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'''Mini-Combo''' F,F, LP+LK (starts out with 2 hits, keep tapping for up to 6)<br> | '''Mini-Combo''' F,F, LP+LK (starts out with 2 hits, keep tapping for up to 6)<br> | ||
Combo looks like stand jab-jab, stand short-short (these start the juggle), c.MP, s.HP. <br> | |||
Cancels normals, good for some combos and pressure. | Cancels normals, good for some combos and pressure. | ||
Revision as of 18:12, 6 February 2008
Introduction/Summary
Ground Chain: Stronger
Normal Jump Chain: Stronger Cross
Super Jump Chain: Stronger
Tech hit type: Escape/Safe Fall
Weight Class: Middle
Moves List
Normal Moves
Cyclops can double jump, and the double jump can cancel normals (eh 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. Easy to combo into as a juggle.
The Basics
Cyke's air normals have large hit radii and priority (+ down ones especially).