Protagonist_1
Champion
[Matchup Discussion] Cyborg vs. Dr. Fate living guide (Last edit: 6//2017)
The goal of this thread is to not just discuss the matchup, but to go highly in detail of nearly all possible scenarios when going against Dr. Fate and all the options against each. This thread is meant so that any Cyborg player will have a general gameplan to go through the match, so that making the right decisions whether in neutral, or under pressure, can be made. I hope that matchup threads like these will be used in other character forums to provide better detail for future matchup discussion.
Keep in mind, this is not set and stone. With patches, and further reevalutation from other Cyborg players and Dr. Fate players, this will be updated. I plan to do this for every character in the game for Cyborg, and we as a Cyborg community should go in depth for all options to have the best chance at winning. #TEAMBOOYAH
BUTTON NOTATION [I don’t know the xbox notation so someone help me out here]
1 = square,
2=triangle,
3=X,
4=circle,
UNDERSTANTING RANGE SYSTEM:
Range 0: (point blank range)
Range 1: (area from one backdash away)
Range 2: (area from two backdashes way)
Range 3: (area from three backdashes away)
Range 4: (area from four backdashes away)
Range 5: (area from five backdashes away)
Range 6: (Full screen, will be regarded as such)
The range system is essential to know what you as a Cyborg player should be doing or to look out for at each range of the matchup. This is to break down the matchup easier and to evaluate each option.
GENERAL GAMEPLAN SUMMARY [Subject to change based on player discussion]:
Dr. Fate is a zoner with fast traveling projectile (Amon Ra blast), a force push (Glyph of Osiris), and several other tools to keep the opponent at bay. The goal is to establish an early life lead, stay within ranges 0-3 in neutral to get favorable trades with Nova blast, and eventually get close enough to land a devastating combo and establish oki. Pushing fate to the corner and keeping him there with TA and Roomba setups are also essential to tipping the matchup to your favor. Once fate is in the corner, DO NOT LET HIM OUT. Make him work for it!!!
NORMALS (All notes consist at range 0)
Video Reference:
-Standing 1 [7 frame startup/-2 on block/hit advantage +20]
-Standing 2 [11 frame startup/ -9 on block/ hit advantage +25]
-f2 [-12 on block/ start up 9/ hit advantage +10]
*asterisk means there is a gap
-11 [+1 on block/+18 on hit]
Amon Ra Blast [start up 14/ -17 on block/ +7 on hit]
Displacer Orb [35 frame startup/ -11 on block/+24 on hit]
Apophis Blast
Chaos Orb
Glyph of Anubis
Nabu’s Curse
Spell of Punishment
SUPERMOVE
The Amulet of Anubis [19 frames of startup/-13 on block]
The goal of this thread is to not just discuss the matchup, but to go highly in detail of nearly all possible scenarios when going against Dr. Fate and all the options against each. This thread is meant so that any Cyborg player will have a general gameplan to go through the match, so that making the right decisions whether in neutral, or under pressure, can be made. I hope that matchup threads like these will be used in other character forums to provide better detail for future matchup discussion.
Keep in mind, this is not set and stone. With patches, and further reevalutation from other Cyborg players and Dr. Fate players, this will be updated. I plan to do this for every character in the game for Cyborg, and we as a Cyborg community should go in depth for all options to have the best chance at winning. #TEAMBOOYAH
BUTTON NOTATION [I don’t know the xbox notation so someone help me out here]
1 = square,
2=triangle,
3=X,
4=circle,
UNDERSTANTING RANGE SYSTEM:
Range 0: (point blank range)
Range 1: (area from one backdash away)
Range 2: (area from two backdashes way)
Range 3: (area from three backdashes away)
Range 4: (area from four backdashes away)
Range 5: (area from five backdashes away)
Range 6: (Full screen, will be regarded as such)
The range system is essential to know what you as a Cyborg player should be doing or to look out for at each range of the matchup. This is to break down the matchup easier and to evaluate each option.
