Faq Written in WordPad 1.0, Microsoft Windows 95

Marvels Superheroes vs Street Fighter (co, Capcom 1998).  Omega Red,
Cyclops, Shuma Gorath, Blackheart, Spiderman,  Wolverine, Apocalypse,
and Captain America are creations from Mavel comics.  Ryu, Ken,  Chun
Li, Norimaru, Zangief, M. Bison, Dhalsim, Akuma, Cyber Akuma, and Dan
are trademarks of Capcom.

Version 1.5  by Slym Summers, aka J. Craft

THE REASON I WROTE THIS FAQ IS BECAUSE I COULDN'T FIND ANY DECENT MSF
CYCLOPS OR RYU FAQS ON THE WEB!!! SHEEESH!!

Any questions or comments about this FAQ can be mailed to:
[email protected], or posted on the "Marvel vs Capcom:  The Site!
Message Board" at: http://blackhole.winsocket.com/~migs/mvc/board.html.

Hopefully, this will make it to Game Faqs!  This is my first FAQ, so if
I don't have flashy ASCII designs, don't be too rough on me!  Why
Cyclops and Ryu?  Because they are two of the best freaking characters
in the games, and when joined together, they are UNSTOPPABLE!  Now lets
get started!

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CONTENTS
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       Legend

RYU:
       Introduction
       Special Moves
       Super moves
       Regular Move Analysis
       Throws
       Strategies
       Counters

CYCLOPS:

       Introduction
       Special Moves
       Super moves
       Regular Move Analysis
       Throws
       Strategies
       Counters

       vs Section
       Combos
       Top 5
       Credits

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The following Legend is from John Culbert's MSF Faq, version 1.  Check
it out. Thanks alot!

*******
LEGEND:          BUTTONS
*******
               .-------------Jab
  JOYSTICK     | .-----------Strong
               | | .---------Fierce
  U/B U U/F    | | |
     \|/       | | |
   B--o--F     | | |
     /|\       O O O
  D/B D D/F    O O O
               | | |
               | | |
               | | |
               | | ----------Roundhouse
               | ------------Forward
                -------------Short

QCT = Quarter Circle Toward (roll the joystick from D to F)
QCB = Quarter Circle Back (roll the joystick from D to B)
HCT = Half Circle Toward (roll the joystick from B to D to F)
HCB = Half Circle Back (roll the joystick from F to D to B)
+  = enter commands simultaniously
MS  = Magic Series
MSH = Marvel Super Heroes
XvSF= X-Men Vs. Street Fighter
MvSF= Marvel Superheroes Vs. Street Fighter
BBX = Berserker Barrage X (Wolverine: QCT+all three Punches)
BB  = Berserker Barrage (Wolverine: QCT+any Punch)
OTG = Off the Ground
FS  = Flying Screen
J.  = Jumping
SJ. = Super Jumping
S.  = Standing
C.  = Crouching
FL. = Flying
AD. = Air Dashing

************************************************************************
*************************************
This is not an indroductory FAQ, so I will skip terms like "Flying
Screen," "Air combos," "OTG" and others because they can be found in
other FAQS.

RYU- Ryu just has an easy feel to him.  He is quick and powerful. He can
punish foes from close and far away, on the air and on the ground.
Using him for keep away is a mistake because he has some wicked combos.
Basically, he's one of the most versatile characters in the game. He can
chain an SC in an air combo, doing major damage.  Top-tier character.

Height: 5' 10"
Weight: 150 lbs
Art: Shotokan Karate
Ground Magic Series: Stronger
Air Magic Series: Stronger
SJ Magic Series: Zig Zag
Entering pose: Ryu stands in a raging horse stance
Starting pose:  Ryu ties his headband
Winning pose 1: Ryu turns his back
Winning pose 2:  Ryu fold his arms and his headband blows in a
spontaneously generated wind.

**Note:  If a move is in quotes, Ryu and Cyclops actually say the name
of the move.  EX- For "Hadouken", Ryu will actually say "Hadouken."
Otherwise, they do something else. (Air)- indicates the move can be done
in the air.  All damage percents are done on a character with average
defenses (Ryu).  More damage is done on characters like Wolverine,
Spidey, etc, and less damage may be done on characters like Cyclops, Cap
America, Hulk,etc.

------------------------------------------------------------------------
-------------------------------------------------------------

(Air)"HADOUKEN": QCT + punch (the strength of the punch will determine
the speed)
10% damage. Still quite fast coming out, and are good for pestering you
opponents.This is still Ryu's best AC finisher besides the Shinkuu
Hadoken.

(Air)"TATSUMAKI SENPUKYAKY":  QCB + kick (the strentgth of the kick will
determine how far Ryu travels) 10% Damage.  There really isn't that much
this move can do because the Hadoken is alot safer.  In an air combo,
this move causes the Flying Screen to shift downward, so you can't do
the nasty things that were possible in XSF

"SHORYUKEN":  DP + Punch (the strength of the punch will determine how
high Ryu rises)
15% Damage.  The standard ARK air defense
------------------------------------------------------------------------
-------------------------------------------------------------


(Air)"SHINKUU HADOUKEN":  QCF + 2Punches
33% Damage, 18-21 hits.  A beam projectile.  This move can be used in an
air combo off of a C. Fierce.  That's why you don't jump at Ryu! On the
ground, Ryu can incorporate it into combos that will drain half of the
enemy's life bar.  This is Ryu's most useful SC.

"SHINKUU TATSUMAKI SENPUKYAKU" : QCB + 2Kicks
33% Damage, 18 hits.  This is a stationary hurricane kick with short
range.  This move can OTG after a sweep, but if the roll, it's over.
Also, if the enemy blocks, they can push and leave Ryu spinning to his
death.

"SHIN SHORYUKEN": DF + 2Punches
(if enemy is on the ground or close to the ground) 33% Damage, 3 hits,
(if enemy is in the air) 7 hits, 25% damage.  This is a vertical dragon
punch.  It's risky to use his as air defense, because if the enemy
blocks, it's open season on Ryu.

TEAM SUPER:  Shinkuu Hadouken.  Ryu will shout "Do it (I think)," and
then perform the super.

TEAM COUNTER:  Hadouken.  Don't use while the enemy is in the air

TEAM ASSIST:  Hadouken


------------------------------------------------------------------------
-------------------------------------------------------------
REGULAR MOVE ANALYSIS

S. Jab-  This is your basic jab, nothing to talk about. Decent Priority.
C. Jab-  Basic jab
Jumping jab - Basic jumping jab that points downward

S. Strong- A mini-uppercut with so-so range.  Good Priority
F + Strong - An Overhead punch that can only be blocked high.
C. Strong- A ducking straight punch with so-so range
J. Strong - an jumping uppercut that hits when the opponent is above you

S. Fierce - a standing straight punch with medium range.  It is fast and
has High Priority.  Cancel into the Shinkuu Hadouken.
C. Fierce - Ryu's only lancher, a full-blown uppercut.  This will take
almost any air attack out.
J.Fierce - A jumping punch that points downward.

S. Short - a shin kick.  High Priority
C. Short- A basic ducking kick
J. Short - A knee that points dowward

S. Forward- A axe kick with crappy range. Decent Priority up close
though.
C. Forward - a ducking kick with great range.  It has good priority too.
J. Forward- A kick that points downward.
F. + Forward-  This is a hoping kick that takes out low attacks.  Cancel
into the Shin Shoryuken with this.
J.+ U Forward - A jumping kick that points above Ryu

S. Roundhouse- A .. . well. . Roundhouse kick with shorter range than
the S. fierce.
C. Roundhouse - A sweep with good range.  Use it to cancel into the
Shinkuu Tatsumaki Senpukyaku.
J. Roundhouse - A  downward kick
J. + U Rounhouse - A kick that points straight out.

