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"12th-level intellect" Brainiac General Discussion

Marinjuana

Up rock incoming, ETA 5 minutes
We actually got a minor buff in 113 being a hard knockdown when done on a grounded opponent. Really wish that d1 on hit would jail s1 on most of the cast.
 
We actually got a minor buff in 113 being a hard knockdown when done on a grounded opponent. Really wish that d1 on hit would jail s1 on most of the cast.
I think you misunderstood the patch notes, 113 is no longer a hard knockdown neither on airborne nor on grounded opponents, also f2d13 ( I think they meant that string by saying f213) no longer sometimes causes a hard knockdown on airborne opponents)
 

Marinjuana

Up rock incoming, ETA 5 minutes
I think you misunderstood the patch notes, 113 is no longer a hard knockdown neither on airborne nor on grounded opponents, also f2d13 ( I think they meant that string by saying f213) no longer sometimes causes a hard knockdown on airborne opponents)
Thanks but I'm almost positive I'm right, granted I haven't actually tested it in game. Whoever made the patch notes listed "These will now always be a hard knockdown" as a bullet point so it's an easy mistake to misread it.

After it lists the "These will now always allow a roll" which includes f2d13 it lists the ones that will always be a HKD.

  • These will now always be a hard knockdown
  • Aquaman - Light, Light, Medium, Hard
  • Brainiac - Light, Light, Hard
  • Cyborg - Towards + Medium, Medium
  • Firestorm - Light, Light, Hard
  • Cyborg - Sonic Arm
  • Gorilla Grodd - Psionic Push
  • Green Arrow - Stinger Meter Burn
  • Green Lantern - Battery Blast Meter Burn
  • Green Lantern - Air Battery Blast Meter Burn
  • Superman - Flying Punch Meter Burn
 
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Thanks but I'm almost positive I'm right, granted I haven't actually tested it in game. Whoever made the patch notes listed "These will now always be a hard knockdown" as a bullet point so it's an easy mistake to misread it.

After it lists the "These will now always allow a roll" which includes f2d13 it lists the ones that will always be a HKD.

  • These will now always be a hard knockdown
  • Aquaman - Light, Light, Medium, Hard
  • Brainiac - Light, Light, Hard
  • Cyborg - Towards + Medium, Medium
  • Firestorm - Light, Light, Hard
  • Cyborg - Sonic Arm
  • Gorilla Grodd - Psionic Push
  • Green Arrow - Stinger Meter Burn
  • Green Lantern - Battery Blast Meter Burn
  • Green Lantern - Air Battery Blast Meter Burn
  • Superman - Flying Punch Meter Burn
Oh yeah, I never saw that line about hkd among all the strings)
 

Invincible Salads

Seeker of knowledge
question, so do you guys feel its required to know excessive amounts of all this setplay tech in order to win with brainiac like the corpse hop instant dive kick crossup, or is it perfectly fine sticking to some of the lower execution stuff?
 

SixPathsOfHate

I identify as... I dont care. :D
Short answer not really.
Long answer is not really because a lot of the damage comes from d1 charge or iadk d1 charge till they are in the corner or get fed up with the guessing that they throw something out and you capitalize on it. The setplay is just an extra layer to the mix of d1/iadk. Its great to have but not needed because of how fast his iadk and low are.
 

Invincible Salads

Seeker of knowledge
Short answer not really.
Long answer is not really because a lot of the damage comes from d1 charge or iadk d1 charge till they are in the corner or get fed up with the guessing that they throw something out and you capitalize on it. The setplay is just an extra layer to the mix of d1/iadk. Its great to have but not needed because of how fast his iadk and low are.
thats what i figured, guy in twitch is trying to tell me that i NEED to use shit like the corpse hop instant divekick tech in order to be viable with him, which i like to keep that sort of stuff to a minimum becuase some of the execution is tight and in the heat of a match is something that can be very easy to mess up, when you could have done something much easier to pull off and still very effective.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Not saying that setup isn't really good, but I don't think I've ever seen that used in tournament and I've watched Brainiac win a lot of matches in tournament. Probably the only real execution thing you'll want to learn is figuring out how to convert DK into Beta Strike on different hurtboxes, and maybe some Charge~Beta Strike combos in the corner.

Obviously the more stuff you can do the better but you don't need to do the crazy stuff to win matches online.
 

Invincible Salads

Seeker of knowledge
Not saying that setup isn't really good, but I don't think I've ever seen that used in tournament and I've watched Brainiac win a lot of matches in tournament. Probably the only real execution thing you'll want to learn is figuring out how to convert DK into Beta Strike on different hurtboxes, and maybe some Charge~Beta Strike combos in the corner.

Obviously the more stuff you can do the better but you don't need to do the crazy stuff to win matches online.
i already have my charge beta strike combo's in the corner and midscreen (except for d+f1~charge Beta Strike midscreen, too damn hard) and i have lots of setups that focus more on giving brianiac another turn or stuffing wakeups rather than trying to mix super hard.

btw, anyone use this corner combo?

mbf3, 3~bf3, 3~bf3 release beta-strike 3~mbdb2 rediculous amounts of damage.
 
mbf3, 3~bf3, 3~bf3 release beta-strike 3~mbdb2 rediculous amounts of damage.
This is his max damage in the corner for a bar and a drone. It becomes around 600 if you mb dat juicy db2 in the end), the best thing is that it is practical to use in the match to stuff wake ups or just pressure with since f3 is +3, and outranges so many things.