CYCLOPS Guide version 2.0
X-MEN VS. STREET FIGHTER (ARCADE)
By John "CUL" Culbert (
[email protected])
INTRODUCTION:
IMO Capcom's coolest game, XMENVsSF combines favs from the X-Men universe
with with everyone's favorite Street Fighters (except Sagat :( ). This
awesome game combines the combo system of Marvel Super Heroes and the speed
(and feel, really) of Street Fighter Alpha 2. In addition to the various new
aspects of gameplay is playing in a tag-team fashion; you choose 2 players
and can switch between them during battle, and even gang up on opponents!
Now, if only our arcade would bring the price down from 3 tokens... :(
Cyclops was probably my fav fighter from X-Men: CotA, and I'm glad to see
he's back, better then ever! I like him because he's fast, powerful and has a
LOT of combo potential. He can also be quite cheesy with keep-away using his
various Optic Blasts (though I only resort to that if I'm really losing
badly.) He's a decent character for beginners, and deadly in the hands of a
pro.
VERSION UPDATES:
----------------
-Added info on Cyclops' S.Short and S.Jab (see "Standing Zig-zag" section of
COMBOS for more info)
-MORE COMBOS!
-Height/Weight/Width lists fixed
-STUPID typos fixed (gotta proof read more often!)
-Vs. Section added
*******
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 simultainiously
(A) = indicates it can be done in air
(AIR)= MUST be done in air
OS = Overhead Strike--CANNOT be blocked low
MS = Magic Series
MSH = Marvel Super Heroes
SBB = Super Berserker Barrage (Wolverine's move)
BB = Berserker Barrage (Wolverine's move)
OTG = Off the Ground
FS = Flying Screen
J. = Jumping
CU. = Cross-up (jump behind opponent and hit back of neck with attack)
SJ. = Super Jumping
S. = Standing
C. = Crouching
FL. = Flying
AD. = Air Dashing
XX = Buffer/Cancel into following move
-> = indicates Magic Series cancelling
SFA2 = Street Fighter Alpha II
DP = Dragon Punch or similiar joystick motion (F, D, D/F)
HK = Hurricane Kick or similiar joystick motion (QCB)
FB = Fireball
SC = Super Combo
FK = Flash Kick or similiar joystick motion (charge D, U)
SB = Sonic Boom or similiar joystick motion (charge B, F)
YF = Yoga Flame or similiar joystick motion (HCT)
SBK = Spinning Bird Kick
SPD = Spinning Pileriver or similiar motion (roll 360 degrees)
***************
A WORD ABOUT...
***************
SUPER METER:
>>>>>>>>>>>>
This is a Meter located at the bottom of the screen; and as you perform
moves or hit opponents (performing Special Moves fills it the fastest), it
will fill up. Once it is full, a one will appear beside it. This means you
have one Super Level, allowing Cyclops to perform a Super Combo. It can
continue to be filled to at least L3 (not sure if it goes higher).
-----------------------------------------------------------------------------
SUPER COMBO:
>>>>>>>>>>>>
This is a devastating move that can only be performed when at least one level
of Cyclops' Super Meter is full. Once activated, the screen will grow
dark for a moment as Cyclops gathers his/her energy; they will then
perform the move. Note that all animation, except Cyclops' "gathering" of
energy, is halted during the dark screen, so your opponent cannot move, i.e.
if the enemy is standing right in front of you and you pull off the SC, they
cannot avoid it.
-----------------------------------------------------------------------------
VARIABLE SUPER:
>>>>>>>>>>>>>>>
This is a totally devastating team-up move done with a QCT+Fierce+Roundhouse.
When activated, your current character will begin their Super, then the other
partner will jump in and begin theirs! The first character will jump out when
done and the character that was out at first will now be playing. A Variable
Super can only be done with a Level 2 or higher Super Meter.
-----------------------------------------------------------------------------
VARIABLE ATTACK:
>>>>>>>>>>>>>>>>
To switch to your partner, tap Fierce+Roundhouse. Your current character will
go into a stance and say some sort of taunt or whatever--DURING THIS TIME
YOUR CURRENT CHARACTER IS INVULNERABLE. Just as that fighter jumps off the
screen, your partner will come on with a jumping attack that will knock the
opponent away; they will then perform an opening taunt--DURING THIS TIME
THE TAUNTING CHARACTER IS _NOT_ INVULNERABLE. This is very important, as you
want to make absolutely sure that jumping attack will not be blocked or
avoided, otherwise your left wide open during the opening taunt. Therefore,
it is ideal to switch characters only when the enemy gives you the
opportunity to hit them with the jumping attack (eg. after blocking a slow
recovering move, or they miss a slow move). BTW, when your partner is "idle",
they slowly regain health.
-----------------------------------------------------------------------------
PUSH AWAYS:
>>>>>>>>>>>
Thanks to our constant whining and bitching, Capcom finally got rid of them
stupid Alpha Counters, and now we have Push Aways; when you block an enemy's
attack, quickly tap all three punches (before your fighter finished their
blocking animation) and Cyclops will shove his foe away from him. This
takes NO energy from the Super Meter, nor does it do any damage. It does
however help put some distance away from overly offensive opponents.
-----------------------------------------------------------------------------
VARIABLE COUNTER:
>>>>>>>>>>>>>>>>>
After blocking an attack, perform a roll from B to D and hit
Fierce+Roundhouse during your characters blocking animation--your partner
will jump in and attack the enemy with one of their moves; they will also
remain to continue the fight. See the Moves Analysis for more info on
Cyclops' VC. The Variable Counter takes 1 level of the Super Meter.
-----------------------------------------------------------------------------
SUPER JUMPING:
>>>>>>>>>>>>>>
Super Jumps cause Cyclops to jump very high into the air; to perform a
Super Jump, quickly tap D before jumping, or hit all three kicks.
-----------------------------------------------------------------------------
THROWS:
>>>>>>>
To perform a Throw, hold towards or away from the opponent and hit Fierce or
Strong up close. To perform Cyclops' Air Throw, hold F or B and hit
Fierce or Strong up close IN MID-AIR. Cyclops can also perform Throws with
Forward and Roundhouse, as well as a Special Move Throw.
-----------------------------------------------------------------------------
TECH HITS:
>>>>>>>>>>
Tech hits allow Cyclops to recover from Throws done to him. To tech hit a
Throw, perform the motion for one of your own Throws just as they Throw; this
will lessen the damage to you.
-----------------------------------------------------------------------------
DASHING:
>>>>>>>>
To perform a dash forward, tap forward twice. To perform a retreating dash,
tap back twice. Dashing is an important part of a lot of combos (see combo
system).
Alternately, you can also perform a dash by hitting all three punches
simultainously. To dash back, hold B while hitting the punches. All
characters can interrupt their forward dash with any move, including a
backward dash.
