What's new

Atrocitus Guide, Tech, Combos (WIP) updated 6/29

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

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

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



Buttons
________________________________________________
S1 | 10F HIGH | -2 on Block

______________________________________________________________________________​

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.
1, 11, 111, and 112 can all be special canceled.

________________________________________________

F1 | 11F MID | -4 on Block

______________________________________________________________________________

Leads into:
  • F12, -1 on block.
  • F123, -1 on block.
  • F13, ends Overhead, -1 on block, is a hard knockdown (I believe).
F1, F12 can be special canceled. F123 can only be canceled into BF1 (Rage Charge), the last hit (3) can be back dashed.

________________________________________________

D1 | 7F MID | -4 on Block
______________________________________________________________________________

Fastest available punish. Average range. Can hit confirm into all notable specials.

________________________________________________
S2 | 10F MID | -6 on Block.

______________________________________________________________________________

Leads into:
  • 22, ends Mid, -9 on block.
S2 is leads into all notable specials. 22 launches the opponent high enough to connect D1, allowing follow up with a special.

________________________________________________
B2 | 14F MID | -7 on Block

______________________________________________________________________________

Leads into:

  • B23, Mid, -8 on block
B2 Slightly advances and is Atrocitus' longest reaching normal. Excellent whiff punisher tool. Can be special canceled, and used to anti-air. B23 restands the opponent. Can be special canceled.

________________________________________________

F2 | 19F MID | -6 on Block
______________________________________________________________________________

Leads into:
  • F22, -4 on block
  • F22 1+3, -16 on block
  • F223, -15 on block.
F2 advances forward and F223 ends in double hitting overhead. F2, F22, and F223 can all be special canceled at anytime.

________________________________________________
D2 | 9F MID | -15 on Block

______________________________________________________________________________

Can be used to anti-air as well as safely get out trait mid combo. Is special cancelable.

________________________________________________
S3 | 20F MID | +2 on Block

______________________________________________________________________________

Can anti-air missed jump-ins. Is special cancelable.

________________________________________________
B3 | 28F MID | +1 on Block
______________________________________________________________________________

Advances, Launches for a combo. Can be armored by pressing *MB for 1 Bar.


________________________________________________
F3 | 26F OVERHEAD | -4 on Block

______________________________________________________________________________

Launches for a combo. Can be armored by pressing *MB for 1 Bar.

________________________________________________
JI1 | 8F MID / OVERHEAD | -14 on Block

______________________________________________________________________________

Mid on the way up, Overhead on the way down. Details to be added later.


________________________________________________
JI2 | 10F MID / OVERHEAD | -10 on Block

______________________________________________________________________________

Mid on the way up, Overhead on the way down. Details to be added later.


________________________________________________
JI3 | 8F MID / OVERHEAD | -5 on Block

______________________________________________________________________________

Mid on the way up, Overhead on the way down. Details to be added later.


Specials
________________________________________________
BF1 (Rage Charge) | HIGH | -13 on Block | +4 Meter Burned
______________________________________________________________________________
  • 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
________________________________________________
DB1 (Blood-Nado) | LOW | -40 on Block
______________________________________________________________________________
  • Low​
  • Can combo meterless off certain strings​
  • Can combo meterless with trait​
  • MB launches​
  • Can only Meter Burn on hit​

________________________________________________
BF2 (Napalm Vomit) | HIG -4 on Block. -1 Meter Burned

______________________________________________________________________________
  • 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​
________________________________________________
DF2 (Up Napalm Vomit) | HIGH

______________________________________________________________________________
  • Only use for opponent in the air​
  • Tick Damage​
  • Stops jump ins​
  • extends certain combos​
  • MB extends range and launches higher while juggling​
________________________________________________
DB3 (Life Drain) |

______________________________________________________________________________
  • 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​
________________________________________________
Super Move: The Butcher | MID, +8 on block
______________________________________________________________________________


Character Power


________________________________________________
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*

F1233
*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

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

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)

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.
 
Last edited:
This is my first real guide I have produced, and a work in progress.
Constructive criticism welcome.

ATROCITUS

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.

SPECIALS

Rage Charge bf1 (unsafe) MB (+4)
1. It's a high so it can be ducked and punished
2. Main wakeup
3. Best corner carry ender
4. Can be done in the air
5. MB to make safe, add tick damage, has gap

Blood-Nado db1 (unsafe) MB on hit only
1. Low
2. Extends combos in certain situations
2. MB launches


Napalm Vomit bf3 (safe) MB (safe)
1. The most effective way to make unsafe strings safe
2. Used for Dex-Starr pressure
3. High by itself and Mid if used after a blocked string
4. Tick damage
5. Stops some characters air attacks
6. MB has more range
7. You should occasionally back dash after bf2
8. Rage Charge right after works on occasions

Up Napalm Vomit df2
1. Only use for opponent in the air
2. Tick Damage
3. Stops jump ins
4. extends certain combos
5. MB extends range and launches higher while juggling

Life Drain db3
1. Unblockable health drain, goes away on hit
2. Gains health back when life drain expires
3. Need to be close up
4. Good for ending opponent with critical health
5. Once he glows stronger you can MB for a +5 on block launcher
6. To MB dd+R2

Super Move L2+R2
1. +8 on block

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!!!------

Midscreen Meterless
6f mid
d1xxbf1
d1xxbf1 (restand)

9f mid
d2xxdf2, d1, f123xxbf1 (d1 optional)
*d2xxdf2, d2xxdb1, d2, trait call
Anti-air d2xxbf2, f12xxbf3

10f mid
22xxdb1, d2xxdb1, 11xxbf1
22xxbd1, d2xxdb1, 11xxbf2
*22xxbd1, d2xxdb1, d2, trait call

10f high
111xxbf1

11f mid
f123xxbf1

14f mid
f23xxbf1

19f mid
f223xxbf2 (+11 on hit)

26f overhead
*f3, ji2, d2xxdb1, 111, trait call
f3, ji2, d2xxdb1, 111xxbf1
f3, 22xxdb1, d2xxdb1, d2xxbf1 (less damage than combo above but it's alot longer so your trait could recharge) (If your trait recharged by the end of the combo end with d2, trait call)

28f mid
*b3, ji2, 111, trait call
b3, ji2, 111xxbf1
b3, 22xxdb1, d2xxdb1, d2xxbf1 (less damage than combo above but it's alot longer so your trait could recharge) (If your trait recharged by the end of the combo end with d2, trait call)


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, b23xxdf2 (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
F123, f4, b23xxdb1, 4, b23xxdb1, 4, f1xxbf1, 4

Midscreen Meter
(Work in progress)

Corner Meterless
[Starter]xxdb1, 4, d2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxbf2/bf1
D2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxdf2
Throw, f4, d2xxdb1, 111xxbf1
Throw, f4, d2xxdb1, 111xxdb3
Throw, f4, d2xxdb1, b23xxbf2 (restand)


Corner Metered
[Starter]xxdb1MB, f3, d2xxdf2, f4, d2xxdf2, f4, d2xxdf2, f4, d1xxdf1
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.
Very helpful, thanks
 

Sonho

POTH makes me question my sexuallity
Took me forever to understand what ffrt was lol. Howcome you dont use MB.B3 or MB.F3?
 

Sonho

POTH makes me question my sexuallity
Yes I know. But I have never seen anyone use FFRT. Most people call it a bounce cancle or just a b3/f3MB since if its aftera f233 string, it gotta be a cancle
 

kageman

Noob
How in the hell does someone get the 22 bloodnado to d2 bloodnado. For the life of me i can't land the second one but seem to get all the other combos.