No edit summary |
m (→Combos) |
||
Line 58: | Line 58: | ||
(often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction) | (often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction) | ||
If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on | If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sentinel due to his short OTG time, try this instead- <br> | ||
:hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast | :hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast | ||
== The Basics == | == The Basics == |
Revision as of 15:41, 21 January 2009
Introduction/Summary
Ground Chain: Stronger
Normal Jump Chain: Stronger Cross
Super Jump Chain: Stronger
Tech hit type: Escape/Safe Fall
Weight Class: Middle
Pros:
- Air normals have large hit radii and priority (+ down ones especially).
Cons:
- One of the longest OTG times, making for some "Cyclops only" combos.
- Slow Optic Blast
Moves List
Normal Moves
Cyclops can double jump, and the double jump can cancel normals (eh j.HK xx Double Jump, attack). During a normal jump, this resets your limitations.
Running DDT Throw F,F, HP+HK
Long startup, long recovery (miss or hit), grab range during the run is fairly short. Very limited uses. You could throw it in as a surprise reset during a low corner juggle, but chances are they can hit you before they land.
Special Moves
Optic Blast D,DF,F + Punch (ground and air, beam type)
LP- Crouch low, shoot forward.
MP- Standing height, shoot forward.
HP- Standing, shoot up forward.
All strength air beams shoot forward.
Gene Splice F,D,DF + Punch (ground only, mash for more hits)
Stronger buttons mean more forward motion and slightly increased height (when unmashed, mashed hitting height increases greatly).
Mini-Combo F,F, LP+LK (starts out with 2 hits, keep tapping for up to 6)
Combo looks like stand jab-jab, stand short-short (these start the juggle), c.MP, s.HP.
Cancels normals, good for some combos and pressure.
Super Attacks
Mega Optic Blast D,DF,F + 2P (ground only)
Can be comboed into with specific setups. The recovery on this makes it a bad idea to chip vs fast characters.
Super Optic Blast D,DB,B + Punch (ground and air, controllable directions, can reflect off of floor)
Recovery on the ground is similar to the MOB, so it's a much better idea to use in the air, where recovery is less (or harder to take advantage of). Easy to combo into as a juggle.
Combos
Dizzy anyone feather to heavy:
- HP throw, jumpin d + hk (otg), land dash c.lk, s.:hp: xx :hp: gene splice (mash) or
- :hp: throw, jumpin :d:+:hk:(otg), land dash c.:lk:, s.:hp: xx Mini-Combo (5hits), :hp: gene splice (mash)
You can use :mp: throw as well. This may net more damage, but it also takes more hits afterwards to dizzy. Throwing straight up is easiest.
Superheavy variant -
- :mp: throw, jump up :d:+:hk:(otg), land c.:lk:, s.:hk: xx :lp:(or :mp:) gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast
(often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction)
If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sentinel due to his short OTG time, try this instead-
- hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast