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|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= 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. | |description= 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. | ||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Cyclops CHBF K 01.png | |||
|name= Running Neckbreaker | |||
|linkname= Running Neckbreaker | |||
|input= [4]6 + k // CHBF+k // Charge {{b}}, {{f}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 20 | |||
|Startup= 32 | |||
|Active= 15 | |||
|Recovery= 17 | |||
|Guard= N/A | |||
|Special Property= Command Grab | |||
|Cancel= None | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= 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. | |||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 21:46, 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 | 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 | |
---|---|---|---|---|---|
7 | 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. |
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 | |
---|---|---|---|---|---|
10 | 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 | |
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 | |
---|---|---|---|---|---|
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 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. |