Mortal Kombat 9/Cyrax: Difference between revisions

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{{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 stagger }}
{{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 }}
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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{MK9MoveListRow | Yank | b + fp | 0% | unblockable  }}
{{MK9MoveListRow | Yank | b + fp | 0% | throw }}
{{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 | Side Kick | b + fk | 11% | high knockdown }}
{{MK9MoveListRow | Side Kick | b + fk | 11% | high knockdown }}
{{MK9MoveListRow | Tooth & Nail | f + bp | 5% + 7% | high + high ; 1st hit: bufferable , stagger ; 2nd hit: knockdown }}
{{MK9MoveListRow | Hop Kick | u + bk | 7% | med flatten }}
{{MK9MoveListRow | Hop Kick | u + bk | 7% | med flatten can tech-roll }}
{{MK9MoveListRow | Blast Overhead | b + bp | 2% + 9% | med + high groundbounce }}
{{MK9MoveListRow | Sweep | b + bk | 7% | low sweep }}
{{MK9MoveListRow | Sweep | b + bk | 7% | low sweep }}
{{MoveListFooter}}
{{MoveListFooter}}
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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{MK9MoveListRow | See Saw | fp --- fp --- fp | 3% --- 3% --- 6% | high --- high --- med ; 1st & 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 Fist | fp --- bp --- fp  | 3% --- 5% --- 8% | high --- high --- high ; all hits: 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 ; all hits: bufferable ; 3rd hit: launch }}
{{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 | Cyber Beatdown | b + fp --- bp --- fp --- bp | 0% --- 3% --- 3% --- 7% | must be pressed rapidly throw high stagger }}
{{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% | 1st & 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 }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{MK9MoveListRow | Automation | b + bp --- 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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{{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 }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{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 }}
{{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% | stagger }}
{{MK9MoveListRow | Net | b , b + fk | 0% | high captr ; 2nd time used in combo, net will not hold }}
{{MK9MoveListRow | Teleport | d b + fp | 0% | airok , not safe }}
{{MK9MoveListRow | Teleport | d , b + fp | N/A | airok }}
{{MK9MoveListRow | Reverse Kick | d f + fk | 7% | high }}
{{MK9MoveListRow | Buzzsaw | b , f + bp | 8% | high flatten }}
{{MK9MoveListRow | Buzzsaw | b f + bp | 8% | high knockdown}}
{{MK9MoveListRow | Reverse Kick | d , f + fk | 7% | high }}
{{MK9MoveListRow | Anti-air | d f + fp | 8% | unblockable throw }}
{{MK9MoveListRow | Ragdoll | Reverse Kick --- fp + fk | 4% | high ; Can only be performed if Reverse Kick hits }}
{{MK9MoveListRow | Ragdoll | d f + fk , throw bl | 10% | high + throw }}
{{MK9MoveListRow | Anti-air | d , f + fp | 0% + 8% | throw + unblockable }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{MK9MoveListRow | Sticky Bomb | b b + bk + bl | 8% | launch ; cannot be ducked  }}
{{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 | Net | b , b + fk + bl | 1% + 1% | high + unblockable ; takes 1 meter away from opponent when landed }}
{{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 | Saw Blade | b f + bp + bl | 8% | high ; becomes Projectile }}
{{MK9MoveListRow | Bangport | d , b + fp + bl | 8% | high knockdown }}
{{MK9MoveListRow | Bangport | d b + fp + bl | 8% | high airok launch (close range), safe teleport }}
{{MK9MoveListRow | Saw Blade | b , f + bp + bl | 8% | high ; becomes Projectile }}
{{MK9MoveListRow | Ragdolls | d f + fk + bl throw | 15% | low + high --- throw }}
{{MK9MoveListRow | Donkey Kick | d , f + fk + bl | 4% + 8% | low + high ; 2nd hit: knockdown }}
{{MK9MoveListRow | Donkey Kick | d f + fk + bl | 4% + 8% | low + high }}
{{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% | unblockable + unblockable }}
{{MK9MoveListRow | Power Anti-Air | d , f + fp + bl | 2% + 8% | throw + unblockable }}
{{MoveListFooter}}
 