------------------------------------------------------------------------
-------------------------------------------------------------
THROWS- Ryu has 3 throws

F + Roundhouse:  A leg flip throw.  I don't think you can OTG after this
one, but I could be wrong.

F+ Fierce:  Basically, this is a slam that still leaves your opponent
close to you.

(air) F+ Fierce: An air version of Ryu's air flip throw.

Dash:  It's quite a fast dash that makes it easy to cover ground when
you are at midscreen or closer.  It's changed from Ryu's hop in XSF to a
slide in MSF.

Taunt:  Ryu adjusts his head band.

------------------------------------------------------------------------
-------------------------------------------------------------
STRATEGIES

Air:  In the Air (outside of Air combos), Ryu is okay, nothing fancy
though like Double Jumps, and Air Dashes.  Ryu's air fireball and
Shinkuu Hadouken are good weapons when the enemy is parallel to you.  If
the enemy is trying to jump up to catch you, and you are above them, use
the J. Roundhouse.  If the enemy is above you, use the J. Strong.  And
of course,  if the enemy is rubbing against you and not attacking, throw
them.

Best Air Defense:  Use the ducking fierce for enemies without air
fierballs, or dive kicks (like Akuma).  Take them into a AC (listed in
the combo section).  If the enemy does have an air fireball, or other
downward air attacks, you could try to knock them out of the air with a
J. Strong, J. Jab (then cancel into a Shinkuu Hadouken or Tatsumaki
Senpukyaku),  use the Shoryuken, or you could meet them with a J.Jab and
chain it into an J. Roundhouse, and then cancel into a Tatsumaki
Senpukyaku.

On the Ground:  Basically, Ryu's pokes are average.  Your best bet is to
use the C. Forward and chain it into S. Fierce, XX Hadouken.  If you
skip the S. Fierce, you might accidentally do a Shoryuken, which opens
you up to big damage.  Remeber to dash sparingly (or for that fact, use
any strategy sparingly because the enemy might catch on).  If you're in
close, use the S. Jab, S. Strong, S. Fierce, XX Hadoken (or Shinkuu
Hadouken).  If the enemy makes a mistake, punish then with this combo or
any other appropriate combo listed in the combo section.  The Hadouken
is also a formidable weapon.  To zone, use the jab Hadouken at half the
screen and if the enemy jumps, hit then with a Shoryuken.  Remember,
they must be on the ground, and use this strategy sparingly, or any
keepaway strategy sparingly.  At full screen, mix up your Hadokens, but
beware of people who dash and jump. You can throw a Jab Hadouken and
then dash after it. I really don't use the Tatsumaki SenpuKyaku.  Ryu
also has an excellent tick.  Try a S. Jab to tick into a Strong Throw.

Confusion:  Yes!  My favorite tactic.  Confusion strategies are when you
mess up your opponent's mind. Just for the heck it, dash in and out,
doing absolutely nothing.  You can dash back and throw hadokens.  You
can dash forward, do nothing and throw. You can jump into the air, do
nothing, and then throw your opponent. You can jump at them, do nothing,
and then attack low. Mix up some air fireballs too at a full screen
away, but make sure the enemy can't walk under them.   Or you can dash
forward, and if the enemy blocks low, use the overhead strong. Remember,
the utilization of these strategies depends on your opponent, and always
mix up your style.  If your opponent is too lazy to push, just keep
harrassing them with ducking shorts.

------------------------------------------------------------------------
------------------------------------------------------------- COUNTERS-
this section describes how to retaliate against enemy attacks.



for WOLVERINE

Berserker Barrage X (BBX): Block, then use a  Shinkuu Hadouken.  If you
are in the corner, S. Fierce, XX Hadouken (or Shinkuu Hadouken)

Fatal Claw:  Block and after the fireworks are over, nail him with a
Shinku Hadouken
------------------------------------------------------------------------
-------------------------------------------------------------


for OMEGA RED

Omega Destroyer:  Push and then do Shinkuu Hadouken
------------------------------------------------------------------------
-------------------------------------------------------------

for RYU

Shinkuu Hadouken (air).  Duck.  If you still take block damage, wait
until the Super ends and then use the Shinkuu Hadouken

Tatsumaki Senpukyaku: For Ken and Ryu, duck and do the following: C.
Fierce, into any air combo


Shinkuu Tatsumaki Senpukyaku:  Who doesn't know?  Push and then do a
Shinkuu Hadouken
------------------------------------------------------------------------
-------------------------------------------------------------

for AKUMA:

Tatsumaki Senpukyaku:  Duck and then launch him.
------------------------------------------------------------------------
-------------------------------------------------------------

for SAKURA

Shoryuken: Blcok and do a Hadouken.  This will counter even the jab
version.  For her stronger versions use the Shinkuu Hadouken

Hurricane kick:  S. Fierce, XX Shinku Hadouken, (or Hadouken)
------------------------------------------------------------------------
-------------------------------------------------------------

SHUMA GORATH

Mysic Smash:  Block and then counter with a Hadouken or Shinku Hadouken
------------------------------------------------------------------------
-------------------------------------------------------------

BLACKHEART

Inferno:  Block and counter with a Shinkuu Hadouken

Dark Thunder: Block and counter with a Shinku Hadouken
------------------------------------------------------------------------
-------------------------------------------------------------

M. BISON/VEGA

Psycho Crusher: Block. When you turn around, use a Shinku Hadouken

Knee Press Nightmare: Block. Lauch into an air combo, or do a Shinku
Hadouken/any SC or your choice.
------------------------------------------------------------------------
-------------------------------------------------------------

for SPIDERMAN

Web Swing:  Block and attack with : S. Short, S. fierce, Shinkuu
Hadouken (or Hadouken), or launch him with a C. Fierce.  Or
alternatively, a Shin ShoryuKen.

Maximum Spider: Block and then use a  Shinkuu Hadouken

Crawler Assault:  Push block, then do the folowing chain: S. Fierce, XX
Hadouken, (or Shinkuu Hadouken), or Lauch him with a C. Fierce.
------------------------------------------------------------------------
-------------------------------------------------------------

for CAPTAIN AMERICA:

Hyper Charging Star or Charging Star:  Block, then use a S. Jab, S.
strong, S. Fierce, XX Hadouken (or Shinkuu Hadouken).  Or independently
any SC or your choice.
------------------------------------------------------------------------
-------------------------------------------------------------

for DHALSIM:

Jab Yoga Flame: Block, and do Hadouken, or Shinku Hadouken

Strong Yoga Flame:  Block the first hit, push, and then do a Shinkuu
Hadouken

Fierce Yoga Flame:  Block the first hit, push, and do a Shinkuu Hadouken

Yoga Inferno (VERY CLOSE, as in almost rubbing against Dhalsim):  Block,
and then launch, or do a S. Jab, S. Strong, S. Fierce, XX Shinkuu
Hadouken, or independly, any SC or your choice

Yoga Inferno (close):  As soon as the screen freezes, do a jumping block
(up-back on the controller).  When the Yoga Inferno finishes, you will
be pulled in towards Dhalsim.  Do the combo listed above or the SC of
your choice.

