PDA

View Full Version : cyclops 101... basics & general strats.


gbursine
07-11-2003, 01:05 PM
Howdy all,

I normally get my competition in the State College area. I've been wanting to pick up cyke for a while, but all I see the locals do are repeated sj.rk's. I know that isn't all he has that makes him top tier.

Dasrik
07-11-2003, 03:57 PM
That's a lot of it (hard to stop runaway). But Cyclops also has his ground fierces - really good moves to stop ground-based rushdown - and great anti-air on his own (DF+RH and jab gene splice). He also has great priority on all his fierce attacks in the air:
neutral fierce - stuffs all of Sentinel's attacks
down+fierce - stuffs Storm's standing roundhouse
neutral roundhouse - stops all limbs (inc. Magnetos' jump rh)
down+rh - Summers Family Roundhouse

... as well as Summers family standing roundhouse, that you can throw out randomly, and chain into jab optic blast xx SOB if it connects. He's also got a really good (and underrated) standing short, which comes out quickly and has good range (and usually chains into s.forward xx roundhouse cyclone kick xx SOB).

ShiN WildcaT
07-11-2003, 06:51 PM
ahhh...cyclops, the 2nd greatest, but my favorite character to play


okay, sj.hk ISN'T all he has, but it IS annoying, and builds meter the 2nd fastest in the game (dan's taunt beat him out).

Dasrik pretty much has his priority summed up so i won't touch on that unless you want specifics.

One thing I do stress though, is to never use his MOB unless you're going for chip on the point character. Mashed SOB does almost just as much on an assist as a mashed MOB, SOB pushes the assist back into the point character so it's harder for them to get out and punish, unlike MOB where if it hits the assist they can simple sj out of it.

Uhm, learn the infinite. Even if you can only do it for 1 rep, it sets up a lot of nice resets w/ throws. Since sentinel is common partner with cykes, i suggest this, an oldie but a goodie.

launch, sj.lk, sj.mp, sj.d+lk, sj.d+mp, sj.d+lk, sj.d+mp (don't do the last hit cuz sometimes it knocks them away) land, call sentinel drones, d/b+hk assist, they hit drones, come at you, s.hkx2 xx SOB.

It does almost full life to everyone but Sentinel and you can probably mash a blocked MOB w/ drones helping you out for the damage needed to kill them.

If you feel lucky, relaunch w/ oc.hk into the infinite again, after drones knock them back to you, and reset w/ that again w/ the super finisher and i think everyone is dead.

If you can, do the infinite for 2 reps and then reset to make it less obvious. But the reset is pretty quick nevertheless.

Anytime you land s.hkx2 vs. an airborne opponent, you CAN connect SOB to it. So if they are being juggled by drones, dash in and s.hkx2 xx SOB and you took away more than half their life.

Cyke can play a pretty nice, meter building keepaway game w/ sent drones and his standing HP's.

call drones, s.hp, when drones pass you, s.hkx2, s.hkx2 and you've got a half a meter.

If you want specific strats, gimme some thoughts cuz I play Storm - Y/Sent - Y/Cykes - B almost exclusively. (VERT TYPHOONS >>>>> HORIZ TYPHOONS, imo, for this team anyway)

Cyclops is reall great and can take on pretty much anyone IMO. If you're being locked down by Strider/Doom. Counter in Cykes xx SOB DHC Hail is real nice. Or if sent is stomping your ass down. manual genesplice xx SOB if cykes is on point or Counter Cykes xx SOB should get you out of it.

If you're trying to rush with him and they're blocking a lot. Call drones out and before they hit, do a HP genesplice and you should cross them up pretty quick, giving you a free ground combo.

Edit: Oh yea, SOB vs. a grounded opponent links into HSF. It's a great DHC and does lots of damage, especially if you're using Storm variety assist, you can call her after the superflash ends and s.hp xx rp, storm hits, sj.lk xx RP for lots of damage.

FOBio
07-11-2003, 11:21 PM
this guy used cyke w/ doom and would rush in and throw them into the corner, using rocks to cover and/or hit them after the throw. is this a good strat? he told me that cyke is good with rushdown/throwing type of game play. i don't really know, i just do whatever works for me at certain times.

