Yes unfortunately lol
Makes sense now why I can do it on one side and struggle on the other. I play on stick so I actually do uf,b,f+1.I've figured this out. You need a neutral input after the jump when you do a straight instant air fireball (IAFB).
Its all to do with Netherealm's weird input system. If you move from your jump direction (upback, up or up forward) to back without going through neutral while your in prejump frames. I.E, still on the ground it will not be read and the fireball will not come out. If you hold your jump and then move to back without going through neutral while in the air the fireball comes out. This doesn't apply to the air-ground fireball.
On the ground if you hold down for awhile and then press back+1 you get an anti air fireball (as i feel it should be)
.
If you hold back for a while and then press forward+1 you dont get the fireball, just a punch.
If NRS could change this it would be a good Quality of Life change. It makes the execution significantly more difficult.
I'm still working on it myself. It seems annoying, but fair to me. It's a bad idea to sit fullscreen against Darkseid, but it's still optimal to retain to some of your space. I let him be the challenger for zoning and duck regular projectiles and retaliate with a fireball of my own. He has to hold it or avoid it depending on his spacing.So the Darkseid mu seems pretty impossible. Anyone have any exp/tips?
Since I can do IANB pretty consistently on one side I decided to make a video showing that IANB does recover faster than his ground version. One thing to note is that how much advantage he gets from his recovery is dependent on the distance away from the enemy (like other fireballs).insta-air straight fireball doesnt seem particularly better than grounded straight fireball, its 2 frames faster start-up but you waste that in jump frames, and if you trade with projectile you get knocked down. I guess the difference is the MB down shot as opposed to up shot but I think upshot is more useful anyway...
please do!Since I can do IANB pretty consistently on one side I decided to make a video showing that IANB does recover faster than his ground version. One thing to note is that how much advantage he gets from his recovery is dependent on the distance away from the enemy (like other fireballs).
I'll be sure to upload it later tonight. I'm too busy labbing and building up a second video about TA/Trait in neutral since a lot of praise is going in the Dr. Fate forums lately haha. It makes me want to do more for Cyborg, haha.
112 knockdown, imo.whats a better TA/trait set-up in the corner, 112 knockdown, 113~DF2 knockdown, or just 11 or 113 cancelled into TA/trait?
Great , he still has stubby arms though.How is cyborg in this game?
Any Tips to get ia?Alright guys, here's the video of me testing IANB compared to his ground version.
Ultimately there isn't a fast way to make this any easier. The buffer for jBF1 is just more strict than jDB1. But I'll give any details I can.Any Tips to get ia?
Guys in what situations do you use techno tackle?
They want you to use it as a wake up attack but I honestly wouldn't do it, maybe like once after blue moon but if I ever find myself using that move I'm using it as a combo enderGuys in what situations do you use techno tackle?
Much like how Ryu was in sfv in my opinion you need to use his fireball as a forties tool as well but trust me that easier said then done. I was thinking about doing a video on that too once I'm more comfortable with the characterI was wondering though how are you opening up to land clean hits with cyborg vs characters with long range normals? It seems every time I press a button, I get whiff punished for everything. Surely his neutral isn't just straight zoning is it?