migosan
MK Philippines / Injustice Philippines
INJUSTICE! id perfectly understand if it goes away on hit, but on block, rip braniac to zoningTrait goes away whenever someone touches Brainiac. On block, on hit, when it's out, when it's stored.
INJUSTICE! id perfectly understand if it goes away on hit, but on block, rip braniac to zoningTrait goes away whenever someone touches Brainiac. On block, on hit, when it's out, when it's stored.
Do the low starters also combo into trait midscreen? If so, does he have an unseeable 50/50 after any knockdown anywhere on screen?I haven't seen anyone else mention this but it should be better to end with the hard knockdown so that the plus frames can be used for trait activation set-up. For example:
I also found it useful to change trait to the right bumper if using a controller.
Here are the combo notations In order of the video.
Corner:
Ex DB2(air), f3, BF3, d1xxDF2
(Only use after Dox Drill ender):
Trait (hold), f1 (d1 and df1 work as well)xxBF3, Trait release (release before BF3), d2xxBF3. d1xxDF2
Midscreen:
Trait Hold, any string into BF3, Trait release, 2,3xxDF2
Ex DB2(air), b3, BF3, 3xxDF2
(This switches sides)
After Dox Drill (DF2), Brainiac pretty much gets a free Trait activation to do whatever he wants with.
Yes Brainiac has safe 50/50's but they are hard to perform consistently.Do the low starters also combo into trait midscreen? If so, does he have an unseeable 50/50 after any knockdown anywhere on screen?
Everything in Brainiac is "hard to perform consistently"Yes Brainiac has safe 50/50's but they are hard to perform consistently.
Guile forces everyone to come to him though.I can't see this character being about the damage. To me, Brainiac is like a wall of defense that can zone a little. You can't jump on him and his normals have very good range. This character is the Guile of Injustice imo.
http://xboxclips.com/Peckapowa/ded5b060-8041-4352-b333-c07909670fc2Is it possible to stay in the air with the tentacle float thingy
If you are just going for damage this combo will do about 20 damage more: MBDivekick, B3, Shoulder Charge, 12~MBTendril ThrashDive kick combo with 2bars (real damage)
I know, but that combo is a little more risky due to the frame strict execution required to connect succesfully the 12 after the shoulder charge. Jump in 3 into MB dive kick is really easy to connect, then you can choose how to end your combo, 3 into tendril thrash is the more practical, B12 into Tendril thrash is a little bit more specific timing but no so hard.If you are just going for damage this combo will do about 20 damage more: MBDivekick, B3, Shoulder Charge, 12~MBTendril Thrash
I don't really feel that landing the 12~tendril is that bad in that combo but none the less I like your combo a lot as it has much better corner carry and keeps a good knockdown.I know, but that combo is a little more risky due to the frame strict execution required to connect succesfully the 12 after the shoulder charge. Jump in 3 into MB dive kick is really easy to connect, then you can choose how to end your combo, 3 into tendril thrash is the more practical, B12 into Tendril thrash is a little bit more specific timing but no so hard.
That's pretty cool, since I started playing Brainiac I never really used his beta except for full screen pressure/chip damage, I didn't consider using it to make the dive safe, nice!I'm just experimenting with this character. Does anyone use anything like this?Makes divekick safe without meterburn.
Cybernetic charge leaves me at crossup jump in range, dox drill is great for hit advantage and calling out a drone. Living metal is great for side switching and a little extra damage.As a combo ender, who here prefers which of the following and why?
Do any of these moves have advantages over the other ones when it comes to ending combos with them?
- Cybernetic Charge
- Dox Drill
- Living Metal
That is the base of a vortexy set up I use- end combo in f23xxtrait charge than either the divekick combo you have shown here back in to f23xxtrait charge, or d+f1 (trait release) xxBF3, trait hits, F23xxtrait charge. And that is without meter. With meter you can do instant air divekick MB, B3, F23xxtrait charge after the trait hits in both combos. If you time the divekick and d+f1 differently it stuffs a lot of wake ups as well, but those are character specific timings.I'm just experimenting with this character. Does anyone use anything like this?Makes divekick safe without meterburn.
Gonna try that out. This character seems pretty fun so far, but I really don't like how the trait charge goes awawy when you block something. Been messing with this too..That is the base of a vortexy set up I use- end combo in f23xxtrait charge than either the divekick combo you have shown here back in to f23xxtrait charge, or d+f1 (trait release) xxBF3, trait hits, F23xxtrait charge. And that is without meter. With meter you can do instant air divekick MB, B3, F23xxtrait charge after the trait hits in both combos. If you time the divekick and d+f1 differently it stuffs a lot of wake ups as well, but those are character specific timings.
I was hype for brainiac since the I2 first trailer, really trying to stay loyal to him but he seems to be lacking in comparison to other characters. A Lot of his set ups and combos rely on the trait being charged prior to that. But he can't have it because any character with a projectile can just shut that down most of the time.Gonna try that out. This character seems pretty fun so far, but I really don't like how the trait charge goes awawy when you block something. Been messing with this too..