X-Men: Children of the Atom/Cyclops: Difference between revisions

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(often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction)
(often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction)


If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sent due to his short OTG time, try this instead- <br>
If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sentinel due to his short OTG time, try this instead- <br>
:hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast
:hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast


== The Basics ==
== The Basics ==

Revision as of 15:41, 21 January 2009

Xmcota-cyclops.png

Introduction/Summary

Ground Chain: Stronger
Normal Jump Chain: Stronger Cross
Super Jump Chain: Stronger
Tech hit type: Escape/Safe Fall
Weight Class: Middle

Pros:

  • Air normals have large hit radii and priority (+ down ones especially).

Cons:

  • One of the longest OTG times, making for some "Cyclops only" combos.
  • Slow Optic Blast

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 (or harder to take advantage of). Easy to combo into as a juggle.


Combos

Dizzy anyone feather to heavy:
- HP throw, jumpin d + hk (otg), land dash c.lk, s.:hp: xx :hp: gene splice (mash) or

- :hp: throw, jumpin :d:+:hk:(otg), land dash c.:lk:, s.:hp: xx Mini-Combo (5hits), :hp: gene splice (mash)

You can use :mp: throw as well. This may net more damage, but it also takes more hits afterwards to dizzy. Throwing straight up is easiest.

Superheavy variant -
- :mp: throw, jump up :d:+:hk:(otg), land c.:lk:, s.:hk: xx :lp:(or :mp:) gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast
(often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction)

If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sentinel due to his short OTG time, try this instead-

hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast

The Basics

Advanced Strategy

Template:X-Men: Children of the Atom characters