ShiN WildcaT
07-12-2003, 08:04 AM
i don't know about that, everyone can tech hit throws, and if you're throwing into rocks, unless they get the full blast, it's gonna do shit damage...

i think the best way to attack w/ cyke is from the air, without a doubt. he's got too much priority there to not abuse it, and his d+hk trades/beats w/ IMs launcher, a tough feat to perform.

like i said, you can play ghetto keepaway for a bit on the ground, but it sure as hell won't last forever....

i really don't suggest you concentrate on throwing with him though

Ouroborus
07-12-2003, 04:12 PM
some random tidbits

-tiger knee MOB against an incoming opponent for free chip damage. lk cyclone kick xx mob works too but its unsafe vs cable

-cyke's d+hp also beats psylockes launcher

-j.hp has the most priority in the game. it can stuff all of sentinels attack but you must be at the same height as him or above. being below would just get u stomped down

-high optic bullets stuff hailstorm attempts without sentinel in it

-cyke has enormous throw priority but his air throw sucks. you can get crossed up before you land.

-cyke's best partner is dr. doom. he has so many options with him.

-normal jump into double jump while calling doom in the process works extremely well. then add in some j.hks, sfrs and j.d+hp

-calling doom and pinning them down with high low optic bullets works pretty well and safe too

-calling doom and tiger knee SOBing after. great lockdown tactic. think of it like dooms AAA +hailstorm

-anytime u pinned down an opponent with doom, you can almost always MOB

Neo_Slasher
07-16-2003, 07:49 PM
i was wondering.... does cyke's command throw and ground chain
have any use in battle? i think the throw at least can help you get themin the corner when rushing with cyke correct me if i'm wrong please
thanx in advace:D

tnnlvision
07-20-2003, 06:27 AM
Originally posted by Neo_Slasher
i was wondering.... does cyke's command throw and ground chain
have any use in battle? i think the throw at least can help you get themin the corner when rushing with cyke correct me if i'm wrong please
thanx in advace:D

I sometimes do the Optic Hold directed straight up if I want to switch characters without using a super

I very rarely do the running neckbreaker drop; you can cancel a wave dash then leg flip throw really easily, and that doesn't have the big starting lag that the running neckbreaker drop does.

gbursine
07-20-2003, 09:31 AM
do ya think its possible to do I think sob(the controllable super) at a cable or whomever, and at the point during or a little before they're able to pushblock cancil, aim the beam up, and wiff... then immediately bring it back down on them to add the ending blockstun?

automatic
07-23-2003, 05:25 AM
does he has a infinit??????????????

pm me bak on how 2 d0 It

kingofkod
07-29-2003, 03:14 AM
anybody know his double jump infinite? post it here if you do. I can't seem to find it anywhere myself.

Neo_Slasher
08-13-2003, 05:21 PM
i've been trying the infinite but when i do the mp,d+lk,mp part i can't link well the lk and if i do the point goes up instead of down so i can't follow anything up hence no infinite can someone help me with this shit n also some vids tha show it in action ?
thanx in advance :D

Dasrik
12-13-2003, 11:12 AM
The infinite is tricky, I don't even have it down pat myself... the way I do it (at least for one rep) is, launch, do Jab->Short->Strong then hold Down/Forward and wait a moment, then tap Short-Strong twice with the same rhythm. If you've timed it right, you can land, and hit Roundhouse and since you're holding Down/Forward you'll relaunch them and be able to follow up, but for me they're too high to repeat the infinite so I don't know what to do. I can at least do the first rep though.

There are some tricks to it. You have to wait for about... a breath so you get the Short kick out instead of the Forward kick which will screw everything up. I know people that can end the air combo with Down+Forward and still get the relaunch. But I've only been able to get that to work once. Still, your mileage may vary.

Don't get too frustrated with yourself. This infinite is HARD.

Famicom
12-13-2003, 07:06 PM
Yeah, one person ya gotta ask is I think was Julius Jackson. I believe he pulled that infinite off when he got OCV'ed and wiped out an entire team with Cyclops only.

dsfh
12-17-2003, 11:02 AM
for the infinite, ive noticed some general things that let you know what youre doing wrong. if you whiff a move high, you probably did it too fast. if you whiff a move low (like the last d.forward), you probably went too slow.

in terms of timing and stuff, the pause between the sj.lp sj. lk sj.lp and sj.d+lk sj. d+lp should be longer than the one between sj.d+lk sj. d+lp and sj. d+lk sj. d+lp sj. d+lk. the down+strong move seems to have less lag on it than a regular neutral strong.

