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Cyborg Combo Thread

Relaxedstate

PTH|RM Relaxedstate
Specials:
NB = Nova Blast (bf1)
TA = Target Acquired (dd3)
SD = Sonic Disruptor (qcf2)
TT = Techno Tackle (qcb f 3)
SP = super
UF GP = up forward grappling hook (d qcu - quarter circle up)

qcf BC = quarter circle forward Bounce Cancel
qcb BC = quarter circle back Bounce Cancel

Meterless BnBs

j2 b123 NB
j2 113 PF
j2 12b2 PF

b3 j3 b123
b3 j3 2 PF
b3 j3 113 PF
(can also used j2 if you can't get the follow up after j3)

1 Bar

12b2 EX PF F2 PF
12b2 EX PF F2 TT (for a hard knockdown, you get less damage though)
12b2 EX PF (walk forward breifly) 2,3 (sends them 3/4 screen)
3 EX PF f2 PF

(low option)
b231 PF
b231 SD

Corner
b123 EX NB 11 113 UF GP

2 Bar

12b2 EX PF F2 EX PF
3 qcb BC j3 113 PF
11 qcb BC j3 113 PF
3 qcb BC jp b123 (good for TA setups imo)
3 qcb BC j2 j2 3 PF


(corner)
12b2 EX PF 2 EX PF d1 PF
f2 qcf BC j3 b123

3 bar
11 qcf BC j2 2 EX PF d1 PF
3 qcf BC j2 2 EX PF d1 PF
f2 qcf BC j2 2 EX PF d1 PF

(corner)
12b2 ex PF, 3 ex NB, 11, 113 PF

*Edited by CrazyFingers due to inactivity*

*RAPTOR UPDATE*
Combos from Noble Raptor, video at bottom:
Midscreen:
12B2 DB3/DF2/DB2
12B2 DB2 MB F22
12B2 DB2 MB F2 DB3/DF2/DB2
12B2 DB2 MB F2 DBF3 MB

B123/B231 DB2/BF1
B123/B231 DBF3 MB

B3/F3 J2 J2 112 4 (Requires Power of the Mother Box)
B3/F3 J3 F22
B3/F3 J3 F2 DB3/DF2/DB2
B3/F3 J3 F2 DBF3 MB

4 B3 J2 J2 112 DD3 (Requires Power of the Mother Box)
4 B3 J3 F22 (Requires Power of the Mother Box)
4 B3 J3 F2 DF2/DB2 (Requires Power of the Mother Box)
4 B3 J3 F2 DBF3 MB (Requires Power of the Mother Box)

11 BGB B3 J3 J2 112 4 (Requires Power of the Mother Box)
11 BGB B3 J3 F22
11 BGB B3 J3 3 DF2/DB2
11 BGB B3 J3 3 DBF3 MB

Corner:
12B2 DF2/DB2
12B2 DB2 MB 11 11 112 4 (Requires Power of the Mother Box)
12B2 DB2 MB 11 11 113 DF2

12B2 DB2 MB 3 BF1 MB 112 4 (Requires Power of the Mother Box)
12B2 DB2 MB 3 BF1 MB 11 113 DF2/(DBF3 MB)

B123/B231 DF2/DB2
B123/B231 BF1 MB 11 11 112 4 (Requires Power of the Mother Box)
B123/B231 BF1 MB 11 B123 DF2
B123/B231 BF1 MB 11 11 B123 DB3/(DBF3 MB)

F3 J2 3 11 11 112 4 (Requires Power of the Mother Box)
F3 J2 3 11 B123 DF2
F3 J2 3 11 11 B123 DB3/(DBF3 MB)

F3 3 3 BF1 MB 112 4 (Requires Power of the Mother Box)
F3 3 3 BF1 MB 11 113 DF2
F3 3 3 BF1 MB 11 113 DB3/(DBF3 MB)

4 F3 J2 3 11 112 DD3B (Requires Power of the Mother Box)
4 F3 J2 3 11 B123 DF2/(DBF3 MB) (Requires Power of the Mother Box)

4 F3 3 BF1 MB 112 DD3B (Requires Power of the Mother Box)
4 F3 3 BF1 MB 11 113 DF2/(DBF3 MB) (Requires Power of the Mother Box)
 
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Sketch

Noob
Not really familiar with combo notation or Injustice as a game on a deep level, but I did play IGAU casually and mained Cyborg. This is what I was able to come up with so far (learning all of the MK9 Cyrax bomb trap resets a few years ago paid off). Slightly situational, but I've already done these a couple times in online matches. Feel free to correct me on what the generally accepted combo notation is. I briefly tried looking around for it but couldn't find.

