Hello! Metal bat main here, stuff I'd like to mention: You can do the foul ball grab, just walk forward a little, and hit them with grand slam, this is also uncounterable, though the timing is just as strict You can do a "side dash down slam" after homerun if you're planning to follow up on it with a foul ball grab Since Grand slam and Homerun have the same "arc", you can move to where the player was launched from the homerun to hit them with grand slam and get an extra touch of damage For the ult: Death blow is NOT something you should focus on trying to hit the "death hit" on, it is a one time-use get out of jail free card in case you're really desperate for extra damage, *however* the most consistent time to get this is by doing savage tornado and maybe a second afterwards doing brutal beatdown. If they use their evasive, switch it to death blow, if not, just get them with the move anyways. it will waste your move, but getting that kill must be important to you since you popped ult (If you're not playing metal bat, always remember that if you have ult, the metal bat user probably does too) a good combo for metal bat is: 4 M1s, homerun ->grand slam, dash+4 m1s (slow these down a bit to stall cooldowns) foul ball (grab), side dash ->beatdown, 3 (miss m1s) down slam, homerun, *maybe* grand slam if it's off cooldown, if not, down slam, and then do a final (counterable) back dash Grand slam.
Fellow Metal bat main here, these tips are valid and the combo is good I also have another tip, you don't always need to side dash when you try to use beatdown after foul ball grab, it has a very slim chance of missing and works better if the opponent is laggier
Another metal bat main here this is a way to make foul ball a combo extender by using the projectile first u just do 4m1's then do foul ball but just look straight forward then turn back around so you and hit them with the projectile if you would like to see it in action for yourself here is a link to a video about the tech and a combo you can do ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-95aotiwxkaI.htmlsi=Ozo2NQGqrsD7Ts8L Keep in mind this is for more experienced metal bat players but you can still learn this at any skill level if you practice enough
You forgot to mention that beatdown's hitbox is the most untouched thing since it's released. It pretty much didn't chabge even since metal bat was called "Adrenaline Demon" at tsb
Here's a combo I use: 3m1s into uppercut, grand slam aerial, 4m1s, foul ball projectile(turn the camera to the where your enemy is), front dash to where they fling, 3m1s into uppercut, beatdown, (3 miss m1s), downslam, then homerun to end the combo. You can make it a one shot if you perform the uppercut dash tech at the start of the combo.
for foul ball there is another tech where you miss the first impact on purpose so when you do the second variant of foul ball the projectile will ragdoll slide them and you can land a easy combo extender!
Another way to connect 2 and 3 is by downslaming after 2 and instantly backdashing and spamming 3 also allows for extending with m1s after if u can catch them with an m1 while they are comming down/ the 4 variant where u miss also kocks them back like 4 does when u grab ur opponent if u aim the rock to the side of a ragdolled player it doesnt go out of ur frontdash distance so u can extend the combo with m1s/ 4 into 3 can be done pretty consistently without a sidedash if u hold jump and spam 3 after using 4/ metal bats uppercut sends them flying a bit higher than other characters do which makes m1 extending with a frontdash much easier (kinda like genos uppercut but not quite as high)
How to combo extend with foul ball rock throw: hit back or behind of opponent to pull them to you (hitting the sides will pull them away from you) and then use front dash you could even do it with no front dash just one side dash
Good vid. But u don't really need to side dash with groundslam as you could just hold space or jump then press 3 on where their gonna go or on their general vicinity. And also I'm not sure if this works but theoretically speaking there is a way to make grand slam uplift variant inescapable (it's basically like the hunters grasp tech where you uppercut while you are standing on their head and then you use it). But I haven't really tested it in an actual fight.
I found out that you can counter saitamas uppercut with grannd slam Most saittama users use the 3m1 shove tech with uppercut so ragdoll when they are using uppercut then use grand slam to hit him mid air and get a free combo
My combo:3 m1 into uppercut,3 skill(aerial),loop dash,side dash,3 m1 into downslam,1 skill and side dash,4 skill,forward dash,3 m1 into uppercut,fast side dash and 2 skill
Here's a 100% combo for the metal bat! Front dash > 3 m1s -> Uppercut -> Grand Slam -> 3 m1s -> Uppercut + Front dash (tech) -> Beatdown > 3 m1s + Down Slam > Home run -> 3 m1s + Down Slam -> Foul ball (variant)
Also there's tech with foul ball: 4 m1s, then get enemy while he's on ground with foul Ball's projectile, enemy will roll and (usually) you can front dash to them to extend combo (roll way is slightly rng)
There's also a true combo for metal bat First you dash then m1 then at the 3rd m1 you side dash and use foul ball then beatdown i use this combo if the opponent has evasive
Also for people that can't tech yet that is deadly if they dont have a side dash while ragdolled : 4 M1s, Sidedash, 4, Side dash into front dash to hit them, 3 M1s, Beatdown. (Wait until theyre about to get up at the perfect time to get upslammed) Grandslam, (let them fall for you to hit) 4/3 M1s (Depends if you want to hit Homerun, most of the time you hit it either way) 1. Fun Fact! If you hit Grand Slam, you can hit Foul Ball on them as they're about to touch the ground for a good combo extender FUN FACT 2! : In Ult, there's a combo that if you land it guarantees a death which is Brutal Beatdown, Tornado and 3 and if the enemy knows what's about to happen and front dash (usually after tornado) usually use death counter if you see it coming
Funny thing but, you can actually hit the grand slam after foul ball without side dashing Semi inconsistent but they can't counter it if you just spam your keyboard
Heres a combo i use 4 m1 foul ball and side dash then beatdown to them then 3m1 downslam home run then catcheith grand slam then 3m1 downslam hope it helps
Something i figured out and maybe it was discovered a long time ago,its that every character,has atleast 1 variant Saitama-Normal punch miss variamt Garou-Prey's peril projectile variant Genos-Blitz shot,etc air variant Sonic-Explosive shuriken air variant Metal bat-Grand slam air variant,foul ball melee variant Atomic samurai-Pinpoint cut air variant Tatsumaki-Crushing pull hold space bar variant Suiryu-Whirlwind kick(i think it was like that) m1 variant
@@manadon3597 its grand slam, the 3rd button, while the enemy is mid air after uppercutting him, you need to press 3rd button its grand slam or smth idk
use homerun as a combo starter,it has a stupidly low cd and after that immediately do air version of grand slam,it unpunishable and it basically forces a evasive or free dmg (do the side dash instant foul ball thing and u used all ur moves even doe ur opp has evasive lmao)
the 3rd metal bat move does more damage if you do the normal variant because air one does less damage so you should do it a bit after homerun so they fly up and you can easily catch them and do more m1s
Metal bat is the goat but the m1 is so darn slow ide use this combo btw the opponent need to waste there evase 3 m1 beatdown slow your m1 uppercut grandslam 3 m1 downslam home run 3 m1 down slam foul ball and he's practically only have 3 to 1 hp