==== Wake Up Moves ====
 
{{MK9MoveListHeader}}
{{MK9MoveListRow | Teleport | d b + fp  | 0% |  }}
{{MK9MoveListRow | Reverse Kick | d f + fk | ?% |  }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MK9MoveListHeader}}
{{MK9MoveListHeader}}
{{MK9MoveListRow | Cyberdriver | fk + bk + bl | | good anti-air }}
{{MK9MoveListRow | Cyberdriver | fk + bk + bl | 10% + 10% + 11% | 1st hit: high ; knockdown }}
{{MoveListFooter}}
{{MoveListFooter}}


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=== X-Ray Attack ===
=== X-Ray Attack ===
N/A
Good anti-air





Revision as of 17:33, 22 May 2011

MK9Logo.png

Cyrax

MK9-Cyrax Face.jpg

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

Name
Command
Damage
Notes
Front Punch
fp
3%
high bufferable
Back Punch
bp
5%
high bufferable
Front Kick
fk
5%
high bufferable
Back Kick
bk
7%
high bufferable
Crouching Front Punch
d + fp
2%
high bufferable
Crouching Back Punch
d + bp
12%
high uprcut
Crouching Front Kick
d + fk
1%
low bufferable
Crouching Back Kick
d + bk
3%
low bufferable
Angled Jumping Punch
during angled jump, fp or bp
4%
med
Angled Jumping Kick
during angled jump, fk or bk
7%
high knockdown
Straight Up Jumping Punch
during straight up jump, fp or bp
5%
med groundbounce
Straight Up Jumping Kick
during straight up jump, fk or bk
5%
med knockdown

Command Normals

Name
Command
Damage
Notes
Yank
b + fp
0%
throw
Blast Overhead
b + bp
2% + 9%
med + high ; 2nd hit: groundbounce
Tooth And Nail
f + bp
5% + 7%
high + high ; 1st hit: bufferable ; 2nd hit: knockdown
Side Kick
b + fk
11%
high knockdown
Hop Kick
u + bk
7%
med flatten
Sweep
b + bk
7%
low sweep

Throws

Name
Command
Damage
Notes
Throw (Away)
b or n + fp + fk
1% + 3% + 4% + 4%
throw
Throw (Towards)
f + fp + fk
1% + 3% + 4% + 4%
throw

Kombo Attacks

Name
Command
Damage
Notes
See Saw
fp --- fp --- fp
3% --- 3% --- 6%
high --- high --- med ; 1st and 2nd hit: bufferable ; 3rd hit: knockdown
Steel Fists
fp --- bp --- fp
3% --- 5% --- 8%
high --- high --- high ; 1st and 2nd and 3rd hit: bufferable ; 3rd hit: knockdown
Power Plant
fp --- bp --- fk
3% --- 5% --- 6%
high --- high --- high ; 1st and 2nd and 3rd hit: bufferable ; 3rd hit: knockdown
Mustard
bp --- fp --- bp
5% --- 3% --- 10%
high --- high --- med ; 1st & 2nd hit: bufferable ; 3rd hit: flatten
Saw Enough
bp --- bp --- f + fp
5% --- 5% --- 6%
high --- high --- high ; 1st hit: bufferable ; 3rd hit: knockdown
Kombat Boots
fk --- fk --- bk
5% --- 3% --- 6%
1st and 2nd hit: bufferable ; 3rd hit: knockdown
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

Fast Tags

Name
Command
Damage
Notes
Automation
Blast Overhead --- tg
N/A
Sets up combo for partner

Tag Kombos

Name
Command
Damage
Notes
Number Cruncher
b + fp --- tg
Based on Teammate
High Tech
fp --- bp --- tg
Based on Teammate
Short Circuit
bp --- fp --- tg
Based on Teammate
Tag Kombo Attack
Attack from Teammate's Tag Kombo
10%
med flatten

Tag Specials

Name
Command
Damage
Notes
Tag Assist
d , b + tg
8%
Performs Sitcky Bomb ; high launch
Tag Attack
d , f + tg
4% + 8%
Performs Donkey Kick ; low + high ; 2nd hit: knockdown ; Can be followed up by Ragdoll or Ragdolls