ive also noticed that when the last d+short (not forward) hit the opponent in the head, the infinite tends to connect more often. so i try to focus on getting the foot of the d+lk to hit the opponent's head, and adjust the rhythm accordingly.

cyke noob
01-12-2004, 10:19 AM
i was wondering if anyone could tell me cyke's command list , throws , basic strategies to play him and simple combos.

i would really appreciate your help and if you wonder my team is:

cyclops , wolverine and megaman.

cyke noob
01-14-2004, 07:15 PM
come on people i've read almost all the threads already but i still don't know how to do a few things:
his infinite (any video footage of the infinite would help) and that throw that cyke shoots his opponent upwards with an optic blast since it's the olny thing i can't do from his command list.

can someone help this pitiful soul and tell me how to do this?

i will really appreciate it:)

cyke noob.

p.s. what are his best teams to play him besides that sent/cable/cyke or storm/sent/cyke ?

Augmint
01-16-2004, 04:03 AM
Originally posted by cyke noob
come on people i've read almost all the threads already but i still don't know how to do a few things:
his infinite (any video footage of the infinite would help) and that throw that cyke shoots his opponent upwards with an optic blast since it's the olny thing i can't do from his command list.

can someone help this pitiful soul and tell me how to do this?

i will really appreciate it:)

cyke noob.

p.s. what are his best teams to play him besides that sent/cable/cyke or storm/sent/cyke ?

www.mvc2heaven.tk/
has a vid in the multimedia section (cyke inf on Doom )
hcb + HP is the command throw your loking for. shitty range - you need to be in REAL close otherwise you do his knee crouch laser.

Doom/Storm/Cyke
& Cyke/Storm/commando are 2 of viscants teams.

Augmint
01-16-2004, 04:16 AM
btw that team hella sucks.
If you are gonna use megaman, try having him with someone like sent - drones.
Also, if you have cyke first (he's a strong meter builder) you want someone 2nd who can use that meter well (eg Storm, sent) - not megaman.

cyke noob
01-16-2004, 10:56 AM
Originally posted by Augmint
btw that team hella sucks.
If you are gonna use megaman, try having him with someone like sent - drones.
Also, if you have cyke first (he's a strong meter builder) you want someone 2nd who can use that meter well (eg Storm, sent) - not megaman. thanx i'll drop megaman n wolverine and try that viscant team cyke/storm/capcom seems odd and intresting to play with since i don't like using teams that almost everyone uses thanx again Augmint:)

Dasrik
01-17-2004, 08:39 AM
Actually, Wolverine kind of works. Cyclops is probably going to want a nice chunk of meter and it helps to not have to build it all himself. For the third character, I'd probably just use Sentinel because, let's face it, if you play MvC2 you have to learn Sentinel. I also wouldn't quit Megaman, we need more MM players.

Dasrik
01-17-2004, 08:45 AM
And to answer your original question, here is a real shitty Cyclops guide:

Optic Blast is qcf+punch. Jab is crouching, Fierce is 45 degree. Air optic blast always goes straight. Can be cancelled into SOB

Gene Splice is dp+punch. Avoid hitting the punches when you start out, this move is not meant for combos. Instead, it's meant to be a high-priority anti-air attack. Remember to cover yourself when you do it.

Cyclone Kick is qcb+kick. This move is not useful outside of combos, although it can be used as a quick cancel into MOB for some safe chipping.

His other moves are not important to know right now.

Supers
Mega Optic Blast (MOB) is qcf+pp and is the best super to do chip damage with. Be wary of its float when you use it in the air, because the way it floats can really mess you up.

Super Optic Blast (SOB) is qcf+kk. The more damaging super, you can cancel it from jab optic. Mash for more hits. It's also aimable.

Assists
Beta assist. Gene Splice. Everyone who plays MvC2 should know this by now.

Strategy
The basic strategy I use which is somewhat effective is to call assists and dashback and hit fierce. Mix up high and low bullets. When they jump, either dash to the other side, or uppercut. For damage, hit them with roundhouse kicks into jab optic canceled into MOB.

Keep in mind this is very basic.
Good luck.

Deathfist
01-17-2004, 04:13 PM
Add the following combos to your arsenal.
=*Stolen from Hated One 8*=
1-Jump in, Call Sent-y, flying hk, dash, dlk, hkx2, drones hit, dash forwards, and combo off the drones.
2-DB+Call Sent-y, DB hk, launch and AC or infinite [try this off the previous combo]
3-lk,mp [or df hk], sj lp,mp, pause, Hold DF+[lk,mp, pause, lk,mp,] df hk.
-You can try to call Sent-y and db+hk throw him into it
-You attempt to repeat the aerial portion of this combo [fucking hard due to the timing change but well worth it...]

