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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Front Punch | fp | 3% | high bufferable }} | {{MK9MoveListRow | Front Punch | {{fp}} | 3% | {{high}} {{bufferable}} }} | ||
{{MK9MoveListRow | Back Punch | bp | 5% | high bufferable }} | {{MK9MoveListRow | Back Punch | {{bp}} | 5% | {{high}} {{bufferable}} }} | ||
{{MK9MoveListRow | Front Kick | fk | 5% | high bufferable }} | {{MK9MoveListRow | Front Kick | {{fk}} | 5% | {{high}} {{bufferable}} }} | ||
{{MK9MoveListRow | Back Kick | bk | 7% | high bufferable }} | {{MK9MoveListRow | Back Kick | {{bk}} | 7% | {{high}} {{bufferable}} }} | ||
{{MK9MoveListRow | Crouching Front Punch | d + fp | 2% | high bufferable }} | {{MK9MoveListRow | Crouching Front Punch | {{d}} + {{fp}} | 2% | {{high}} {{bufferable}} }} | ||
{{MK9MoveListRow | Crouching Back Punch | d + bp | 12% | high uprcut }} | {{MK9MoveListRow | Crouching Back Punch | {{d}} + {{bp}} | 12% | {{high}} uprcut }} | ||
{{MK9MoveListRow | Crouching Front Kick | d + fk | 1% | low bufferable }} | {{MK9MoveListRow | Crouching Front Kick | {{d}} + {{fk}} | 1% | {{low}} {{bufferable}} }} | ||
{{MK9MoveListRow | Crouching Back Kick | d + bk | 3% | low bufferable }} | {{MK9MoveListRow | Crouching Back Kick | {{d}} + {{bk}} | 3% | {{low}} {{bufferable}} }} | ||
{{MK9MoveListRow | Angled Jumping Punch | during angled jump, fp or bp | 4% | med }} | {{MK9MoveListRow | Angled Jumping Punch | during angled jump, {{fp}} or {{bp}} | 4% | {{med}} }} | ||
{{MK9MoveListRow | Angled Jumping Kick | during angled jump, fk or bk | 7% | high knockdown }} | {{MK9MoveListRow | Angled Jumping Kick | during angled jump, {{fk}} or {{bk}} | 7% | {{high}} {{knockdown}} }} | ||
{{MK9MoveListRow | Straight Up Jumping Punch | during straight up jump, fp or bp | 5% | med groundbounce }} | {{MK9MoveListRow | Straight Up Jumping Punch | during straight up jump, {{fp}} or {{bp}} | 5% | {{med}} {{groundbounce}} }} | ||
{{MK9MoveListRow | Straight Up Jumping Kick | during straight up jump, fk or bk | 5% | med knockdown }} | {{MK9MoveListRow | Straight Up Jumping Kick | during straight up jump, {{fk}} or {{bk}} | 5% | {{med}} {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Yank | b + fp | 0% | throw }} | {{MK9MoveListRow | Yank | {{b}} + {{fp}} | 0% | {{throw}} }} | ||
{{MK9MoveListRow | Blast Overhead | b + bp | 2% + 9% | med + high ; 2nd hit: groundbounce }} | {{MK9MoveListRow | Blast Overhead | {{b}} + {{bp}} | 2% + 9% | {{med}} + {{high}} ; 2nd hit: {{groundbounce}} }} | ||
{{MK9MoveListRow | Tooth And Nail | f + bp | 5% + 7% | high + high ; 1st hit: bufferable ; 2nd hit: knockdown }} | {{MK9MoveListRow | Tooth And Nail | {{f}} + {{bp}} | 5% + 7% | {{high}} + {{high}} ; 1st hit: {{bufferable}} ; 2nd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Side Kick | b + fk | 11% | high knockdown }} | {{MK9MoveListRow | Side Kick | {{b}} + {{fk}} | 11% | {{high}} {{knockdown}} }} | ||
{{MK9MoveListRow | Hop Kick | u + bk | 7% | med flatten }} | {{MK9MoveListRow | Hop Kick | {{u}} + {{bk}} | 7% | {{med}} {{flatten}} }} | ||
{{MK9MoveListRow | Sweep | b + bk | 7% | low sweep }} | {{MK9MoveListRow | Sweep | {{b}} + {{bk}} | 7% | {{low}} {{sweep}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Throw (Away) | b or n + fp + fk | 1% + 3% + 4% + 4% | throw }} | {{MK9MoveListRow | Throw (Away) | {{b}} or {{n}} + {{fp}} + {{fk}} | 1% + 3% + 4% + 4% | {{throw}} }} | ||
