24 hour stream a while back. Mostly short gameplay strings into resets or other situations I thought were interesting. Some clips are legit setups, others are basically just solid examples of her pressure game.

Tick Kara Command Grab in corner, followed by slide/blitz/fly lk pressure.

https://clips.twitch.tv/AffluentSplendidRingBibleThump

Slide/blitz pressure into crossup hk. Good example of the right spacing for box dash hk to cross up after a pushblock.

https://clips.twitch.tv/AgitatedSincereSaladLitFam

Strike flurry loop combo into a really hard to see tag reset in the corner. One of the better clips, even if just as a proof of concept.

https://clips.twitch.tv/DreamyOptimisticCoffeeBrokeBack

Slide into cgrab beats mashing lights with correct timing. Sneaky way to supplement the standard slidexxblitzxxfly lk/empty low pressure.

https://clips.twitch.tv/BluePhilanthropicFloofTwitchRPG

idk if it’s just me, but the links are broken

Any go to, good damage combos that aren’t execution heavy? Fly loops aren’t giving me the damage I want.

I got the highest damage now…6955 on 10Ks

j.HK, land, c.LK, s.HP, s.HK, f.HP xx blitz, j.HP, land, j.HP, j.d+HP xx uf.blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(LP), fall, j.HK xx flurry(HP), land, flurry(LP), j.HK xx df.dash, Power Blaster

I can’t seem to get more hits in without whiffing the j.HK at the end and I’ve tried dropping the c.LK to get another HP in somewhere, but to no avail. With the combo system, it seems we need to experiment with how damage impacts stun. I’m noticing using small hits like LP and LK can actually lead to more damage when used at the right places, simply because it avoids the next tier of scaling. I believe for every 10% health lost it adds 5% damage reduction, but I’m not sure in what increments it adds this in (EX: is it every 20…25% it applies this?).