-----------------------------------------------------------------------------
TAUNT:
>>>>>>
To taunt or tease your opponent, press Start. Note that taunts cannot be
stopped, and Cyclops will be totally vulnerable, so choose where to do it
wisely.
-----------------------------------------------------------------------------
SAFETY ROLL:
>>>>>>>>>>>>
After being knocked down, it is possible to roll in recovery to standing.
This does not lessen the damage of the knockdown, but it allows you to avoid
an opponent's attempted ground attack or possible OTG combo, and you can also
roll behind them and perhaps surprise them. To get a Safety Roll, perform a
complete motion from B to D and hit any punch. Note that if the move you're
hit with executes the Flying Screen phenomenon, you cannot Safety Roll.
-----------------------------------------------------------------------------
DIZZYING:
>>>>>>>>>
When a fighter is hit many times in a row with powerful moves in a short
time (it doesn't have to be a combo) they will eventually dizzy; after a
certain point the character will bounce up then stand to be dizzy. At this
point is the opponent's chance to do an attack or combo that the dizzy
character will have no defense against. When Cyclops is dizzy, shake the
Joystick repeatedly and hit the buttons rapidly to regain control faster.
#############################################################################
**************************
THE XMENVsSF COMBO SYSTEM:
**************************
(FINALLY CORRECT)
NOTE: in some cases, Cyclops' specific combo system is explained in the
combo section later on.
MAGIC SERIES:
>>>>>>>>>>>>>
This is the name given to Capcom's version of a chain combo system.
X-MEN: CotA, MSH and now XMENVsSF have adapted Street Fighter's original
combo system so that there is a way to cancel normal attacks into other
normal attacks as well as normal--> Special Attacks. Each fighter has his or
her own Magic Series that follows a distinct pattern. Note that you can skip
any of the steps in the series, but you cannot go backwards. Cyclops' Ground
MS is the "Zig-Zag":
Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
The rules for the Ground Magic Series are that you can input crouching or
standing attacks following the series (for example, Cyclops can cancel a
S.Short into a S.Roundhouse, or C.Roundhouse). Note that you cannot go
backwards in a Magic Series (eg. Jab -> Short -> Forward -> Short).
You can perform a Magic Series while jumping as well. This is great for
starting jump-in combos, allowing you to get in more hits as you jump in at
the enemy before continuing a combo on the ground--Cyclops' Jumping MS is
also "Zig-Zag".
As well, MS combos can be done during a SUPER jump, again following the
Zig-Zag Magic Series described above.
Like the other two version of the Magic Series, it allows you to do any
version of one button. See Air Combos for more info.
-----------------------------------------------------------------------------
AIR COMBOS:
>>>>>>>>>>>
These, put in loose terms, are juggles. But, the exception laid down is that
they must be done as you jump in the air. So, to do an air combo by
definition, you must knock the enemy up into the air with a launcher (eg.
Cyclops' C.Forward), or use the other two setups (see below), then follow
them up and perform an air combo before either of you land. BOTH fighters
must be in the air for an Air Combo to register (for example, launching the
opponent with Cyclops' S.Strong then juggling quickly with a Gene Splice will
not count as an Air Combo, even if the Splice connected against an airborn
enemy).
There are three different ways for Cyclops to setup an enemy to perform a
true Air Combo:
-After knocking the enemy up with a launcher
-Super Jumping up and connecting the combo against a Super Jumping enemy
-Jumping up and connecting a combo against a jumping enemy or an enemy on
their way down from a Super Jump, or perhaps DP move...
As well, there are two different types of Air Combos: regular Jumping Air
Combos and Super Jumping Air Combos. Read on...
Setups:
*******
1. Launchers:
Launchers are by far the most effective way of setting the opponent up for an
air combo, as they throw the enemy straight up in the air. Note that the
enemy recovers on their way DOWN and can then air block everything (except if
launched by a Throw, like Cyclops' Fierce Throw), so you must follow your
opponent UP after a Launcher and hit them before they reach the apex of their
flight.
Now, in order to successfully follow up a Launcher, you must cancel the
Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then
before its animation is complete, simply tap U and the Super Jump comes out
automatically.
2. Super Jumping:
You can Air Combo any Super Jumping enemy simply by following them up with
your own Super Jump and nailing them as you go. This is not as precise as a
Launcher because you must be a close distance to the enemy with your Super
Jump, so some hits that connect after Launchers may not do so during a
Super Jump.
3. Regular Jumping:
Use this when the enemy does a regular jump towards you; jump up to meet
them and try and get in your hits first. Also an ideal counter if the enemy
misses a DP move (eg. Wolverine's Tornado Claw).
-----------------------------------------------------------------------------
Types:
>>>>>>
Super Jumping Air Combos:
Something unique to this game exists only in Super Jumping Air Combos; the
ability to bring out a "combo finisher" similiar in fashion to Killer
Instinct. In X-Men Vs. Street Fighter, the combo system of Super Jumping is
highly customized because for every character the combo finishers are simply
done by chaining in a Fierce or Roundhouse at the end of that series. Note
that you can only perform this Finisher if you do not start the air combo
with the Fierce or Roundhouse (otherwise that will finish the combo right
there)--NOTE: There are exceptions to this rule for Cyclops; see the combo
section later on. The finishers are pretty cool and allow you to knock the
enemy away and the camera will follow them to the ground. After they land,
you'll jump back into the screen from the side (some finishers will also
knock the enemy straight down towards the ground, but the same properties
apply). This is known as the "Flying Screen" phenomenon, which I will explain
later.
Regular Jumping Air Combos:
The only difference between these and Super Jumping Air Combos is that there
is no special finisher. This will allow you to use the entire combo series
if you wish. You can still cancel into a Special Move. So, if you and your
opponent are both in regular jumps at each other, it is possible in theory
to hit them with an entire 6 hit Zig-Zag series with any character that has
the full Zig-Zag Regular Jumping MS (eg. Magneto, or Cyclops), and then even
cancel with a Special Move (eg. Optic Blast)!
Normal Move/Special Move Cancellation Combos:
Ah, the classics. Remember the good ol' Fierce Punch cancelled into a
Dragon Punch with Ken and Ryu? Well, Capcom's given us much more
possibilities, because ANY normal move can now be cancelled into a Special
Move. This allows A LOT of freedom for combos, and these combos are usually
very easy pull off. Also note that "any" normal move also includes mid-air
moves cancelled into Air Special Moves (eg. Optic Array), which is what
allows Air Magic Series combos to cancel into Special Moves.