Yoga Inferno (mid screen or further):  As soon as the screen freezes,
jump back.  You won't take block damage.  Wait until the end of the
Inferno and then do a Shinkuu Hadouken.
------------------------------------------------------------------------
-------------------------------------------------------------

for HULK

Gamma Crush:  block then do a Shinkuu Hadouken

Gamma Charge : block, then do  S. Jab, S. Strong, S. Fierce, Shinkuu
Hadouken (or Hadouken), or any other SC.
------------------------------------------------------------------------
-------------------------------------------------------------

for CHUN LI

Senretsu Kyaku:  Block and then do a S. Fierce into a Shinkuu Hadouken
(or Hadouken)

Kikosho:  Block and do a Shinkuu Hadouken combo.  If you are out of the
Kikosho's range, wait and do a Shinkuu Hadouken

Axe Kick: Block, then do :S. Short, S. Fierce, XX Shinkuu Hadouken (or
Hadouken)

************************************************************************
*************************************

CYCLOPS- In XSF, Cyclops used to incorporate many moves into long
combos, However, Cyclops does major damage this times around so he can
put some major hurt on an enemy without those long fancy combos.  He
also still has some thow combos, although most of them involve OTG. He
is also quick and his dash is one the longest ranged in the game (along
with Chun Li, maybe a few others too).  He's an excellent
counterattacker, but doesn't necessarily have to wait for an opponent's
mistake.  Using him just for keepaway is a mistake because he has great
priority on his normal moves.  A top-tier character.

SLOWER??:  Actually not.  Capcom decided to cut a bunch of frames
between XSF and MSF, so he looks choppy.  In addition, Capcom decided to
get rid of the "start up" delay on the dashes,(which was three frames)
while making the actual running a little slower.  (this is evident with
Wolverie too).  Actually though, after all of this alteration, you end
up getting to any point on the screen FASTER than with the "delayed"
dash of XSF.

Height: 6' 3"
Weight: 195 lbs
Art: Judo, Kickboxing,  and a number of other styles
Ground Magic Series: Zig Zag
Air Magic Series: Stronger
SJ Magic Series: Zig Zag
Entering pose: Cyclops rears back and says, "Yes!"
Starting pose: Cyclops throws his X-men Jacket up and says, "Come and
get me!"
Leaving pose: Cyclops says, "Your turn."


(Air)"OPTIC BLAST": QCT + Punch ( Jab= Ducking Optic Blast, Strong =
Standing Optic Blast, Fierce = Upward Optic Blast) 10-12% damage,
anwhere from 2-4 hits.  Although this move starts a tad slower than in
the previous game, this move is just about completely safe and causes
more damage (more hits)  in MSF as opposed to XSF.  It's still lighting
fast and Cyclops can fire these off like wildfire, although it is
advised that you don't.  A much improved move.

"CYCLONE KICK": QCB + Kick
16% damage. A 2 hit kick.  This is a good move to use when you dash in
for a short ground combo, and also will stop people dead in their tracks
when they dash in with ducking shorts.Only few characters can counter it
consistently, (Omega Red's "Omega Strike", Captain America's S. Fierce,
Dhalsim's S. Fierce, and Wolverine's "Fatal Claw," and "BBX") especially
is you don't use it when Cyclops is too close to the enemy.  Inproved
damage from XSF.

RUSHING PUNCHES : Charge Back, Foward + Punch repeadedly
15% damage.  A 6 hit punch and kick combo that ends with the Optic
Bullet (S. Fierce).  This move is almost useless because three reasons:
1) it is a charge move and is hard to combo, 2) Cyclops's combos do so
much more damage in MSF, so there is no need to chain then into long
combos like in XSF, 3) There are no combo possibilities afterward
anymore!

BULLDOG: Charge Back, Forward + Kick
19% A running throw that is unblockable.  There is a little bit more
delay on the startup than in XSF, and it is a charge move.  Still, it is
very effective to tick your opponents with 3 ducking shorts and the
Optic Bullet in the corner and then pull this  move off for some good
damage. Also, don't forget, you can OTG after this throw, so get the
timing down.

"OPTIC SWEEP" + Forward to down, + Punch
10% damage.  An Optic Blast reflected off of the ground.  Same as in
XSF, but there are a few more hits (which means extra damage).

"GENE SPLICE": DP + Punch
15% damage.  A standard Shotokan air defense move.  Not much to say
here.  The number of hits depends on the strength used. Fierce punch
will give you the most hits.
------------------------------------------------------------------------
-------------------------------------------------------------

MEGA OPTIC BLAST (MOB): Cyclops says, "Behold! Optic Blast!"
QCF + 2Punches
50% damage close (up to 37 hits), 40% damage elsewere ( up to 20 hits).
A huge beam of death, but don't use it too close.  It is ALMOST
uncomboable now (see combos).

(Air)SUPER OPTIC BLAST (SOB): Cyclops says, "Behold! Optic Blast!"
forward to down + 2Punches
38% damage. 3 of these will easily kill an opponent with room to spare.
A medium size Optic Blast that can be reflected off of the floor. This
is Cyke's best Super and it is a great counterattack.  (12-34 hits)

TEAM SUPER:  QCT + (Fierce + Roundhouse)
Mega Optic Blast.
If Cyke starts the team super, he will say "Here we go!."  If he is on
the sidelines, he will say, "Yes."  When Cyclops starts the super, it is
almost uncomboable.

TEAM ASSIST:  Strong punch + forward kick
Gene Splice -----  If you are using someone with a vertical super (like
Blackheart's Armageddon) it's a nice setup

TEAM COUNTER:  Back to down + (Roundhouse + Fierce) (Level one)
Optic Blast-------- This VC does very, very good damage.  If you have
Cyke on the sidelines, and the you are fighting an overly aggressive
player (like Wolverines who just jab Berserker Barrage all the time),
this will take a good chunk off of their life.



** SPECIAL: Cyclops also has a double jump.
------------------------------------------------------------------------
-------------------------------------------------------------
REGULAR MOVE ANALYSIS--- all of Cyclops's kicks are almost unmatchable
in priority, and also, his air priority is tops (along with Spiderman
and Wolverine).

S.Jab: Basic Jab, but slower than his S. Short.  You can chain two of
these together.
C. Jab: Basic Jab
J. Jab: Basic Jab

S. Strong:  Cyclops's launcher.  Like all of his punches, it isn't too
quick.  Use only in combos.
C. Strong:  An elbow type move.  The priority is decent.
J. Strong:  A jumping uppercut, useful for when the enemy is above Cyke.
J.+D Strong:  This looks like his J. Fierce and serves the same purpose.
Don't use it in an Air combo.

S. Fierce:  The Optic Bullet.  You can cancel it into a Cyclone kick,
GeneSplice, Optic Blast, or any other Super or Special move.
C. Fierce:  Quicker than the S. Fierce.  This move should be used
instead of the S. Fierce because enemies can't duck it.
J. Fierce:  A horizontal chop.  Good for air to air combat, although not
as good as the J. Roundhouse.
J+D Fierce:  A Double-fisted downward blow.  Great Priority.

S. Short:  Like most of Cyclops's kicks, the priority on this move is
HIGH (in fact, it's one of the most highly prioritized combo starters in
the game!).  Use it to poke or start a long combo.  You can chain two of
these together.
C. Short:  Slower than the S. Short, so don't use it too much.  You can
chain many of these together.
J. Short:  A Knee attack that is excellent for crossing the opponent up.
J +D Short:  It's a Diving kick of some sort.  Cyclops pokes his leg
downward in a greatly prioritized move.

S. Forward:  Another High priority move that is excellent for poking.
C. Forward:  You guessed it, High priority.  It has limited range
though.
J. Forward:  It looks like an air version of the C. Forward.  Useful for
when the opponent is above you.
J +D Forward:  A straight kick in the air.  Don't use it in Air combos.

S. Roundhouse:  A fast kick with Excellent Priority.  Beware of people
who duck.  You can chain a second S. Roundhouse with the first if they
aren't ducking.
C. Roundhouse:  A sweep with Good Priority and awesome range.  Nice for
setting up an OTG.
J. Roundhouse:  A flip kick with excellent coverage.  Use it in air to
air combat.
J+D Roundhouse:  A Drop Kick with HIGH Priority.

------------------------------------------------------------------------
-------------------------------------------------------------
THROWS:  Cyclops is a throw specialist.  He has 6 throws, and you can
even OTG into big damage.