{{MK9MoveListRow | Throw (Towards) | f + fp + fk | 1% + 3% + 4% + 4% | throw }} | {{MK9MoveListRow | Throw (Towards) | {{f}} + {{fp}} + {{fk}} | 1% + 3% + 4% + 4% | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | See Saw | fp --- fp --- fp | 3% --- 3% --- 6% | high --- high --- med ; 1st and 2nd hit: bufferable ; 3rd hit: knockdown }} | {{MK9MoveListRow | See Saw | {{fp}} {{---}} {{fp}} {{---}} {{fp}} | 3% {{---}} 3% {{---}} 6% | {{high}} {{---}} {{high}} {{---}} {{med}} ; 1st and 2nd hit: {{bufferable}} ; 3rd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Steel Fists | fp --- bp --- fp | 3% --- 5% --- 8% | high --- high --- high ; 1st and 2nd and 3rd hit: bufferable ; 3rd hit: knockdown }} | {{MK9MoveListRow | Steel Fists | {{fp}} {{---}} {{bp}} {{---}} {{fp}} | 3% {{---}} 5% {{---}} 8% | {{high}} {{---}} {{high}} {{---}} {{high}} ; 1st and 2nd and 3rd hit: {{bufferable}} ; 3rd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Power Plant | fp --- bp --- fk | 3% --- 5% --- 6% | high --- high --- high ; 1st and 2nd and 3rd hit: bufferable ; 3rd hit: knockdown }} | {{MK9MoveListRow | Power Plant | {{fp}} {{---}} {{bp}} {{---}} {{fk}} | 3% {{---}} 5% {{---}} 6% | {{high}} {{---}} {{high}} {{---}} {{high}} ; 1st and 2nd and 3rd hit: {{bufferable}} ; 3rd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Mustard | bp --- fp --- bp | 5% --- 3% --- 10% | high --- high --- med ; 1st & 2nd hit: bufferable ; 3rd hit: flatten }} | {{MK9MoveListRow | Mustard | {{bp}} {{---}} {{fp}} {{---}} {{bp}} | 5% {{---}} 3% {{---}} 10% | {{high}} {{---}} {{high}} {{---}} {{med}} ; 1st & 2nd hit: {{bufferable}} ; 3rd hit: {{flatten}} }} | ||
{{MK9MoveListRow | Saw Enough | bp --- bp --- f + fp | 5% --- 5% --- 6% | high --- high --- high ; 1st hit: bufferable ; 3rd hit: knockdown }} | {{MK9MoveListRow | Saw Enough | {{bp}} {{---}} {{bp}} {{---}} {{f}} + {{fp}} | 5% {{---}} 5% {{---}} 6% | {{high}} {{---}} {{high}} {{---}} {{high}} ; 1st hit: {{bufferable}} ; 3rd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Kombat Boots | fk --- fk --- bk | 5% --- 3% --- 6% | 1st and 2nd hit: bufferable ; 3rd hit: knockdown }} | {{MK9MoveListRow | Kombat Boots | {{fk}} {{---}} {{fk}} {{---}} {{bk}} | 5% {{---}} 3% {{---}} 6% | all hits: {{high}} , 1st and 2nd hit: {{bufferable}} ; 3rd hit: {{knockdown}} }} | ||
{{MK9MoveListRow | Cyber Beatdown | b + fp --- bp --- fp --- bp | 0% --- 3% + 3% + 7% | throw --- throw + throw + throw ; Must input 2nd through 4th input before Cyrax lets go from initial throw for hits 2 through 4 }} | {{MK9MoveListRow | Cyber Beatdown | {{b}} + {{fp}} {{---}} {{bp}} {{---}} {{fp}} {{---}} {{bp}} | 0% {{---}} 3% + 3% + 7% | {{throw}} {{---}} {{throw}} + {{throw}} + {{throw}} ; Must input 2nd through 4th input before Cyrax lets go from initial {{throw}} for hits 2 through 4 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Automation | Blast Overhead --- tg | N/A | Sets up combo for partner }} | {{MK9MoveListRow | Automation | Blast Overhead {{---}} {{tg}} | N/A | Sets up combo for partner }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Number Cruncher | b + fp --- tg | Based on Teammate | }} | {{MK9MoveListRow | Number Cruncher | {{b}} + {{fp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MK9MoveListRow | High Tech | fp --- bp --- tg | Based on Teammate | }} | {{MK9MoveListRow | High Tech | {{fp}} {{---}} {{bp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MK9MoveListRow | Short Circuit | bp --- fp --- tg | Based on Teammate | }} | {{MK9MoveListRow | Short Circuit | {{bp}} {{---}} {{fp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MK9MoveListRow | Tag Kombo Attack | Attack from Teammate's Tag Kombo | 10% | med flatten }} | {{MK9MoveListRow | Tag Kombo Attack | Attack from Teammate's Tag Kombo | 10% | {{med}} {{flatten}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Tag Assist | d , b + tg | 8% | Performs Sitcky Bomb ; high launch }} | {{MK9MoveListRow | Tag Assist | {{d}} , {{b}} + {{tg}} | 8% | Performs Sitcky Bomb ; {{high}} {{launch}} }} | ||
{{MK9MoveListRow | Tag Attack | d , f + tg | 4% + 8% | Performs Donkey Kick ; low + high ; 2nd hit: knockdown ; Can be followed up by Ragdoll or Ragdolls }} | {{MK9MoveListRow | Tag Attack | {{d}} , {{f}} + {{tg}} | 4% + 8% | Performs Donkey Kick ; {{low}} + {{high}} ; 2nd hit: {{knockdown}} ; Can be followed up by Ragdoll or Ragdolls }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Bomb (Close) | b , b + bk | 8% | unblockable launch }} | {{MK9MoveListRow | Bomb (Close) | {{b}} , {{b}} + {{bk}} | 8% | {{unblockable}} {{launch}} }} | ||
{{MK9MoveListRow | Bomb (Medium) | f , f + bk | 8% | unblockable launch }} | {{MK9MoveListRow | Bomb (Medium) | {{f}} , {{f}} + {{bk}} | 8% | {{unblockable}} {{launch}} }} | ||
{{MK9MoveListRow | Bomb (Far) | b , b , f + bk | 8% | unblockable launch }} | {{MK9MoveListRow | Bomb (Far) | {{b}} , {{b}} , {{f}} + {{bk}} | 8% | {{unblockable}} {{launch}} }} | ||
{{MK9MoveListRow | Net | b , b + fk | 0% | high captr ; 2nd time used in combo, net will not hold }} | {{MK9MoveListRow | Net | {{b}} , {{b}} + {{fk}} | 0% | {{high}} captr ; 2nd time used in combo, net will not hold }} | ||
{{MK9MoveListRow | Teleport | d , b + fp | N/A | airok wkup }} | {{MK9MoveListRow | Teleport | {{d}} , {{b}} + {{fp}} | N/A | {{airok}} wkup }} | ||
{{MK9MoveListRow | Buzzsaw | b , f + bp | 8% | | {{MK9MoveListRow | Buzzsaw | {{b}} , {{f}} + {{bp}} | 8% | {{med}} *Patch* , {{flatten}} wkup }} | ||
{{MK9MoveListRow | Reverse Kick | d , f + fk | 7% | high knockdown wkup }} | {{MK9MoveListRow | Reverse Kick | {{d}} , {{f}} + {{fk}} | 7% | {{high}} {{knockdown}} wkup }} | ||
{{MK9MoveListRow | Ragdoll | Reverse Kick --- fp + fk | 4% | high ; Can only be performed if Reverse Kick hits }} | {{MK9MoveListRow | Ragdoll | Reverse Kick {{---}} {{fp}} + {{fk}} | 4% | {{high}} ; Can only be performed if Reverse Kick hits }} | ||
{{MK9MoveListRow | Anti-air | d , f + fp | 0% + 8% | airthrow + unblockable ; wkup }} | {{MK9MoveListRow | Anti-air | {{d}} , {{f}} + {{fp}} | 0% + 8% | {{airthrow}} + {{unblockable}} ; wkup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Sticky Bomb | b , b + bk + bl /<br> f , f + bk + bl /<br> b , b , f + bk + bl | 8% | high launch ; cannot be crouched }} | {{MK9MoveListRow | Sticky Bomb | {{b}} , {{b}} + {{bk}} + {{bl}} /<br> {{f}} , {{f}} + {{bk}} + {{bl}} /<br> {{b}} , {{b}} , {{f}} + {{bk}} + {{bl}} | 8% | {{high}} {{launch}} ; cannot be crouched }} | ||