Dashing Combos:
Dashing before entering a combination allows for more hits. This is because
it gives more momentum after your first hit, so it won't push you as far away
from the enemy, allowing you to get in more hits. For example, Wolverine can
perform a S.Jab -> S.Short -> S.Strong -> S.Forward series on Juggernaut, and
perhaps even finish with a Berserker Barrage. But, if he performs the series
while dashing into Juggernaut, he can go into a S.Fierce to finish off the
series, or a S.Roundhouse followed by an air combo, whereas without the dash,
the series would have pushed the opponent too far away for the Fierce to
connect. This skill should be mastered, because it is best utilized after the
enemy misses a DP move like Ken's. As well, it is difficult but possible to
initiate a Dash Combo after a jump-in hit or even series. The key is to tap
F, F after you tap the button for your last hit plus the button you're going
to start the Dash Combo with. This must be timed correctly so that the last F
of the dash motion is tapped AS you plant your feet on the ground. For
example, with Magneto, to perform a J.Strong -> J.Forward -> J.Fierce,
D.S.Short -> S.Roundhouse XX Jab EM Disruptor, do all three hits of the Air
Combo, but AS you are tapping Fierce you should also do the first F of the
dash command; time it so that the first F comes out JUST as he finishes the
J.Fierce, then the second F should be done simultainiously with the S.Short
AS Magneto's feet hit the ground.
Off the Ground (OTG) Combos:
An Off the Ground (OTG) attack is an attack that hits a downed opponent,
and if doing an OTG combo, allows the attacker to continue into more hit.
Technically, an OTG combo is NOT a true combo. The definition of a combo from
way back in the SF2 days is--
"a series of attacks that, once the first hit has connected, the rest cannot
be defended against."
But, if the opponent is wary, he can perform a Safety Roll, which will avoid
OTG attacks. But if he doesn't, the combo number will continue to rise.
(NOTE: There is an exception to this rolling escape--see Flying Screen
Combos).
So, an OTG combo is a combo where you knock the enemy down, then combo them
OFF the floor as they land. To do this, you must hit the fallen enemy with a
low enough attack (eg. a sweep or perhaps slide). Now, no matter what move
you used, when an opponent is hit while on the ground, they are "bounced" a
VERY small ways into the air, then they fall again. During the time before
they land, they cannot block anything, so you can hit them with any attack
that will reach. If you want an easy example, perform a C.Forward with
Wolverine and cancel into a Berserker Barrage; the sweep will knock them
down, and the BB will hit the opponent just as they land.
One thing to remember is that rarely in this game to people stay on the
ground for very long, even if they aren't rolling. You MUST hit an opponent
OTG with a move that has significantly good recovery time; for example again
with Wolverine, the C.Forward is fast enough in recovery that Wolverine can
actually do this combo:
S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short (OTG) -> S.Forward XX BB
The C.Forward recovers fast enough for Wolverine to continue into the C.Short
(provided they don't Safety Roll) and the rest of the combo.
On the other hand, a knockdown attack like Magneto's C.Roundhouse is far too
slow in recovery for him to hit the enemy OTG afterwards effectively.
BTW, to be fair, you cannot do two OTG combos in one combination. For
example, with Wolverine you cannot do a-
S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short -> C.Forward, C.Short ->
C.Forward etc...
As this would effectively create two OTG combos in one. This of course would
make for infinite combos, because you could continuously OTG the opponent
after every time you do the C.Forward
Flying Screen (FS) Combos:
I will use James Chen's definition of the Flying Screen (FS):
"The Flying Screen is the phenomena that causes the screen to scroll VERY
quickly after certain moves hit the enemy. The view of the game follows
the enemy and the person doing the hit disappears from the screen. Once the
screen stops moving, the person who was hit will just lie there and the
other player will hop into the screen from the side."
(My Note: BTW, some FS attacks will knock the enemy straight into the ground
as opposed to off screen, like finishing a Super Jumping Air Combo with
Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME
screen. Note that the same FS restrictions explained below still apply)
The FS happens after the following conditions:
-after performing a Super Jumping Air Combo "finisher" or Special Move
Finish.
-after performing the following moves: (this may be updated)
-Juggernaut's Juggernaut Punch
-Wolverine's Berserker Barrage (if all hits connect; same with the Super
Berserker Barrage SC)
-Magneto's Shockwave SC
-Ken's Shinryuken SC
Now, here's the catch--if your opponent is close or in the corner, there is
no way for the screen to scroll, because the border is there. So, when you
perform a move executing the FS phenomenon that knocks the enemy into a close
corner, they will hover against the corner for a moment, then fall to the
ground. As they land, you can easily perform an OTG combo (provided the move
recovers fast enough).
-Limitations
One good limitation is that the FS forbids the opponent from Safety Rolling
PERIOD, so OTG combos WILL become true combos in this case.
One thing against the comboer is that once you perform an OTG combo after the
FS, the game will not let you perform ANY Air Combos or Special Moves; for
example, with Wolverine if you perform a Berserker Barrage in the corner with
all hits, the enemy will hover briefly, then when they fall, you can hit them
OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse
with a Tornado Claw, nor can you follow them up with a Super Jump and Air
Combo!
-----------------------------------------------------------------------------
CHARACTER SIZE:
>>>>>>>>>>>>>>>
In X-Men: CotA, there were three character sizes, with Sentinel, Colossus and
Juggernaut being large, Silver Samurai and Omega Red being mid, and everyone
else light. In MSH and now XMENVsSF, it is even more detailed, going by
height, width and weight. Height will determine how many hits you can get on
a jump-in combo (eg. you can easily get all 4 hits of Wolverine's Jumping
Magic Series on Juggernaut, but you can only get one or two on a little guy
like Wolverine). Width determines how many hits are possible in a dashing
combo (eg. on Juggernaut, Wolverine can get 5 hits in a dashing combo,
finishing with either Roundhouse or Fierce, but on a scrawny girl like Cammy
you would not get as much, maybe 3 hits). Weight determines wether or not a
few combos will work, usually because you cannot launch a fat dude like
Juggernaut as high as you can launch someone like Cammy. Here is a rough list
of character's dimensions, BUT NOT EXACT:
Width:
------
Juggernaut
Zangief
Bison
Sabretooth
Magneto
Charlie
Dhalsim
Akuma
Ryu
Ken
Cyclops
Gambit
Rogue
Wolverine
Storm
Chun Li
Cammy
Height:
-------
Juggernaut
Sabretooth
Magneto
Zangief
Gambit
Dhalsim
Bison
Charlie
Akuma
Ryu
Ken
Cyclops
Rogue
Storm
Chun Li
Wolverine
Cammy
Weight:
-------
Juggernaut
Zangief
Sabretooth
Bison
Magneto
Charlie
Akuma
Ryu
Ken
Cyclops
Gambit
Dhalsim
Wolverine
Storm
Rogue
Chun Li
Cammy
Combo Damage:
>>>>>>>>>>>>>
You may have noticed when performed some big huge, mutlihit combo that the
damage isn't so hot, even with an SC in there. This is because the game has
this weird damage system where the more hits you use, the weaker each hit
gets progressively, also applying to what type of hits. For example, you'll
notice with Cyclops if you do a J.Fierce, S.Roundhouse XX Optic Array, the
damage is REALLY good. But, if you do:
J.Short -> J.Strong -> J.Forward, D.S.Short -> S.Forward -> S.Roundhouse XX
Optic Array
You'll get a large amount of hits (and lots of points), but you may notice
that it does around the same, or slightly less damage! So, you basically have
a choice--more damage or bigger, more spectacular combos for good points.