F+ Strong:  An optic surge that can be directed up,  or up-forward. What
I usually do is direct this throw upwards and then walk to the other
side of the enemy.  After this, I perform a Gene Splice.  If the enemy
thinks I'm still on the same side, they will block the wrong way and be
hit  by the bullet.

Bulldog: Mentioned above.  Also see the OTG combos in the combo section.

F+D + Roundhouse:  Cyclops's famous leg flip throw.  If Cyclops finds
himself able to throw while he's cornered, he can use this move and
follow up with an OTG.

F+Roundhouse:  Cyclops's Optic drill.  Cyclops will hold the enemy, fill
him with solar radiation, and then let go.  If you throw the enemy into
the corner, don't forget to use an OTG.

F + Fierce:  I don't use this move anymore.  Cyclops slams the enemy
into the ground, but the enemy bounces up and recovers in the air.

(Air) F+ Strong or Fierce:  Cyke's air throw. It forces them against the
pavement with a downward thrust Optic Blast.

Dash:  One of the best in the game!  It's not only is quick, but it goes
ALL the way across the screen, making it better than Wolverine's or
Spiderman's.

Taunt:  Cyclops says "COME ON!" and touches his visor.
------------------------------------------------------------------------
-------------------------------------------------------------

STRATEGIES

Air combat (not air combos):  Cyclops is very good in the air with great
priority.  The Air Optic Blast is quick across the screen, albeit a bit
thin.  His SOB can locate enemies ANYWHERE on the Screen, and plus, he
has a double jump.  For air to air combat use the Air Optic Blast, or J.
Roundhouse.  If the enemy is trying to jump and they are below you, use
a D+ Roundhouse or a D+ Fierce to bring them back to earth.  If they are
above you, use a air Strong or air Forward.  The Air Roundhouse, and the
Air short are excellent for cross ups.  Use them.


Air Defense:  The crouching Forward has lost launching ability since
XSF, so don't use it normally (although it is great on the ground).  The
Gene Splice is great for opponents with air fireballs, or downward air
attack. also, you can meet them with a 3 hit air combo.  If your luck
you can try to chain the SOB into the air combo, but this only works
consisently on very small characters.  If the enemy doesn't have air
fireballs, you can back up and use the S. Roundhouse and chain it into
an Standing Optic Blast or SOB.

On the ground:  Heh, this is a great place for Cyke to be!  Use the Mega
Optic Blast for countering Dragon Punches, but that's about all.
Otherwise, for comoboing, use the SOB.  You can mix in an optic blast
here and there, and if they are in the air, fire a standing optic blast
to force them to the edge of the screen.  In the corner,  slowly tick a
S. short, into a D. short, into a C. Fierce, XX Bulldog to catch the
opponent by suprise.  If they don't roll, follow up with an OTG.  Also
try this tick:  hit you opponent with a S. short and then flip him with
the Leg Flip (D.F + Roundhouse) or Optic Surge (F+Roundhouse).  These
are NASTY ticks, so use them. You shouldn't really stick soely to keep
away, because you can only do limited damage and your oponnent will
eventually catch up with you.  On smaller, faster opponents, use the
Optic Blast less, and use you reach advantage to poke them.   The Optic
bullet is an excellent poke, and one of the best.  Move to mid-screen
and fire an optic bullet, if they block, do a Cyclone kick, but if the
jump, cancel into a Gene Splice.   This is a good zoning technique that
can be use with Cyclops's retreat technique.  Cyclops's retreat
technique consist of dashing backwards, and using a low optic blast if
they are on the ground, and if they are in the air, dash backwards and
time the optic blast to hit them as they reach the ground.  Beware of
super fireballs!  A good Cyclops player combines zoning, keepaway,
poking, ticking, and fighting up close.  Like in XSF, don't use
Cyclops's punches as combo starters because his priority lies in his
kicks.


Confusion:  This is also a good technique for Cyclops to use.
Constantly dash back and forth and use his double jump to confuse
opponent.  If the enemy likes to jump alot, and they probably will
against Scott (e.g. trying to avoid your optic blast), jump away from
them and fire an optic blast in the air.  Most of the time, they'll be
hit.  If the enemy is turtling, you can run up to them, and while they
are anticipating an attack, just toss them with Cyclop's Leg Flip. If
the enemy persistently blocks jump ins, jump and do nothing, and then
throw them when they reach the ground.  You can also jump in, do
nothing, and then attack low.  If they are in the corner (as most
turtles are), they will be in a world of hurt with Cyclops's throw
combos.
------------------------------------------------------------------------
-------------------------------------------------------------
COUNTERING:

for WOLVERINE

Berserker Barrage X (BBX): Block. Use a jab optic blast, or SOB, or if
you are in the corner, use this chain: S. Short, S. Roundhouse, XX
Cyclone kick, (or SOB)

Drill Claw:  As soon as you come out of block stun, fire an optic blast
or SOB.

Fatal Claw:  Block and after the fireworks are over, nail him with a MOB
or SOB combo.

S. Fierce:  This move has loads of recovery for a standard punch.  Shoot
him with a Jab Optic Blast as soon as you exit block stun, or if you are
good, you can even connect with the Super Optic Blast.
------------------------------------------------------------------------
-------------------------------------------------------------
for OMEGA RED

Omega Strike:  As soon as you block the this move, do an Optic Blast or
a Super Optic Blast.  You will hit him even if he recoils.

Omega Destroyer:  Push and then do a SOB after the coils subside.  You
can do a MOB, but the timing is more precise.
------------------------------------------------------------------------
-------------------------------------------------------------

for RYU:

Shinkuu Hadouken (mid-screen):  Alright, this one's a toughy.  First
thing to do is block and then push (but sometimes you won't even push!).
If you do manage to push, as soon as the super stops (and Cyclops
recovers) fire a SOB or Optic blast.  If you are too early with the SOB
on the Saturn controller, you will push again.

Shinkuu Hadouken (full screen):  Easier than the previous one.  Hold up
as soon as the screen freezes.  Cyclops will jump.  Double jump forward
and aim a SOB down on his head.

Shinkuu Hadouken (Ryu in the air).  Duck.  If you still take block
damage, wait until the Super ends and then use the MOB.

Tatsumaki Senpukyaku: For Ken and Ryu, duck and do the following: D.
Forward, XX Fierce Optic Blast.  Or, D. Forward, S. Roundhouse, XX Optic
Blast/SOB (remember to aim).

Shinkuu Tatsumakisenpukyaku:  Who doesn't know?  Push and then MOB.
------------------------------------------------------------------------
-------------------------------------------------------------

for AKUMA:

Tatsumaki Senpukyaku:  Push, and then do an Optic Blast.
------------------------------------------------------------------------
-------------------------------------------------------------

for SAKURA

Running dragon punch: block and then do a Cyclone kick quickly.  This
will counter even the jab version.  For the stronger versions use the
MOB.

