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Cyborg Pressure Concepts

After going into practice mode here are just some attempts of me doing stuff in ranked. I noticed I butchered the execution on some of them, which I need to clean up later down the road but it's a start:

I noticed I dashed in here, mainly because most players tend to walk back. Not sure if going into b12 straight away instead of dashing forward will still catch the walk back so need to test this. The player also tlchrolled into a backdash so I need to see options on that as well

Not sure why but in a lot of the matches I played, the opponent tended to jump (I guess they were conditioned by TA???). Need to find a follow up to convert if they jump. Or I should have did TA instead?

Here I did delayed b2 since most people tend to block low then high to avoid getting hit by a f3 overhead.

Again, the opponent jumps when air roomba is out. Also, in the follow up, I dash in and the opponent attempts to poke, but gets hit by TA (looked like a shimmy, just thought it looked cool lol)

Failed attempt. Should have did standing 3 into TA for continued pressure here. Grapple completely whiffed, and I placed the drone overhead instead of behind me.

Should have did 12b2 for better damage. Also, after b12 I should have did trait for more pressure.

I liked this sequence a lot, going to integrate using TA and trait follow ups more often. Wish the d2 connected though, could have a clean conversion.

Should have punished with 12b2 here, and I also missed the input of b12 into grapple to continue pressure. Still working on my execution.
 
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Kekoa

Noob
Yo, pressure is looking good tho! @Protagonist_1

1. So from what I've labbed after the F2~TA they cannot regularly walk back and escape the immediate B12 follow up. The 2 connects and starts the pressure, if they are not blocking the 2 combos with the incoming TA. If they jump back they still get caught by the B12 and if you did B123 they get sent 3/4 screen. Tech roll gets away and wake up can blow it up. However, I just labbed some tech roll plus back dash tech and you can actually punish it if you make the read. I don't know how viable it is but it is possible. I'll tag you in the video when I post it!

2. If they keep jumping out maybe drone is a good answer to mix it up like you did. I guess you could find a conversion for damage and a conversion for another TA setup in those scenarios.

3. Nice delayed B2! I'm still trying to find a use for cancelling it tho lol.

Nice TA into trait follow up at the end!
 

Kekoa

Noob
just quoting myself here to say, that B12~zipline isn't universal, seems to be big body specific... HOWEVER , S3~Zipline does this same set-up instead and is universal, works on everyone I tested it on.

Because of this I think it can be used as the way to make them respect that gap in our other pressure string, that I was talking about us needing earlier

so like this


a.) DownTrait, S3~Zipline, cross up pressure

b.) DownTrait, S2~TA, 113~Zipline pressure



If your opponent who knows that MU is looking for that real tricky to block set-up and prepping it, it's gonna be a lot harder for them to be ready to deal with the TA set-up into more pressure, and the gap is BEFORE the roomba so they only have an instant because the second it hits, they are then jailed into 113 (or can use B123 as well altho it doesn't jail theres still no real way out lol). 113~PF also jails into another 11 or sets up a tick throw, so thats another option there to mix those set-ups for heavy chip too, but we know about that



@Kekoa what do you think
I'm just now getting a look at this, I like the mind games and once you establish both it's going to be hard to deal with both setups!
 
Thanks for the vid @Kekoa ! Also, I just remembered that Cyborg can combo off of d3 from TA. So if you do:

12b2 f2 TA

Then dash forward and delay d3, the opponent gets popped backed up. If they block, your still safe. I think he could do this in injustice 1 but I'll post a vid, but I'm since we have new players best to share everything even if it's prior knowledge.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Thanks for the vid @Kekoa ! Also, I just remembered that Cyborg can combo off of d3 from TA. So if you do:

12b2 f2 TA

Then dash forward and delay d3, the opponent gets popped backed up. If they block, your still safe. I think he could do this in injustice 1 but I'll post a vid, but I'm since we have new players best to share everything even if it's prior knowledge.
reminds me i have to lab this tomorrow. Someone jumped at me to get out of a TA, I AA'd with a D3 trip guard and it pushed them into TA explosion and I got a combo. Dropped it because I wasn't expecting it, but now I know. Pretty sure it was just off a neutral TA as well which was kinda sick
 
Here's me testing d3 vs. Aquaman's wakeup backdash. Doesn't work for characters with better backdashes however (like Atrocitious) (NOTE: If they block this, you lose all your pressure afterward)


Trident rush vs. f2 TA setup into b12

Testing vs. Rage charge. A delayed d1 and immediate d3 pop him up for a full combo. I missed the execution on the d1. Also an immediate dash in d3 catches all of atrocitious jump out attempts.
 
