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Atrocitus Combo Thread; "I WILL GRIND YOU INTO DUST"

Daemantalo

Not Good Enough
Corner 1 meter

F12 or F223 or 112 or B23~DB1(MB), F3,D2~DF2, B23~BF2

If you wait a split second after the up breath you get a re-stand.
I really think the combo you posted are going to be general gameplan with Atrocitus due to his DoTs stacking up. I wouldn't know how to calculate the damage, however, I'm going to assume it's more than 6% when both the DoTs are done ticking. Really powerful stuff.
 
I can't seem to to connect Dex's fireball hit after landing a blood-nado MB. It's even harder to follow up with the B23 string..zzz

Some parts of his combos are so hard. Like landing B23 after D2 seems impossible most of the time. In the corner, landing a B23 after DF2 is hard as well. Tips?
 

Snibbor

Yarrrr Matey
Atrocitus can combo off his d3 when his trait is out. If you do d3 and immediately hit 4, you'll get a juggle and you can do d1 xxbloodnado. The combo I've been using is d3, 4, d1xx bloodnado, 4, f12 xxbf1.
 
Atrocitus can combo off his d3 when his trait is out. If you do d3 and immediately hit 4, you'll get a juggle and you can do d1 xxbloodnado. The combo I've been using is d3, 4, d1xx bloodnado, 4, f12 xxbf1.
Check the vid I linked, easier with blood wall (after the d3) , but both are good
 

Daemantalo

Not Good Enough
Guys, this is going to sound ULTRA scrubby, but ya'll are some lab monsters. I'm trying to do some of the combos @freddyl0c0 and @Game Scavenger performed very beautifully, and I just can't really get the timing down lol. I want to do them for damage verification purposes on Superman. It's going to take me a bit longer since my execution has yet to level up to these two monsters.

Big clap for all who posted in this thread. I'm doing my best to update. Also, I added in a section on Dex-Starr specific combos. Can someone view over the combo OP and tell me what you think? Any feedback is welcome too. With Atrocitus' "swaggy/optimal dammy" combos being VERY technical, I did the inputs the best I can.

EDIT 1: @freddyl0c0 are you using F4 with Dex-Starr or are you using regular 4? Does it make a huge difference in the combos?
 
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Yeah, I have spent very little time trying to figure out which combos are optimized, I blame the fact I have to play with this gear stuff online.
 
Simple correction, that forward3 cancel is 2 meters. But this still makes me drool.

Thx man I just corrected it and shamefully only realized now lool! Damn so I gotta find better stuff.

EDIT 1: @freddyl0c0 are you using F4 with Dex-Starr or are you using regular 4? Does it make a huge difference in the combos?
I use f 4 for the grab, low starter and jump. For up vomit I use 4. Yeah it makes timing stuff less of a hassle
 
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I use f 4 for the grab, low starter and jump.
I didn't notice this, or the meter discrepancy, until I went home and tried to figure this stuff out, simply knowing I could combo off of a hold.

I like that meter burn, but yeah, I think we will have to learn the difficultly timed blood tornado....
 

Daemantalo

Not Good Enough
Thx man I just corrected it and shamefully only realized now lool! Damn so I gotta find better stuff.



I use f 4 for the grab, low starter and jump. For up vomit I use 4. Yeah it makes timing stuff less of a hassle
Thank you very much! I have work to do then.
 

_CHINOCUDEIRO_

Machakabotones
@Daemantalo
The most dmg combo with dext-starr´s F1233 is :
(meterless,midscreen,trait combo) :F1233-3xxDB1-4-3xxDF1-4 for 346.95 .
The 3xxBF1 ender works better because its scales less
EDIT:
F1233-111xxDB1-4-3xxDF1-4 for 356.54

Also, when you use the [starter]midscreen dex starr no meter combo, you can add a 3 between the two puddles, like this:
F223xxDB1-4-3xxDB1-4-3xxDF1-4 for 340 dmg (350 if you use the 111 string instead of F223)

Finally, i´ve notice that after the last 4 of the combo you can do a meaty 4 that perhaps denies wakeups, or maybe a F4...

EDIT(2)
Your meterless AA midscreen combo can be better with a DB1
D2xxDB1-111-DF1 196 dmg
 
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Kyu

CHOO CHOO BANE TRAIN
I dont know how useful this is but I love the character and got this in corner w trait.

Throw xx F4 D2 xx DB1(4) B23 xx BF2, no meter leaves them restand with a dot going I don't know the damage. You can end it B23 xx BF1 or S3 xx BF1 also.

Additionally if you have enough in trait to do it, throw xx F4 D2 xx DB1mb B23 xx BF2 for restand or B23/S3 xx BF1 mb for more dot damage and knockdown pressure.
 

Kyu

CHOO CHOO BANE TRAIN
I dont know how useful this is but I love the character and got this in corner w trait.

Throw xx F4 D2 xx DB1(4) B23 xx BF2, no meter leaves them restand with a dot going I don't know the damage. You can end it B23 xx BF1 or S3 xx BF1 also.

Additionally if you have enough in trait to do it, throw xx F4 D2 xx DB1mb B23 xx BF2 for restand or B23/S3 xx BF1 mb for more dot damage and knockdown pressure.
Also I couldn't make it work although I might need to lab it more, throw F4 D2 xx DB1(4) B23 DB1(4) S3 bf1 mb or D1 bf1 mb
 
Something to consider - In the last game I learned d2 nerfs damage rather substantially for the rest of the combos.

I bring this up, as some of the hold into corner combos, I am substituting d1 instead of d2 where possible to keep the juggle going.

so far off of a corner hold I have been doing f4 -> d2 bloodnado d1 bloodnado MB -> 11 blood charge

BUT that f4 timing is tricky
 
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Daemantalo

Not Good Enough
Something to consider - In the last game I learned d2 nerfs damage rather substantially for the rest of the combos.

I bring this up, as some of the hold into corner combos, I am substituting d1 instead of d2 where possible to keep the juggle going.

so far off of a corner hold I have been doing f4 -> d2 bloodnado d1 bloodnado MB -> 11 blood charge

BUT that f4 timing is tricky
Yeah, I personally can't do those D2 combos consistently. I'm a guy who keeps things simple to be honest. D1 tends to just be more easier for me than D2 if I want to end a combo.