Relaxedstate
PTH|RM Relaxedstate
Cyborg is a great character with really sweet designs and set-ups, however execution-heavy. NRS has done a phenomenal job designing his style of play. I would love nothing more than our Cybernetic friend to become a top 5 contender, and would especially love if more people would put in the time and pick him up for tournament and casual play alike. I think he could be a real threat at EVO!
Here are a few changes to the character that I think would allow him to compete at the highest level AND get more people playing this underrated character.
For those who do not know me. I am an active particpant in offline gaming and have been to many local and major tournaments for FGs over the last several years. This game is turning out to be the best FG of all time and I would like to do my part in trying to make it even better!
Fixes and Buffs:
1. Trait: His trait as of now, is almost unusable. While slightly better than Quanchis skeletal boost since it can be cancelled out of. It delivers almost no reward, for great risk. To activate it you give the opponent ample time to get in, and risk taking more damage than you will gain by exposing yourself briefly...even at full screen. It also does not grant any life if you activate it and cancel it on the first frame active. I think it should be able to be canceled as quick as it can be activated instantly. Then it can even give fram advantage on block strings as well as provide some life. It should give more life and recharge faster, including the cool down. It was such a great idea to give him a repair circuit as it is similar to the comics, but it really needs a buff here and there to make it viable on any level. I really want to see more Cyborgs using this! But right now his trait button is collecting dust.
I have some other redesign ideas as well, but you can PM me for more info on those as I do not want to go into too much detail here. (SEE POST #32 AT BOTTOM FOR NEW IDEA) he should be able to IANB from repair circuit. Aka cancel with a jump will make people respect him more. Jump cancels and instant healing would really help him, and make his opponents actually fear his trait. They will always get in for free (bad for his game design) unless he can check them... (reasoning below #32)
2. Standing 2 (Power Knee): Currently a short reaching, but quick hitting mid. It doesn't link into any unique combos, but is 'special cancelable'. It is -4 on block and -2 on hit. In a game where many characters have multiple fast hitting mid moves, this puts Cyborg at a disadvantage. Even on hit the opponents recover so fast that they can block Sonic disruptor or duck a technotackle after a successful power knee hits.
This move should have better frame advantage. On block, but especially on hit it should have advantage. Or, special moves like Sonic disruptor should be able to be canceled into faster. Even d1-Sonic disruptor can be interrupted or armored through for a full combo punish. D1xxSD and 2xxSD should both jail and combo...
3. J2: His Jump attacks are all negative on block except jump 3 is neutral. This isn't a bad thing as they can still be canceled into normal strings with good timing. (Although since the 1+2 interactable change it is near impossible to do j2,112 with getting an inter-actable). The problem here lies in his grapple hook. J2 seems to be his best jump-in move, but it has mediocre priority. It gets beat by a lot of moves. Most notably vs other jumps and particularly easy to anti-air. This is bad because when Grapple hook is used to start an offense (which IS necessary in some MUs) grapple can be a good tool to get in and over their head. However, grapple over anyone experienced is very easily avoided or anti-aired, thus not a good way to generate offense as of right now, but it should be!.
4. B1 string: 11 frame 'mid' hitter. A good string, but I wish it were a little faster on start-up with better range. Then we could get a good mid-hitting wiff punishing strings! Woo footsies!
The biggest problem right now, however, is that the 'Mid' hitting b1 wiffs on MANY crouching characters. What is even more weird is that it sometimes hit and sometimes doesn't. I can't imagine that this was intentional, especially with his lack of good mid hitting moves.
5. B2 String: His low starter. Very short range and very slow at 16 frames. I mean if this had better range and was faster then it would not only be viable, but also be a great tool for spacing/footsies ect... Since it can be charged there could be some sweet mind games involved, which is what I think was originally intended. Unfortunetly, not only is it slow and short, but the second hit of B2,3 1 sometimes WIFFS, despite it hitting 'mid'. I know there are special hitting mid moves that do not hit everyone mid, and I think this is fine to have. However, this move you do not have any control over the chain move, you input the 3 and 1 and it does it for you forcing you to commit. Scorpion and GL have great low starters..can't we? PLEASE INCREASE RANGE, SPEED AND PRIORITY!!!
