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[BETA] Atrocitus character discussion (Combos, tech, etc). Now with Movelist!

omooba

fear the moobs
I wouldn't go that far man.
why not? the others can pressure you safely and other than batman they all zone him out a lot. and i feel like the stuff with the trait balls are really gimmicky and after a while it won't really work well. Right now it seems like when he has trait out he has relatively safe 50/50's and i don't think that's the case, i think we just haven't labbed it enough.
 

JDM

Warrior
From the way most people are replying, sounds like you are basing your opinion off of youtube and not actually playing the beta. He is not braindead. Having dex summoned is not like having Zods trait or Sinestro's trait active in inj1.. there's significant cool down after ea input, and u can't use it while being hit. His strings are slow enough that it's not even 'downplaying' How slow he is
No I play him. He's Braindead lol.

Like I love atrocitus and I wanted to main him when he was announced. But his playstyle is really Braindead. Wait for trait to come up and 50/50 pressure, that's really his entire gameplay in the beta.
 

JDM

Warrior
He is the worst imo as well. He's just not fun to fight or use. I think they need to rework his moveset a bit.
 

YUZU_RZA

Aftershock | Crystalline | Metallic
Yo! Tremor bro. I've been speculating and a lot have agreed with me, Atrocitus is just slower Tremor on steroids right?
Honestly, I dont know bro. he's more a mix between quan & trem lmao !

but seriously, they need to rework him ! get away the 50/50 on F223 and bring more pressure/+ frames moves.

The character has already many good string. 90% of the people talking about the beta doesn't have a code atm !

I played many good atrocitus, and he has many good things & sick conversion.

Regarding the beta, I think he's the worst out of the 4 atm ( that's doesnt mean that he's bad ).

his walkspeed is meh !!! and obviously every traits are broken right now
 

CrazyFingers

The Power of Lame Compels You
Honestly, I dont know bro. he's more a mix between quan & trem lmao !

but seriously, they need to rework him ! get away the 50/50 on F223 and bring more pressure/+ frames moves.

The character has already many good string. 90% of the people talking about the beta doesn't have a code atm !

I played many good atrocitus, and he has many good things & sick conversion.

Regarding the beta, I think he's the worst out of the 4 atm ( that's doesnt mean that he's bad ).

his walkspeed is meh !!! and obviously every traits are broken right now
I personally think Batman could be about as good as him but I don't have a code so my opinion could be a bit skewed! I would love to him made more creative with that 50/50 removed.
 

Boss Savage

Mortal
After playing nothing but Atrocitus for a few days now, I think there's a couple things that needs to be fixed/tweaked.

Rage Charge: Add a magnetism/vacuum effect on hit, to where if the opponent is hit by Rage Charge while in front of Atrocitus, they're dragged/pulled more into center as to not fall out.

I've had this happen several times now. I'll use Rage Charge on someone that's airborne, only have them fall out of it and/or end up behind me. I can understand this happening if they were say behind/directly on top of me and I somehow hit them. But most of the time, if the opponent is airborne (e.g. during jump ins and mid combo) there's a chance that they'll just fall out of it with them either behind me, or me whiffing the rest the special and them recovering. This should not be a thing.

Dexstar: Faster startup upon summoning, and faster recovery after summoning.

From my experience, unless I have my trait out, the kryptonians (mainly Supergirl) have a very easy time zoning me out. My issue though isn't that they can zone me out without my trait active. But rather trying to find the opportunity to call out my trait safely with the constant barrage of lazers. The amount of time it take for Dexstar to come in and become active is ridiculous and too easily punishable at full screen.

Side note: Universally I'd also like it if they made air teching more consistent/actually doable, and fixed whatever the problem is with the game registering special inputs by accident. Several times I'll go from a croutched position to doing a string with that requires me to press forward, only to have a special come out. It's insanely annoying.
 
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Eldriken

Guest
Can someone clue me in on the game plan for Atrocitus? Which block strings to use for pressure, punishing (I believe f22 is good for whiff punishing), etc.
 

Boss Savage

Mortal
Can someone clue me in on the game plan for Atrocitus? Which block strings to use for pressure, punishing (I believe f22 is good for whiff punishing), etc.
Standing 2,2~Bloodnado can combo meterlessy into D1/D2 Rage charge.

F123 is a good pressure string that's -1 on block.

111 is +1/+2 on block, but first hit is a high and last hit has a lot of push back so it's hard to continue pressure.