#############################################################################
CYCLOPS:
>>>>>>>>
Starting Pose: throws off his jacket as his optic visor shines
1st Color: blue outfit
2nd Color: red outfit
Taunt: raises two fingers to his forehead
Variable Attack Entrance: brings his fingers to his forehead and says "Yeah!"
Variable Attack Exit: looks away and gives a thumbs up
Variable Super Move: Mega Optic Blast
Winning Pose 1- leans back and fires a thick optic blast straight up
Winning Pose 2- whips off his goggles.
Winning Pose 3- clenches fist and exclaims "yes!"
MOVES LIST:
***********
-Low Optic Blast: QCT+Jab
-Standing Optic Blast: QCT+Strong
-Upward Optic Blast: QCT+Fierce
-Air Optic Blast: QCT+any punch (AIR)
-Gene Splice: F, D, D/F+any punch repeatedly
-Ground Reflect Blast: F, D/F, D+any punch
-Cyclone Kick: QCB+any kick
-Bulldog: F, F+Fierce+Roundhouse (close)
-Dashing Pummel: F, F+Jab+Short, any punch repeatedly
-High Kick/Flip Kick: S.Roundhouse -> S.Roundhouse
-Double Jump: U during any jump (AIR)
-Overhead Slam: F or B+Fierce (close)
-Optic Drill: F or B+Strong (close; can be directed)
-Optic Surge: F or B+Roundhouse (close)
-Downward Optic Drill: F or B+Strong or Fierce (close) (AIR)
-SC 1; Optic Array: QCB+all three punches (controllable) (A)
-SC 2; Mega Optic Blast: QCT+all three punches (tap punches for more hits)
-Launchers: S.Strong, C.Forward
-Knockdowns: C.Roundhouse
-VARIABLE COUNTER: Standing Optic Blast
REGULAR MOVES ANALYSIS:
***********************
Jab- Both standing and crouching give high and low jabs respectively. No big
deal, other than in combos. S.Jab is okay as a tick. J.Jab is also no
big deal, except in air combos. All Jabs are fast and cannot be easily
countered if blocked.
Strong- S.Strong is Cyclops' best launcher, a double-fisted uppercut. Quite
fast coming out. See combos for more info. C.Strong is an upward
elbow, which in X-Men:CotA was a launcher, but no longer. Pretty much
useless. J.D+Strong is that weird two-finger poking attack, which has
decent air-to-air priority, otherwise useless except in combos. The
regular J.Strong is an uppercut, great for enemies above you but
useless as a jump-in.
Fierce- Both standing and crouching give an Optic Burst, or "bullet" as it is
sometimes called. This IS a projectile, but it CAN be cancelled with
a Special despite the fact. Meaning, if you hit them with the Burst
and cancel it with with a Jab Optic Blast, you'll get 3 hits. Fairly
fast, though definetely not the speed of his Optic Blasts. Good in
mid-range combat, similiar to a Sonic Boom as it lets Cyclops move
around after it is released--good tick.
J.D+Fierce is an overhead hammer, and a great jump-in which leaves
you right beside the enemy for a combo. Little range, however.
Short- S.Short is a quick standing kick and C.Short gives a quick low kick.
both fairly decent as ticks and great in combos. These have slightly
more range than the Jabs, so are your better choice from a few steps,
and use the Jabs right up close. J.Short is no big deal except in air
combos.
Forward- S.Forward is a high kick, and C.Forward is an upward kick, Cyclops'
second launcher. The standing version is best in combos, and the
C.Forward, despite being a launcher, is not as useful as the
S.Strong. J.Forward is a straight outward kick, decent in air-to-air
combat.
Roundhouse- S.Roundhouse is a big high kick, and crouching is a low swing
kick which is Cyclops' only knockdown. The S.Roundhouse is decent
as a deep air counter and great in combos, but it can be ducked
by most, so be wary. The C.Roundhouse is fairly fast and can be
cancelled with various OTG attacks (see combos), but can be taken
out by most high-priority moves--use with caution. J.Roundhouse
is a flip kick, great in air-to-air combat, and D+Roundhouse will
give you the Drop Kick, his best single jump-in.
#############################################################################
MOVES ANALYSIS:
***************
-Low Optic Blast-
(Cyclops crouches and exclaims "Optic Blast!", releasing a red beam to hit
the enemy low)
This can be blocked standing or crouching. This is Cyclops' best Optic Blast
because it allows him to duck under a lot of other high projectiles (eg.
another Cyclops' Strong Optic Blast, Charlie's Sonic Boom) and it comes out
and recovers quite fast. It is also the best Optic Blast to use in combos,
that way it'll hit the opponent even if they were crouching when you started
the combo. Note that if the enemy jumps they have plenty of time to hit you,
otherwise this is quite a safe attack.
-----------------------------------------------------------------------------
-Standing Optic Blast-
(Cyclops exclaims "Optic Blast!" and fires a red beam at the enemy to hit
high)
Not a very useful attack. This has decent power and will reach the whole
screen quite quickly. It is however avoidable by a crouch, and many low
attacks will go under it (eg. Dhalsim's Slide, another Cyclops' Low Optic
Blast). As well, if the enemy ducks from fairly close they can go into a
combo, so you must be careful when and where to use this. The opponent can
also jump over it, but you can catch them in the air on their way up or way
down, but NEVER use it if they're at the apex of their jump or if they're
Super Jumping, 'cause you'll get nailed. Basically stick with this in some
combos or as a juggle, or to counter a missed or blocked Hyper-X from across
the screen (of course if you have your meter charged a Mega Optic Blast would
be more appropriate), or if they pull off a slow-recovering move from a
distance (eg. Juggernaut's S.Fierce.)
-----------------------------------------------------------------------------
-Upward Optic Blast-
(Cyclops leans his head back to look upward and exclaims "Optic Blast!",
releasing a red beam to hit airborne enemies)
Also not a very effective move, and if you pull it off when the opponent is
grounded, you're in trouble. And, because it's so thin, it's not very good
for catching jumping opponents unless you're absolutely sure where they are.
