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|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Cyclops' sweep. Knocks down, as most sweeps do. | |description= Cyclops' sweep. Knocks down, as most sweeps do. | ||
}} | |||
}}<br> | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= MVC2 Cyclops j.LP 01.png | |||
|caption= A downward punch. | |||
|name= Jumping Light Punch | |||
|linkname= j.LP | |||
|input= Jump+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 10 | |||
|Recovery= 14 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Fast air normal. Mainly used to combo to jump mediums. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops j.MP 01.png | |||
|image= MVC2 Cyclops j.MP 02.png | |||
|caption2= An upward punch. | |||
|name= Jumping Medium Punch | |||
|linkname= j.MP | |||
|input= Jump+{{lp}}{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 4 | |||
|Active= 6 | |||
|Recovery= 12 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Fast for a medium, but that doesn't matter all that much. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops j.HP 01.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input= Jump+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 15 | |||
|Active= 7 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Air combo finisher. Doesn't allow repeated j.hp wall combos like in previous games. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops j.LK 01.png | |||
|caption= Kick | |||
|name= Jumping Light Kick | |||
|linkname= j.LK | |||
|input= Jump+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 10 | |||
|Recovery= 12 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Good crossup move. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops j.MK 01.png | |||
|caption= Kick | |||
|name= Jumping Medium Kick | |||
|linkname= j.MK | |||
|input= Jump+{{lk}}{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 4 | |||
|Active= 13 | |||
|Recovery= 6 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick for a medium, and active for a while. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops j.HK 01.png | |||
|caption= HAH! HAH! HAH! HAH! | |||
|name= Jumping Heavy Kick | |||
|linkname= j.HK | |||
|input= Jump+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 7 | |||
|Active= 3 | |||
|Recovery= 15 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= 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. | |||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 18:42, 20 October 2021
Story
Scott Summers, known by his hero name of Cyclops, is a mutant capable of generating concussive force-based, red-colored beams from his eyes. He has fought for peace and equality between humans and mutants ever since joining the X-Men.
Hero, freedom fighter, strategist - Cyclops has been dubbed many things, and he continues to do so as the leader of his own faction of X-Men, fighting to protect 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 good set of powerful normals, a good variety of special moves, and two great supers - and can play in a wide variety of playstyles. This character, though not a god-tier character, 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, then this character is very similar in respects to assist use, but has a better combo game, and builds meter incredibly fast, 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.
- Gameplay breakdown goes here
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 | Chain, Special, Super, Cancel on Whiff | - | - | - | |
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 | 15 | 7 | 5 | 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. |