GENERAL GAMEPLAN SUMMARY [Subject to change based on player discussion]:
Dr. Fate is a zoner with fast traveling projectile (Amon Ra blast), a force push (Glyph of Osiris), and several other tools to keep the opponent at bay. The goal is to establish an early life lead, stay within ranges 0-3 in neutral to get favorable trades with Nova blast, and eventually get close enough to land a devastating combo and establish oki. Pushing fate to the corner and keeping him there with TA and Roomba setups are also essential to tipping the matchup to your favor. Once fate is in the corner, DO NOT LET HIM OUT. Make him work for it!!!
NORMALS (All notes consist at range 0)
Video Reference:
-Standing 1 [7 frame startup/-2 on block/hit advantage +20]
- IF HIT: respect the next follow up, look out for grab
- IF BLOCKED: check with d1
- Fate's fastest poke is 6 frames, 6+2= 8 so check with anything under 8 frames that is safe, hence d1
-Standing 2 [11 frame startup/ -9 on block/ hit advantage +25]
- IF HIT: respect the next follow up, look out for grab, or even f3/neutral jump due to how plus it is
- IF BLOCKED: Full combo punishable. Punish with 12b2 PF, d1 PF, or for more damage 11xxbounce cancel
- On block, it pushes back the opponent to sweep range.
- On hit, leads to knockdown (back to range 1)
- IF BLOCK: Cyborg’s d1 is guaranteed unless special canceled
- IF HIT: all follow up pressure under 20 frames by Dr. Fate is guaranteed (including Fate’s grab)
- Has extremely short range. If Cyborg blocks a d1 and walks back, the next d1 will whiff and you can whiff punish with d1 (must be anticipated). Leads to shimmy options.
- COUNTERPOKE: If Cyborg does a d1 and stands in neutral (or walks back) Fate’s d1 will whiff. This opens up some interesting counterpoking/shimmy options
- IF HIT: Launches, just take the damage, air tech only if your on death's door
- IF BLOCK: Full combo punishable. Punish with 12b2 PF into setup, keep him close and continue pressure
- SPECIAL CANCELLED ON BLOCK: Can be special cancelled to Glyph of Osiris making it safe
- RANGE: Max distance is just short range 1
- HITBOX: Extended hitbox that can hit the opponent out of the air
- PUSHBACK ON BLOCK: Has minimal to no pushback on block
- IF HIT: Hard knockdown, cannot tech roll. Expect a jump in, f2 meaty, or f3
- IF BLOCKED: Punish with d1 EX PF into setup, Standing 3 EX PF XX TA (F2 after EX PF will not reach)
- NOTE: The move has a lot of blockstun. Be sure to wait for his hands to begin to recede before punishing, otherwise the game will eat your input and nothing will come out
- APPEARANCE: Raises his arm back and gives off a blue aurora
- ON HIT:
- ON BLOCK: Full combo punishable, Punish with 12b2 EX PF into setup, or 11XXbounce cancel/Standing 3 bounce cancel for damage
- OTHER: The follow up string with b1 leads into and low/overhead. So if you see the blue aroma, block low, then high. Both the low and overhead are full combo punishable (more in the "string" section)
- APPEARANCE: Raises has arm and gives off a yellow ground beam (looks like b1, but remember the color, yellow means caution, blue means punish)
- HITBOX: Has a rather high air hitbox as well (can catch the opponent out the air)
- ON HIT: Launches
- ON BLOCK: Cyborg can check with d1, if not special canceled
- RANGE: Max range hits between range 1-2 (1.5)
- ON BLOCK: Best to block after this. Post f2 beats all options at range 0, only option is to grapple
-f2 [-12 on block/ start up 9/ hit advantage +10]
- APPEARANCE: quickly charges forward with a bluegreen arora
- ON HIT: Best to block, commonly canceled into GOS which sends the opponent to range 3 (if EX then full screen). Any followup that is less than 16 frames is guaranteed, unless a high.