Use rarely.
-----------------------------------------------------------------------------
-Air Optic Blast-
(Cyclops hovers and exclaims "Optic Blast!", firing a red beam at the enemy
horizontally)
Best in air combos, but can be used as decent keep-away with jumping enemies.
If you jump to their level and throw this at them from afar, you have a
better chance of hitting them than you do with the Upward Optic Blast. In
addition, this move is great for evasion purposes, because Cyclops hovers
when he fires the Blast--so, if you're about to land on a big move or SC,
Double Jump and pull off this move to stay above them. Just make sure not to
do it against some SCs, like Storm's Lightning Storm, or you won't exactly
avoid them. :)
-----------------------------------------------------------------------------
-Gene Splice-
(Cyclops lunges forward, then upward exclaiming "Gene Splice!" with a
multi-hit uppercut, finishing with an upward Optic Blast)
Changed from X-Men:Cota, though not as much as I initially thought. Cyclops
now goes more upward with his lunge, and SLIGHTLY less horizontal than
before. Still, the horizontal range of the Fierce version still gives a lot
of problems with juggle combos and air countering, but each version has its
own special properties. The Strength of the punch determines horizontal
range, the height he rises, amount of damage, speed coming out, speed of
recovery, and how many hits. The Jab Gene Splice goes forward only about a
step, and upward only a short distance--it also does less damage than the
other two punches, and only hits 2-3 times. However, it comes out the fastest
and recovers the fastest, so it is the safest of the Gene Splices to use; if
it is blocked or air blocked, Cyclops usually recovers fast enough to block a
counter. So, use this as your air counter. The Strong version has only one
good thing about it--it will connect well after a launcher, whereas the
Fierce will hit once then travel under the falling opponent. The Fierce
version does the most damage and hits, goes the highest and farthest. You are
also spam if this misses or is blocked, so stick with it in combos.
-----------------------------------------------------------------------------
-Ground Reflect Blast-
(Cyclops gets on his hands and knees and fires a red beam at the ground,
which reflects outward)
The Ground Reflect Blast is one of his two new moves, and is best for keeping
overly-jumpy characters on the ground from full screen. It's good for going
under projectiles from that distance as well, and the thing to note about it
is that he crouches EXTRA low, even lower than the Jab Optic Blast, so it
will avoid some of the "mid-level" projectiles like Magneto's EM Disruptor
and Ken's FB (NOT Ryu's!). Make sure the enemy isn't in the air when you do
it, too, and otherwise it works nicely and stylishly in OTG combos.
-----------------------------------------------------------------------------
-Cyclone Kick-
(Cyclops performs a hopping front kick followed by a low swing kick)
An instant two-hit knockdown (except in some strange cases), comes out quite
fast and pushes the enemy back fairly well if blocked, preventing most
counters. This is awesome in combos, and even if the first hit misses, the
second comes out fast enough to count in the combo! This is also great for
taking priority over low attacks, but NO standing attacks or FBs.
-----------------------------------------------------------------------------
-Bulldog-
(Cyclops dashes and wraps his arm around the enemy' neck, then jumps forward,
smashing them into the ground)
Cyke's Bulldog is a dashing Throw; if this misses, Scott sticks his shoulder
out and slows down to a stop; he is quite vulnerable during the whole thing,
so you must be careful where to use this; a great place is when the enemy
fires an upward projectile--just dash in and Throw. Or, use it after you've
blocked a Super Combo from fairly close. The only really good thing about
this is that you can OTG in the corner afterwards.
-----------------------------------------------------------------------------
-Dashing Pummel-
(Cyclops dashes forward with two jabs into an auto-combo)
Since that high elbow from X-Men:Cota no longer launches, this move will not
launch the opponent. However, it is considered a Special Move, meaning it can
be buffered out of a normal attack, and is also in some ways a normal attack
because it can in turn be cancelled by another Special Move! Great put into
combos with other moves. If you just key in these motions, Scott will dash
forward and jab twice. If you press the punch buttons rapidly, you'll get
more hits, up to six. If blocked you're pretty safe, especially if you cut it
short.
-----------------------------------------------------------------------------
-High Kick/Flip Kick-
(Cyke performs his S.Roundhouse then chains into a fast flip kick)
Not so easy to combo as it was in X-Men:CotA. Back then, my fav combo was
High Kick/Flip Kick XX Gene Splice. However, the Flip Kick in X-Men Vs.
Street Fighter, though it doesn't seem to be a Strike, knocks too far away
for the Splice to connect, except in the corner. If you connect with this
otherwise, cancel into a Jab Optic Blast.
-----------------------------------------------------------------------------
-Overhead Slam-
(Cyclops grabs the opponent, lifts them over his head and slams them into the
ground)
Doesn't bounce them as high as it used to, but still gets the job done. Use
this frequently to string together big OTG combos in the corner.
-----------------------------------------------------------------------------
-Optic Drill-
(Cyclops grabs the opponent and drills them away with a thick optic beam in a
desired direction)
This can be directed upward to juggle with some juicy things. This is a VERY
damaging move!
-----------------------------------------------------------------------------
-Optic Surge-
(Cyclops grabs the enemy and knocks them away with a large burst of optic
energy)
His new Throw is pretty cool and hits the enemy quite a ways away. In the
corner it can be followed with an OTG combo.
-----------------------------------------------------------------------------
-Downward Optic Drill: F or B+Strong or Fierce (close) (AIR)
(Cyclops drills the opponent into the ground from the air)
Although I haven't done it yet, I would suspect this could be followed with
an OTG combo if done fairly close to the ground. More later.
-----------------------------------------------------------------------------
-Optic Array-
(Cyclops fires a thick beam of optic energy in a desired direction)
Doesn't do nearly as much damage as his Mega Optic Blast, however this is
AWESOME in combos, even air combos, or air-to-air combat. Its recovery is
also better, and it will take out all non-SC projectiles. Still, I prefer
mainly to stick with it in combos, or to reflect it off the ground and
surprise a jumping opponent. It is also useful when jumping in and the enemy
is expecting a jump-in attack, or if you jump over a projectile and the jump
won't bring you close enough for a jump-in--in both cases, simply do the
Optic Array and aim it D/F!
-----------------------------------------------------------------------------
-Mega Optic Blast-
(Cyclops rears back, then exclaims "Optic Blast!" and fires a HUGE beam of
optic energy forward)
Totally devastating damage, and REALLY hurts in a Variable SC. This is great
for punishing any projectile from pretty much anywhere, or for that matter
anything missed from a fair distance. Even if the opponent jumps, there's a
good chance they'll have to at least air block it on their way down because
the beam is so thick. Note that this doesn't apply if they Super Jump, 'cause
they can cross you up fairly easily in this case. Basically, just make sure
that if you are going to do this when they're airborne, that you start it
early in their jump. Also beware of characters that can fly or air dash
behind you when they jump it.