Combo: Two Target Acquireds + Drone

Combo Notation:
-b+2,3,1 xx d,d+3 (Combo setup. 218 damage)
-f+4 ... walk forward slightly ... d+2 xx d,d+3 ... forward jump xx d,b+1 ... walk forward slightly ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (The last Target Acquired doesn't combo, but is added to continue pressure. 439 damage)



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Combo: Two Target Acquireds + Drone + Roll Reset

Combo Notation:
-forward jump+2 xx b+2,3,1 xx d,d+3 (Combo setup. 301 damage)
-f+4 ... d,d+3 ... forward jump+4 ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (519 damage)
-f,f ... f,f~MB (opposite side) ... b+3 ... forward jump+2 .. b+1,2,3 xx d,d+3 (The last Target Acquired doesn't combo, but is added to continue pressure. 403 damage)


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EDIT: Adding another combo.

Combo: Full Screen Shenanigans

Combo Notation:
f+4 ... d,d+3~f ... forward jump xx b,f+1 ... f,f~MB ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (The last Target Acquired is to keep the pressure. 435 damage)



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EDIT: Adding more combos.

Combo: Cyborg Combo with MB Roll Swag
Credit goes to @Protagonist_1 for pointing out the Nova Blaster into MB roll cancel.

Combo Notation:
-forward jump+2 xx b+2,3,1 xx d,d+3 (Combo setup. 272 damage)
-f+4 ... walk forward slightly ... d+2 xx b,f+1 xx f,f+MB ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (
348 damage)



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Combo: Drone Follow and MB Wall Bounce

Combo Notation:
- b+2,3,1 xx d,d+3 (Combo setup. 197 damage)
-f+4 ... forward jump+1 ... b+1,2 xx b,b+3 ... (opponent lands on bomb) ... b+1,2,3 xx d,d+3 (460 damage)


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Combo: Drone and Target Acquireds with Uppercut Variation

Combo Notation:
-forward jump+2 xx b+2,3,1 xx d,d+3 (Combo setup. 272 damage)
-f+4 ... d,d+3 ... d,b+2 ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (476 damage)

 
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K7L33THA

Grapple > Footsies
Not really familiar with combo notation or Injustice as a game on a deep level, but I did play IGAU casually and mained Cyborg. This is what I was able to come up with so far (learning all of the MK9 Cyrax bomb trap resets a few years ago paid off). Slightly situational, but I've already done it a couple times in online matches. Feel free to correct me on what the generally accepted combo notation is. I briefly tried looking around for it but couldn't find.

Combo Notation:
-b+2,3,1 xx d,d+3 (Combo setup. 218 damage)
-f+4 ... walk forward slightly ... d+2 xx d,d+3 ... forward jump xx d,b+1 ... walk forward slightly ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (The last Target Acquired doesn't combo, but is added to continue pressure. 439 damage)


Cool stuff!
 

SaSSolino

Soul Stealing Loyalist
Not really familiar with combo notation or Injustice as a game on a deep level, but I did play IGAU casually and mained Cyborg. This is what I was able to come up with so far (learning all of the MK9 Cyrax bomb trap resets a few years ago paid off). Slightly situational, but I've already done these a couple times in online matches. Feel free to correct me on what the generally accepted combo notation is. I briefly tried looking around for it but couldn't find.

Combo: Two Target Acquireds + Drone

Combo Notation:
-b+2,3,1 xx d,d+3 (Combo setup. 218 damage)
-f+4 ... walk forward slightly ... d+2 xx d,d+3 ... forward jump xx d,b+1 ... walk forward slightly ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (The last Target Acquired doesn't combo, but is added to continue pressure. 439 damage)



-----------------------------------------------------------


Combo: Two Target Acquireds + Drone + Roll Reset

Combo Notation:
-forward jump+2 xx b+2,3,1 xx d,d+3 (Combo setup. 301 damage)
-f+4 ... d,d+3 ... forward jump+4 ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (519 damage)
-f,f ... f,f~MB (opposite side) ... b+3 ... forward jump+2 .. b+1,2,3 xx d,d+3 (The last Target Acquired doesn't combo, but is added to continue pressure. 403 damage)


-----------------------------------------------------------


EDIT: Adding another combo.

Combo: Full Screen Shenanigans

Combo Notation:
f+4 ... d,d+3~f ... forward jump xx b,f+1 ... f,f~MB ... b+3 ... forward jump+2 ... b+1,2,3 xx d,d+3 (The last Target Acquired is to keep the pressure. 435 damage)

THAT WAS AWSOME!

 

Sketch

Noob
Thanks. I appreciate the feedback. Check my original post at the top. I added more combos. I'm trying to centralize them so it's easier for people to find, but if the forum's guidelines or the general consensus is to not do that, then please let me know.
 

Relaxedstate

PTH|RM Relaxedstate
Not really familiar with combo notation or Injustice as a game on a deep level, but I did play IGAU casually and mained Cyborg. This is what I was able to come up with so far (learning all of the MK9 Cyrax bomb trap resets a few years ago paid off). Slightly situational, but I've already done these a couple times in online matches. Feel free to correct me on what the generally accepted combo notation is. I briefly tried looking around for it but couldn't find.
~SNIP~
This is great stuff! I'll add to top post if you're ok with that
 

K7L33THA

Grapple > Footsies
Nothing major but a nice little corner combo is b123xxdb1 (mb), 11, 113xxd uf. Not big damage, but consistant and ends in a grapple crossup loop.