Hurricane kick (short):  Block, then do :S. Roudhouse, XX Cyclone
Rouhouse kick or SOB
------------------------------------------------------------------------
-------------------------------------------------------------

for SHUMA GORATH

Mysic Smash:  Block and then counter with a jab Optic blast or a SOB
------------------------------------------------------------------------
-------------------------------------------------------------

for BLACKHEART

Inferno:  block, then do :SOB, MOB, or optic blast

Dark Thunder: block, then do :Optic Blast, SOB, MOB

Judgement day (full screen): Don't block, just super jump and aim a SOB
down on him.
------------------------------------------------------------------------
-------------------------------------------------------------

for M. BISON

Psycho Crusher: Block, and when you turn around, use a MOB

Knee Press Nightmare:  Block, then do- S. Roundhouse, S. Roundhouse, SOB
(aim).  Or, a nice little combo I do that does good damage: C. Forward,
XX Fierce Optic Blast.  Alternatively, you can use an air combo.
------------------------------------------------------------------------
-------------------------------------------------------------

for SPIDERMAN

Web Swing:  Block, then do- S. Roundhouse, S. Roundhouse, Cyclone Kick
(or SOB)

Maximum Spider:  Block, then do- MOB

Crawler Assault:  Push, then do the folowing chain: S. Roundhouse, XX
Cyclone kick (or SOB)
------------------------------------------------------------------------
-------------------------------------------------------------

for CAPTAIN AMERICA

Hyper Charging Star or Charging Star:  Block, then do- S. Roundhouse, S.
Roundhouse, XX Cyclone kick (or SOB)
------------------------------------------------------------------------
-------------------------------------------------------------

for DHALSIM

Jab Yoga Flame:  Block and then do an Optic Blast, or SOB

Strong Yoga Flame:  Block the first hit, push, and then do a SOB, or
Optic Blast

Fierce Yoga Flame:  Block the first hit, push, and do a MOB

Yoga Inferno (VERY CLOSE, as in almost rubbing against Dhalsim):  Block,
and then do a Roundhouse, XX Cyclone Kick (or SOB).

Yoga Inferno (close):  As soon as the screen freezes, do a jumping block
(up-back on the controller).  When the Yoga Inferno finishes, you will
be pulled in towards Dhalsim.  Do the combo listed above.

Yoga Inferno (mid screen or further):  As soon as the screen freezes,
jump back.  You won't take block damage.  Wait until the Inferno has
almost ended and then do a MOB.
------------------------------------------------------------------------
-------------------------------------------------------------

for HULK

Gamma Crush:  block, then do-MOB

Super Gamma Wave (close):  Don't block, just double jump straight up
quickly, do the SOB, and follow the computer's aim.  Direct it as
necessary.

Super Gamma Wave (mid screen):  Don't block, just double jump straight
up quickly, do the SOB, and aim downward.

Super Gamma Wave (full screen):  Don't block, just double jump straight
up quickly, do the SOB, and aim downward.

Gamma Wave:  do the same thing for the super gama wave, but you don't
have to double jump for this one.  If you're close, use a jump in.
------------------------------------------------------------------------
-------------------------------------------------------------

for CHUN LI

Senretsu Kyaku:  Block and then do a S. Roundhouse, S. Roundhouse, SOB
(or just the SOB alone)

Kikosho:  Block and do a SOB.  If you are out of the Kikosho's range,
wait and do a MOB.

Axe Kick: Block, then do- S. Roundhouse, XX Cyclone kick, (or SOB)
------------------------------------------------------------------------
-------------------------------------------------------------

for CYCLOPS

Mega Optic Blast:  If you are in the air when the MOB hits, block, then
do a SOB

Cyclone kick:  Block and then do an Optic Blast

************************************************************************
*************************************

VS Section-------------  How to Fight Certain Characters.

General Tips for Cyclops:  If you are fighting a opponent who loves to
dash in with D. Shorts, the Cyclone kick will deal with them nicely.
For opponent who like to dash standing, the D. short has more range than
most other character's attacks.  If you would rather avoid a dash in,
simply jump. If you can pin your opponents back with Optic Blast and
make them dash from a full screen, you will have more time to anticipate
your opponent and snuff his attack.  More than likely, your opponent
will be jumping/dash-jumping alot against  Cyclops in an effort to get
close..  Take them out of the air if they like to dash-jump, and if they
are regular jumping from over half the screen, a Standing Optic Blast
should back them up.  The S. Roundhouse will work against certain
characters, but it is safer to do the air combo because of two reasons:
A) If you get hit on the ground, you can loose a ton of life, as opposed
to getting hit in the air, and B) Characters with air Hadoukens, and
such will eat you up.  If you dash backwards as the enemy dash-jumps
forward, you can usually score an Optic Blast (along with an Optic
Bullet) because they will swing and miss you.  Make sure you superjump
if you are close to the corner.  Once the opponent is close, Cyclops's
C. Forward will take almost ANY similar strength attack out, whether it
be Chun Li's C. Forward, or Wolverine's S. Strong.  At worst, the only
thing it will trade hits with is Chun Li's S. Strong. Follow up with a
S. Roundhouse and cancel into a Super Optic Blast, or Regular Optic
Blast for nice damage.  Cyclops's standing Short is awesome as well, and
will at least trade hits with most other normal moves (including
Wolverine's and Chun Li's).  Link it together in a combo for good
damage.  Those are your basic combo starters for Cyclops.  If you are
sick of blasting through fireballs, just jump straight up and aim a
Super Optic Blast down on their head. Remember to cross the opponent up
in all fights.  Combine these tatics with the tatics mentioned above.  I
can not emphasize this enough:  If you have a level of the super bar
with Cyclops- LAUNCH, LAUNCH, LAUNCH.  You can take off an excess of
60%!!

General Tips for Ryu:  You can run with Ryu in the Same fashion as you
run with Cyclops.  This is good against certain characters like Zangief.
If any opponent tries to jump at Ryu and doesn't have a downward air
fireball or spear kick, use Ryu's C. Fierce.  This will beat just about
any attack.  Afterwards, follow up with an air combo ending in a Shinkuu
Hadoken.  If you can intercept an opponent in the air, you can use the
J. Jab and cancel into a Shinkuu Hadoken for nice damage.  You can poke
with Ryu using a C. Forward, but sometimes if you try to cancel into a
Hadoken after a short dash, you will do a Shoryuken instead.  The
solution to this is to get close  enough to chain a S. Fierce and then
cancel into a Hadouken.  When Ryu is close, he should use the S. Short
because its priority is almost ultimate.  You can chain this move into a
S. Fierce and then follow up with a Shinkuu Hadouken.  For turtles that
like to just sit and crouch, use the S. + F Strong to make them stand at
attention.  If the opponent likes to dash with a C. Short, use the F+
Forward to do the Hop Kick.
------------------------------------------------------------------------
-------------------------------------------------------------
Wolverine:  His stamina has  decreased since XSF and the range on his
dash has been cut, and for such a small guy, he is a great cross-up
target.  Cyclops's J. Short will connect almost anywhere behind him, and
best of all, you can screw up the guy's Fatal Claw rotation.  Ryu's U+J.
Forward requires more precise timing though, although it is great to use
also.  Remember, if you ever block a Fatal Claw or Drill Claw, retaliate
with full force, and use the Berserker Barrage X, and S. Fierce counters
listed above.  Cyclops should also try to poke with S. Shorts, and S.
Forwards because his range is just as good as Wolvie's and the priority
is high.  He should also do alot of ticks and follow up with the Leg
Flip or Optic Surges.  If he happens to land in the corner and doesn't
roll, follow up with a punishing Throw combo.  Ryu should tick using the
S. Jab and then throwing with the Fierce punch.  Of course, these ticks
should be used in every fight, so I will not mention them in every
section.  Remember though, ONLY SCRUBS THROW EXCESSIVELY.   If you want
to play keepaway, do so with caution, but if you need to run,  Ryu and
Cyclops should have no problem matching Wolverine's speed.  If the
Wolverine does the BB too much, and you have Cyke on the sidelines, VC
him for a good chunk on damage.  If you don't have a level, and you'd
like some space, remember to always push.  Use Cyclops's double jump to
confuse the timing on his air counters.

Omega Red:  Systematically Dismantle him using the Omega Strike and
Omega Destroyer counters listed above, and he will wish he never heard
of the  "Omega Strike" or "Omega Destroyer".  If he tries either of
these moves, quickly make him pay when he recalls.  Most of all, stay in
the air, because he will eat you up on the ground.  If you do that, you
will have a good chance of winning, because Red's S. strong, and Upward
Omega Strikes can easily be outprioritized.  Like Wolverine, he is an
excellent cross up target.  Also remember that Omega Red needs room to
operate (his optimal range is about half-screen), so stay top of him,
and you should be able to win most priority wars. Watchout for his
D+Roundhouse when throwing projectiles.

