Darkstalkers 3/Q-Bee/Combos

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Combos & Patterns

- IAD lp c.lp xx ES bee stone super (hcf 2p, don't know the name): this is her most damaging high/low combo and gives her a benefit of 50 50 looping. after the super is done throw a honey ball (dp 2p) then mix up high low with IAD, low poking, low baiting, float baiting, low stringing, etc. use one of these when the honey ball gets close. when they honey ball hits, then hcf 2p again and that's the loop.

- c.lp c.lk c.mp c.mk: her basic chain for a post mixup. c.lp is optional, just go with c.lk and beyond when you're a little far.

- c.lk c.hp, +s.mp: this is a link if you accidentally don't get a tech block.

- c.lk c.mp c.hk: if you IAD close and want to chain and knock down, this is good. a knock- down mixup is a lot more deadlier than a post mixup.

- float mp mk: this is a great mixup to use and you can combo a chain off of it.

- jump in mp mk: another mixup from a jump.

- float around the opponent, airdash lk or mp: this is also a good mixup that you can combo after from. Q-bee isn't much of the combo type.

-(c.mp/c.mk/s,mk) XX ES.C-R(hcf+2P)

-c.lp, c.lpXX ES C-R

-j.mpXX s.sxp[<-that?s the actual name of the move? its basically lightning legs], s.mp

-jaguar tooth, iad rk(*), +s.mkXXCocoon grab

  • it might be mk
  • there should be an optional iad(homing dash) lp/mk/lk before

-ES Delta A(Jaguar tooth), Bee Super

-DF, [f.lp, f.lk,f f.mp, f.mk, f.rk]xN

  • shes suppose to be barely off the ground? make sure to hold forward while doing the combo
    • also, it turns out, she's low to the ground because you're suppose to cancel the f.rk w/ a land,then fly again, and link another chain.... the timings hard as fuck. practical? maybe

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