{{MK9MoveListRow | Electro Net | b , b + fk + bl | 1% + 1% | high + unblockable ; captr ; 2nd hit only occurs when enemy breaks out of net ; Opponent loses X-Ray Meter gradually while in net }} | {{MK9MoveListRow | Electro Net | {{b}} , {{b}} + {{fk}} + {{bl}} | 1% + 1% | {{high}} + {{unblockable}} ; captr ; 2nd hit only occurs when enemy breaks out of net ; Opponent loses X-Ray Meter gradually while in net }} | ||
{{MK9MoveListRow | Bangport | d , b + fp + bl | 8% | high knockdown wkup }} | {{MK9MoveListRow | Bangport | {{d}} , {{b}} + {{fp}} + {{bl}} | 8% | {{high}} {{knockdown}} wkup }} | ||
{{MK9MoveListRow | Saw Blade | b , f + bp + bl | 8% | high wkup ; becomes Projectile }} | {{MK9MoveListRow | Saw Blade | {{b}} , {{f}} + {{bp}} + {{bl}} | 8% | {{high}} wkup ; becomes Projectile }} | ||
{{MK9MoveListRow | Donkey Kick | d , f + fk + bl | 4% + 8% | low + high ; 2nd hit: knockdown ; wkup }} | {{MK9MoveListRow | Donkey Kick | {{d}} , {{f}} + {{fk}} + {{bl}} | 4% + 8% | {{low}} + {{high}} ; 2nd hit: {{knockdown}} ; wkup }} | ||
{{MK9MoveListRow | Ragdolls | Donkey Kick --- fp + fk | 4% | high ; Can only be performed if Donkey Kick hits ; Costs no meter and has no functional or damage differences than Ragdoll }} | {{MK9MoveListRow | Ragdolls | Donkey Kick {{---}} {{fp}} + {{fk}} | 4% | {{high}} ; Can only be performed if Donkey Kick hits ; Costs no meter and has no functional or damage differences than Ragdoll }} | ||
{{MK9MoveListRow | Power Anti-Air | d , f + fp + bl | 2% + 8% | airthrow + unblockable ; wkup }} | {{MK9MoveListRow | Power Anti-Air | {{d}} , {{f}} + {{fp}} + {{bl}} | 2% + 8% | {{airthrow}} + {{unblockable}} ; wkup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Cyberdriver | fk + bk + bl | 10% + 10% + 11% | 1st hit: high ; knockdown }} | {{MK9MoveListRow | Cyberdriver | {{fk}} + {{bk}} + {{bl}} | 10% + 10% + 11% | 1st hit: {{high}} ; {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MK9FatalityHeader}} | {{MK9FatalityHeader}} | ||
{{FatalityRow | Fatality 1 | f d f b + bp | Close}} | {{FatalityRow | Fatality 1 | {{f}} {{d}} {{f}} {{b}} + {{bp}} | Close}} | ||
{{FatalityRow | Fatality 2 | b d b f + fp | Jump}} | {{FatalityRow | Fatality 2 | {{b}} {{d}} {{b}} {{f}} + {{fp}} | Jump}} | ||
{{FatalityRow | Stage Fatality | d u + bl | Varies}} | {{FatalityRow | Stage Fatality | {{d}} {{u}} + {{bl}} | Varies}} | ||
{{FatalityRow | Babality | d f b + bp | Jump}} | {{FatalityRow | Babality | {{d}} {{f}} {{b}} + {{bp}} | Jump}} | ||
</div> | </div> | ||
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Overhead launcher. Safe on block. | Overhead launcher. Safe on block. | ||
[[File:fk.png]] , [[File:fk.png]] | |||
Safe on block, bufferable string into net. This string gives a safe jump on hit if you're going for mixups. | |||
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'''Net''' | '''Net''' | ||
The net damage scaling reset is also patched. Teleporting after the net will not affect damage. Use nets | The net damage scaling reset is also patched. Teleporting after the net will not affect damage. Use nets to zone, anti air or to catch them jumping over bomb setups. Not safe up close. | ||
'''Bombs''' | '''Bombs''' | ||