Air combos
launch, lp,lk,mp,pause,lp,mp, double jump, lp,lk,mp, hk

If you want Megaman-a, and Cyc together you want MM, Sent-y, Cyc-b
=*MM, Sent-y, Cyc-b*=
Random Thoughts:
=Megaman
-If you happen to have a charged buster and someone eats a Cyc assist, sj, buster XX HMM
-Try to learn how to both rush down using the Sent drones, AND run / keepout with Sent drones.
-Learn how to Combo Sentinel drones with your ground series, charged busters, HMM, and launchers to extend the combos and do big damage with MM. That was too fun. Pins them down too allowing you to continue the rush if it's blocked.
=Sentinel
-Try to fly, stomp on their head and combo them into Cyc hits. If you get one, deactivate flight, and ducking hp when the third hit lands [timed so that the first hit whiffs but the second one hits. For some wierd reason it will be unblockable. HSF them off it then dash and hk+call Cyc, hp them into Cyc, activate flight, tap a direction, then try to lk,mk, upward rocketpunch or hp them as the ender.
=Cyc
-Use the combos I showed you and look up Hated One 8 and use those combos too.
-Dasrik covered alot of Cyc earlier.

For Wolverine I'd use Boneclaw Wolvie-y, Sentinel-y, Cyclops-b
Random Thoughts:
=Wolvie bone-y
-Try to use Sent drones as a ground combo ender so you can continue into more powerful combos
-Try to land a dashing super on the pointman's assist, and DHC in Sentinel.
-Try to learn how to pin them [ending in a berserker barrage] that forces them to block drones and repeat. You can guardpush out of this, but timing's a bitch.
-Raid the Joe Zaza teaches wolverine thread.
=Sent-y
-Fly Stomping with the Cyc assist into unblockable into HSF into AC
-Flystomp while calling Bone-y if timed right cannot be blocked [you get stepped on or tripped it's your choice.]
=Cyc
-Well, let's see here, jump, call sent, flying hk, dash, lk,hkx2, dash, df hk, lp,mp, pause, df [lk,mp, pause]x2, land, Call Sent-y, db hk [throw], hkx2, fire off a kick super. Stolen from Hated one 8

Hmm, I think I might wanna try this team out. On paper it looks sweet.

Deathfist
01-18-2004, 11:16 AM
Here's how I use Cyc-b on point in case you're interested...

The way I use Cyc is controlled by the assists I have. If I have say, Sentinel, I'm going to want to do this pattern alot...
Call Sentinel, dhp, hkx2, hp to build meter. If they get close, I'd want to dash under them [since they'd have to sj and airdash to get to me while doing this...] and start it over.

Eventually I'll try one of those hated one 8 combos I lifted from his posts or an infinite attempt.

Using the flying heavy attacks is crucial to Cyc use. Flying dhk is SFR [sommers family roundhouse] and has insaine hit-boxes and priority. I try a few flying roundhouses, into dashing low hits under the cover of drones, then try it over again till I score a hit, then do a small combo like flying hk, dash, dlk, hk, Cyclone kick, super, DHC out hoping for a kill.

With Capcom, I'd try to make them land on it or a DF hk using alot of groundflooding. While doing this, I'm trying to set up a situation where I can come down on them with an attack to get my offense started. The fact I have the Capcom assist means I can call him in hopes he'll bone them.

The teams I useCyc in are...
Cyc/Storm/Jin, Storm/Sent/Cyc Cyc/Sent/Guile, Cyc/Cable/Capcom, Cyc/Sentinel/Capcom.

I will use the teams of BH/Storm-a or y/ Cyc and BH/Cable/Cyclops, but these teams aren't designed for Cyc use. The first ones are.

I too am interested in improving my Cyc. That's why I'm in this thread.

Originally posted by Dasrik
I also wouldn't quit Megaman, we need more MM players. Couldn't agree more. Megaman beats Magneto and Storm. He has a chance against Cable [the odds aren't great but it's by no means a lost cause]. VS Sentinel the odds are bad, but random HMM, and the occasional AA make this match possible.

