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"12th-level intellect" Brainiac General Discussion

Can you guys explain timing on midscreen d1 or d+f1 + bf3 combos with beta strike? cant connect consistenly beta strike after bf3.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Can you guys explain timing on midscreen d1 or d+f1 + bf3 combos with beta strike? cant connect consistenly beta strike after bf3.
It's really fucking hard, unless you are doing it from a consistent situation, like Oki, I wouldn't try to go for it. It seems easier if you are using longer range stuff. Personally I don't go for them, but the reward is obviously very good.
 

kcd117

Noob
Can you guys explain timing on midscreen d1 or d+f1 + bf3 combos with beta strike? cant connect consistenly beta strike after bf3.
I don't think there is a consistent way of landing these combos outside of the corner. The timing to release trait varies depending on the distance you hit your d1/df1/f1 into bf3. I find max range df1 to be the easier one to pull off. It's also easier on big bodies. In the corner it's way easier, you have a lot more time to hit confirm trait after bf3 and go for the divekick.
 

YoungTeezy 305

Work Hard Play Hard
Batman is bad, maybe 6-4, but I think the worst match ups are against zoners with straight air projectiles and characters that have a D2 with an extended reach like WoWo, Scarecrow, Aquaman, etc. They really force you to play more of the reads game.

BTW, is it just me or is Flash free af?
 
Batman is bad, maybe 6-4, but I think the worst match ups are against zoners with straight air projectiles and characters that have a D2 with an extended reach like WoWo, Scarecrow, Aquaman, etc. They really force you to play more of the reads game.

BTW, is it just me or is Flash free af?
He isnt too bad. Haven't played Zyphox or Honeybee though.
 

Marinjuana

Up rock incoming, ETA 5 minutes
This may be known, but I'm just making a post about it anyway.

So by now most people know that you can get some sick pressure from Beta Strike in block strings and whatnot. But it's a gimmick because smart opponents can duck Beta Strike and blow your shit up. I noticed though that a lot of moves can be used on a standing opponent to force enough block stun so that they cannot duck Beta Strike even though they may appear to crouch in time. (It's basically like they are crouch blocking in MKX where highs will connect.) So if you know the opponent is going to block high, you can use Beta Strike to force great plus frames, my point here is to really try to get those plus frames despite someone being aware to block low during your strings.

So if you see that someone is watching out for a dive kick stand blocking, you can use Cybernetic Charge to force plus frames. It may vary from range and obviously your timing but it seems possible to get it plus enough jail a stand 1 at 8 frames at all ranges. I wanna say 12+ish is the most you'll get. Those are excellent plus frames so I think that sort of thing is something to keep in mind. And if the opponent is stand blocking everything, make sure to wreck their ass with Beta Strike pressure.

There's also a cool F3 Beta Strike idea for the corner I've been messing with, first off, you can be cheeky by charging a F3, releasing trait to catch them stand blocking and then dash to go into plus frames. Swag. But more on point, you can do a block string in F3~Beta Strike~B12~BF3. Beta Strike after F3 seems like it could be as high as 19 frames but there's varying pushback based on range, when Beta lands and I'm sure different characters. You can still combo off of F3~Beta with the same timing which you can then do your combo of choice. So it's F3 into major plus frames or F3 into full combo. This video will show off this combo with the plus frames as well as trying to duck Beta Strike after a F3.


You're gonna sacrifice damage with this if F3 hits but I think of this as a way to get plus frames while getting a nice combo if they don't block. If I thought they were gonna get hit by a f3 trying to jump out or press buttons I wouldn't release Beta. Nothing crazy but it's the little things that add up.
 
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Agilaz

It has begun
Anybody able to give me some help regarding the Red Hood MU?

Every RH I've played so far just zones me out constantly. That isn't my main issue - my main issue is that I CONSTANTLY have to chase RH all over the screen because of his fucking stupid dives.

It just feels like I always have to take all the risk in order to get something going, while RH can just pewpew all day and either escape when I try to get in, or punish me for taking a risk with any of his amazing normals.

Oh, and RH always has meter. ALWAYS.

Dunno what to do. Switch to a pocker char for this one or is there something I'm missing?
 

just_2swift

MK1 is the best MK period.
I
Anybody able to give me some help regarding the Red Hood MU?

Every RH I've played so far just zones me out constantly. That isn't my main issue - my main issue is that I CONSTANTLY have to chase RH all over the screen because of his fucking stupid dives.

It just feels like I always have to take all the risk in order to get something going, while RH can just pewpew all day and either escape when I try to get in, or punish me for taking a risk with any of his amazing normals.

Oh, and RH always has meter. ALWAYS.

Dunno what to do. Switch to a pocker char for this one or is there something I'm missing?
Pocket darksied for this mu idk if it's in darksied favor but it works lol
 
Anybody able to give me some help regarding the Red Hood MU?

Every RH I've played so far just zones me out constantly. That isn't my main issue - my main issue is that I CONSTANTLY have to chase RH all over the screen because of his fucking stupid dives.

It just feels like I always have to take all the risk in order to get something going, while RH can just pewpew all day and either escape when I try to get in, or punish me for taking a risk with any of his amazing normals.

Oh, and RH always has meter. ALWAYS.

Dunno what to do. Switch to a pocker char for this one or is there something I'm missing?
Yea ive been having problems with batman, red hood, wonderwoman, green arrow, darkseid and green lantern. Darkseid being the easiest and a tie between red hood and green arrow for the hardest. Superman and Harely are much easier with the patch and i believe brainiac wins them tbh. ive found that against batman and red hood if you expect an air throw, full screen youll be able to instant air divekick underneath it. usually im not afraid to go for beta bomb even if it means ill get hit once because i will be able to have the bomb now to get in
 
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Batman is bad, maybe 6-4, but I think the worst match ups are against zoners with straight air projectiles and characters that have a D2 with an extended reach like WoWo, Scarecrow, Aquaman, etc. They really force you to play more of the reads game.

BTW, is it just me or is Flash free af?
I felt that way too against flash. I believe the reason is he doesnt really have an easy answer to divekick while hes trying to go for his 50s so whenever he tries he gets a divekick to the face
 

SixPathsOfHate

Make triple skulls input BDF or DF Hold F
Is it me or is batman the scorpion of this game? Constantly trying to cross up and uses robo bats to set up full screen hooks. The overhead and lows at the end of every combo.
 

YoungTeezy 305

Work Hard Play Hard
Is it me or is batman the scorpion of this game? Constantly trying to cross up and uses robo bats to set up full screen hooks. The overhead and lows at the end of every combo.
My sparring partner plays Batman so I'm really comfortable with the matchup. This is what goes on in my head every time we play:
• anti-air the hell out of him to get him scared to jump.
• use push block to get rid of trait. Usually after b11 to avoid the mix or f3 to avoid the plus frames.
• don't be afraid to go bar for bar with him. If he spends a bar on mb f3, I'll usually spend a bar to push block.
• be patient when he's zoning. I'll eventually back him into the corner where he will usually either jump 2, mb f3, or dash up b1 or b2.
• tech his grab when I see him giving me a shoulder massage.
 

SixPathsOfHate

Make triple skulls input BDF or DF Hold F
I have been watching sonic fox play his CC and I find that his death-cicle is very similar to our beta bomb. This setup follows the same rules as the death-cicle setup with MB roll to switch sides and dodge wakeups except its better imo. From what I have seen, the way sonic fox ends it, they can still roll out and for the most part dodge it. But with Brainiac's setup it ends in a hard knock down stopping rolls all together.
I was Aquaman and tried to low scoop and trident rush my way outta it to no success. You can see me holding back on the first try and it still connects. You have a good amount of time do any of your of strings if it connects. This can be done in midscreen but you would use the strike rather than bomb and hold the it till you press forward then release during the second press of forward. The reason to use strike instead of bomb midscreen is because bomb has "poor" tracking and simply holding back as you get up would cause it to miss.
 

Marinjuana

Up rock incoming, ETA 5 minutes
If you end you grounded combos into Beta Strike release, as in you do S3 then release Beta to combo, you can get a ton of hit advantage. In some cases you can jail a F3. You can use this to setup up offense and jail some good options.

One big caveat, you are sacrificing potential damage with this because you can use BF3~Beta Strike Release for those sexy trait combos. That said, those can be very difficult with a lot of variables where as setting this up is much easier and has some perks.

One of these perks is safety, if you do a safe normal or string into a Beta Strike Release, you gain the hit advantage if you hit but are still just as safe.(or even safer with Beta to cover your ass). So maybe if you don't want to commit to the 12U2 with trait stocked you could do a crossup into 11~Beta and on block it's -2 with trait on screen and on hit it's plus enough to setup jailing 50/50s. You are plus enough to dash in and do a d1. Other normals and strings might not that much hit advantage or leave you at a good range for 50/50s, you also have to worry about strings like B12 that lower hurtboxes which stops you from getting a good reward at certain ranges. Some strings or normals it is impossible with.

This video shows off this idea with me as Wonder Woman trying to backdash out of shit. Video is over at 1:18.


There's also a second idea I have here that is basically the same thing but you cancel into a second Beta Strike. The idea being if the opponent is hit by your normal into Beta Release that they cannot crouch the second Beta Strike so they have to hold the plus frames on block. This allows for better frames/situations off of longer range normals and it's kind of a mixup I guess?

This video shows off jailing d1 off of S3 using this concept and the second shows off using b1 with the same idea. Obviously you can go into other options, dive kick might not jail after the dash but you should still be very plus.

Edit: I uploaded the wrong video for the third one with B1, it's exactly the same as the S3 video though so just take my word for it.


I think it's a neat idea and I'm going to try to incorporate it into my gameplay.
 
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Is it me or is batman the scorpion of this game? Constantly trying to cross up and uses robo bats to set up full screen hooks. The overhead and lows at the end of every combo.
im a bm who loves brainiac but i only fight bm in mirror matches

with bm i keep a bat ready, throw brangs until they grapple then upwards bat, into mech bat, into grapple, into pressure hell
 

SixPathsOfHate

Make triple skulls input BDF or DF Hold F
Today I learned you can break almost every super move armor in the game with MB dox drill. Only person I cant seem to get it to work would be flash cause hes too damn fast. I stopped a superman mid super flight with MBDD and he left.