X-Men: Children of the Atom/Cyclops: Difference between revisions

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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>
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
Corner combos:<br>
vs Storm,Psylocke<br>
Launcher: dash s.mk, s.hk-hk<br>
Aircombo: sj.hk, dj sj.hk, [sj.lk, sj.hp] x 2<br>
Relaunch: s.hk-hk<br>
vs Middle and Heavyweights<br>
Launcher: dash c.mp, c. mp (jump toward)<br>
Juggle: j.hp, j.hk (land, re-jump toward)<br>
juggle stabilize: j.hp, j.mk (land then re-juggle)<br>
Re-juggle/Stabilze: (land) s.mp or c.mp (jump toward)<br>
Heavy notes: Jump juggle until they get low (might be two or three times), land, c.mp, repeat<br>
example... Cyke vs Cyke: dash c.mp, c. mp (jump toward), [j.hp, j.hk] x2, j.hp, j.mk, (land), c.mp, repeat jump juggle.
In above example, if c.mp misses as a re-juggle, you were probably too close and it went behind them. Let go of toward as you're landing.
If they remain high enough, a landing rejuggle isn't needed. If they're getting too high, SJ up for an air combo.
Repeating low juggles (these can be infinites, but minute changes in positioning and timing makes them very likely to break, walking forward as much as possible lessens the amount you need to re-dash in)
vs Middle and Heavyweights<br>
Launch: dash c.mp, walk forward, s.hk (one hit, chaining is also possible but will eventually require more dashing)<br>
Juggle: s.lp, c.mp, walk forward, s.hk (dash before or after the HK when needed)<br>
Cyclops note: dash c.mp, walk s.lp, c.mp for launch may work better.<br>
Lots of variations possible here for all.
vs Lightweights<br>
Launch: dash s.mp, hk (chained)<br>
Juggle: step forward s.hk, dash s.mp, s.hk<br>
Spiral Juggle: s.lp, s.hk, dash s.mp, s.hk (s.mp seems to send her higher)<br>


== The Basics ==
== The Basics ==

Revision as of 22:13, 21 January 2009

Xmcota-cyclops.png

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

s.HK - Pressing HK twice causes a second, launching hit. Pressing HK, d + HK x2 (must be pressed twice) will combo to sweep. Pressing HK, up + HK x2 will cancel the s.HK to a jumping one. If up or down + HK is only pressed once after the first one, it will simply be canceled. This is how Cyclops can crouch cancel (and jump cancel).

Cyclops can double jump, and the double jump can cancel normals ( 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

Corner combos:
vs Storm,Psylocke
Launcher: dash s.mk, s.hk-hk
Aircombo: sj.hk, dj sj.hk, [sj.lk, sj.hp] x 2
Relaunch: s.hk-hk

vs Middle and Heavyweights
Launcher: dash c.mp, c. mp (jump toward)
Juggle: j.hp, j.hk (land, re-jump toward)
juggle stabilize: j.hp, j.mk (land then re-juggle)
Re-juggle/Stabilze: (land) s.mp or c.mp (jump toward)
Heavy notes: Jump juggle until they get low (might be two or three times), land, c.mp, repeat

example... Cyke vs Cyke: dash c.mp, c. mp (jump toward), [j.hp, j.hk] x2, j.hp, j.mk, (land), c.mp, repeat jump juggle. In above example, if c.mp misses as a re-juggle, you were probably too close and it went behind them. Let go of toward as you're landing. If they remain high enough, a landing rejuggle isn't needed. If they're getting too high, SJ up for an air combo.

Repeating low juggles (these can be infinites, but minute changes in positioning and timing makes them very likely to break, walking forward as much as possible lessens the amount you need to re-dash in)

vs Middle and Heavyweights
Launch: dash c.mp, walk forward, s.hk (one hit, chaining is also possible but will eventually require more dashing)
Juggle: s.lp, c.mp, walk forward, s.hk (dash before or after the HK when needed)
Cyclops note: dash c.mp, walk s.lp, c.mp for launch may work better.
Lots of variations possible here for all.

vs Lightweights
Launch: dash s.mp, hk (chained)
Juggle: step forward s.hk, dash s.mp, s.hk
Spiral Juggle: s.lp, s.hk, dash s.mp, s.hk (s.mp seems to send her higher)

The Basics

Advanced Strategy

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