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Brainiac Combo Thread

Kroaken

Life is a block string with no gaps.
brainiac is cool because injustice 2 has a few chars where you can get tons of damage with very little execution skill- but if you have awesome execution brainiac allows you to get little to no damage and lose the game
Lmfao I read this in my head as inspirational, got to the end, had to reread it with a sarcastic tone, and laughed.
 
Forgive me if these are already known just showing a few things im playing with

(only 313 in comp mode vs brainiac, i forgot gear mode was on)

 
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Honestly they just need to take away his trait animation period that way he can do combos on the fly and call it at any time without stopping the combo due to the animation of him pointing.
 
i wanna add that in my hours of trying to find tech for the weakest character in fighting game history ive developed a special button configuration

switch 4 with flip stance/wakeup delay button, its much easier to hold L2 and then do shaninigans and let these dudes forget you went "ha!" 20 seconds ago and then blooaw here comes a missile (in practice mode, in a real game you blocked something the trait disappeared and you lost cause brainiac sucks)
 
the master took brain to the lab thank you REO
Well, of course REO had to post it to make you all notice, never mind that I have posted this in general discussion on June 16:
So I found that just like Batman we can punish throw techs with a full combo, of course it is more situational for Brainiac cause he doesn't always have the trait drone stored
I bet REO will soon post the tech with Ambigous divekick off the sweep and everyone will act like they've never seen that before)))))
 

Marinjuana

Up rock incoming, ETA 5 minutes
This may of been talked about before, but I found combos that let you stock up trait using wall bounce interactables. You sacrifice damage but get much better Oki potential, especially if you MB dive kick for more combo potential. Some stages wall bounces are finicky and may be more annoying to do this on, and female/smaller hitboxes make things tighter. Also remember that Beta Bomb summon has ever so slightly more recovery then Beta Strike so combos with it will be a little tighter.

 
I have been trying some combos with a trait stocked. You ideally want to creat a double mix up: 1st layer-cross up/no cross up j2, 2nd layer-low/overhead after. So off j2 I go into either divekick or d1 (because it is a 7frame low which is harder to fuzzy with a 5 frame divekick). Don't pay attention to the damage))) competitive mode is on but Darkseid has the lowest defense in the game, don't know why I was practicing on him))))Sorry

Cross up j2, low:

Cross up j2, overhead:

No cross up j2, low:

No cross up j2, overhead:

Hard as hell to set up and execute, but it is our low tier boss character)
 

Marinjuana

Up rock incoming, ETA 5 minutes
Guys, give me some corner combos, please
You can end your combos in DB2 MB for a lot of damage, F23~Beta Summon can be used as an ender for certain combos to get a good trait Oki. Damage is on Superman.

F3, 3~BF3, 3~DF2 (357, DB2 MB ender does 460)

12U2, D2~BF3, 3~DF2 (232)

12u2, D2~BetaStrike, F23~Beta (191)

Divekick MB, D2~BF3, 3~DF2(282)

Divekick MB, F3, D2~BetaStrike, 3~DF2 (344)

Divekick MB, F3, 3~BF3, D1~DF2(387)

With a held Beta Strike you can get a combo off of Cybernetic Charge(BF3) while making yourself safe on block or even plus enough to jail into pressure. Obviously you can do a string first like a d1 or b12. A couple example combos:

BF3, Beta Strike, 3~DF2 (289)

BF3, Beta Strike, 12U2, 12~DF2 (315)

BF3, Beta Strike, D2~Beta Strike, F23~Beta (279)

You can also combo off of Dive Kick and some other stuff using his trait.
 

MILE_HIGH_CLUB

FREEDOM'S LABORATORY
That is gold) gives brainiac some ways to put the trait out. By the way, we can still punish throw techs with a full combo unlike the rest of the cast. It is still situational of course, because we lose our drone if someone sneezes at us))
Yeah a way to punish wake ups and summon trait
 

Marinjuana

Up rock incoming, ETA 5 minutes
Common BNB's of varying difficulty for people trying to pick Brainy up(damage on Competitive Superman):

Standing 1 punish or clean jump in:

12U2, 12U2, 12~DF2 (217)

12U2, D2~BF3, 12~DF2 (231)

12U2, MB Divekick, B3, (slight walk forward), B12~DF2 (306)

MB Divekick:

MB Divekick, (tiny delay), D2~BF3, 12~DF2 (282)

MB Divekick, B3, JI1, 12~DF2 (329)

MB Divekick, B3, BF3(Side switch), 12~DF2 (372, end in 212 for more dmg and another side switch.)

MB Divekick, B3, BF3(Side switch), 12~MBDB2 (465, 2 bars)

Midscreen F3:

F3, B12~BF3 (247, good for long range F3)

F3, 3~BF3, 3~BF3 (349)

Corner F3:

F3, 3~BF3, 3~DF2(357, 12~DF2 is slightly easier, MBDB2 as ender for 460 dmg.)
I'm going to use this previous post of mine to highlight the damage buff. I'll list the new damage, then put "from (old damage)". Damage still on Comp Superman.

Seems like most combos will do more damage then previously, some as much as 20 dmg.



Standing 1 punish or clean jump in:


12U2, 12U2, 12~DF2 (239, from 217)

12U2, D2~BF3, 12~DF2 (246, from 232)

12U2, MB Divekick, B3, (slight walk forward), B12~DF2 (317, from 306)

MB Divekick:

MB Divekick, (tiny delay), D2~BF3, 12~DF2 (288, from 282)

MB Divekick, B3, JI1, 12~DF2 (336, from 329)

MB Divekick, B3, BF3(Side switch), 12~DF2 (379, from 373, 212 now actually does slightly less at 377)

MB Divekick, B3, BF3(Side switch), 12~MBDB2 (472, from 465, 2 bars)

Midscreen F3:

F3, B12~BF3 (254 from 247, good for long range F3)

F3, 3~BF3, 3~BF3 (370, from 349)

Corner F3:

F3, 3~BF3, 3~DF2(377 from 357, 12~DF2 is slightly easier, MBDB2 as ender for 469 from 460 dmg.)