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If timed correctly, any jump attempt will get beat out by d3 by Atrocitious. This is useful considering b12 get's beat out by Rage charge, but this setup beats out wakeup rage charge also (low profiles). If he blocks low, your still safe, not sure if you can pressure afterward though.

EDIT: If they block, Cyborg loses his pressure afterwards.

 
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I really don't know how viable this is, but the execution is very easy! If they are repeatedly tech rolling and backdashing out of your setups or you make the read, this can blow up your opponent. Again, very situational but still an option. @Protagonist_1 @WB-chan

Damn, I really like this setup haha. I'm thinking if they begin tech rolling I could do f2 into a TA cancel to fake it, then b12 to catch a backdash. Man, I have the most evilest grin on my face right now, hoping to hop on an try some of these again but I haven't eaten yet :(
 

Kekoa

Noob
Damn, I really like this setup haha. I'm thinking if they begin tech rolling I could do f2 into a TA cancel to fake it, then b12 to catch a backdash. Man, I have the most evilest grin on my face right now, hoping to hop on an try some of these again but I haven't eaten yet :(
The TA fake out would look clean af lol thats such a good idea
 

Kekoa

Noob
If timed correctly, any jump attempt will get beat out by d3 by Atrocitious. This is useful considering b12 get's beat out by Rage charge, but this setup beats out wakeup rage charge also (low profiles). If he blocks low, your still safe, not sure if you can pressure afterward though.

If you immediately dash in d3, they can poke out of follow up pressure.
 

Kekoa

Noob
That's really good to know, thanks! Guess it's not full proof as I thought :(
@Protagonist_1 I was talking about the follow up pressure after the TA hits if they block both the d3 and TA, thats where our turn ends and they can poke you. They can't poke you dashing in for the d3. They can't really do shit if they don't tech roll or back dash lol. Armor gets broken by TA/d3 combo, they don't have enough frames to poke, like you said they can't jump out. I think it is a fool proof setup and very safe! Sorry for the confusion, thats my bad I said it weird lol.

EDIT: @WB-chan @Protagonist_1 From what I have tested if you dash in on the very first frame available and d3 on the very first frame available, the d3 will not combo with the TA. You will knock them down without giving the TA enough time to combo. However, if we do it so that it combos, a 7 frame d1 can not poke us before our d3. A 6 frame d1 can poke us before we d3 if we are executing it so that it combos with the TA. They are also safe and can block the TA. I'm not going to lie tho its really hard lol. I hope this makes sense. I can post a video if you guys would like to see, just let me know! Can someone else check and confirm this as well to make sure its not just my execution? lol it should still be really good tho because they have to block the TA after their 6fr poke. So it should still be our turn even if we get poked thanks to the TA block stun. I guess they could d1 bounce cancel but thats ridiculous lol.
 
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Kekoa

Noob
Just put together a little recap video of block strings using TA (no trait) its not really a guide even tho I called it that lol. It has mid screen + delayed wakeup, corner + delayed wakeup and grapple. All are true block strings thanks to TA covering the gaps. I found some new ones as well so those are in here. I'm going to keep throwing out TAs and keep blocking/punishing/armoring thru everything until people respect it lol. Hope you guys like it!

 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Just put together a little recap video of block strings using TA (no trait) its not really a guide even tho I called it that lol. It has mid screen + delayed wakeup, corner + delayed wakeup and grapple. All are true block strings thanks to TA covering the gaps. I found some new ones as well so those are in here. I'm going to keep throwing out TAs and keep blocking/punishing/armoring thru everything until people respect it lol. Hope you guys like it!

this is so sick, looks so dope.



btw after a midscreen F2~TA ender, dash in block is safe, and TA auto punishes like every wake up that could have stuffed B12. Pushblock into TA is cute but I'm not sure what specific wake-up we would actually need to do it for, dashing up block puts you in perfect position to jail into B213 if you misread the wake up and they just choose to hold TA.


I'm putting together a resource for using trait against wake ups in the corner
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Stuffing every wake up with trait after 112 knockdown

How to set-up drone to safely continue pressure. Every set-up is designed to give you the best possible trade on misread, so, if you let the wake-up hit you, the trait will cover your ass as much as possible.


