Difference between revisions of "Cyclops (XMCOTA)"

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'''Tech hit type''': Escape/Safe Fall<br>
 
'''Tech hit type''': Escape/Safe Fall<br>
 
'''Weight Class''': Middle<br>
 
'''Weight Class''': Middle<br>
 +
 +
'''Pros''':<br>
 +
* Air normals have large hit radii and priority (+ down ones especially).
 +
 +
'''Cons''':<br>
 +
* One of the longest OTG times, making for some "Cyclops only" combos.
 +
* Slow Optic Blast
  
 
== Moves List ==
 
== Moves List ==

Revision as of 10:15, 18 August 2008

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.

The Basics

Advanced Strategy

Back to - X-Men: Children of the Atom
Characters
Akuma - Colossus - Cyclops - Iceman - Omega Red - Psylocke - Sentinel - Silver Samurai - Spiral - Storm - Wolverine
Shortcuts
Basic Game Mechanics - Combo Engine Overview