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Atrocitus Combo Thread; "I WILL GRIND YOU INTO DUST"

CantingSoup

Newbie
Does anyone have tips on getting the timing down for 111xxBF1 after the JI2 and JI3 as well as the D2xxDB1? I just decided to pick him up so I'm trying to learn his basic combos.
 

pfiidud3

Apprentice
Not really, but as guilty as I am of this, I don't think atrocious wants to jump. His Arial moves are sub par, and when I do use them, I like to follow up with db1. If I hit, it links, if I don't land the jump, its an over head low mix up.
 

Raynex

Intelligence + Speed + Power
I believe I've figured out some further optimization with his BnBs w/ trait, to maximize damage + allow for DoT plus multiple F22 mix-up attempts.

- Hit with any starter (e.g. B23) xx nado
- wait until right before the nado dissipates and hit 4 (or F4 if you wish), and you can combo a B3!
- normally, forward j.3 doesn't give you b23 restand due to gravity scaling, but I've found that neutral jump delay j.3 gives you the restand.
- B23 xx BF2 for restand + DoT to end combo. F22 immediately and use trait to confirm / keep your mix-up safe.

In summary: [starter] xx nado, trait, B3, nj.3, B23 xx BF2 (standing reset + DoT + frame advantage)

The main benefits to this are:
a) You only use trait once in the combo, preserving it for mix-ups
b) You maximize damage by adding B3 and j3
c) The combo is short enough / damaging enough that you can get 2-3 reps and completely snowball the round, vortex style.
d) no meter necessary for this, unless you want to clinch the round, or MB the BF2 for even more frame advantage. Atrocitus reminds me of Zato from guilty gear, where essentially you need to stall until your ill buddy comes back, because you control the entire game with your trait. If you conserve meter, it's what will buy you the most time. MB BF1 is plus, MB Nado gives you long combos and full screen punishes that allow you to set up your life steal / Dex, etc

I feel like blood nado > 4 > B3 should be the new standard after landing a hit midscreen, because the loops waste so much trait time for insignificant damage.
 

Raynex

Intelligence + Speed + Power
@Raynex
nado>4>B3?
I´ll test the consistency of it. If it´s>50% that will be AWESOME
Thanks :)

You can combo into B3 off nado using either 4 > B3 or F4 > B3.
The timings for doing one versus the other are slightly different, but the difficulty is about the same. I'd say do whatever works for you. The combo itself is very consistent, haven't had any spacing / character hitbox issues with it.

For example, I find D3 > F4 confirm way easier for comboing off sweep than using 4. Same for the corner throw combos; the F4 typically allows more leniency. This B3 thing is the same, use what works for you.


Oh and before I forget, F4 shield in neutral is really strong, especially during corner pressure. If your opponent jumps into you, it automatically AAs them and you can pick up with B23or even F3 / B3 if they are high enough. It's hilarious

I'm going to record all this and some other mix-up tech I found, and throw them up on here / twitter later tonight.
 

AceOfKnaves

Hallucin8
I'm sure some variations of these have already been posted, but this is what I've been using w/ trait in the corner to end in re-stand

b233 - d2xxdf2 (4) - b23xxdb1 (4) - b23xxdb1 (4) - b23xxbf2

d3(4) - d2xxdf2 (4) - b23xxdb1 (4) - b23xxdb1 (4) - b23xxbf2

Throw (f4) - d1xxdb1 (4) - b23xxdb1 (4) - b23xxbf2

 

Daemantalo

Not Good Enough
For all of the dutiful players with restand combos, when I get to a computer, I will add a note on the ender of B23xxBF2 being a restand. I made a big mistake assuming 111xxBF1 enders would be optimal for damage.
 
Yeah, restand keeps up the preasure. The blood charge lets you recharge trait.

Speaking of pressure tools, if your willing to spend a bit of meeter, I've found a fun toy. You can mb forward dash with dextar out, and use trait (4) to cross up the opponent because you roll to the other side.

Dash meter burn first. Dextar floats a bit behind. Try to time it when dextar comes close to the opponent, with you and dextar either side. If you do it right, you cross up, recover first, and keep going into block strings.