B23 is great for whiff punishing. But has 16 startup I believe. If you hit someone with the B2 while they're in the air, 3 will whiff. So if you expect someone to jump during B23 prepared to cancel the B2 into bloodnado.

1123 has good range and sometimes can mix up the opponent aince the last two hits are low. But IIRC the last hit is easily punishable in block.

With F22, a lot of people expect the you to cancel into bloodnado eventually. If you want to keep pressure, cancelling into blood vomit can leave you safe enough to continue your pressure. Especially if you meterburn it.

General gameplan is to stay close as possible while spacing yourself properly to whiff punish. Mixing grabs and pokes here and there helps. For example, doing F22 then grabing will catch a lot of people off guard because they expect the overhead or low.

Whenever you do open someone up (if you don't already have trait out) ending your combo with either B23/D2/F3 into trait is the way to go. From there you can go into starter~bloodnado~trait, B23~Bloodnado~trait, D1~Rage charge for meterless damage.
 
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Eldriken

Guest
Standing 2,2~Bloodnado can combo meterlessy into D1/D2 Rage charge.

F123 is a good pressure string that's -1 on block.

111 is +1/+2 on block, but first hit is a high and last hit has a lot of push back so it's hard to continue pressure.

B23 is great for whiff punishing. But has 16 startup I believe. If you hit someone with the B2 while they're in the air, 3 will whiff. So if you expect someone to jump during B23 prepared to cancel the B2 into bloodnado.

1123 has good range and sometimes can mix up the opponent aince the last two hits are low. But IIRC the last hit is easily punishable in block.

With F22, a lot of people expect the you to cancel into bloodnado eventually. If you want to keep pressure, cancelling into blood vomit can leave you safe enough to continue your pressure. Especially if you meterburn it.

General gameplan is to stay close as possible while spacing yourself properly to whiff punish. Mixing grabs and pokes here and there helps. For example, doing F22 then grabing will catch a lot of people off guard because they expect the overhead or low.

Whenever you do open someone up (if you don't already have trait out) ending your combo with either B23/D2/F3 into trait is the way to go. From there you can go into starter~bloodnado~trait, B23~Bloodnado~trait, D1~Rage charge for meterless damage.
Thank you very much.
 

CrazyFingers

The Power of Lame Compels You
Thank you very much.
22 Blood nado can actually meterlessly go into 111-rage charge but the timing is something you'd need to practice. When you have Dexstarr out be sure that you make him shoot his projectile AFTER your chosen string is done, otherwise you're going to just have your normal frames. S3 is a tool i don't see a ton of Atrocitus players use and I don't understand. It's +1 on block, has a good hitbox and when canceled into anything it breaks MB F3/B3 free. Also, I haven't been able to lab it (because there's no damn lab) but i've blown up invincible wakeups with it before which might be a bug but also might just be a timing thing. I've got some corner B&B's if you'd like to see some swag.
 

CrazyFingers

The Power of Lame Compels You
Also! Some little tidbits. B23 restands, D2 into trait is a safe way to get out trait. D2 blood drain is a safe way to get that out. If you make Dexstarr do his charge and it trades with something, you will get a full beefy ass combo (wish i could lab that in zoning matchups, might really help) and I have yet to touch the Dexstarr specific strings but i know one is plus and in the corner it launches.
 

undergroundvgt

the salt shaker
hey i tried his combo with dexstar and it was nice i like the shield that dexstar puts in front of you i normally just walk towards opponent and grab.
 

undergroundvgt

the salt shaker
i notice that some of his combos dont work thats listed in the options but i think the only way they work is if dexstar is out
 

CrazyFingers

The Power of Lame Compels You
Also *starter* Blood nado MB, F3, D2 xx Blood Nado 11 rage charge/111 rage charge (11 is easier to do but 111 is more damage) is one of the most satisfying corner combos ive ever done.
 

Johnny Based Cage

The Shangest of Tsungs
I wish I was paying more attention to the combos I was getting wrecked with in the mirror the other day instead of just trying to clench my butthole the whole time to fight off the rape, because they seemed more optimal than the usual crap. No matter how they started, almost every one ended in something into a second bloodnado followed by a really low d2 trait call. When trait was out I was getting jailed into endless pressure with f223-bloodspit-traitshot and f123-traitshield looped. Definitely changed my mind about the character's placement in the beta.