Use bombs for setups and mind games. You have to read the opponent and see how they react to situations. Use nets to catch them jumping over bombs. Learning bomb distances is also crucial. | Use bombs for setups and mind games. You have to read the opponent and see how they react to situations. Use nets to catch them jumping over bombs. Learning bomb distances is also crucial. Bombs are used best when you have them near the corner, it limits their options. | ||
'''Buzzsaw''' | |||
After patch it is now a overhead. | |||
<br> | <br> | ||
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'''Ragdoll''' | '''Donkey Kick + Ragdoll''' | ||
Cyrax's only low move besides sweeps and crouching punches and kicks. Use it during mixups. | Cyrax's only low move besides sweeps and crouching punches and kicks. Comes out very fast. Use it during high-low mixups. | ||
<br> | <br> | ||
=== X-Ray Attack === | === X-Ray Attack === | ||
VERY good anti-air. | |||
<br> | |||
== Basic Strategy == | == Basic Strategy == | ||
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== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
'''4-Hits''': [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Uppercut | '''4-Hits''': [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Uppercut | ||
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=== Combos With Enhanced Specials === | === Combos With Enhanced Specials === | ||
Unbreakable: Net , Sticky Bomb , Anti-Air (you can use more then 1 sticky bomb) | |||
'''13-Hits''': Jump in punch [[File:---.png]] [[File:bp.png]] [[File:fp.png]] [[File:---.png]] Sticky Bomb [[File:---.png]] Dash [[File:---.png]] [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Jump in punch [[File:---.png]] Dash [[File:---.png]] [[File:fp.png]] [[File:bp.png]] [[File:---.png]] Anti-air | '''13-Hits''': Jump in punch [[File:---.png]] [[File:bp.png]] [[File:fp.png]] [[File:---.png]] Sticky Bomb [[File:---.png]] Dash [[File:---.png]] [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Jump in punch [[File:---.png]] Dash [[File:---.png]] [[File:fp.png]] [[File:bp.png]] [[File:---.png]] Anti-air | ||
'''13-Hits''': Jump in punch [[File:---.png]] [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Jump in Punch [[File:---.png]] [[File:fp.png]] [[File:bp.png]] [[File:fp.png]] [[File:---.png]] Reverse Kick [[File:---.png]] crouching [[File:fk.png]] [[File:---.png]] | '''13-Hits''': Jump in punch [[File:---.png]] [[File:fk.png]] [[File:fk.png]] [[File:---.png]] Net [[File:---.png]] Jump in Punch [[File:---.png]] [[File:fp.png]] [[File:bp.png]] [[File:fp.png]] [[File:---.png]] Reverse Kick [[File:---.png]] crouching [[File:fk.png]] [[File:---.png]] Donkey Kick + Ragdolls | ||
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== Matchups == | == Matchups == | ||
N/A | N/A | ||
[[Category:Mortal Kombat 9]] |
Latest revision as of 00:58, 9 December 2020
Cyrax
A skilled Motswana warrior, Cyrax relies on his natural fighting ability, his chi, to carry out Lin Kuei missions. He is proud to serve, but when the Grand Master initiates a program to convert the clan into cyborgs, Cyrax resists. He is reluctant to lose his humanity, which he believes is more effective than any mechanical augmentation. He has contemplated leaving the clan, fearing that it is no longer an organization of honorable assassins. Cyrax knows, however, that such a decision means death at the hands of his former comrades. No one leaves the Lin Kuei.
Moves
Basic Attacks










































