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Crossplay Username: NoGoodMids
I feel like Robin is a tough matchup online I never know when its my turn they are always pressing buttons
there is an entire pressure guidei meant like drone setups and pressure.
how does cyborgs corner game go?[/QUOTE
12b2 MB pf 11 b123 low drone behind then go for mix 112 overhead or 11 d3 for low
You should post it. I'm away right now. I live in Floridaill have to check it out for myself
Yes, it happens commonly if they hop over drone. 16 bit mention this day -4 before injustice came out that it has good tracking when he was breaking down the character. Working as they intended.Has this ever happened to anyone else? Any idea what causes the drone to act like this?
Iafb are super good in that match up. I've never played a long set with a good Atrocitus, so I'm lacking in depth knowledge, but mb b3, d1~sd, and iafb are usually all I need to deal with that mu online. Pushblock if he touches you and you don't want to block a mix up, punish puddle with b3. He's tall and slow so put him full screen and harass him with fireballs - he can't trade or counter zone easily. If he gets cat out at fullscreen I usually just disrespect it with lots of air fireballsDoes anyone have any advice for fighting an atrocitus? I was playing one last night (who was a total dick and talked trash the entire time), and I pretty much got wrecked. Part of it's likely that my execution and blocking isn't that great, but I constantly found myself getting pushed to the corner and eating combos. What should I be trying to do in that matchup?
ATROCITUS (from my experience..)Does anyone have any advice for fighting an atrocitus? I was playing one last night (who was a total dick and talked trash the entire time), and I pretty much got wrecked. Part of it's likely that my execution and blocking isn't that great, but I constantly found myself getting pushed to the corner and eating combos. What should I be trying to do in that matchup?
Are you talking about if you hit them with techno tackle and then the TA hits? That happens with all throws to all characters - if either character gets hit during a throw animation both characters get launched.Why does Cyborg get popped into the air if he hits the opponent with TA and then cancels into techno tackle? Bull Crap. smh
I swear every bug gets fixed except Cyborg. LOL
I think it's pretty useful during blockstrings or "fake strings" such as if a character you are against has a slow down one you can do 23-d1-and 23 again. Then try to grab them. OR 23 then D1-mbB3.How useful/practical is Cyborg's 23 string? The damage doesn't seem great and it can't be special canceled, but it seems to have nice range, it looks somewhat safe on block, and it creates a lot of space.
Always D1-PFmb~f22 or if you have meter D1-PFmb-F2-PF/mb (Depending on the character size)Is there a good drill to set up in practice mode to work on timing for counter pokes/punishes? For example, if I want to work on punishing with Cyborg's D1, what can I do? I've been setting the CPU to do a move that's punishable, like something -10 or -12 (I'll work up to -9, -8). If D1 hits, I think it's +10 or so. If D1 hits, is there a prefferred string I should be using as follow up? Or should I be trying to cancel D1 into something?
23 is neutral on block, so against any character that has a 6 frame jab, Cyborg is -1 (if 7 frame, he's neutral). Any character with slower low pokes and he's technically plus (like bane on debut). I find 2,3 useful considering if it lands it knocks the opponent back to 3/4ths screen (and if they techroll they go back way further). I also use it after landing a d1, or when an opponent is -4 or more on block to check them (although b123 is probably the better option).How useful/practical is Cyborg's 23 string? The damage doesn't seem great and it can't be special canceled, but it seems to have nice range, it looks somewhat safe on block, and it creates a lot of space.
One of things you want to be careful about when it comes to drills is you need to try to simulate an actual match scenario but gradually with progression. Otherwise you'll only be ready to punish in specific instances.Is there a good drill to set up in practice mode to work on timing for counter pokes/punishes? For example, if I want to work on punishing with Cyborg's D1, what can I do? I've been setting the CPU to do a move that's punishable, like something -10 or -12 (I'll work up to -9, -8). If D1 hits, I think it's +10 or so. If D1 hits, is there a prefferred string I should be using as follow up? Or should I be trying to cancel D1 into something?
Tuff match up at hight lvl if u dont beleave me utube redhot sunday kinetic balding vs rewind i think i forgot who he fought baldings my boiIafb are super good in that match up. I've never played a long set with a good Atrocitus, so I'm lacking in depth knowledge, but mb b3, d1~sd, and iafb are usually all I need to deal with that mu online. Pushblock if he touches you and you don't want to block a mix up, punish puddle with b3. He's tall and slow so put him full screen and harass him with fireballs - he can't trade or counter zone easily. If he gets cat out at fullscreen I usually just disrespect it with lots of air fireballs