Evil Presence
Representing STB
Updated 6/30/17
Deleted grab combos because of patch
Added midscree Meterless combo with trait
Updated combos will look like this **combo**
Absolutely HUGE THANKS @Boss Savage for editing. You definitely made this guide look fantastic. (Savage will continue to edit this guide)
ATROCITUS
Deleted grab combos because of patch
Added midscree Meterless combo with trait
Updated combos will look like this **combo**
Absolutely HUGE THANKS @Boss Savage for editing. You definitely made this guide look fantastic. (Savage will continue to edit this guide)
ATROCITUS
Introduction
This is the first real guide I've made, and is going to be a work in progress. I'll try to keep this post updated as frequently as possible. Constructive criticism is welcome.
One of the new Characters introduced in Injustice 2. Atrocitus'' main strengths are range, pressure, and heavy hitting combos. Allowing him to be a threat at all ranges. This is only further emphasized when trait is active.
Below I'll go through each of Atrocitus' Strings, Specials, and Combos. Detailing how each should and can be used, as well as what's optimal at the time.
Annotations Key
This is the first real guide I've made, and is going to be a work in progress. I'll try to keep this post updated as frequently as possible. Constructive criticism is welcome.
One of the new Characters introduced in Injustice 2. Atrocitus'' main strengths are range, pressure, and heavy hitting combos. Allowing him to be a threat at all ranges. This is only further emphasized when trait is active.
Below I'll go through each of Atrocitus' Strings, Specials, and Combos. Detailing how each should and can be used, as well as what's optimal at the time.
Annotations Key
Buttons:
PS4 / Xbox
▢ / X | = 1
△ / Y | = 2
X / A | = 3
O / B | = 4
Movement
Up | = U
Down | = D
Back | = B
Forward | = F
Standing | = S
Back Dash | = BD
Forward Dash | = FD
Neutral Jump | = NJ
Jump-In/Forward | = JI
Miscellaneous
~ | = Special Cancel Into
Meter Burn | = *MB
Grab | G
PS4 / Xbox
▢ / X | = 1
△ / Y | = 2
X / A | = 3
O / B | = 4
Movement
Up | = U
Down | = D
Back | = B
Forward | = F
Standing | = S
Back Dash | = BD
Forward Dash | = FD
Neutral Jump | = NJ
Jump-In/Forward | = JI
Miscellaneous
~ | = Special Cancel Into
Meter Burn | = *MB
Grab | G
Buttons
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S1 | 10F HIGH | -2 on Block
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S1 | 10F HIGH | -2 on Block
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Leads into:
- 11, a Mid ender, -3 on block.
- 111, a Mid ender, +3 on block.
- 112, ends in Low, -8 on block.
- 1123, 23 both being a low, -11 on block.
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F1 | 11F MID | -4 on Block
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Leads into:
- F12, -1 on block.
- F123, -1 on block.
- F13, ends Overhead, -1 on block, is a hard knockdown (I believe).
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D1 | 7F MID | -4 on Block
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Fastest available punish. Average range. Can hit confirm into all notable specials.
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S2 | 10F MID | -6 on Block.
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Leads into:
- 22, ends Mid, -9 on block.
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B2 | 14F MID | -7 on Block
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Leads into:
- B23, Mid, -8 on block
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F2 | 19F MID | -6 on Block
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Leads into:
- F22, -4 on block
- F22 1+3, -16 on block
- F223, -15 on block.
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D2 | 9F MID | -15 on Block
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Can be used to anti-air as well as safely get out trait mid combo. Is special cancelable.
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S3 | 20F MID | +2 on Block
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Can anti-air missed jump-ins. Is special cancelable.
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B3 | 28F MID | +1 on Block
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Advances, Launches for a combo. Can be armored by pressing *MB for 1 Bar.
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F3 | 26F OVERHEAD | -4 on Block
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Launches for a combo. Can be armored by pressing *MB for 1 Bar.
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JI1 | 8F MID / OVERHEAD | -14 on Block
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Mid on the way up, Overhead on the way down. Details to be added later.
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JI2 | 10F MID / OVERHEAD | -10 on Block
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Mid on the way up, Overhead on the way down. Details to be added later.
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JI3 | 8F MID / OVERHEAD | -5 on Block
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Mid on the way up, Overhead on the way down. Details to be added later.