People need more balls and determination and less crutches.

NinjMai
02-15-2004, 02:20 PM
I'm looking at Cyke at the moment myself...

I think he has a pretty decent AA assist, and he does have quite a few things going for him.

My only problem would be how to order him in the team I'm trying to develop. I probably should have gone to the teams thread, but I also wanted to learn a small bit on his strats, and this helped considerably.

To my point...I have the team of Cyke AA/Chun-Li AA/Doom AA. I want to put Cyke first because he can do good as a point char. I need Chun second because she is the best one out of the team, and she works well with Doom. I figure to hopefully get lucky and DHC into Doom so Chun can be my last char for Doom...

That's all I can imagine right now. I was wondering if any of you might have any suggestions or tips. I'm open to mostly anything but the idea of dropping Chun because I've kept with her since she was first unlocked, and I don't want the time and money to go to waste...

Thanks in advance for any ideas.

-NinjMai

Neo_Slasher
02-24-2004, 08:54 PM
Originally posted by NinjMai
I'm looking at Cyke at the moment myself...

I think he has a pretty decent AA assist, and he does have quite a few things going for him.

My only problem would be how to order him in the team I'm trying to develop. I probably should have gone to the teams thread, but I also wanted to learn a small bit on his strats, and this helped considerably.

To my point...I have the team of Cyke AA/Chun-Li AA/Doom AA. I want to put Cyke first because he can do good as a point char. I need Chun second because she is the best one out of the team, and she works well with Doom. I figure to hopefully get lucky and DHC into Doom so Chun can be my last char for Doom...

That's all I can imagine right now. I was wondering if any of you might have any suggestions or tips. I'm open to mostly anything but the idea of dropping Chun because I've kept with her since she was first unlocked, and I don't want the time and money to go to waste...

Thanks in advance for any ideas.

-NinjMai i admire you playing with chun but seriously
drop her... she doesn't have much of a chance againt today's game scene.... and since every team should have a top tier i suggest you use storm-a. anyways a simple wake up trick with cyke/doom AAA while they wake up call doom then gene splice hp you should switch sides and the assist will cross-up :evil: i don't remember if you could do this to a standing opponent as soon as i find out i'll post it.

RACK
03-17-2004, 03:00 PM
whats cyclops b and b ground combo without meter?

j1lLFaN
04-30-2004, 07:33 PM
1. what are some good ground/air combos with him?
2. what are some good rush, runaway, trap(?) patterns with him?
3. what are some uses of his other assists, (optic blast, cyclone
kick)

gbursine
05-01-2004, 04:07 PM
Originally posted by j1lLFaN
1. what are some good ground/air combos with him?
2. what are some good rush, runaway, trap(?) patterns with him?
3. what are some uses of his other assists, (optic blast, cyclone
kick)


1- ground, rk, rkXX spinny kickXX(off of first hit)sob or mob
air- his inf's or dj combo?

2- dash back, splooge on hp and assist(doom/sent y)

3- no idea

j1lLFaN
05-02-2004, 07:29 PM
How do you do his double jump combo? B/c Im not going to worry myself with that difficult infinite of his

j1lLFaN
05-03-2004, 06:13 AM
Does it make a difference which normals I use to jump-in? I hear d+hp/hk have crazy priority, but how do I know which one to use? and which does more damage? lk,lk, hk(x2 ?)xx optic blastxxSuper Optic Blast or lk,lk,hk (1 hit)xx cyclone kick (1 hit) xx Mega Optic Blast? ObviouslyI would use the latter for chip right? And whats the most damaging thing to do to an assist?

Jake
05-03-2004, 10:13 AM
I don't know why people use cyclone kick really other than for chipping with mob or for a block string, cyke's lk and mk have amazing range and most people I see use cyke try to do rh, rh, cyclone kick xx sob. If you do lk, mk, fk, jap optic xx sob it does the exact same amount of damage because the extra lk you get makes up for the damage you start losing from scaling for having 1 extra hit (2nd roundhouse does the same damage as a mk).

I see people missing out on EASY damage because they go for cyclone kick and that shit whiffs from being too far away, if you were hitting point and assist and whiff because the assist recoiled you back no big deal but when you're hitting point char only and whiff, there shouldn't be any excuse. The only good thing about cyclone kick is that the damage is guaranteed (except on midgets) whereas jap optic can either do 1 or 2 hits, if it does 2 it's the same as cyclone kick, 1 and it's less. But to me the range of lk, lk, fk, jab optic xx sob is well worth the risk of only getting 1 hit outa the jab optic.

