(i forgot this was even a thing and it took me like two years to add it) |
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|image= MVC2 Cyclops 5MP 01.png | |image= MVC2 Cyclops 5MP 01.png | ||
|caption= Standing medium punch... again. | |caption= Standing medium punch... again. | ||
|name= Launcher | |name= Universal Launcher (Punch) | ||
|linkname= Launcher | |linkname= Universal Launcher (Punch) | ||
|input= 3HP// {{df}}+{{hp}} | |input= 3HP// {{df}}+{{hp}} | ||
|data= | |data= | ||
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|image= MVC2 Cyclops 2MK 01.png | |image= MVC2 Cyclops 2MK 01.png | ||
|caption= Crouching medium kick, but better. | |caption= Crouching medium kick, but better. | ||
|name= Launcher | |name= Universal Launcher (Kick) | ||
|linkname= Launcher | |linkname= Universal Launcher (Kick) | ||
|input= 3HK// {{df}}+{{hk}} | |input= 3HK// {{df}}+{{hk}} | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name= Throw (Kick) | |name= Throw (Kick) | ||
|input= 4/ | |input= 4/6HK// {{b}} or {{f}}+{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Recovery= - | |Recovery= - | ||
|Guard= - | |Guard= - | ||
|Special Property= | |Special Property= Command Grab | ||
|Cancel= | |Cancel= - | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - |
Latest revision as of 00:35, 16 September 2024
Story
Scott Summers, known by his hero alias Cyclops, is a character from the X-Men series by Marvel. A mutant capable of generating concussive force-based beams from his eyes, Cyclops fights for peace and equality between humans and mutants as the leader of the X-Men, fighting to protect mutants in a world that hates and fears them.
In Marvel vs Capcom 2, Cyclops is a jack-of-all-trades type character and Marvel's version of the Shoto, with projectile, uppercut, and tatsu special moves. Generally, he is relegated to an assist, as his anti-air assist is among the best in the game, but this does not mean Cyclops cannot play well on point. He has a great set of powerful normals, a good variety of special moves, and two great supers, and thus he works with a wide variety of playstyles. While not god-tier, Cyclops is extremely solid in both ranged and close-up gameplay. Coupled with characters like Sentinel, he can be a real threat to a number of characters on the roster.
If you like Captain Commando's assist, Cyclops is very similar in respects to assist use, but has a better combo game and much faster meter build, plus having the use of a double-jump and two roundhouse variations.
Gameplay
Cyclops is a jack-of-all-trades, though not nearly as dominant as Storm is. Although he is not god tier, he is in the top 10 for the best characters in the game, and possesses a solid ability to both rushdown and zone out.
If you were thinking about playing a shoto, this is by far the best version in the game.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Optic Blast (Air OK)
- Forward:
+
- Up:
+
- Gene Splice
+
or
(Mash punches for more hits)
- Cyclone Kick
+
or
- Optic Sweep
+
or
- Rapid Punches
- Charge
,
+
(Mash punches or kicks for more hits)
- Running Neckbreaker
- Charge
,
+
- Mega Optic Blast (Air OK)
+
(Mashable)
- Super Optic Blast (Air OK)
+
(Mashable, aim with directional input)
- Type α - Projectile Type
- Assist:
Optic Blast
- Counter:
Optic Blast
- Combination: Mega Optic Blast
- Type β - Anti-Air Type
- Assist:
Gene Splice
- Counter:
Gene Splice
- Combination: Mega Optic Blast
- Type γ - Expansion Type
- Assist:
Cyclone Kick
- Counter:
Cyclone Kick
- Combination: Mega Optic Blast
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 2 | 9 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Pretty slow for a light attack. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 10 | 5 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Cyclops' launcher. You can do this raw with |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 11 | - | 29 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | None | - | - | - | |
Fires an optic bullet from Cyclops' eyes. Travels across the screen at a constant speed. Can have more than one on the screen at once. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 2 | 10 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Kicks his leg out. Good range for a 3 frame startup light. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 4 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Mostly used as combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 10 | 15 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, Cancel on Whiff | - | - | - | |
Great move - good damage, fast, and enough hitstun to combo into his specials. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 3 | 23 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, Cancel on Whiff | - | - | - | |
A followup from his 5HK, combos most of the time, can still cancel into this when 5HK whiffs. |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 2 | 7 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Pretty slow for a light attack, like 5LP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 2 | 10 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Keeps the opponent on the ground. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 10 | - | 27 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | None | - | - | - | |
Fires an optic bullet from Cyclops' eyes, like his 5HP. Has slightly less recovery than his 5HP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 2 | 10 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Hits low, which is useful, and pretty ok range. Still pretty slow for a light. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 4 | 6 | 18 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Slightly pops the opponent into the air, not a launcher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | 2 | 29 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Cyclops' sweep. Knocks down, as most sweeps do. |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 10 | 14 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Fast air normal. Mainly used to combo to jump mediums. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 4 | 6 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Fast for a medium, but that doesn't matter all that much. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 8 | 18 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Air combo finisher. Doesn't allow repeated j.hp wall combos like in previous games. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 10 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Good crossup move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 4 | 13 | 6 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick for a medium, and active for a while. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 3 | 15 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Knocks down if they're in the air. Very quick recovery for a heavy; you can build meter quickly by super jumping and repeatedly pressing j.HK. |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 10 | 3 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Used in his infinite. Very quick recovery. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 8 | 9 | 7 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Sends the opponent almost straight down when it hits. Fast recovery could potentially be used with his double jump to mixup. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 10 | 14 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Used in his infinite. Hits pretty far below him, so it can be used as a jump in. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 8 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Also used in his infinite. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 8 | 7 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Very robust jump in move. Hits far below Cyclops, which can beat out anti air attempts, with a lot of hitstun. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 10 | 5 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
This is just his standing medium punch, but you can do it raw. No difference in hitboxes, frame data, or damage. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 | 3 | 6 | 18 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Cyclops' fastest grounded normal is this launcher. Good anti-air, decent priority, hits high above his head, and launches the opponent on hit. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Cyclops picks up the opponent and slams them to the ground. Holding back will throw them backward. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Cyclops picks up the opponent and fires a continuous optic blast into them, knocking them down. Can OTG after this in the corner. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Cyclops grabs his opponent with his legs and throws them backward over his head, knocking them down. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 | 13 (LP), 11 (HP), 11 (Air) | - | 33 (LP), 33 (HP), 27 (Air) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cyclops shouts "Optic blast!" and fires a beam across the screen. Hits full screen about 5 frames after startup, can be cancelled into supers to punish fullscreen whiffed moves. HP fires at a 45 degree angle, the air version maintains a bit of your initial momentum. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 (punches), 4 (projectile) | 6 | 20 | 28 (LP), 38 (HP) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cyclops' dragon punch. Fully invincible until and past when it hits, active for a long time, and fires a projectile upward at the 3rd image. Great get-off-me tool, especially as an assist. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6, 14 | 11 | 6, 6 | 26 | HL, HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Cyclops leaps forward with a spinning kick, lands, then does a sweeping kick along the ground. No difference between versions. Good damage, forward movement, and hitstun for super cancelling. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
17 | 1 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Command Grab | - | - | - | - | |
Cyclops grabs the opponent and lasers them into the sky. You can choose behind, in front, or straight up by pressing the direction after the throw lands. Combo available after throwing into the corner. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 18 | - | 31 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cyclops lays down and fires a beam along the ground. Knocks down on hit. At point blank range, this can whiff. The worst part is that this isn't even a low attack, it's a mid. Not a great move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6, 6, 7, 6, 8, 12 | 18 | 2, 3, 4, 4, 4, - | 44 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cyclops rushes forward with a flurry of elbows and knees, ending in an optic bullet. You typically don't see this special move all that much, but it does do very nice damage. Any of the hits before the projectile are cancelable to super. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
20 | 32 | 15 | 17 | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Command Grab | None | - | - | - | |
Cyclops gets into a runners stance, and about half a second later, runs at the opponent. If he gets close enough, he will grab them and do a flying slam. Does good damage, and can get an OTG, but you don't see this special move much either. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
Jumps in, shoots an optic blast, taunts, and jumps out. Decent assist for controlling the ground, but not amazing. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6, 6, 4 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
One of the best anti-air assists in the entire game. Sets up combos for your point character, completely denies attacking opponents, breaks pressure strings, and more. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6, 14 | - | - | - | HL, HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Tricky, hits for a while. You can snap and combo easily from this. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 (no mashing, can mash for more) | 35 | - | 48 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
Fills the screen with a massive beam. Hard to combo into, but does good chip damage. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
43 (no mashing, can mash for more) | 22 | - | 27 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
Cyclops' better super. Does great damage - especially when mashed - has much faster startup and recovery, and the beam is maneuverable in whatever direction the stick is held. Can be done in the air too, even after something like Gene Splice. Decently safe, but not unpunishable. |
Beginner Overview
General Gameplan
You can do well against most beginners by running away and throwing out Optic Blasts and Optic Bullets until you have levels. When you have levels, use Mega Optic Blast to chip. If they get close, double jump away and mash sj.HK as you go to get more meter. This beats most low tier teams pretty easily.
Infinite
Variation 1: Launch > lp mp (peak of jump)2lk 2mp 2lk 2mp mk land/superjump (lp lk mp (peak of jump) 2lk 2mp 2lk 2mp (double jump) lp lk mp 2lk 2mp 2lk 2mp mk) * Repeat
Variation 2: Launch > ( lp mp (peak of jump) 2lk 2mp 2lk 2mp mk (land/superjump)) * Repeat