Dope. not trying to be a hater but this isn't new he did this in igau. I did and still do this. thought this was common knowledge amongst the borgs.DF2 is a hard knockdown when it hits a jumping or juggled opponent. This can lead into zipline cross-ups and fake cross-ups without having to worry that the opponent will tech-roll out of the corner.
My bad. I only used Cyborg in Inj1 briefly so I didn't know about it. I also read a post saying his only HKD was techno tackle and super, so I just assumed he had no other HKD.Dope. not trying to be a hater but this isn't new he did this in igau. I did and still do this. thought this was common knowledge amongst the borgs.
I legit forgot about SD juggle HKD.My bad. I only used Cyborg in Inj1 briefly so I didn't know about it. I also read a post saying his only HKD was techno tackle and super, so I just assumed he had no other HKD.
It depends. Up sd isn't the best option. I usually challenge them with J1 it beats Batmans j2 other than that you just have to hold that.Im struggling midscreen guys when they are close up should i do armored f3 or what they are jumping beans online and tbh db2u is a weird input and its not really viable and has a weird hitbox what are yall doing
Yeah, I was talking to him for a bit at combo breaker. He seems to like the character for now. We'll have to see if it continues.Alucard's Cybrog has leveled up a ton over the past week. He was hitting some big damage bnb's and integrating TA into neutral as well as cancels. Hope he sticks with the character though
Depends on the match up. You can get away with using air diagonal fireball for the most part though. Cyborg in this game imo feels more dependent on set ups and neutral game rather than 100% zoning all the time.Thinking of picking up Cyborg as a sub, but the idea of needing to learn IAFB is a huge turn off. How integral is IAFB to his game plan now? I remember it literally defined Cyborg during the early days of IGAU.
I think that most of us Cyborg players do things quite differently (which is okay!), so I will answer your questions (not all of them though because I am still figuring things out) based on how I do things and I hope others can do the same...I looked at Cyborg in the lab and was pretty quickly sold on how his strings and specials worked. I definitely have to put in some long lab time with him though, but until then I have some general questions:
- How does Cyborg's neutral work? Do you just generally zone and if you find yourself up close go for his + on block strings into a fast mid like B1?
- How should I end my combos? DB2 midscreen for damage and DD3 in the corner to get a setup? If I want to get a setup, what string should I cancel into DD3?
- What are some good hit confirms to use in the neutral? 12B2 seemed alright to me because you can follow it up with DF2 or DB2 to stay safe / get a combo.
- How should I use DD3 setups? The projectile hits mid so do you use it in the corner to mix with B213 or F3 to get a combo? And if my opponent block the mixup and I'm left fairly + from DD3, what should I use those plus frames for?
- Is trait best for midscreen or the corner? How does it relate to DD3 in terms of usefulness?
- Cyborg's MB projectiles have kind of a weird arc to them, is the idea that you use MB projectiles on a read (or in the corner for combo extension)?
I'm new to him but I think Cyborg has the freedom to play how you want to play. I like to push them to the corner and just control space with projectile to keep them from flitting around too much while it keeps your meter up. You can definitely end midscreen in set-up, he doesn't have many legit set-ups that aren't avoidable by tech roll but eh unlike Cyrax he doesn't mind being fullscreen at all and them rolling just pushes them closer to the corner (where Cyborg goes off)I looked at Cyborg in the lab and was pretty quickly sold on how his strings and specials worked. I definitely have to put in some long lab time with him though, but until then I have some general questions:
- How does Cyborg's neutral work? Do you just generally zone and if you find yourself up close go for his + on block strings into a fast mid like B1?
- How should I end my combos? DB2 midscreen for damage and DD3 in the corner to get a setup? If I want to get a setup, what string should I cancel into DD3?
- What are some good hit confirms to use in the neutral? 12B2 seemed alright to me because you can follow it up with DF2 or DB2 to stay safe / get a combo.
- How should I use DD3 setups? The projectile hits mid so do you use it in the corner to mix with B213 or F3 to get a combo? And if my opponent block the mixup and I'm left fairly + from DD3, what should I use those plus frames for?
- Is trait best for midscreen or the corner? How does it relate to DD3 in terms of usefulness?
- Cyborg's MB projectiles have kind of a weird arc to them, is the idea that you use MB projectiles on a read (or in the corner for combo extension)?
Edit: Ah almost forgot, what does Cyborg use for trip guarding? F2 has the most range but you have to commit to either being safe or getting a combo.
Good stuff, but a couple of things to keep in mind:I'm new to him but I think Cyborg has the freedom to play how you want to play. I like to push them to the corner and just control space with projectile to keep them from flitting around too much while it keeps your meter up. You can definitely end midscreen in set-up, he doesn't have many legit set-ups that aren't avoidable by tech roll but eh unlike Cyrax he doesn't mind being fullscreen at all and them rolling just pushes them closer to the corner (where Cyborg goes off)
MB projectile is great for corner combos and just if they jump in at you over projectile you can MB it and make em fuck off
just look at DD3 set-ups as plus frames, do what you have to to make them hold it, then you can hit with 112 which is 6f start up and leaves you +6 and can't be backdashed in the corner lol, then go into B123 or go into a tick throw or something or just loop the 112, set-up trait at some point and get massive plus frames again, i dunno I'm still kinda new to it but you can just kinda go ham at that point lol his blockstrings are epic
I think he meant into regular throw for tick throw setups. Using the frame advantage from TA/blockstrings to knock them down before they can counterpokeGood stuff, but a couple of things to keep in mind:
-112 has a gap (between 1 and 2) and can be poked, MB b3/f3, etc. I don't like to use this in block pressure, really just to end combos into a long knockdown.
-Cyborg tick throws are not really a thing because as long as the opponent is crouch blocking (as they should be against Cyborg), Techno Tackle will whiff on them.
I do agree with but make sure to use all of the games mechanics in place i.e. push block, delay wake ups to throw off timings (if I see them whiff a string sometimes I'll wake up with 1 or D1), and MB roll when the chance arises to escape the corner of you don't wanna risk grappling.When they are in (e.g. Supes, batman or atro) cyborg might as well start spreading those cheeks because he can not do anything
Hold the L? LolIt depends. Up sd isn't the best option. I usually challenge them with J1 it beats Batmans j2 other than that you just have to hold that.
Yes unfortunately lolHold the L? Lol