Special Attacks

Name
Command
Damage
Notes
Bomb (Close)
b , b + bk
8%
unblockable launch
Bomb (Medium)
f , f + bk
8%
unblockable launch
Bomb (Far)
b , b , f + bk
8%
unblockable launch
Net
b , b + fk
0%
high captr ; 2nd time used in combo, net will not hold
Teleport
d , b + fp
N/A
airok
Buzzsaw
b , f + bp
8%
high flatten
Reverse Kick
d , f + fk
7%
high
Ragdoll
Reverse Kick --- fp + fk
4%
high ; Can only be performed if Reverse Kick hits
Anti-air
d , f + fp
0% + 8%
throw + unblockable

Enhanced Special Attacks

Name
Command
Damage
Notes
Sticky Bomb
b , b + bk + bl /
f , f + bk + bl /
b , b , f + bk + bl
8%
high launch ; cannot be crouched
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
Bangport
d , b + fp + bl
8%
high knockdown
Saw Blade
b , f + bp + bl
8%
high ; becomes Projectile
Donkey Kick
d , f + fk + bl
4% + 8%
low + high ; 2nd hit: knockdown
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
Power Anti-Air
d , f + fp + bl
2% + 8%
throw + unblockable

X-Ray Attack

Name
Command
Damage
Notes
Cyberdriver
fk + bk + bl
10% + 10% + 11%
1st hit: high ; knockdown

Finishing Moves

Fatality
Kode
Distance From Opponent
Fatality 1
f d f b + bp
Close
Fatality 2
b d b f + fp
Jump
Stage Fatality
d u + bl
Varies
Babality
d f b + bp
Jump


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

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

Cyber Beatdown:

from forums:

Command throw that hits high. Only way to avoid this is crouching without blocking. Opponent can break this by pressing FP. Main part of the unavoidable bomb trap. You can get the grab 100% guaranteed off of a jump in punch that is blocked, although it can still be broken.

Special Attacks

Net Damage Scaling Reset

from forums:

Whiffing any move before hitting a netted and grounded opponent confuses the game into thinking the combo is over. As such, you can continue the combo without the scaling that everything up to and including the net would normally impose. You can even use another net and the opponent won't immediately recover.

Enhanced Special Attacks

N/A


X-Ray Attack

Good anti-air


Basic Strategy

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

4-Hits: Fk.png Fk.png ---.png Net ---.png Uppercut

5-Hits: B.png + Bp.png ---.png Dash ---.png Fp.png Bp.png ---.png Anti-air

9-Hits: Fk.png Fk.png ---.png Net ---.png Dash ---.png B.png + Bp.png ---.png Dash ---.png Fp.png Bp.png ---.png Ragdoll

Jump-in Combos

9-Hits: Jump in punch ---.png Bp.png ---.png Net ---.pngDash ---.png Cyber Beatdown

Combos With Enhanced Specials

13-Hits: Jump in punch ---.png Bp.png Fp.png ---.png Sticky Bomb ---.png Dash ---.png Fk.png Fk.png ---.png Net ---.png Jump in punch ---.png Dash ---.png Fp.png Bp.png ---.png Anti-air

13-Hits: Jump in punch ---.png Fk.png Fk.png ---.png Net ---.png Jump in Punch ---.png Fp.png Bp.png Fp.png ---.png Reverse Kick ---.png crouching Fk.png ---.png Enhanced Ragdolls


56%: Jump in punch ---.png Fp.png , Bp.png into Net ---.png Dash back (3), Jump in punch ---.png Fp.png , Bp.png into Sticky Bomb ---.png Medium Bomb (1) ---.png Uppercut ---.png Dash Back, B.png + Bp.png (2) ---.png Dash ---.png Fp.png , Bp.png , Fp.png 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.

3. additional note from forums: after the initial jump in punch, fp, bp ~ Net, do not back dash. You build more meter, and reset the damage scaling if you teleport verses back dash here.

Combos With X-Ray Attacks

  • N/A

Corner-Only Combos

  • N/A

Bomb Trap starters

1. Cyber Beatdown ---> dash ---> Med. Bomb

2. Tooth + Nail canceled into Short Bomb ---> followed up with Dash, bp, fp ~ Net

3. Opponents block jump in Punch ---> Cyber Beatdown (this is always guaranteed)

Style

  • N/A

Matchups

N/A