Specials
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BF2 (Napalm Vomit) | HIG -4 on Block. -1 Meter Burned
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BF1 (Rage Charge) | HIGH | -13 on Block | +4 Meter Burned
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- It's a high so it can be ducked and punished
- Main wakeup
- Best corner carry ender
- Can be done in the air
- MB to make safe, add tick damage, has gap
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DB1 (Blood-Nado) | LOW | -40 on Block
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DB1 (Blood-Nado) | LOW | -40 on Block
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- Low
- Can combo meterless off certain strings
- Can combo meterless with trait
- MB launches
- Can only Meter Burn on hit
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BF2 (Napalm Vomit) | HIG -4 on Block. -1 Meter Burned
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- The most effective way to make unsafe strings safe
- Used for Dex-Starr pressure
- High by itself and Mid if used after a blocked string
- Tick damage
- Stops some characters air attacks
- MB has more range
- You should occasionally back dash after bf2
- Rage Charge right after works on occasions
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DF2 (Up Napalm Vomit) | HIGH
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DF2 (Up Napalm Vomit) | HIGH
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- Only use for opponent in the air
- Tick Damage
- Stops jump ins
- extends certain combos
- MB extends range and launches higher while juggling
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DB3 (Life Drain) |
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DB3 (Life Drain) |
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- Unblockable health drain, goes away on hit
- Gains health back when life drain expires
- Need to be close up
- Good for ending opponent with critical health
- Once he glows stronger you can MB for a +5 on block launcher
- To MB dd+R2
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Super Move: The Butcher | MID, +8 on block
______________________________________________________________________________Super Move: The Butcher | MID, +8 on block
Character Power
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Dex-Starr | 15F Start-Up | 41F Recovery______________________________________________________________________________
- Blood Ball (4) is an 11F Mid Projectile and +30 on block. Can be done in Air. Can continue combos meterlessly, or pressure the opponent between block strings.
- Blood Wall (F4) is a 13F wall that covers the entire front half of Atrocitus and is +32 on block. Can absorb a single projectile and help start or continue combos. Can be done in Air
- Hate Pounce (D4) is a 20F long reaching Mid that can be done in Air as well.
Strings, Starters & Punishes
11(1)
*Tips and Tricks coming soon*
112(3)
*Tips and Tricks coming soon*
F12(3)
*Tips and Tricks coming soon*
F13
*Tips and Tricks coming soon*
22
*Tips and Tricks coming soon*
F2(23)
*Tips and Tricks coming soon*
B2(3)
*Tips and Tricks coming soon*
D2
*Tips and Tricks coming soon*
*Tips and Tricks coming soon*
112(3)
*Tips and Tricks coming soon*
F12(3)
*Tips and Tricks coming soon*
F13
*Tips and Tricks coming soon*
22
*Tips and Tricks coming soon*
F2(23)
*Tips and Tricks coming soon*
B2(3)
*Tips and Tricks coming soon*
D2
*Tips and Tricks coming soon*
F1233
*Tips and Tricks coming soon*
223
*Tips and Tricks coming soon*
B233
*Tips and Tricks coming soon*
*Tips and Tricks coming soon*
223
*Tips and Tricks coming soon*
B233
*Tips and Tricks coming soon*
112: 10f high, easy hit confirm, mixup (info after starters) (bf2 safe)
**F12: 11f mid, slight advancing (safe)
**B23: 14f mid, best whiff punish (bf2 safe)
**F223: 19f mid, advancing, main mixup (info after starters)
D2: 2nd fastest punish, good meterless combo damage, his AA (unsafe)
F123: (safe)
22: good meterless combo damage, (bf2 safe)
111: combo ender (safe +3 on block)
F13: safe mid/overhead, can be mixed with f1xxbd1
How to mix with f223
f223: mid, mid, overhead, overhead (unsafe)
f223xxbf2: mid, mid, overhead, mid (safe)
f223xxdb1MB: mid, mid, overhead, low (unsafe)
f22xxdb1MB: mid, mid, low (unsafe)
You also have another mix up that is a safe launcher but costs 2 bars. ffRT is a bounce cancel. Forward, Forward Right Trigger. To do this I input the combo f223 and immediately input the ffRT
f223xxffRT: mid, mid, overhead, overhead (safe)
How to mix with 112 and 1123.
