xMEECH
Dyslexic
Obviously the opponent can’t wakeup with specials cuz MBF3. They also can’t wakeup with a majority of interactables, even when meter burned. If they delay wakeup they can’t whiff punish before DD3 hits. If they block, he’s over +30 and can easily jail a second F3 or a delayed B231, both of which are plus on block, and he can check you without losing his turn if you respected the check. If they blocked and immediately pushblocked, they get launched for a full combo by DD3. If they waited and blocked MBF3 AND DD3, you can prevent them from pushblocking without giving up your turn. Oh, and conditioning them to block the MBF3 in the first place makes them susceptible to option 2, which I’ll get to below
The video is titled option 1 because option 2 is his plus on block low launcher, B231, which has its own unique benefits (and drawbacks). It doesn’t have armor, but has many active frames so will still stuff partially invincible wakeups, and will even armor break some meter burned interactables. If they blocked B231, it jails into DD3 and instead of being +30 he’s only around +25, as his 28 frame F3 will consistently and easily beat an 8 frame reversal. A delayed B231 will also beat an 8 frame reversal. He can jail his plus on block F22 string if they’re trying to mash bullshit invincible unblockable launcher interactables to get out. On hit B231 can convert into 300/400/500+ damage into another setup depending on what you wanna do.
Option 3 is to grapple forward after DD3. Grapple is free meterless armor, and depending on the timing of when you grappled, not only can DD3 itself crossup (even though it’s a mid, it will actually cross up and launch them if they blocked the wrong way (they won’t block low since all your jump normals after grapple hit overhead)), but your jump normals can also crossup after the grapple and land in front or behind the opponent.
With these 3 options you cover pretty much anything the opponent could try on wakeup. MBF3 covers the most options, so it’s what I go with most of the time, but if I don’t want to spend the meter, B231 and forward grapple are still great options on their own. B231 is especially good once they’re conditioned to block high in anticipation of MBF3.
Best way out (and the only way to avoid being launched or having cyborg be +30) is to max length delay wakeup (until MBF3 whiffs, which he can prevent by slightly delaying it) and use a meter burn interactable. Gadget characters can delay wakeup passed (a non-delayed) MBF3 then meter burn the unblockable launcher interactable to get out, but Cyborg recovers in time to MBB3 or grapple away on reaction. Since Cyborg recovers by the time DD3 hits, it’s really easy for him to break armor, so many interactables won’t work even when meter burned after a max length delayed wakeup.
So the best way to get out depends on luck, whether or not you’re in a corner with an interactable to get out. Even then, you can’t punish Cyborg. By the time you get up from the delayed wakeup, he can press buttons again, including an armored grapple or armored MBF3.
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