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF into setup
- NOTE/SPECIAL: This move is commonly cancelled into GOS, making it safe. This is what makes f2 on block difficult to want to punish (layers of yomi involved)
- RANGE: Max reach is at range 2
- ON BLOCK: f2 is the most common option after this, and must be respected (you can grapple out however)
*asterisk means there is a gap
-11 [+1 on block/+18 on hit]
- ON HIT: Any normal less than 24 frames, unless a high, must be respected. Look for grab
- ON BLOCK: d1 by fate is guaranteed, however unsure if it reaches (TEST)
- OTHER: First part is a high, can be d2 or d1 poked out off
- ON HIT:
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF into setup, keep fate close
- ON HIT: Delay wakeup to avoid Amon Ra follow up, avoid tech roll to not push yourself farther away
- ON BLOCK: Can be punished with f2 PF for damage, or for an easier punish 12b2 PF.
- OTHER: The 3 part can be held and he can cancel it forward or backwards.
- ON HIT: Delay wakeup to avoid meaty Amon Ra blast, avoid tech roll to lessen the gap in space. Only wakeup with NB if you read an Displacer Orb
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC
- ON HIT: Delay wakeup to avoid meaty Amon Ra blast, avoid tech roll to lessen the gap in space. Only wakeup with NB if you read an Displacer Orb
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC
- ON HIT: Hardknock down, leaves you at Fate's feet at range 0. Watch for grab, meaty f2, jump attacks, or f3
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC or f2XXBC
- OTHER: String can be done in neutral, so if you see b1,d3 stand block
- OTHER: Keep in mind this a mid, low, overhead string.
- ON HIT: Expect grab, jump atttack, f3, etc.
- ON BLOCK: Full combo punishable. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC or f2XXBC
- only comes out on hit
Amon Ra Blast [start up 14/ -17 on block/ +7 on hit]
- ON HIT: Must respect any option less than 13 frames, unless a high.
- ON HIT FROM FURTHER RANGES: Even more plus, must respect follow up Amon Ra Blast
- ON BLOCK: Full combo punishable on block. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC or f2XXBC
Displacer Orb [35 frame startup/ -11 on block/+24 on hit]
- ON HIT: Must respect all follow up option unless a high. Look out for grab
- ON BLOCK: Full combo punishable on block. Punish with 12b2 EX PF, Standing 3 EX PF, or for damage 11XXBC or 3XXBC or f2XXBC
- ON HIT: Regular version on hit send Cyborg to range 3-4
- ON BLOCK:
- MB ON HIT: MB version send opponent full screen
- ON BLOCK:
- TRAIT ON HIT: Trait version sends opponent to range 4
- ON BLOCK:
- MB+TRAIT ON HIT: Trait+MB version is a launcher
- ON BLOCK:
- Gains back intervals of 5.00 health overtime
- EX gains back 10.00 healt overtime
- Can summon a max of two
- With trait Cyborg loses 5.69 health intervals over time
- EX version Cyborg loses 11.38 health intervals overtime
- In general with trait, AVOID BREATHE OF LIFE AT ALL COST. You can lose 50% with two on screen
- ON BLOCK: Does 11.38 of unblockable damage
- When all three collected it does 34.14 damage
- TRAIT: With trait, Ancs(can’t spell lol) go on the ground instead of on the opponent
- ON HIT: Trait: 68.28, 61.49, 55.30 (on hit) in KND
- SOJ+ TRAIT ON BLOCK: Trait on block is19.91 damage
- Both regular and trait are mid attacks
- Prevents nearby interactables from being used
- EX prevents all interactables from being used
Apophis Blast
Chaos Orb
Glyph of Anubis
Nabu’s Curse
Spell of Punishment
SUPERMOVE
The Amulet of Anubis [19 frames of startup/-13 on block]
- CHIP: 49.78 damage of chip
- ON HIT: 409.66 damage on hit
- ON BLOCK: Can be reversal punished with powerfist ONLY if done at Range 0
- At all other ranges it is safe on block
- (To be updated)
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