Well I do use cyclone kick on midgets like megaman though that're too short for the fk to hit from medium range... lk, lk, cyclone kick combos while jab optic doesn't combo off of a mk.

Also MOB combos off of jab optic if you cancel pretty early, so that might be useful, I had a use for it I think but I can't think of it at the moment, maybe for some wierd dhc that doesn't work with sob, /shrug.

edit - as for jumpins, I'm sorta confused here, on sentinel you definately use sfrh, but for other people.. like say.. storm, is where I'm confused. I read in another thread that d+fp beats her launcher clean, but both his jumpins can beat it clean, it depends on positioning, if you're pretty much right above storm's head she loses, if you're further out to typhoon part she will beat cyke clean, so either jumpin works or doesn't work, I don't know which has better success rate, I've been trying to use d+fp more often since I figured he balls up he has a smaller hitbox, but less range, but I haven't really been owning people's launchers from what I've seen, starting to think that sfrh is just the better jumpin to use period, unless some other people can share their experiences with his jumpins. They're both nice for crossups though, since cyke is so easy to move around with in the air, d+fp has a wierd hitbox that is right below him where the fist doesn't even look like it ever reaches, but maybe that's just me hallucinating.

Jake
05-04-2004, 09:11 PM
well I remember what I wanted to use jab optic xx mob for, to combo on cable if you don't got meter to dhc or don't want to bring in your next guy because he has too much red health or something blah blah. But the risk ain't worth it, pretty hard to combo and doesn't work full screen makes it pretty useless, cyclone kick xx mob for cable if you can't dhc. so nevermind what I said about jab optic xx mob, good for pinning for chip at least though heh....

gbursine
05-05-2004, 12:48 AM
i find jab obXXsob very effective. i screw up only if you're hitting the guy right before they land... doing it against cable isnt smart due to pushblock and whatnot...

also, I have more opportunities to catch assists more often w/ jab.optic blastXXsob than w/ the kicks

FOBio
05-05-2004, 10:23 AM
i don't know... habit?

Megaman^obg
05-08-2004, 12:14 PM
I need help with cyclops too. I'm going to my local Arcade tonight so I do not want to look bad. i ahve not been to one in over a week but I do play MVc2 on my ps2. Anyways, my team is MM/IM/Cyckes. I use MM projectilen, im anti-air and cykes anti-air. I was wondering how can I use Cykes with MM assist? do i throw the assist and jump in or do i dash in. also does he have any guard breaks?I like to use IM anti air because i can easily do a AC once they start to fall not to mention repulsor cannon does crazy damage as is.

Guardian
05-30-2004, 09:21 AM
After giving it HELLA thought, I've decided to pick this game up seriously, and start playing BH/Sent/Cyke. I know a few of the basics with BH and Sent, but if they're killed and I'm stuck w/ Cyke, I don't want to be totally helpless. Does anyone have any strats w/ and w/o the assists of this team?

DirtyM
06-03-2004, 09:35 PM
I know Cyclops is best assist is of course Anti Air, but has anybody ever tried him out on Expansion? I may not be as effective as the anti air one, but it looks preety flashy, don't you think?

NinjMai
06-05-2004, 09:10 AM
I finally got to come back to this thread after a while...

Thanks for the tip, Neo.I tried Storm with the team and did okay. I think I'm probably going to switch Doom with either Morrigan or Psylocke (probably Psy) simply because Storm and Psy are all right together, and Cyke can benefit Storm as well.

-NinjMai

Ben Damon
06-16-2004, 03:23 PM
The "MANTOUCHER 69" cometh!


Guardian that team is tyte! Never seen you play em tho! :P

Altron
11-25-2004, 06:06 PM
drop her... she doesn't have much of a chance againt today's game scene

Newcomers like you come into the scene and see flashy shit and don't give anything a chance. You assume that nothing else is better.

Chun may not be "Top Tier" or have a "God Like" assist, however if someone takes the time to develop then there is a possibilty to be strong. People like you don't want to take the time to learn their strengths and weaknesses. Have you seen chun at an arcade being played competitively? How do you know she isn't good? Have you even thought about playing chun?

People need to stop jumping onto the bandwagon, and use the other characters, thats why they are there.