Command Normals


























Throws









Kombo Attacks
































































































Fast Tags


Tag Kombos
















Tag Specials











Special Attacks











































Enhanced Special Attacks

















































X-Ray Attack





Finishing Moves

















Costume Gameplay Changes
While Human and Robot Cyrax are simply a costume change, they have different properties.
1. Human Cyrax has a safe teleport, Robot Cyrax does not.
2. Human Cryax has slower bombs and a slower net throw.
3. Human Cyrax cannot do the guaranteed bomb trap after his command throw, Robot Cyrax can.
Move Analysis
Bread and Butters
- N/A
Command Normals
Tooth + Nail Reset
(not sure if this was fixed after patch)
from forums:
Cyrax's F + bp, like his command grab, causes a long stagger on hit. Cancel F + bp into Short Bomb on hit, then follow up with (dash, bp, fp ~ Net). The timing is fairly strict. Hitting with the tip of F + bp makes it easier to follow up. If the opponent stops blocking at any point, the net pushes them away from the bomb and resets the situation. When the finally decide to block the net, it doesn't push them back so the bomb gets them instead. This does less damage than the command grab set-up if they block it the first time, so use it only against people who like to press buttons.
Kombo Attacks
Safe on block string. Last hit overheads and knocks down. Use for mixup setups.
Overhead launcher. Safe on block.
Safe on block, bufferable string into net. This string gives a safe jump on hit if you're going for mixups.
Cyber Beatdown:
After patch you can no longer do the bomb trap. Now when you land the command grab the opponent recovers much faster. You still can jump in after a grab and do a mixup. Sadly the time to break the command grab is also increased, making it easier to break. Break it with FP like before.
Special Attacks
Net
The net damage scaling reset is also patched. Teleporting after the net will not affect damage. Use nets to zone, anti air or to catch them jumping over bomb setups. Not safe up close.
Bombs
Use bombs for setups and mind games. You have to read the opponent and see how they react to situations. Use nets to catch them jumping over bombs. Learning bomb distances is also crucial. Bombs are used best when you have them near the corner, it limits their options.
Buzzsaw
After patch it is now a overhead.
Enhanced Special Attacks
Bangport
Completely safe teleport. If they are near you can even get a hit in during the juggle.
Donkey Kick + Ragdoll
Cyrax's only low move besides sweeps and crouching punches and kicks. Comes out very fast. Use it during high-low mixups.
X-Ray Attack
VERY good anti-air.
Basic Strategy
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
9-Hits:
Net
Dash
+
Dash
Ragdoll
Jump-in Combos
9-Hits: Jump in punch
Net
Dash
Cyber Beatdown
Combos With Enhanced Specials
Unbreakable: Net , Sticky Bomb , Anti-Air (you can use more then 1 sticky bomb)
13-Hits: Jump in punch
Sticky Bomb
Dash
Net
Jump in punch
Dash
Anti-air
13-Hits: Jump in punch
Net
Jump in Punch
Reverse Kick
crouching
Donkey Kick + Ragdolls
56%: Jump in punch
,
into Net
Dash back, Jump in punch
,
into Sticky Bomb
Medium Bomb (1)
Uppercut
Dash Back,
+
(2)
Dash
,
,
into Anti-Air
1. Hold block so you won't dash, otherwise the bomb timing will miss. Release block right before you input the key so you won't get the ex version.
2. This is the tricky part, as you only need to connect the second hit. If you don't it won't bounce him high enough to do the full end combo.
Combos With X-Ray Attacks
- N/A
Corner-Only Combos
- N/A
Style
Bomb trapper, command grabber. That rhymes!
Matchups
N/A