Introduction
"Cyrax is unit LK-4D4, The second of three prototype Cybernetic Ninjas built by the Lin Kuei. Like his counterparts, his last program is to find and terminate the rogue ninja Sub-Zero. Without a soul, Cyrax goes undetected by Shao Kahn and remains a possible threat against his occupation of Earth." - Mortal Kombat 3
Cyrax, a Lin Kuei assassin transformed into a cyborg as part of the Cyber Initiative, is a rushdown/setplay assist that specializing in kombo extension and damage as well as pressure setups.
Kameo Moves
K
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
40 | 57 | 61 | - | 67.50 | - | Air | +138 | - | - | 50% |
- Only Hits Airborne Opponents
- Up+Kameo Final Hit Sends Opponent Away From Point Character (Neutral Kameo Sends Them Towards)
- Cooldown: 5 Second Delay + 9.5 Second Recharge Speed = 14.5 Seconds Total
Cyrax's main Ambush move, can be used to extend combos off of high recovery or Synchronized moves and be used to start setups due to its long Air Time, it can also be used while the Point Character is doing an Air String to pile on damage
It is recommended to only use this once per combo as it scales damage and gravity quite a bit if all hits land
Useful for characters like Baraka, Takeda, Ermac and Rain
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
44 | 40 | 63 | - | 52.5 | 43 | H | +90 | +67 | +67 | 100% |
- Spends Entire Kameo Meter
- 4th and 8th Hits Reset Combos
- Up+ Hold Kameo Final Hit Sends Opponent Away From Point Character (Neutral Hold Kameo Sends Them Towards)
- Cooldown: 3 Second Delay + 19 Second Recharge Speed = 22 Seconds Total
The move you used to pick Cyrax for, its high amount of blockstun/hitstun makes it very effective in securing HitAdv resets or blockstrings to turn Punisheable OB moves into Plus OB
Because of its high cost, cooldown and potential to reset combos on accident it has mostly fallen into obscurity outside of the few characters who still have uses for it like Baraka, Takeda and Johnny Cage
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
40 | 6 | 48 | - | 60 | 17.50 | M | +136 | +71 | +71 | 0.5 Kameo Meter, 0.05 Per Second |
- Kameo Meter Will Turn Green While Self Destruct Is Active
- Point Character Will Not Take Damage If Cyrax Is Hit While Holding Self Destruct
- Cyrax Will Drop His Bomb If He Is Hit After Holding Self Destruct (Will Detonate After 1 Second)
- Cooldown: 4 Second Delay + 10 Second Recharge Speed + Held Durations = 14/24 Seconds Total
A Mid hitting delayable launcher that can body block extremely well and force trades or looping setups, currently many think this is Kameo Cyrax's strongest move right now, the high launch and maneuverability of this move grants every Rushdown Character looping mixups off of any button including Shove and Sweep giving them very threatening setplay while Zoning or Footsies characters (who can set it up) can use it to always have an active hitbox on screen that can tank a hit for them without taking extra damage
Useful for characters that can set it up easily such as Sindel, Peacemaker, Point Sektor and Point Cyrax
Press Forward/Back+Kameo to move Cyrax during Fuse Time, press Down+Kameo to either place Cyrax behind the opponent or to Detonate Early
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
40 | 28 | 20 | - | 20 | 12.5 | M | +221 | +2 | +2 | 50% |
- Has Invulnerability When Performed As A Getup (Loses Stun Propeeties)
- Stuns Opponent And Drains 1 Super Bar On Hit
- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 12 Seconds Total
Cyrax's main combo extender, the extended stun time can be used to spam specials to build meter or to set up the rest of your combo/offense, It is also really good for projectile trades as you'll almost always recover quick enough to dash up and continue your combo
However the sluggish startup makes it a bad reversal and it makes you only able to combo into it with moves that have high HitAdv
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | 33 | - | 100.00 | 10.00 | T, H | +9/70 | - | - | - |
- Shove Performed Instead When Kameo Is Unavailable
- Spend 2 Bars Of Super Meter To Launch Opponent
Pretty unremarkable throw normally, but the Enhanced version is good if you're using it in looping pressure or to end a round. Some people combo this into Net to build back up some of the lost meter but the cost might still be too high for meter hungry characters