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Booyah! -- Cyborg General Discussion Thread

Relaxedstate

PTH|RM Relaxedstate
So I think Scorpion is the perfect alternative character to deal with Cyborgs tough MUs (Ares, Sinestro, Raven, DS ect...).

That is for those of you who do not want to sell your soul to high-tier alternatives, (Then go ahead and main MMH for best effect).
 

K7L33THA

Grapple > Footsies
Is there a trick to the grapple crossup combo ender in the corner? I can do it, but always land on the left side (like in the right corner). Is it always ambiguous or can you decide which side you want to land on somehow?
 

Relaxedstate

PTH|RM Relaxedstate
Is there a trick to the grapple crossup in the corner? I can do it, but always land on the left side (like in the right corner). Is it always ambiguous or can you decide which side you want to land on somehow?
Depends on what combo you are grappling from, how low they were to the ground when you grappled, and how early/late you do your j2. Usually really early J2 will land on the rightside, while delayed j2s will land on the left side.
--> Sometimes the J2 hits right, but then you land and combo on the left side. That becomes super-impossible to block, especially with J2, 12b2 crossups. Just so ambiguous, and blocking right, then low left is hard unless they know it is coming (no one knows right now).
 

K7L33THA

Grapple > Footsies
Depends on what combo you are grappling from, how low they were to the ground when you grappled, and how early/late you do your j2. Usually really early J2 will land on the rightside, while delayed j2s will land on the left side. --> Sometimes the J2 hits right, but then you land and combo on the left side. That becomes like super-impossible to block, especially with J2, 12b2 crossups
Ah so its more just your timing of the j2 post grapple than the actual grapple?
 

Relaxedstate

PTH|RM Relaxedstate
Ah so its more just your timing of the j2 post grapple than the actual grapple?
Mostly yes.
Although how you end you combos is really important. (IE: 12b2xxPF-MB, J2, 11, 11, 113xxGrapple will have greatly different properties than 12bxxPF-MB, j2 11, 113xxGrapple.

Adding the extra 11 doesn't do anymore damage, but it will in-verse their tech-roll, which changes where you land in relation to them. Also, adding the extra 11 makes it much harder to block/wake-up from because of the inverse of controls - they tech-roll back into the corner when they meant to tech-roll out of the corner :p

Play with it in training mode. Do grapples after 112 knockdowns and grapples from 113 combo enders. Then set the computer to tech-roll, or not tech-roll. You will see how to manipulate it really quick. It is awesome
 

K7L33THA

Grapple > Footsies
Mostly yes.
Although how you end you combos is really important. (IE: 12b2xxPF-MB, J2, 11, 11, 113xxGrapple will have greatly different properties than 12bxxPF-MB, j2 11, 113xxGrapple.

Adding the extra 11 doesn't do anymore damage, but it will in-verse their tech-roll, which changes where you land in relation to them. Also, adding the extra 11 makes it much harder to block/wake-up from because of the inverse of controls - they tech-roll back into the corner when they meant to tech-roll out of the corner :p

Play with it in training mode. Do grapples after 112 knockdowns and grapples from 113 combo enders. Then set the computer to tech-roll, or not tech-roll. You will see how to manipulate it really quick. It is awesome
Yea I just started messing with the corner grapples, sounds awesome. I'll def try it out. Cool stuff.
 

RYX

BIG PUSHER
Relaxedstate

okay so I'm gonna try Cyborg before Raven, do you have any tips on space control, tools, and meter management?

if you really love me you'd post some links to tech threads or just the videos, but I'll find those myself tomorrow or this weekend :p
 

The-Bizzle

You alright mate ?
I NEED AA's with Cyborg.

Is there any AA that I can do ? People has a free jump against me all the time because I dont know any AA's. I want to make full combo punish on idiot bunny jumpers.
 

Glass Sword

Nobody
So I think Scorpion is the perfect alternative character to deal with Cyborgs tough MUs (Ares, Sinestro, Raven, DS ect...).

That is for those of you who do not want to sell your soul to high-tier alternatives, (Then go ahead and main MMH for best effect).
I'd be glad to run my Raven vs your Scorpion to help level him up btw.
 

ARMOR

Khaos God
Premium Supporter
Impossible. Cyborg has the worst Down 2 anti air, ever. It loses to ever air attack except for Shazam's jump 1.
By the way, what is TA?
Cyborgs d2 is viable due to its 7 frame startup and has to be timed perfectly to anti air. Otherwise you will get blown up because of the negative frames.
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
Its not that bad. TA = target acquired
Such small range, dude..
Almost every time I see someone jumping at me, I do Meterburn forward 3.
I don't have much meter around when I play Cyborg, ex air fireballs, meterburn downback 1 power fist on hit every time, and meterburn forward 3 anti-airs and armor strikes take it all up.
I don't win too many clashes.
 

Relaxedstate

PTH|RM Relaxedstate
Lets talk about Cyborg rushdown.
It is necessary early in many MU's to get a life lead early then begin zoning.

At many other points it becomes necessary to initiate a later rush down due to a life discrepancy and time factors. Cyborg does not win situations where he has to make up life and not a lot of time to get it done;
But sometimes you have no choice except to pray for the 'Hail Mary' of Cyborg plays: Rushdown in an attempt to open up the corner vortex.

I frequently dash in to instant MB nova blast. Once they start respecting this option, you can dash in to normal pressure (IE standing 3, f2 2).

I used to love 112 because of the frame advantage and hard-knockdown (I almost always start his corner vortex from either a blocked 112 into b2 or a free grapple on hit). It is utter shit against people who train with cyborg, expect to eat full combos. It is a bad habit that wont fly once people get enough cyborg experience.

The future:
We really need to start training people to respect standing 3 dash cancels as well as f22. If they are afraid of eating a Sonic disruptor or MB novablast after a standing 3 then we can start opening them up with 12b2, b2 (low) combos and instant j2, j1 (overhead) combos. F22 also grants a guaranteed TA on hit so it can be used to create his pushblock set-ups.

Pro Cyborg players will need to be able to safely execute a 3xxSDC j1xxNBMB on all crouching charecters. He needs this (safe) overhead option otherwise the opponent can block forever low.
 
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KombatNerd

Justice 4 Firestorm
Call me late to the party, but I never knew that if you trait cancel into super and trait afterwards, you get a full heal even if it's canceled.
 

Relaxedstate

PTH|RM Relaxedstate
All of Cyborgs pushblock strings now do 1%.

This is a HUGE NERF IMO

I probably got about 70% damage per game using some form of this. A big part of his gameplay was making opponets respect missles on knockdown, which allowed you to open them up.... it was fun.... now... with no mixups...

just got damn it

this sucks

People have nothing to fear after they get knockd down by 112 (rare) or f22.