Ken:  Well, he really isn't that good this time around.  If he tries to
use his Fireball, you know what to do. Cyclops should use his Optic
Blast, and Ryu should use his Shinkuu Hadouken.  His air hurricane kick
now has recovery when he reaches the ground, so make him pay for using
this move.  Ryu should poke with the D. Forward and Cyclops with a S.
Short or S. Forward.

Akuma:  Watch out for this guy.  If he hops over an Optic Blast of
Hadouken, he could follow up with a Tenma Gou-Zankuu.  Be careful with
your projectiles, and if he jumps, knock him out of the air with an air
combo, because his air -to- air priority isn't that great.  If Akuma
gets hit, he feels it, so you probably won't need to connect that often.
If his air hadokens get predictable, use the Mega Optic Blast or Shinkuu
Hadoken to fry him as he falls.  Alternatively, Cyclops can jump up and
shoot him out of the air with a Optic Blast or SOB.  Remember, Akuma
cannot block after an air fireball, so if you can dash under him, he
will be in a world of hurt.  Your crossups of choice should be Ryu's J.
U+Forward Kick and Cyclops's J. D+Roundhouse kick.

Ryu:  Cyclops should use his Optic Blast against the Hadouken, and also,
he should use the Shinkuu Hadouken counter listed at the begginning of
the faq.  Other than that, he's a standard ARK.  Like Akuma, Ryu cannot
block after an air Hadouken.  Use the Mega Optic Blast or the Shinkuu
Hadouken to burn him if he whiffs with that move.

Cyclops:  Ryu should be careful with his Hadoukens.  Eating an Optic
Blast up with a Shinkuu Hadouken will be hard to do if the Cyke player
is good.  Keep the pressure on him and if you block a Mega Optic Blast
up close, retaliate with a nice combo.  Cross Cyclops up as you would
Wolverine.

Blackheart:  Almost all of his moves can be countered and snuffed with
no problem.  If you are Cyclops, and he does a Judgement Day from across
the screen, super jump straight up and shoot a Super Optic Blast down on
his head.  This shouldn't be one of your difficult fights.

Shuma Gorath:  Don't try to outpoke the pokester.  You should cross him
up however with the J. Forward for Ryu, and the J. Short for Cyclops.
If the Shuma Player is good, he can run under an optic blast, so keep
the Optic Reflect handy for such occasions.  If he tries a Chaos
Dimmension, I have some advice for you:  RUN, RUN, RUN!  Otherwise,
treat him like Omega Red and don't give him any room to Operate.  Stay
in his FACE.. . ehr. . Eye!

Captain America:  He, like Wolverine, is also an excellent cross up
target.  Ryu should use the J +U Roundhouse, and Cyclops should use the
J. Short.  He basically has lost most of his MSH priority, so get in
close (watch out for the S. Fierce) and you should be able to snuff most
of his attacks.

Spiderman:  IMHO, this one's harder than the Wolvie fight, but like
Wolvie, his stamina is lacking.  You should, however, be able to contain
Spiderman's aerial attack by using some good defensive counters.  On the
ground though, it will get harder.  Cyclops's range is slighly better
than Spidey's and he should use some nasty ticks, and combine it with
keepaway CAUTIOUSLY.  The J.+ Down Roundhouse will serve as a better
cross up for this fight.  Ryu should use the J. Forward or J. Roundhouse
to cross up and  try to poke with D. Forward.

Chun Li:  Unless she has the Super Bar filled, she's a tamed puppy.
Once she does, however, it's a different story.  Her C. Forward is about
the best poke in the game, but she can't follow it with a Senretsu Kyaku
like she could in XSF.  Otherwise, the range on most of Chun Li's
attacks sucks (Priority is nothing without range).  Therefore, try to
poke her with Ryu's C. Forward, and Cyclops's S. Short, and S. Forward.
Cyclops as always should tick, and use the J. + Down Roundhouse to Cross
her up.  When in close, Cyclops's C. Forward will outprioritize MANY of
her normals and the S. Short is no slouch either.  Chain these moves
into other normals moves, and then into super moves for good damage.
She's probably the poorest cross-up target (along with Sakura).  Try to
use Ryu's J. Short, and Cyclops's J. Short.

Dhalsim:  If he trys to slide under an optic blast, use an Optic
Reflect, and of course, a Cyclone kick will eat up almost any low
attack.  Otherwise, he can't compete up close or in keepaway.  His Yoga
Inferno is slow and uncomboable, and it doesn't even go the full screen.
Use Cyclops's Optic Bullet alot to nail Dhalsim's limbs if he trys to
poke at you, and use the Optic blasts to eat up his projectiles.  Don't
forget to look in the counters section as well.  Ryu should get close
and beat the stuffing out of him.  Just beware of his air counters and
it shouldn't be a difficult fight.  Use Cyclops's J+D Roundhouse and
Ryu's J. Short for cross ups.


Dan:  If you handle him like Ken or Ryu, you should do very well,
because he isn't as good as Ken or Ryu.  Dan's priority isn't great so
you can either fight him close or far anway (because his fireball
sucks).  If you make a mistake, he will use his Supers, so as in any
fight, be careful.

Zangief:  Is he a projectile magnet or what?  He's basically Optic-bait
or Hadoken-bait.  If you run all day, you should do just fine, because
Cyclops and Ryu are so much faster.  If you feel like jumping in, you
can do that too, because he is short on air counters.  Some Gief players
will try to knock you out of the air, but you should be able to
outprioritize any of his normal air attacks.  You should have a field
day crossing Zangief up.  Use Cyclops's J. Short or Ryu's J.+U Forward.

Hulk:  One word describes him- SLOW.  Even though he has super armor,
you should be able to dial it away with quick attacks.  If you block a
S. Fierce, super him with a Super Optic Blast or a Shinkuu Hadouken.
He's a little weak in  air defense, save his Gamma Crush.  Therefore, it
is wise to wait until the last possible moment to attack him from the
air, because the Gamma Crush has a small startup delay.  Fortunately,
Cyclops and Ryu have Fierce attacks that stun the Hulk, as opposed to
others who don't (Wolverine).  HE CAN NOT ABSORB AN OPTIC BLAST.  Feel
free to do this from across the screen.  If a Hulk player is foolish
enough to take to the air, Ryu should use a short air combo, ending in
a Shinkuu Hadouken, and Cyclops should do a short air combo.  Make sure
you also use Cyclops's Gamma Wave Counter listed in the counters
section.  You should have a field day crossing Hulk up.  Use Cyclops's
J. Short or Ryu's J.+U Forward.


Norimaru:  ?? I've never seen anyone play this guy so I don't have any
tips on him.  Sorry!!