To mix with this it requires 2 bars like the final f223xxffRT tech.
112: high, mid, low (this move is -8 but you can cancel into bf2 to make it safe.
1123: high, mid, low, low (unsafe)
11xxffRT: high, mid, overhead (safe)
112xxffRT: high, mid, low, overhead (safe)
The first part of this tech and combo guide will be without Dex-Starr summoned
Further down I will have combos and tech with Dex-Starr summoned.
If a combo has a * at the beginning of it make sure your trait is or will be active by the end of your combo.
STARTERS/PUNISHES (** indicates starters that are good to cancel into Blood Nado MB)
**D1: 7f mid, fastest punish
**112: 10f high, easy hit confirm, mixup (info after starters) (bf2 safe)
**F12: 11f mid, slight advancing (safe)
**B23: 14f mid, best whiff punish (bf2 safe)
**F223: 19f mid, advancing, main mixup (info after starters)
D2: 2nd fastest punish, good meterless combo damage, his AA (unsafe)
F123: (safe)
22: good meterless combo damage, (bf2 safe)
111: combo ender (safe +3 on block)
F13: safe mid/overhead, can be mixed with f1xxbd1
How to mix with f223
f223: mid, mid, overhead, overhead (unsafe)
f223xxbf2: mid, mid, overhead, mid (safe)
f223xxdb1MB: mid, mid, overhead, low (unsafe)
f22xxdb1MB: mid, mid, low (unsafe)
You also have another mix up that is a safe launcher but costs 2 bars. ffRT is a bounce cancel. Forward, Forward Right Trigger. To do this I input the combo f223 and immediately input the ffRT
f223xxffRT: mid, mid, overhead, overhead (safe)
How to mix with 112 and 1123.
To mix with this it requires 2 bars like the final f223xxffRT tech.
112: high, mid, low (this move is -8 but you can cancel into bf2 to make it safe.
1123: high, mid, low, low (unsafe)
11xxffRT: high, mid, overhead (safe)
112xxffRT: high, mid, low, overhead (safe)
COMBOS
The Highest damaging combo for that particular string will be highlighted in Red
The Highest damaging combo for that particular string will be highlighted in Red
Meterless Without Trait
22~DB1, D2~DB1, B23~BF1 | 13 Hits = 212.92
22~DB1, D2~DB1, 22~BF1 | 13 Hits = 212.23
22~DB1, D2~DB1, 11~BF1 | 13 Hits = 209.65
22~DB1, D2~DB1, 11~BF2 | 8 Hits = 192.93
22~DB1, D2~DB1, D2~BF1 | 12 Hits = 204.07
22~DB1, D2~DB1, D2~BF2 / DF2 | 7 Hits = 191.84
22~DB1, D2~DB1, D1~BF1 | 12 Hits = 201.53
22~DB1, D2~DB1, D1~BF2 / DF2 | 7 Hits = 183.93
22~DB1, D1~BF1 | 10 Hits = 182.24
22~DB1, D1~BF2 / DF2 | 5 Hits = 148.90
22~DB1, D2~DB1, 22~BF1 | 13 Hits = 212.23
22~DB1, D2~DB1, 11~BF1 | 13 Hits = 209.65
22~DB1, D2~DB1, 11~BF2 | 8 Hits = 192.93
22~DB1, D2~DB1, D2~BF1 | 12 Hits = 204.07
22~DB1, D2~DB1, D2~BF2 / DF2 | 7 Hits = 191.84
22~DB1, D2~DB1, D1~BF1 | 12 Hits = 201.53
22~DB1, D2~DB1, D1~BF2 / DF2 | 7 Hits = 183.93
22~DB1, D1~BF1 | 10 Hits = 182.24
22~DB1, D1~BF2 / DF2 | 5 Hits = 148.90
D2, 22~DB1, 111~BF1 | 13 Hits = 209.11
D2~DB1, 111~BF1 | 11 Hits = 196.21
D2~DF2, D2~BF2 | 4 Hits = 142.79
D2, B3, JI3, 111~BF1 | 12 Hits = 306.61 (Only works if opponent jumps while directly in front of you at their max jump height)
D2~DB1, 111~BF1 | 11 Hits = 196.21
D2~DF2, D2~BF2 | 4 Hits = 142.79
D2, B3, JI3, 111~BF1 | 12 Hits = 306.61 (Only works if opponent jumps while directly in front of you at their max jump height)