6. Hard knock downs: IMO Cyborg could use more moves that result in a hard 'untechable' knockdown. 112 does so right now, but it hits high, can be interupted or ducked for full combo punish at multiple points, and can't be special cancelable... His D3 is slow and -18 lol sooo yeah.
-If moves like Sonic Disruptor, or strings like 113 or Power Knee ended in a hard knock down, then it would open him up SO much more to create set-ups with grapple hooks or missiles. Grappling in would be easier, as would it give more time for missiles to create space as they have slow start-up. There is a lot that could be done here to make some of his set-ups more viable. He just really needs more moves that knock opponents down which work synergistically with his set-up potential. If he can't get hard knockdowns than some of his moves like target acquired, grapple hooks, Nova BLaster should get (very small) decreases in their recovery.
Also make missiles faster for obvious reasons!
7. Midscreen damage - (Anti Aerial). Not really there. This is okay though a he has good zoning and good corner damage to make up for it. The problem is that his good strings start hitting high, and are all easily interruptible for full combos and he doesn't have many options for anti-air damage.
-Sonic disruptor (up) seems like a cool move, but I haven't found many uses for it yet. It can be used in the corner for meter-less combos 113-SDU. But it doesn't work on everyone as it wiffs. I think a good solution would be to buff Sonic-disruptor up so it has a bigger hitbox and allows larger, more damaging midscreen combos. Make the mid-screen combos execution heavy at that!
Thanks for listening. Hopefully Cyborg can get some of these fixes and then hopefully some buffs. NRS seems do to a nice job of paying attention and making smart fixes. The Cyborg IANB midhitting fix was quite a good start. Now that the character has been developed some, it is becoming clear where other smart fixes can take place. Zoning wise he is good. However, his midscreen set-ups are difficult to initiate and easy to avoide. He doesn't pose much of a threat mid-screen/up-close either as his attacks are short, slow, and interruptible. His footsies tools are easily disrespected as well. As people learn the MU it will only go downhill. I want more people to WANT to play him!
I would love a zoner to be a top character in this game and I think Cyborg could fit the bill perfectly!
Post any suggested fixes or input below. Please serious discussion only!
colt hecterrific
MagnetoHalfway IKizzLE
Here are a few changes to the character that I think would allow him to compete at the highest level AND get more people playing this underrated character.
For those who do not know me. I am an active particpant in offline gaming and have been to many local and major tournaments for FGs over the last several years. This game is turning out to be the best FG of all time and I would like to do my part in trying to make it even better!
Fixes and Buffs:
1. Trait: His trait as of now, is almost unusable. While slightly better than Quanchis skeletal boost since it can be cancelled out of. It delivers almost no reward, for great risk. To activate it you give the opponent ample time to get in, and risk taking more damage than you will gain by exposing yourself briefly...even at full screen. It also does not grant any life if you activate it and cancel it on the first frame active. I think it should be able to be canceled as quick as it can be activated instantly. Then it can even give fram advantage on block strings as well as provide some life. It should give more life and recharge faster, including the cool down. It was such a great idea to give him a repair circuit as it is similar to the comics, but it really needs a buff here and there to make it viable on any level. I really want to see more Cyborgs using this! But right now his trait button is collecting dust.
I have some other redesign ideas as well, but you can PM me for more info on those as I do not want to go into too much detail here. (SEE POST #32 AT BOTTOM FOR NEW IDEA) he should be able to IANB from repair circuit. Aka cancel with a jump will make people respect him more. Jump cancels and instant healing would really help him, and make his opponents actually fear his trait. They will always get in for free (bad for his game design) unless he can check them... (reasoning below #32)
2. Standing 2 (Power Knee): Currently a short reaching, but quick hitting mid. It doesn't link into any unique combos, but is 'special cancelable'. It is -4 on block and -2 on hit. In a game where many characters have multiple fast hitting mid moves, this puts Cyborg at a disadvantage. Even on hit the opponents recover so fast that they can block Sonic disruptor or duck a technotackle after a successful power knee hits.
