Relaxedstate
PTH|RM Relaxedstate
I want to post a few common set-up right now that I have been using recently: Video soon I hope.
I encourage you to post your set-ups and such here. Including MU specific works. Many of these things have been written about before, in the discussion or my guide. But certain things have changed since the new patch and I want a new place to discuss the more specific set-ups and tech he has.
Standing 112 knock down set-ups:
- Get a guaranteed TA (close or mid) missiles set-up. Push block if they wakeup to get a free b3 combo.
-112 knockdown. Can also dash forward, over their body, and get an ambiguous NJ cross-up mid-screen. (Makes many wake-ups wiff or even reverse)
(This also work for the 12b2xxpf combo!)
-112 knockdown: Get a guaranteed meaty TechnoTackle (strict timing). Can be countered with wake-up.
(After) Ending combos in 2xxTA (close):
B2xxSD will actually cause them to pop-up perfectly just when the missiles hit, allowing you to B3 combo again! (IE: B3, j3, j2, 3xx PFMB ; B3, j3, j2, 2xxTA). (Hard to block since it is a low/overhead)
-They can wakeup attack out of this. However, I like to bait their wakeup by charging the B2, then back-dashing away. The oncoming missiles will still pop-them up and you get a b3 combo.
-You can also just stand block. Let the missiles hit(or be blocked), and if they wake up, you punish them, if they block the missiles then you are at +96!
Ending combo in 113-Grapple:
Midscreen: Ending in 113-grapple is a great way to fish for another B3 combo. It is very very difficult to wake-up counter from because it 'plops' the opponent on the ground AND when you grapple towards them, you literally make the character disappear from the screen because of how high you are. Also full screen crosses-up pretty ambiguously. You can keep looping this over and over if you get another B3 combo.
Either way, you are likely to cross them up and get a j2 B3 (or F3 option select) combo. Or, they will tech-roll away from you, and because you reversed their tech-roll, you are at advantage to start safely zoning the hell out of them! Good strategy (especially when you are down on life) and you really don't sacrifice much damage.
Ending combos in 113xxGrapple in the corner: Obvious deadly implications. It is impossible for you opponent to guess the cross up and it is a serious vortex! (I like to j2- 12b2 combo for the overhead,low mix-up OR ---j2,3xx as I can hit conform this into J2,3xxPF MB for continued corner combo on the outer-side, OR on inner-side; j2,3 xxMB,Wall bounce Cancel, (dash-under), b1,2,3xxpfMB (into continued corner pressure).
-He also has a Grapple-J2 option-select. Just hold (Forward- towards the wall) heavy attack and either you will do a f3, or b3 depending on what side you land on.
Mid-Screen punish:
IA-J2, 12b2xxPF MB!!!
-Start punishing normals -7 or more with J2! Great hit-stun.
-Normals with minus -11 or geater should be punish with B1,2 MB-Wallbounce, j3, j2, 3xxPF or 3xxMB-wallbounce
Will be posting a lot more in due time. Especially regarding his trait and MU specific tech. With videos too. I want to keep the Cyborg forums moving! Busy-times though friends!
Frame Traps:
You get a guaranteed b1,2 after a blocked Ground NovaBlast MB. It is plus a million although it can be ducked (the second hit). Go play with it. Also 2xxNB-MB is a combo launcher in the corner!!! You get a free ground fireball after a block IANB (MB) as well.
I also want to see you guys doing more d1, 3xxSDC, 113xxSDC and f22! All frame advantage among a few other tricks
I encourage you to post your set-ups and such here. Including MU specific works. Many of these things have been written about before, in the discussion or my guide. But certain things have changed since the new patch and I want a new place to discuss the more specific set-ups and tech he has.
Standing 112 knock down set-ups:
- Get a guaranteed TA (close or mid) missiles set-up. Push block if they wakeup to get a free b3 combo.
-112 knockdown. Can also dash forward, over their body, and get an ambiguous NJ cross-up mid-screen. (Makes many wake-ups wiff or even reverse)
(This also work for the 12b2xxpf combo!)
-112 knockdown: Get a guaranteed meaty TechnoTackle (strict timing). Can be countered with wake-up.
(After) Ending combos in 2xxTA (close):
B2xxSD will actually cause them to pop-up perfectly just when the missiles hit, allowing you to B3 combo again! (IE: B3, j3, j2, 3xx PFMB ; B3, j3, j2, 2xxTA). (Hard to block since it is a low/overhead)
-They can wakeup attack out of this. However, I like to bait their wakeup by charging the B2, then back-dashing away. The oncoming missiles will still pop-them up and you get a b3 combo.
-You can also just stand block. Let the missiles hit(or be blocked), and if they wake up, you punish them, if they block the missiles then you are at +96!
Ending combo in 113-Grapple:
Midscreen: Ending in 113-grapple is a great way to fish for another B3 combo. It is very very difficult to wake-up counter from because it 'plops' the opponent on the ground AND when you grapple towards them, you literally make the character disappear from the screen because of how high you are. Also full screen crosses-up pretty ambiguously. You can keep looping this over and over if you get another B3 combo.
Either way, you are likely to cross them up and get a j2 B3 (or F3 option select) combo. Or, they will tech-roll away from you, and because you reversed their tech-roll, you are at advantage to start safely zoning the hell out of them! Good strategy (especially when you are down on life) and you really don't sacrifice much damage.
Ending combos in 113xxGrapple in the corner: Obvious deadly implications. It is impossible for you opponent to guess the cross up and it is a serious vortex! (I like to j2- 12b2 combo for the overhead,low mix-up OR ---j2,3xx as I can hit conform this into J2,3xxPF MB for continued corner combo on the outer-side, OR on inner-side; j2,3 xxMB,Wall bounce Cancel, (dash-under), b1,2,3xxpfMB (into continued corner pressure).
-He also has a Grapple-J2 option-select. Just hold (Forward- towards the wall) heavy attack and either you will do a f3, or b3 depending on what side you land on.
Mid-Screen punish:
IA-J2, 12b2xxPF MB!!!
-Start punishing normals -7 or more with J2! Great hit-stun.
-Normals with minus -11 or geater should be punish with B1,2 MB-Wallbounce, j3, j2, 3xxPF or 3xxMB-wallbounce
Will be posting a lot more in due time. Especially regarding his trait and MU specific tech. With videos too. I want to keep the Cyborg forums moving! Busy-times though friends!
Frame Traps:
You get a guaranteed b1,2 after a blocked Ground NovaBlast MB. It is plus a million although it can be ducked (the second hit). Go play with it. Also 2xxNB-MB is a combo launcher in the corner!!! You get a free ground fireball after a block IANB (MB) as well.
I also want to see you guys doing more d1, 3xxSDC, 113xxSDC and f22! All frame advantage among a few other tricks