You have to comit meter, and you cant combo off of the trait (4) when you do cross up. So idk how good of a find this is.
 
I believe I've figured out some further optimization with his BnBs w/ trait, to maximize damage + allow for DoT plus multiple F22 mix-up attempts.

- Hit with any starter (e.g. B23) xx nado
- wait until right before the nado dissipates and hit 4 (or F4 if you wish), and you can combo a B3!
- normally, forward j.3 doesn't give you b23 restand due to gravity scaling, but I've found that neutral jump delay j.3 gives you the restand.
- B23 xx BF2 for restand + DoT to end combo. F22 immediately and use trait to confirm / keep your mix-up safe.

In summary: [starter] xx nado, trait, B3, nj.3, B23 xx BF2 (standing reset + DoT + frame advantage)

The main benefits to this are:
a) You only use trait once in the combo, preserving it for mix-ups
b) You maximize damage by adding B3 and j3
c) The combo is short enough / damaging enough that you can get 2-3 reps and completely snowball the round, vortex style.
d) no meter necessary for this, unless you want to clinch the round, or MB the BF2 for even more frame advantage. Atrocitus reminds me of Zato from guilty gear, where essentially you need to stall until your ill buddy comes back, because you control the entire game with your trait. If you conserve meter, it's what will buy you the most time. MB BF1 is plus, MB Nado gives you long combos and full screen punishes that allow you to set up your life steal / Dex, etc

I feel like blood nado > 4 > B3 should be the new standard after landing a hit midscreen, because the loops waste so much trait time for insignificant damage.
Tried it many times but just couldn't get BF2 hit in the end becuase it leaves Supes too far and he blocks it on end frames. By the way, I couldn't even get nj.3 to hit consistently and then B23 xx BF2 (which also was not part of the combo due to range). BUT, I got consistent FJ.3 , B23 restand xx BF2 (still no hit, he block it)
 

pfiidud3

Apprentice
Tried it many times but just couldn't get BF2 hit in the end becuase it leaves Supes too far and he blocks it on end frames. By the way, I couldn't even get nj.3 to hit consistently and then B23 xx BF2 (which also was not part of the combo due to range). BUT, I got consistent FJ.3 , B23 restand xx BF2 (still no hit, he block it)
I also was having inconsistncy issues connectin jump in 3 with b23. Nor could i get vomit to connect.
 

Raynex

Intelligence + Speed + Power

pfiidud3

Apprentice
Mid screen hold can still use blood wall f4 to gain frame advantage. You can safely activate blooddrain into block after doing so, or do other preasure tricks (just watch out for wake ups)
 

methademic

UPR Methademic
I think I might have broke the character. Came up with this all tonight. I present to you:

Optimized meterless trait confirm + Blood Charge ender that leaves you at advantage:

https://twitter.com/raynexpress/status/867181645706780672

Midscreen Blood Charge combo + Vomit restand:

https://twitter.com/raynexpress/status/867182685743140864


Neutral / Pressure concepts + dope confirms:


https://twitter.com/raynexpress/status/867183871552622593
I like the mb roll shenanigans, never even crossed my mind.
 

Marinjuana

Up rock incoming, ETA 5 minutes
You guys have found so much shit that I can't even decide what I want to do any more with this character

Besides f233 that is
 

pfiidud3

Apprentice
Are you sure you have the ai block set to auto in these videos? I'm not certain it is chaining bloodvomit enders
 

Marinjuana

Up rock incoming, ETA 5 minutes
Yea it looks like the vomits in the 2nd and 3rd video aren't comboing, might work on a bigger character though
 

pfiidud3

Apprentice
B23 leaves you positive 3 on hit according to the game. Not a lot, but it is advantage. (I think F22 has a 22 frame start up, not the best way to follow up imo)

ironicly, i think the best follow up is a second b23 (14 frames), and try to hit confirm a bloodnado if they goof.

If your in the corner, 111 is a quick follow up to b23, that is not only a starter if it hits, but leaves you at positive 3 when blocked. Only catch is the first hit can be ducked.
 
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CantingSoup

Newbie
What are the basic BnBs to learn? I'm able to do a couple combos, but I'm trying to learn the most important ones so I can go online.