Another is b231xxdb2 (mb) d2 113xxd uf. Or instead of 113 end with 3xxdb2 for damage.

Midscreen 1 bar: 3xxdb2 (mb) f2xxdb2. 2 bar: 3xxdbmb (bounce cancel) jf2 jf2 3xxdb2.
 
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I'm not in front of the game right now but can't you wakeup once u do the first dd3? Seems like they could?

Sent from my ZTE A2017U using Tapatalk
TA is guaranteed from a lot of strings as long as the opponent is in a juggle. That isn't the issue, it's the TA+trait setup though. It's doing trait after TA and believing the opponent will sit there long enough to get hit by TA AND watch you send out trait. Your opponent better be suffering from shock therapy if they let all that time pass by.

Seriously, I would avoid doing TA then doing trait unless the opponent has literally shown you're they're backing away to give you time to send it out. Any character with a forward moving wake up attack, air mobility, air special will blow you up doing that.
Now cancelling a combo to setup trait then TA on the other hand...
 

Sketch

Noob
Yes, none of these combos are fully guaranteed. I mainly made them to give people ideas.

However, it's been my experience (at least playing with people around my skill level) that if you do this combo, it sometimes hits. No, no one just usually sits there and waits for the TA to connect, but what has happened in the times that I've landed these is that people get up, panic, dash back, and either jump back onto the TA or dash forward back onto it.

The trick is to confuse your opponent as to what you're going to do after the b+2,3,1 xx TA. My first go-to is diagonal nova blaster, because people tend to jump while they're waking up to avoid the TA. So after getting smacked with that a few times, they stop jumping. Some people (just link Injustice 1) will try to dash forward after waking up to avoid the TA and hit you. I usually will do nova blaster and if they get hit early enough, the TA connects and I get my Injustice 1 combo.

After enough conditioning, your opponent just doesn't know what you'll do after landing the combo setup. Sometimes they'll block all of this, but sometimes they get hit with the TA. If you've done enough conditioning, and you're going for this combo, you'll knock them down, throw out the TA, commit to throwing down the roomba drone, and take it from there.

Just trying to provide us with options, guys. This character seems pretty limited compared to the rest of the cast. Anything we can land is better than nothing.

Also, the main combos in these videos don't need the b+2,3,1. I've landed this a couple times after zoning someone by harassing them with full screen TAs and nova blasters, and then laying down a mid screen TA and committing to a forward roomba drone. They'll run into the TA, then bounce on the roomba drone, and you can take it from there.
 

OmegaXF

Booyah!
If in the corner, you can uppercut to Sonic Disrupter and continue it with another followup. I prefer using another d2 since its easy to hit and time.

 

Samsara

Resident Cynic
So I was looking for stuff more in the line of general BnB routes?

MIDSCREEN METERLESS

Cancel strings into Techno Tackle or Powerfist?

MIDSCREEN METERED

[STARTER]xxDB2ex, F2xxDBF3 or DB2

[STARTER]xxBounce Cancel, J3, B123xxDD3

CORNER METERLESS

Cancel Strings into Techno Tackle or Power Fist?

CORNER METERED

[Non Launching STARTER]xxDB2ex, 11, 113xxDB2 or DBF2

[Launching STARTER]xxBF1 or DB1ex, 11, 113xxDB2 or DBF2
 
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@Protagonist_1 - That's really good. I feel like that has a lot of potential. Might go into practice mode and play around with it for a bit. Thanks for sharing.
Thanks man, at my local I had a situation were I could have did this (I just didn't NB cancel the d2 :(). Even if they block, you can still get some decent chip off it. You can also cancel it off of d1, f2, and d2 also.
 

Sketch

Noob
I think that your setup also opens up a lot of mind games. If I can work this into my muscle memory soon, I'd probably run up and when the drone was about to connect, throw out 1,1,2. The 2 is an overhead, and then I can start mixing them up with 11 xx techno tackle when they stand up. Against Cyborg, your opponent doesn't seem to have much of an incentive to not block low at all times (his f+3 is so telegraphed). But if you start hitting them with 1,1,2 / 1,1 xx techno tackle mixups, you can start breaking them down. It'll be even more pressure-oriented with the drone flying in.
 

Ram

Buluc Chabtan
Most damaging b3 and f3 combos I have found:
  • b3 j3 j2 12b2xxPF
  • b3 j3 j2 113xxSD (sacrifices some damage to send opponent full screen)
  • f3 j3 113xxPF
I found the b3 combo to be very easy to land on Blue Beetle, but very tough to land on Superman :/ Hope you guys can help me figure out why
 
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Bobbyxton_

It's Official
Most damaging b3 and f3 combos I have found:
  • b3 j3 j2 113xxPF (can also end in 113xxSD to send opponent full screen)
  • f3 j3 113xxPF
I found the b3 combo to be very easy to land on Blue Beetle, but very tough to land on Superman :/ Hope you guys can help me figure out why
It's Supe's floating animation my friend if I'm not mistaken, nothing you weren't doing wrong!
 
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