This move should have better frame advantage. On block, but especially on hit it should have advantage. Or, special moves like Sonic disruptor should be able to be canceled into faster. Even d1-Sonic disruptor can be interrupted or armored through for a full combo punish. D1xxSD and 2xxSD should both jail and combo...
3. J2: His Jump attacks are all negative on block except jump 3 is neutral. This isn't a bad thing as they can still be canceled into normal strings with good timing. (Although since the 1+2 interactable change it is near impossible to do j2,112 with getting an inter-actable). The problem here lies in his grapple hook. J2 seems to be his best jump-in move, but it has mediocre priority. It gets beat by a lot of moves. Most notably vs other jumps and particularly easy to anti-air. This is bad because when Grapple hook is used to start an offense (which IS necessary in some MUs) grapple can be a good tool to get in and over their head. However, grapple over anyone experienced is very easily avoided or anti-aired, thus not a good way to generate offense as of right now, but it should be!.
4. B1 string: 11 frame 'mid' hitter. A good string, but I wish it were a little faster on start-up with better range. Then we could get a good mid-hitting wiff punishing strings! Woo footsies!
The biggest problem right now, however, is that the 'Mid' hitting b1 wiffs on MANY crouching characters. What is even more weird is that it sometimes hit and sometimes doesn't. I can't imagine that this was intentional, especially with his lack of good mid hitting moves.
5. B2 String: His low starter. Very short range and very slow at 16 frames. I mean if this had better range and was faster then it would not only be viable, but also be a great tool for spacing/footsies ect... Since it can be charged there could be some sweet mind games involved, which is what I think was originally intended. Unfortunetly, not only is it slow and short, but the second hit of B2,3 1 sometimes WIFFS, despite it hitting 'mid'. I know there are special hitting mid moves that do not hit everyone mid, and I think this is fine to have. However, this move you do not have any control over the chain move, you input the 3 and 1 and it does it for you forcing you to commit. Scorpion and GL have great low starters..can't we? PLEASE INCREASE RANGE, SPEED AND PRIORITY!!!
6. Hard knock downs: IMO Cyborg could use more moves that result in a hard 'untechable' knockdown. 112 does so right now, but it hits high, can be interupted or ducked for full combo punish at multiple points, and can't be special cancelable... His D3 is slow and -18 lol sooo yeah.
-If moves like Sonic Disruptor, or strings like 113 or Power Knee ended in a hard knock down, then it would open him up SO much more to create set-ups with grapple hooks or missiles. Grappling in would be easier, as would it give more time for missiles to create space as they have slow start-up. There is a lot that could be done here to make some of his set-ups more viable. He just really needs more moves that knock opponents down which work synergistically with his set-up potential. If he can't get hard knockdowns than some of his moves like target acquired, grapple hooks, Nova BLaster should get (very small) decreases in their recovery.
Also make missiles faster for obvious reasons!
7. Midscreen damage - (Anti Aerial). Not really there. This is okay though a he has good zoning and good corner damage to make up for it. The problem is that his good strings start hitting high, and are all easily interruptible for full combos and he doesn't have many options for anti-air damage.
-Sonic disruptor (up) seems like a cool move, but I haven't found many uses for it yet. It can be used in the corner for meter-less combos 113-SDU. But it doesn't work on everyone as it wiffs. I think a good solution would be to buff Sonic-disruptor up so it has a bigger hitbox and allows larger, more damaging midscreen combos. Make the mid-screen combos execution heavy at that!
Thanks for listening. Hopefully Cyborg can get some of these fixes and then hopefully some buffs. NRS seems do to a nice job of paying attention and making smart fixes. The Cyborg IANB midhitting fix was quite a good start. Now that the character has been developed some, it is becoming clear where other smart fixes can take place. Zoning wise he is good. However, his midscreen set-ups are difficult to initiate and easy to avoide. He doesn't pose much of a threat mid-screen/up-close either as his attacks are short, slow, and interruptible. His footsies tools are easily disrespected as well. As people learn the MU it will only go downhill. I want more people to WANT to play him!
I would love a zoner to be a top character in this game and I think Cyborg could fit the bill perfectly!
Post any suggested fixes or input below. Please serious discussion only!
colt hecterrific
MagnetoHalfway IKizzLE