-----------------------------------------------------------------------------
-VARIABLE COUNTER; Standing Optic Blast-
See the tactics section for more info on Scott's Variable Counter.
#############################################################################
COMBOS:
*******
Notes:
------
Super Jumping: Cyclops' air MS is fairly smooth and comes out easily. Note
one thing though--both of his Launchers only knock the enemy
up a little ways, so you must start his air combo RIGHT after
launching them.
Air Combo Finish: SJ.Fierce will execute the FS, but it sends the opponent
out at just the right angle so that a SJ.Roundhouse chained
in will still connect.
Standing Zig-Zag: even though his ground MS is Zig-Zag, his Fierces cannot be
chained into Roundhouses because they are projectile
attacks (although they can still be cancelled with a
Special Move quickly.)
Repeated Moves: along with Cyke's well-known S.Roundhouse -> S.Roundhouse
chain, he can also perform a S.Jab -> S.Jab (he'll alternate
arms for each jab) and S.Short -> S.Short (he'll perform two
kicks, one with each leg). Nothing terribly important, except
for a few extra hits in a combo. (see #20).
COMBOS:
-------
1. D.S.Short -> S.Forward -> S.Roundhouse XX Jab Optic Blast
Comments: IMO Cyclops' easiest and most effective all-around combo. Use
often; you can use the Strong Optic Blast as well, but if the enemy
is ducking when you start the combo, it will go over their head. 5
hits.
2. J.D+Roundhouse, D.C.Jab -> C.Short -> C.Roundhouse XX Cyclone Kick
Comments: Also a fairly easy and stylish combo--remember that the 1st hit of
the Cyclone Kick will miss. 5 hits.
3. (corner) D.S.Short -> S.Roundhouse -> S.Roundhouse XX Fierce Gene Splice
Comments: after the High Kick/Flip Kick, the Gene Splice will only connect in
the corner. 10 hits.
4. D.S.Jab -> S.Strong -> -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS) -> SJ.Roundhouse
Comments: Easy and powerful air combo--the Fierce must be cancelled fast. 8
hits.
5. (corner) Fierce Throw, S.Roundhouse -> S.Roundhouse XX Roundhouse Cyclone
Kick (NOTE: Start Cyclone Kick as late as possible)
Comments: VERY cool corner combo, one of my favorites. You can also
substitute the Cyclone Kick with a Gene Splice for more hits--I
recommend this against larger opponents; on light characters both
hits of the Cyclone Kick will connect if timing is right, but on
big characters I can only get one hit, so use the Gene Splice in
this case for 10 hits. With the Cyclone Kick you'll get 5 hits on
small opponents. ONLY use this on opponents that you think won't
tech hit your Throw--the follow-up moves are slow and you can be
countered if they do--same thing if they Safety Roll.
6. (corner) Mega Optic Blast, S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse
Comments: Although you'll probably rarely get in the Mega Optic Blast from
this range, it's still a good combo...maybe after a missed DP...
And hey, although I haven't confirmed it, maybe you can dash after
the SC if you're fairly close and still catch him... Anywho, great
damage, well over 30 hits.
7. (corner) D.C.Short -> S.Fierce XX Dashing Pummel XX Fierce Gene Splice
Comments: Cancelling in and out of the Dashing Pummel can take a bit of
practice, but the damage is worth it. Cancel the Dashing Pummel
after 5 hits. 14 hits.
8. Fierce Throw, D.C.Short (OTG) -> S.Forward XX Roundhouse Cyclone Kick
Comments: do this one at least CLOSE to the corner. 5 hits.
9. (corner) Fierce Throw, D.C.Short (OTG) -> S.Fierce XX Dashing Pummel XX
Fierce Gene Splice
Comments: an extended version of #7, for even more damage. again, getting the
hang of the cancelling in and out of the Dashing Pummel can take
some practice... again, cancel the Pummel after 5 hits. 15 hits.
10. (corner) Strong Throw, Optic Array
Comments: aim the Throw U/F into the corner, and juggle with the SC. Lotsa
hits.
11. (Corner) Strong Throw, Fierce Gene Splice
Comments: same as above, and juggle with the uppercut as they fall.
12. Fierce Throw, Optic Array (OTG)
Comments: follow the Throw with a downward directed Optic Array to scrape
'em off the ground. Lotsa hits.
13. J.D+Strong -> J.D+Roundhouse XX Optic Array
Comments: VERY stylish that only works on the tallest characters. Be sure to
direct the SC downward on their head.
14. J.D+Fierce, D.S.Short -> S.Forward -> C.Roundhouse XX Fierce Ground
Reflect Blast (OTG)
Comments: you don't have to OTG with the Cyclone Kick--the Ground Reflect
Blast looks quite stylish too. 5 hits.
15. D.S.Short -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Optic Array
Comments: basic air combo, but finish the SJ.MS with the Optic Array. It may
have to be directed to follow the opponent.
16. D.C.Short -> C.Roundhouse XX Mega Optic Blast
Comments: Yes, this DOES work. Cancel VERY fast and you'll catch them just
before they land. Over 30 hits.
16. J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Forward -> C.Roundhouse XX
Optic Sweep (OTG)
Comments: Stylish combo, 6 hits.
17. (corner) Bulldog, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse
Comments: you can start this a fair bit out of the corner as well, because
the Bulldog drops them into it. 9 hits.
18. J.Jab -> J.D+Short -> J.D+Roundhouse, D.C.Short -> C.Forward XX Strong
Gene Splice
Comments: only the Strong Gene Splice will connect after the launcher. About
10 hits.
19. (corner) J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Strong -> SJ.Jab ->
-> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS), SJ.Jab ->
SJ.Fierce, C.Short (OTG) -> S.Roundhouse -> S.Roundhouse
Comments: thanks to James Chen for this awesome combo, which I modified a bit
at the end. Right after the SJ.Fierce you'll both begin to fall--
hit them with the SJ.Jab then, and the SECOND you land go into the
C.Short and the rest of the combo. 14 hits.
20. J.D+Fierce -> J.D+Roundhouse, D.S.Jab -> S.Jab -> S.Short -> S.Short ->
C.Roundhouse XX Mega Optic Blast
Comments: remember to cancel nice and fast for the SC.
#############################################################################
TACTICS:
********
Cyclops in the air:
-------------------
Cyclops can fair pretty well in the air, especially from a distance. His Air
Optic Blast will beat pretty much every air Special Move and Dash, except for
SCs (eg. Ryu's Air Shinkuu-Hadouken). Up close in the air his J.Roundhouse
and J.Strong, _without_ holding down, are good air-to-air moves. And of
course, if the opponent is Triple, Triangle or Super Jumping all around you,
the Optic Array deals with them nicely :).