Sakura:  If she hits you with he air Hadoken, you can Super her as she
falls back down to earth.  Make sure to retaliate with full force.  Her
Shoryuken goes through projectiles, but sometimes she can get
predictable with it- MAKE HER PAY.  Use the counters mentioned in the
counters section as well.  You'll have a hard time beating her J.
Roundhouse on the ground, so take to the air were you can outprioritize
her.  Jumping at her is relatively safe, but just watch out for the
Shinkuu Hadouken when she has a level of the super bar.  Use Cyclops's
J. Short and Ryu's J. Short.  Make sure you try out the MOB combo listed
below.
************************************************************************
*************************************

COMBOS

**Note, if you see two moves joined like "Mega Optic Blast/Team Up
Super", the damage listed only pertains to the first move.  Either move
will fit into the combo though.
------------------------------------------------------------------------
-------------------------------------------------------------
CYCLOPS'S 100% COMBO-  I have been repeatedly asked about this on the
internet, so I decided to give it a separate section. Have 2 levels and
the opponent in the corner:

J+D Roundhouse, XX SOB (land), S. Short, S. Strong, SJ. Jab, SJ. Short,
SJ. Strong, XX SOB

If somebody says this doesn't work, they are a scrub or need to go back
to Pocket Fighter, because I've done this too many times to count!
Here's the explanation.  After the J+D Roundhouse, cancel into the SOB
while still in the air (make sure to ram the buttons).  Cyclops will
drift downward slowly and with the super ends, he can hit them with a S. </pre><pre id="faqspan-2">
short before they recover.  Launch the enemy and do the air combo. HERE
IS THE COMPLICATED PART------.  Before you hit the enemy for the air
combo, make sure the enemy is a far below Cyclops as possible (in other
words, when you super jump, don't start hiting them immediately.  Wait a
while).  If you do this, and immediately can cancel into a SOB while
aiming holding down (to catch the enemy), it will combo.  Follow the
enemy around, and adjust the beam to the UP position and the enemy will
be caught for a TON of hits.  Why is this a 100% combo?  Because  the
combo meter resets SOMETIMES between the SJ. Strong and the SOB.  I've
heard people complain that they couldn't block, so I knew something was
wrong.  When the meter resets, the enemy still can't block, but the
damage is as if you are performing 2 separate combos on the enemy.  This
will do an excess of 100% damage to the enemy.  If the combo meter
doesn't reset, you will get only about 85% damage. Whether this works in
the arcade or PSX is unknown.

------------------------------------------------------------------------
------------------------------------------------------------- CYCLOPS

1.)  J. Roundhouse (land and dash), S. Short, C. Forward, S. Fierce, XX
Mega Optic Blast/Team Up Super

Comments:  (70% damage on Chun Li, 55% on Sakura)
Yes!!! Finally a way to combo the Mega Optic Blast!.  It only works on
Sakura and Chun Li, though.  When fighting Chun Li, the combo meter will
reset before the S. Fierce, but I had a friend "test block" for me, and
he couldn't block it (I don't know why the combo meter screwed up).
Therefore, the damage done to Chun Li is ENORMOUS, around 70%, while on
Sakura, it does less damage that combo#2.  That makes me wonder what's
the big deal about comboing the MOB anyway.

2) J. Roundhouse (land and dash), S. Short, S. Roundhouse, S.
Roundhouse, XX Super Optic Blast.

Comments:  (55% damage)Totally awesome damage, and even more than
Wolverine's Fatal Claw combo.

2) J. Roundhouse (land and dash), S. Short, S. Forward, C. Roundhouse,
XX Mega Optic Blast/Team up Super

Comments: (60-65% damage)This combo only works on Wolverine.  Don't ask
me why.

4) (dash) S. Roundhouse, S. Roundhouse, XX Cyclone Kick

Comments: (30% damage).  This combo hurts.  This should be your combo of
choice for countering switches and Dragon Punches when you don't have a
super.

5) (dash)C. Fierce, XX Cyclone Kick/

Comments: (25% damage).  This is excellent for poking at people!  The
Bullet will push them back far enough so you will be relatively safe
after the Cyclone Kick.

6) (dash) S. Forward, C. Fierce, XX Cyclone Kick

Comments: (28% damage).  This is also good for poking.

7) (dash) S. Short, S. Forward, XX Cyclone Kick.

Comments: (20% damage)

8) J. Roundhouse (land and dash), S. Forward, S. Roundhouse, XX Cyclone
Kick

Comments: (30% damage)

9) J. Roundhouse (land and dash), S. Jab, S. Short, S. Forward, C.
Roundhouse, XX Optic Sweep/XX Cyclone Kick

Comments: (30% damage)

10) J.+D. Short, J. Forward, J. Roundhouse, (land and dash), S. Jab, S.
Short, C. Strong, S. Forward, C. Roundhouse, XX Optic Sweep

Comments:  This is a 10 hitter that only works on taller character (like
Cap America) in the corner.

11) J.+D. Short, J. Forward, J. Roundhouse, (land and dash), S. Jab, S.
Short, S. Strong, SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, SJ.
Fierce, SJ. Roundhouse, OTG SJ+D Roundhouse C. Short, S. Forward, S.
Roundhouse, S. Roundhouse.

Comments:  this is a cool 16 hitter that works on taller characters in
the corner.  The  second D+ Roundhose will OTG when Cyclops is falling
after the air combo.  This takes PRACTICE.

12) J. Roundhouse, (land and dash), S. Short, S Strong, (Super Jump),
SJ. Jab, SJ. Short, SJ. Strong, XX Super Optic Blast.

Comments:  (50% damage).  Awesome damage, especially if you get a reset.
See Cyclops's 100% combo above for the explanation.

13) J. Roundhouse, (land and dash), S. Short, S Strong, (Super Jump),
SJ. Jab, SJ. Short, SJ. Strong, Air Throw

Comments:  This is a cool looking combo.

14) J. Roundhouse, (land and dash), S. Short, C. Forward, S. Fierce, XX
Optic Blast/Gene Splice.

Comments:  Beware of heavy characters, as this won't work on them.

15) Roundhouse Thow / Leg Flip/ Bulldog (into corner), OTG, C. Forward,
S. Roundhouse, XX Optic Blast/Super Optic Blast

Comments (with SOB, 50%, with Optic Blast, 30%).  This is one of
Cyclops's throw combos.  If you are fighting Spiderman, Captain America,
or Omega red, use this sequence for the OTG:  C. Short, S. Forward, S.
Roundhouse, XX Optic Blast/Super Optic Blast.  If you are fighting Chun
Li, Sakura, and even Dhalsim, you can actually hit them BEFORE they hit
the ground (using the Roundhouse Throw and Bulldog).   Heck, I've even
managed to OTG XX Mega Optic Blast Chun Li after the Bulldog while out
of the corner!  You can even try to SOB her before she hits the ground
after the Bulldog. If you are using the Leg Flip (D+Forward +
Roundhouse), Cyclops must be cornered so he can flip the enemy into the
corner.  Sometimes, during the SOB, I have managed to "trap" the enemy
against the wall and score a ton of hits.  I don't know how I did it,
but it seems to happen at random.

16 ) J. D+Fierce, XX Air Super Optic Blast (land), S. Short, S.
Roundhouse, XX Super Optic Blast.

Comments (65% damage).  I love this combo.  You have to be in the
corner, but it will work on character even as short as Wolverine and
Spiderman.

17) J. Roundhouse, (land and dash), S. Short, S. Forward, XX GeneSplice

Comments:  A standard Gene Splice combo.

18) J. Roundhouse, (land and dash), S. Short, S. Strong, XX Super Optic
Blast

Comments:  This is a tough one.   In the corner, after the S. Strong,
super jump straight up and do the SOB quickly (aim it forward).  You
should repeatedly nail the enemy against the wall for alot of hits.
This may or may not work on certain characters.  Out of the corner,
super jump straight up and aim the SOB appropriately.

19) J. Roundhouse, (land and dash), S. Short, S. Forward, C. Roundhouse,
OTG XX Super Optic Blast

Comments:  Sometimes I have managed to "trap" the enemy with the SOB in
the corner, and I scored a ton of hits.  More than likely though, you
will have to aim the SOB.

21) J.+D. Short, J. Forward, J. Roundhouse, (land and dash), S. Jab, S.
Jab, S. Short, S. Strong, SJ. Jab,  SJ. Jab, SJ. Jab, SJ. Jab, (Double
jump), SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, SJ. Fierce, SJ.
Roundhouse, OTG SJ+D Roundhouse,  C. Short, C. Strong, S. Roundhouse, S.
Roundhouse.

This is a monster combo! I've done it on the Hulk, and even smaller
characters like Shadow (exclude the extra S. Jab for 21 hits instead of
22 hits).  If anyone gets anymore hits let me know.  After the launch
hit the enemy 4 times with the jab, then immediately jump straight up
and start a new air combo. For the OTG explanation, see combo 11.


