KIllaByte
PSN: playakid700. Local name: BFGC MonkeyBizness
Lex Luthor's laboratory.
It is here that Cyborg can add 20% for FREE on wall combos on the right side, and use the midscreen air interactables much better than his opponents can- and is much more likely to earn 18-20% bonus damage on OTGS...
Corner, 20% Bonus damage.
In the right corner, do any string or normal of choice into one Meterburend Down Back 1, into down 2, into R1 interactable for a completely inescapable 20% OTG, tested against Superman's wakeup super move, and tech roll wakeup super move. This is high 50%s, for one bar of meter, depending upon how you combo into it.
You can do bigger combos for even more damage, but this gives the opponent the option to tech roll, then invinicible wakeup-- the only way out.
Using three bars of meter on Meterburn DownBack 1 leads to 62% normally, then 82% if you cancel into the interactable on the right side. Only way out is tech roll, wakeup combination.
Pretty Much Inescapable Setup
Any knockdown cancelled into medium or far missiles around the midscreen area lead to a seemingly inescapable setup, and sometimes a combo if timed right. End a combo with missiles, then jump up, and throw one of the ceiling lights at your opponent. They will be hit by one or both projectiles, depending upon how you time the throw of the ceiling light. If hit by both, you are given an opportunity to set up missiles or grappling hook for free, after doing 21% damage.
Sometimes, if close enough, you can combo off of these.
Big Damage Midscreen OTG
We all know the meterburn Down Back 1 does amazing damage, but at the right distance around midscreen in Luthor's Lab, You can end your combo with the meterburn of this move, jump up, and throw a ceiling light for another 20% otg. The only way out is tech rolling, but if they do this, you can delay the interactable throw and zone next to it for an inevitable interactables toss that will probably hit your opponent as they try to get in on you.
Super 1337 Ceiling light setup, 2.
If you're relatively far away from the ceiling lights on either side of the stage, but facing the center area of the stage as you end a combo or string with Cyborg, you can cancel into forward grapple after 1, 1, 3 or Back + 1, 2 3. Cyborg will fly over the opponent, directly into the ceiling light, which he can throw immediately, quite quickly. The opponent is given a very small amount of time to react to another 20% damage flying at them, locked on and tracking.
It is here that Cyborg can add 20% for FREE on wall combos on the right side, and use the midscreen air interactables much better than his opponents can- and is much more likely to earn 18-20% bonus damage on OTGS...
Corner, 20% Bonus damage.
In the right corner, do any string or normal of choice into one Meterburend Down Back 1, into down 2, into R1 interactable for a completely inescapable 20% OTG, tested against Superman's wakeup super move, and tech roll wakeup super move. This is high 50%s, for one bar of meter, depending upon how you combo into it.
You can do bigger combos for even more damage, but this gives the opponent the option to tech roll, then invinicible wakeup-- the only way out.
Using three bars of meter on Meterburn DownBack 1 leads to 62% normally, then 82% if you cancel into the interactable on the right side. Only way out is tech roll, wakeup combination.
Pretty Much Inescapable Setup
Any knockdown cancelled into medium or far missiles around the midscreen area lead to a seemingly inescapable setup, and sometimes a combo if timed right. End a combo with missiles, then jump up, and throw one of the ceiling lights at your opponent. They will be hit by one or both projectiles, depending upon how you time the throw of the ceiling light. If hit by both, you are given an opportunity to set up missiles or grappling hook for free, after doing 21% damage.
Sometimes, if close enough, you can combo off of these.
Big Damage Midscreen OTG
We all know the meterburn Down Back 1 does amazing damage, but at the right distance around midscreen in Luthor's Lab, You can end your combo with the meterburn of this move, jump up, and throw a ceiling light for another 20% otg. The only way out is tech rolling, but if they do this, you can delay the interactable throw and zone next to it for an inevitable interactables toss that will probably hit your opponent as they try to get in on you.
Super 1337 Ceiling light setup, 2.
If you're relatively far away from the ceiling lights on either side of the stage, but facing the center area of the stage as you end a combo or string with Cyborg, you can cancel into forward grapple after 1, 1, 3 or Back + 1, 2 3. Cyborg will fly over the opponent, directly into the ceiling light, which he can throw immediately, quite quickly. The opponent is given a very small amount of time to react to another 20% damage flying at them, locked on and tracking.