Keep Away:
----------
If you're having trouble calling in your partner and are low on life, I'm
afraid the only real chance you have is to cheese--that's right, lotsa Optic
Blasting! Mix up ALL of your Optic Blasts, and only throw in the Fierce
version if they jump, and wait until they leave themselves open for a
Variable Attack. Just remember to be careful when doing this against certain
characters or at certain times--if the enemy has any SC that can go through
projectiles easy, it would be suicide; it would also be suicide vs. a lot of
characters with good projectile counters (eg. Juggernaut with his Juggernaut
Punch!)
Variable Countering:
--------------------
When performing a Variable Counter with Cyke as your partner (idle), he will
jump onto the screen and counter a blocked attack with a standing Optic
Blast. Like most other Variable Counters, this does a good bit of damage, and
unlike ACs from the SF Alpha series, these are actually worth doing; not only
because they do more damage than usual, but because they allow you to switch
to your other partner as well as countering an attack.
As I said, Scott will perform a standing Optic Blast as his Variable Counter.
This is decent for countering pretty much any standing attack, but NOT
crouching. It also deals VERY well with blocked projectiles, except some
really fast recovering ones from a distance (eg. Charlie's, Ryu's).
Cyclops In a Team:
------------------
Cyclops is a good teammate for a lot of characters, and teamed up with
Sabretooth makes my best team, with which I RARELY lose. :) (See my
Sabretooth FAQ for info on why this is such a good team).
For his Variable Attack, the easiest way to change characters, Cyke'll come
diving in with a jumping kick. Note that wether this kick connects or not,
he'll go into a taunt afterwards, so you MUST make sure this connects or you
will be hit. Ideal situations are pretty much anytime the opponent misses a
slow attack, or if the opponent is jumping back, or if they're at the peak of
a Super Jump. Another nice place to use it is with a setup attack for combos,
like after a launcher, or in some other cases, like with Magneto's Hyper
Grav. The one thing to remember is to ask yourself wether or not you want to
waste and opportunity to hit the opponent with a big combo--for example, if
I am Sabretooth and fighting Cammy, and she misses a Cannon Spike, I can
either call in my partner, or I can go for a big combo. The immediate choice
should depend on wether or not you have enough life; if Sabretooth is down to
a sliver of health, I would definetely switch, because even though I hit him
with a big combo, he might just do a comeback afterward and kill me; you also
have to take into account wether or not they have a lot or a little amount of
life.
Favorite Teams:
---------------
Here are (IMO) good teammates for Cyke:
1. Sabretooth (my "Instant Death" team) :)
2. Charlie (my second best)
3. Magneto (great for setting the enemy up for a combo in special cases,
great Variable SC)
4. Ryu (keep away, keep away! Also, an EXTREMELY devastating Variable SC;
just too bad Ryu sucks :)
#############################################################################
VS. SECTION:
************
Vs. Cyclops:
The mirror match will usually end up being defensive for him, as he'll most
likely be whipping off Optic Blasts like there's no tomorrow. Try your best
to jump in, and you should try Double Jumping to avoid the standing Optic
Blasts. REMEMBER, you can go under the other Cyke's Strong Optic Blast with
your Jab Optic Blast. Once you get up close, try your best to knock him off
his feet, or tick him for a Throw, trying to press him into the corner where
you can pull out some big combos. You have to ANTICIPATE his Optic Blasts to
take them out with your Mega Optic Blast, because they're too fast coming
out.
Vs. Wolverine:
The spazzo, if being played by a scrub, WILL be a spazzo. In this case, it's
all a matter of blocking and countering with a dashing combo. If they play
Logan well, he can be a problem. He'll slide under your Optic Blasts (except
the Ground Reflect version), so don't get predictable with them if you're in
range of his D/F+Fierce. Basically you just have to wait for him to make a
mistake, usually from Drill Clawing all over the place. Once he has a level
charged, be VERY careful of the Weapon X, which'll take priority over
EVERYTHING.
Vs. Sabretooth:
Sorta like playing a slower, more powerful Wolverine (and better, IMO :).
He'll jump in a LOT with his high-priority jumping moves, and forget about
taking him on in the air, so stay on the ground and try taking him out with
Jab Gene Splices. His Berserker Claw is LIGHTNING fast and will take priority
over every regular attack you have, so don't throw them out carelessly if
you're within his range. If you manage to block his Wild Fang, quickly
retaliate with a Optic Blast or Mega Optic Blast. As with Wolverine, be even
more careful about the Berserker Claw X which will take out anything you can
throw at him.
Vs. Storm:
If she plays her damned-stupid off the screen keep-away, you punch out the
guy you're playing if you've got a bad temper like me ;), or you can actually
take him out of the cheese with Cyke; just Super Jump, then Double Jump and
pull off your Optic Array SC--then scrape it across the top of the screen to
knock Storm out of her flight.
If they play a good Storm, its a fun battle. Her Typhoon is fairly fast and
can be directed for keep-away, but your Optic Blast will ALWAYS take it out.
Once you get up close you shouldn't have much trouble. If you block her
Lightning Attack, wail on any of your regular attacks and you will usually
counter. Once she has a level charged, don't throw out jump-in attacks too
often early, 'cause she'll take them out with a Lightning.
Vs. Rogue:
When she steals your Optic Blast, she'll probably try a little keep-away--
apply your Cyclops tactis to get in close. Either way, try very hard not to
get caught by her Absorbing Kiss, which is unblockable. For this reason
she'll tick you with Jabs and Shorts then catch you with it, so try and keep
your distance. If you block her Southern Belle Combo (my fancy name for her
rushing punches), punish her with a combo. You can usually take out her SC
with a Jab Optic Blast or definetely Mega Optic Blast.
Vs. Gambit:
The damn frenchman will be bouncing all over in the air with his charge D, U
moves, so stay defensive and build your meter so you can take him out with an
Optic Array. If his mid-air movements develop a pattern, try for an Air Throw
or Super Jump and Optic Blast him. On the ground he will take priority over
your low moves with a Strong Cajun Slash, so stay standing for the most part,
and once up close, try your hardest for a Throw. You can take out his low
kicks with your Cyclone Kick, and try your best to do so, as he can set you
up easily for an OTG combo, one of his most damaging forms of attack. Once he
has a level on the Super Meter, try not to be predictable with your Optic
Blasts, as he can go immediately into a Royal Flush and nail you IF HE IS
FAST ENOUGH.
Vs. Juggernaut:
FOR GOD'S SAKE, don't use Optic Blasts when you're 2/3 of a screen away or
closer! If you are careful, he shouldn't be a problem as long as you ONLY
jump in with Fierce or Roundhouse (he cannot absorb these), and always chain
your Jabs and Shorts into full combos (cannot absorb multiple hits either).