Coming Soon
Midscreen Meter
[Starter]xxdb1MB, b3, ji2, d2xxdb1, d2, trait call
[Starter]xxbd1MB, b3, ji2, d2xxdb1, d1xxdf2
[Starter]xxdb1MB, b3, ji2, 111xxbf1 (22 can replace 111)
Corner Meterless
(All your meterless midscreen combos work here)
*D2xxbf2, 111, trait call
D2xxbf2, 111xxdf2 (if anti-air end in 111xxdf2)
D2xxbf2, b23xxbf2 (restand)
*22xxdb1,d2xxdb1, 22, trait call
22xxdb1, d2xxdb1, 22xxdf2
*F3, d2xxbf1, 111, trait call
F3, d2xxbf2, 111xxdf2
F3, d2xxbf2, b23xxbf2 (restand)
Corner Metered
[Starter]xxdb1MB, f3, d2xxbf1, 11xxdf2
*[Starter]xxdb1MB, f3, d2xxbf1, 11, trait call
[Starter]xxdb1MB, f3, d2xxdf2, d2xxdf2, d1xxdf2 (hard)
------Now introducing DEX-STARR!!!------
Dex-Starr is the trait that Atrocitus has. Below I have listed what Dex-Starr grants you.
1. By pressing 4 Dex-Starr will shoot a Blood Ball which is +30 on block. Good for ending a game. Extends combos.
2. By pressing f4 Dex-Starr will grant you a Blood Wall which is +32 on block, also absorbs one projectile. This helps you get in on your opponent. Extends combos.
3. By pressing d4 Dex-Starr will use Hate Pounce which is a mid. If it connects it will do damage over time to your opponent. Restands opponent leaving you at +6
4. Having Dex-Starr summoned introduces 3 new strings.
F1233: 11f mid launcher, -4 on block
223: 10f mid launcher, -2 on block
B233: 14f mid, mid, low, +5 on block (personal favorite)
Dex-Starr is used for several things.
1. PRESSURE!!!!!!!
2. Extending combos
3. Keeping unsafe moves safeish. (Opponent can MB b3/f3 to punish the Blood-Nado move)
4. Getting in on your opponent
5. Zoning, which can kill an opponent with critical health easily.
HOW TO PRESSURE!
Here is some examples on how to pressure your opponent. Timing is easy to learn in practice. Keep in mind that Blood Ball is +30. THE FOLLOWING IS WHILE THE OPPONENT IS BLOCKING
f223xxbf2, delay, 4 (+30) f223xxbf2, 4 (+30) and repeat
B233 (+5) f123, f4 (+32) and continue pressure
It's a good idea to condition your opponent with (f223xxbf2) because you can condition them to block the overhead and do the Blood Nado instead (f22xxdb1) and extend the Blood Nado with Dex-Starr. Below is an example
Blocked F223xxbf2, 4, f22xxdb1, (The db1 hits) 4, b23xxdb1, 4, b23xxbf1.
I never use the whole f223 string because I don't want to knock them down
DEX-STARR COMBOS
Note that you can end some midscreen combos in (b23, f2) for the restand and a +32 shield.
You can end some corner combos in (b23xxbf2) for a restand that's +11
Midscreen Meterless
[Starter]xxdb1, 4, b23xxdb1, b23xxbf1
**[Starter]xxdb1, f4, b3, ji2, b23xxdb1, 4, b23xxbf1**
F123, f4, b23xxdb1, 4, b23xxdb1, 4, f1xxbf1
Midscreen Meter
(Work in progress)
Corner Meterless
[Starter]xxdb1, 4, d2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxdf2/bf1
D2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxdf2
Corner Metered
[Starter]xxdb1MB, f3, d2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxdf2/bf1
F123, f4, d1xxdb1MB, f3, d2xxdf2
HIGH DAMAGE COMBO
CORNER METERED
Ji2, f223xxffrtMB, d2xxdf2, f4, d2xxdf2, f4 d2xxdf2, f4, d1xxdf2 (570's)
There is higher damage combos, this one is my bnb.
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