Ground trait gives us the best conversions on trade, and we know back Roomba gives us the best blockstrings, so this is the one that will be prioritized if possible


So here is a quick reference guide for the optimal set-up to brute force through all the wake-up options from each character in the cast



Behind Roomba:
Bane (venom options not tested)
Black Canary
Brainiac
Catwoman
Cheetah
Deadshot
Darkseid
Green Arrow
Flash
Harley Quinn
Poison Ivy
Robin
Wonderwoman


Forward Roomba:
Aquaman
Black Adam
Blue Beetle
Captain Cold
Cyborg
Green Lantern
Scarecrow
Swamp Thing





Behind Kamikaze:
Atrocitus
Gorilla Grodd
Superman

Forward Kamikaze:
Batman
Supergirl







On my channel is a playlist for every single one of them with some big conversions.
https://www.youtube.com/channel/UCwWtJBurD7zMPJpi7AI39Vw/playlists?shelf_id=0&view=1&sort=dd




I'll pretty it up later, for now it's a useful resource, might add this and kekoa's compilation vid to the OP shortly.


Luckily there is only 5 characters who we have to use Kamikaze against, and all are positive trades even if we don't get much. The majority of the cast we get a combo conversion against using the Roomba. With Batman we even get to combo off the Kamikaze. I recommend every Cyborg main have a quick watch of that playlist, yes its +30 vids, but they are only like 10 seconds each, and worth just seeing what you can get. It's all in alphabetical order, so if you want to use it as a resource or a reference for match-up specifics, you don't have to skip through one video to find the bit you need.





Problem characters are:
Dr Fate - positive trade is impossible, you cannot trade with his wake up at least not off 112 knockdown)
Scarecrow Traumatize - He's not going to have it everytime obviously, but it does leave him with advantage, you knocked down in front of him, and the trade itself does more damage for him than it does for you. Still, as far as trading with a Traumatize goes, he gets no combo so thats a lot better than the alternative I guess
The Flash - trade does more damage his way and sends you away, however it is still really your advantage as you go fullscreen and its rollable, so he has to work his way all the way in and you have the maximum amount of screen possible to play with, however you do lose the corner.


Notes: 112 knockdown is rollable, but if they tech roll it actually takes longer to get it. This is relevant because the roll input for 112 is right near the end of the knockdown just before the wake up buffer, and its really easy to accidentally roll, and thats assuming they know that niche bit of Cyborg information, which if they don't they will probably be rolling anyway. Some wake-ups coming out on roll open up a larger window to get stuffed quite consistently by a normal. In some match-ups against non-fully invincible wake-ups like against say a Brainiac trying to contest your set-up with a fast wake-up charge, you might be well off following up a Back-Trait set-up with D2~TA, which is practically the same as S2~TA except slightly less block advantage, but comes out a little faster and combos them into the Trait, which S2 does not. I added a clip for Black Adam and Brainiac's wake-ups getting stuffed if they happen to tech roll, but there may be more out there, I'm not fully aware of which wake-ups become stuffable. There is also niche interactions like Darkseid's punch walk wake up, if he rolls the wake up comes out slower so the second hit doesn't connect, the first hit has fuck all blockstun and you get a 535 damage combo on his ass for a bar :) if anyone finds any other things like this let me know and ill add them in.


If I missed any wake-ups let me know. I know I missed Darkseid's knee and Jokers buzzer, I'll put them in tomorrow.








The next step to this resource is breaking down our pressure options off each set-up. I am fairly familiar with what we get off behind Trait set-up, for example, and I'll add that in myself. Wondering what our pressure-paths are off Kamikaze drone and forward Roomba are, I know Kamikaze covers the gap in 112, but if I could get you @Kekoa to respond to this with a little bit of a breakdown of what these two trait set-ups give us pressure wise, that would be sick.


This is all off 112 knockdown I'm also going to look into 113~Trait/TA as I know it opens up a whole bunch of other punishes, and might be the optimal punish for specific characters wake ups, however its not really a pressure set up as theres no real advantage and pretty sure most characters can just punish your set-up and/or just jump out lol. Will check to make sure tho.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
also shoutout to Atrocitus I found this funny:


If he meterburns tho the trade is largely in his favor, but I guess if he doesn't have a bar he can be beat up with Behind Trait as well
 

SaSSolino

Soul Stealing Loyalist
@WB-chan you said that the back Roomba should be prioritized, but with Black Adam that has a very weak wake up game, you choose the forward Roomba instead. why?