De4dEyE
12-25-2004, 01:06 AM
Late ass response:

No no.. Chun does suck. Just because they're not top tier doesn't mean they have a crazy ass hidden potential. Chun Li is not a good character, period. She gets kept out and zoned very easily, she has problems getting damage, and she takes damage badly. I'm not quite sure how she would handle being rushed, but again, I don't think she's going to do well against that either.

2Sleepy
02-19-2006, 02:34 AM
chun is garbage. period.

Green
06-16-2006, 10:39 PM
f+hp drones db+hk crouch s.hkx2 Cyclone Kick xx SOB

Too good. You can do the scissor kick throw immediately after they land from the hp throw.

EDIT: Corner only.

xxbiglou29xx
06-25-2006, 02:35 PM
wats up guys im new here and i got a recomendation to fix my team from spiral/storm/cable to storm/cable/cyclops. im droppin by to see if n e 1 can give me some ideas or thoughts on this team or if a team of spiral/storm/cyclops can b do-able also n e tips on general strat wit cyclops would b greatly appreciated thanx in advance
lates

Wheat Toast
06-26-2006, 11:16 AM
wats up guys im new here and i got a recomendation to fix my team from spiral/storm/cable to storm/cable/cyclops. im droppin by to see if n e 1 can give me some ideas or thoughts on this team or if a team of spiral/storm/cyclops can b do-able also n e tips on general strat wit cyclops would b greatly appreciated thanx in advance
lates

For the general tips, just read the rest of this thread, there's some pretty good stuff. I'm not so sure about your Spiral team though because I don't know too much about her, but I hear Storm/ Cyc is really good from people all the time.

xxbiglou29xx
06-26-2006, 08:58 PM
i was asking because on point ican do sum nice damage to point characters and assists wit spiral. when she gets low on health i cancel stampede swords which they either block on the ground or super jump up then DHC into hail storm and chip a good 20%of life away. cyclops for now i am using for the assist since im learning storm but i would like to b able to play 3 characters effectively on point not jus play two and have one strictly for the assist and ill read the other threads and everything and put sum of the stuff to practice

Green
02-02-2007, 09:28 PM
http://www.sendspace.com/file/ipvf9e

j.hp v oc.hk ^ sj.lp sj.lk sj.mp _ sj.d+lk sj.d+mp _ sj.d+lk sj.d+mp v drones db+hk-throw walk toward s.hkx2 xx [hp] Gene Splice xx SOB

vkuwabara
08-09-2007, 06:52 PM
how useful can an Optic Sweep be? How should I use it?

Onikage
08-10-2007, 01:41 PM
Optic Sweep is "The Move No One Ever Wants(tm)"

Green
08-10-2007, 06:50 PM
Optic Sweep is "The Move No One Ever Wants(tm)"
Yeah, pisses the hell out of me when I get that instead of (c.lk) s.mp.

Deathfist
08-23-2007, 09:01 AM
Optic Sweep is "The Move No One Ever Wants(tm)"

It's not bad against a Storm trying to do hail, or a Sentinel at a distance standing on the ground.

vkuwabara
08-30-2007, 09:17 AM
about his air throw, is it always punishable?

Green
08-30-2007, 09:28 AM
What do you mean? If it connects, I don't think he's at a frame disadvantage. If it gets teched, same, unless he goes into the corner.

KiLLaKeLLy
08-30-2007, 09:38 AM
about his air throw, is it always punishable?

IMO, its on your opponent. Ive been punished plenty for doing his air throw. I dont even do that move on purpose anymore. I learned the hard way that its super risky. When i play chunk and i randomly get the air throw on his sent, i dont ever try to get it, he punishes me. Now he wasnt always able to do it, but he figured out how to do it just right to nail me every time. I would just suggest staying away from that air grab, too risky. So, i dont know for sure, but, i think that if your opponent is on it right away you are gonna get smashed on and besides the damage you will deal to them vs the damage you could recieve as punishment is just too lopsided. IMO, just remove that move from your game.

vkuwabara
08-30-2007, 09:54 AM
I also never do it on purpose. I usually get it when I try to use d+hp vs Storm, because it can beat her s.hk, but sometimes she just jump and I end throwing her.

too bad Cyke can't double jump after, just like Cap.America's

vkuwabara
04-18-2008, 08:25 PM
1 year later...

d/f+hk...I really trust in this move, it beats many of aerials, but I don't think it beats any of Sent's, can someone confirm that?