It is especially dangerous to Optic blast from mid range, as a Headcrush SC
will take you out easily. When you block ANYTHING from him, combo to your
fullest! Remember, Juggernaut can also be stopped on the ground with a
C.Roundhouse.
Vs. Magneto:
His Hyper Grav seems to have been slowed a little since MSH, but you should
still be careful and not get caught in it. He can play good keep-away with
his EM Disruptor and Magnetic Waves (those duel pink projectiles from the air
we all loved from X-Men: CotA!); your Optic blasts will usually take out the
EM Disruptor, but you can usually get over his projectile anyways. Up close
his slide has surprising priority and he can cancel it into a Shockwave OTG,
so try to stay on the defensive up close. Jumping in is fairly safe, but
remain in the defensive position here so he can't Hyper Grav you. REMINDER:
when he is flying, Mags CANNOT AIR BLOCK!!!! :)
Vs. Ryu:
Good ol' keep-away is not so effective anymore, so don't be afraid to jump
his FBs a lot, but again stay in the defensive position while doing so in
case he can DP. Like most other projectiles, you can take out his Hadouken
fairly easily with a quick Optic Blast. Up close you can deal with him nicely
with quick attacks, but stay standing to defend against his quick OS and Hop
Kick. Remember, his Vacuum Hurricane when he has it charged will take out any
of Scott's regular moves.
Vs. Ken:
Without his QCB+punch Roll, Ken is weakened considerably. Jumping his FBs is
no problem, and jumping in is fairly safe with air blocking present. Up close
you can take him out with quick attacks. Easy fight until he has a level
charged, at which point be VERY careful with your attacks, as his Shoryureppa
takes out pretty much everything.
Vs. Chun Li:
Don't try and take her on in the air, with her high-priority moves and better
Air Throw. On the ground, try andstay standing to avoid getting hit by the
Split Kick. Her FB should be no trouble jumping over and you can also take it
out with an Optic Blast. Once she has a level charged, she's becomes a woman
for all occasions--she can take out pretty much any standing attack with her
Thousand Burst Kick, and she can take out airborne opponents with the Super
Spinning Bird Kick or the majorly-beefed up Kikosho. If you block or she
misses any of these SCs, counter as best you can.
Vs. Cammy:
Fast little bitch, but she has horrible recovery on all of her moves. If you
block the Cannon Drill, Cannon Spike, Air Thrust Kick or Spin Drive Smasher,
she's open to easy counters. Her Assault Knuckle knocks you back a ways if
you block it, but you can counter quickly with an Optic Blast to knock her
back as well. Her only other important attack is her Furiga Combine (the Air
Roll+Throw), which although unblockable, is easy to counter with a Jab Gene
Splice. For all of these reasons, stay defensive in this fight and you're
sure too win.
Zangief:
For god's sake, don't get close! Jumping in is alright, but always do it with
Fierce or Roundhouse (which he cannot abosrb) or else he'll SPD or Atomic
Drop you as you land. Likewise, only use C.Roundhouse to stop him if he's
getting in close. Once he has a level charged, try VERY hard to stay away, or
he'll tick you for the FAB. He has a hard time getting over your Optic Blasts
except by Super Jumping, in which case you can be ready for him.
Dhalsim:
The Yoga master is a GREAT character, and the only way to beat him is up
close. From a distance he'll keep you back with the Yoga Flame and Fire, and
the almighty S.Roundhouse. You can take out his Yoga Fire with an Optic Blast
fairly easy, however. Edge your way in from the ground, as his air countering
is a nightmare and he will frequently nail you out of one of your jumping
attacks. Once you get up close you will have no trouble out-prioritizing him
with Jabs and crouching kicks--try ticking for Throws. He will try up close
to use his C.Roundhouse slide, so use the Cyclone Kick here or there. In the
air he can take priority over you with his Yoga Mummy and Drills, so stay
grounded, and if he goes offensive he'll use repeated Drills; either take
them out with Gene Splices and Optic Arrays, or block them all and counter
FAST with a Throw. The big thing to worry about in this fight is the almighty
Yoga Inferno, definetely one of the best Supers in the game! The damage is
VERY HEAVY, and he can take you out of even an Optic Blast faster than you
can say "Yes!" if you're less than 2/3 of the screen away. The Yoga Inferno
can also be directed upward to catch you out of a jump-in attack, so refrain
from jumping with attacks often. If blocked, the Yoga Inferno will leave
Dhalsim open VERY briefly, and if you're right up close you can counter.
From afar you can counter with an Optic Blast or Mega Optic Blast.
Bison:
Bison is still as lame as ever--so lame in fact that I have no strategy
section against him, 'cause no one uses him! IMO he shouldn't have been in
the game in the first place.
Charlie:
You can always take out his SBs with anticipation using the Optic Blast, even
with Charlie's great recovery. He can air counter fairly well, so try and
stay grounded unless he throws a Sonic Boom and you're safe to jump. Once you
have a level charged you can take out most of his moves with the Mega Optic
Blast. Up close, be wary of his high-priority C.Forward.
Akuma:
Akuma players tend to FB WAY too much, as much as even Ryu! Jump over his FBs
(or take 'em out with the Optic Blast) and stay with the Air Block in case of
DPs. He shouldn't be too much trouble until he gets a level on the Super
meter. Once this happens, he becomes a nightmare. Don't throw anything out
from a distance, especially an anticipated Optic Blast, or he'll use his
Super FB to take it out. Up close, don't throw any regular move out randomly,
as he can take it out with his Violent Dragon SC. Alternately to taking out
an Optic Blast with his Super Fireball, he can also jump over it from closer
and use his Super Air FB. And of course, if the enemy is any good with Akuma,
he can set you up for the dreaded Raging Demon, best after knocking you down!
LEARN TO SAFETY ROLL!!!!!!!! This may prevent you from getting "Demoned".
If the Safety Roll fails, hold D and start wailing on Short kick and you
may take him out of the Demon. Alternately, if you've got the timing down
pat, you can usually throw him out of it if he was a LITTLE BIT late with
Demon as you get up.
#############################################################################
CREDITS:
********
First and foremost, a HUGE thanks to James Chen for the third installment in
his AWESOME combo FAQ series. Also thanks to everyone who submitted info on
this game to the newsgroups. Thanks to Capcom for a great game, and no thanks
to Happy Man arcade for making it cost 3 tokens! :(
You can access this FAQ and many others at my homepage:
http://www.geocities.com/SiliconValley/Heights/1910
You can also e-mail me at:
[email protected]
"I said it before and I'll say it again--democracy simply doesn't work!"
-Kent Brockman, the Simpsons