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RYU

1) (dash) S. Jab, S. Strong, S. Fierce, XX Hadouken

Comments: (20% damage)  A standard combo to use when the enemy makes a
mistake and you don't have a super.

2) (dash) C. Forward, S. Fierce, XX Hadouken

Comments: (20% damage).  This is Ryu's "poking" combo.  It should be
used while dashing in.

3) J. Roundhouse, S. Jab, S. Strong, C. Roundhouse, OTG XX Shinkuu
Hadouken/Team up Super.

Comments: (45% damage)  The Shinkuu Hadouken will OTG in MSF.  Beware of
rollers.You can replace the Shinkuu Hadouken with a Team up Super.

4) (Ryu in corner)  XX Shinkuu Tatsumaki Senpukyaku, OTG C. Short, C.
Fierce, XX Shin Shoryuken, C. Fierce, SJ. Jab, SJ. Short, XX Shinkuu
Hadouken.

Comments (50-60%).  Wow!  Ryu can chain all of his Super combos together
in one combo.  Amazing.  If Ryu is in the corner, the Shinkuu Tatsumaki
Senpukyaku will toss the enemy into the corner.  Follow up with the OTG.
After the Shin Shoryuken, the enemy will fall down.  Juggle them with a
C. Fierce and complete the combo.

5) (Ryu in corner)  XX Shinkuu Tatsumaki Senpukyaku, OTG XX Shinkuu
Tatsumaki Senpukyaku

Comments (45% damage)  I've only gotten this combo to work once.  The
first super will throw the enemy into the corner and you can do the
second super.

6) J. Short, J. Forward, (land and dash), S. Short, C. Fierce, XX Shin
Shoryuken, C. Fierce, XX Shin Shoryuken, C. Fierce, Shin Shoryuken, C.
Fierce, SJ. Jab, SJ. Short, SJ. Fierce.

Comments:  This is a waste of the superbar.  The Shin Shoryuken does do
little damage in this situation.  On smaller characters, use a J.
Roundhouse instead of the J. Short and  J. Forward.  You can make this
into an infinite if you have the Combo meter set on "Full."  Just keep
repeating the C. Fierce, XX Shin Shoryuken.

7) J. Roundhouse, (land and dash), S. Short, C. Fierce, SJ. Jab, SJ.
Short, SJ. Strong, SJ. Forward, XX Shinkuu Hadouken.

Comments (45% damage).  This is Ryu's typical air combo with a super on
the end.  Doing the whole super jump chain is risk, because it is
unreliable (especially on smaller characters).  What I do is skip the
SJ. Strong and SJ. Forward.

8) J. Roundhouse, (land and dash), S. Short, XX Shin Shoryuken

Comments (35% damage)  Another waste of the super bar.  It's best to do
the Shinkuu Hadouken combo. BTW you can substitute the Shin Shoryuken
with a regular Shoryuken.

9)J. Roundhouse, (land and dash), S. Jab, S. Strong, S. Fierce, XX
Shinkuu Hadouken/Team Up Super

Comments (50% damage).  this is the combo that should be used most often
when you have a level available.  You can replace the Shinkuu Hadoken
with a Team up super.

10). J. Roundhouse, (land and dash), S. Short, D. Strong, C. Fierce, SJ.
Jab, SJ. Short, SJ. Strong, SJ. Forward, SJ. Fierce.

Comments:  This is a standard air combo.  For small characters, omit the
D. Strong.  Also, replace the SJ. Strong, and SJ. Forward with  a SJ.
U+Forward.  You can finish the combo with a Hadouken, or a Tatsumaki
Senpukyaku as well.  If you don't decide to do that, you will be able to
tack on a SJ. Roundhouse in the corner.

11). (dash) S. Jab, S. Strong, XX Tatsumaki Senpukyaku.

Comments:  None.

12) (dash) S. Short, C. Roundhouse, OTG XX Shinkuu Tatsumaki SenpuKyaku.

Comments:  None.

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My Rankings chart (top 5) in no particular order.  You can disagree with
me if you want, but I don't need 100,000 emails trying to convince me
why Blackheart, Shuma, or etc is the best.


CYCLOPS

Speed and Priority-4

What can I say.  His dash is as fast as any of the pixies. His attack
speed on his kicks is on par with their's as well. Very, very highly
prioritized on the ground, and amazing priority in the air.

Power-4.

This is what makes him better than the Pixies IMHO.  He can do a hell of
alot more damage by chaining into his SOB.  Don't let me block a switch
or you could loose 55% of you life.  His throw combos are also powerful.
One launch can basically put an enemy on life support.

Defense- 4.

This also makes him better than the Pixies.  he has more stamina than
Chun Li, Spidey, or Wolvie.

Comboability- 5:  Cyclops has more ground finishers than anyone, may it
be the Rushing Punches, Cyclone kick, Optic Blast, Optic Sweep, or Gene
Splice.  His moves are some of the safest in the game if block.  No
problems here.

Overall 4.5.

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SPIDERMAN

Speed an Priority-4

He's also good in this area.  He doesn't get a 5 in speed because his
walking speed is in fact SLOWER than Cyclops and Ryu.  Spidey IS the
most highly prioritized character in the game on the ground, and he's
quite the same in the air.  His dash is also good.

Power-3.

The fact that he can't chain into supers must be counted in here.
However, his air combos are so easy to do that it won't really matter.
His ground combos don't do crap in terms of damage.

Defense-3.

Spidey looses alot of life.  Not as much as Akuma, but he still looses
quite a bit.

Comboability-5:

Yawn, the same old boring Spidey air combo.  Still, he does combo well.
If you're looking for a character you can master in an hour, Spidey is
it.

Overall 4.5

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RYU

Speed and Priority-4

Like Cyclops, his dash is just as fast as the Pixies.  In fact, he has
THE fastest dash in the game (although it doesn't go very far). Another
highly prioritized character---his priority lies more in his punches
than in his kicks (except his standing short).  In close, he can hang
with the dialers.

Power-4

He's a little weaker than Cyclops, but not as weak as Spiderman on the
ground.  The thing about Ryu is that he can cause a heck of a lot more
damage in his air combos than these two.  That's why he gets a 4.

Defense-3.5.

Ryu's got a tough shell, simply put.

Comboability-4.5.

Although Ryu has had his magic series shortened since XSF, everything
flows together nicely.  If you can get the air combo timing down, he
becomes downright deadly.  Most of his moves don't have very good range,
so there might be a problem with wiffing at first.

Overall 4.5
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WOLVERINE

Speed and Priority-4.

Like Spiderman, his walking speed is a little slower than Cyclops or
Ryu, but his dash is just as quick.  As for priority, he basically
invented the term on the ground and the air.  He's got more options than
anyone else when it comes to prioritized combo starters.

Power: 3-5.

He's got that darn Fatal Claw combo that does as much as Ryu's Shinkuu
Hadoken combo.  Other than that, he's about equal with Ryu on the
ground, although he can't cause a ton of damage in the air.

Defense: 3.

Like Spiderman, he suffers from the same problem

Comboability 5.

Basically, close you eyes and dial up a combo.  He's another character
you can master in an hour.

Overall: 4.5
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OMEGA RED

Speed and Priority-3.0.

He's a good deal slower than the above characters, and his normal moves,
while excellent poking attacks, can't compete with the pixes when he's
at close range.  He basically needs room to operate.

Power- 4.

He can cause big damage with his air combos, and he can get life back as
well.  The fact that he can't combo his supers doesn't really hurt him
because of his damaging air combos.

Defense-3.5.

He takes hits well, but he has some of the worst air defense in the
game!  He'll need those coils!

Comboability-5.

No problems here.

Overall 4.

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SPECIAL THANKS

I would like to thank John Culbert for his legend.