CYCLOPS ============================================================================== Character FAQ Game: Marvel vs. Capcom 2: New Age of Heroes Character: Cyclops Version 1.5, 9/3/00 E-mail address: dan@finch.com Updates: 1.1 fixed a few things, touched up a few things 1.2 added more combos, fixed a few things 1.3 added a Combo Tree to all my FAQ's--a special thanks to 3pwood (mayfield_john@hotmail.com) for the concept; added more combos 1.4 revised the combos section 1.5 added more combos (Combos 41, 44 and 45), thanks to hitmonlee1065@aol.com ============================================================================== CONTENTS I. Background II. Legend III. Regular Moves IV. Special Moves V. Hyper Combos VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff ============================================================================== I. BACKGROUND ============================================================================== Who is Cyclops? Scott "Cyclops" Summers is the first member and the leader of the X-Men. He is known for having the ability to shoot a highly powerful beam of energy out of his eyes. He wears a lens to block the beams because of a head injury he had suffered as child, which damaged the part of his brain that would allow him to voluntarily shoot the optic blasts. Ever since he was taken under Professor Xavier's wing, he has been the X-Men's leader. Along with his mutant power he is also highly skilled in hand-to-hand combat. He is currently married to his second wife and they have one son, Nathan (Cable) who was sent into the future as a baby to save his life from a virus he was infected with. Cable stayed in the future and was raised in the future. While Scott and his wife were on their honeymoon, their spirits were transported into the time and location where their son was in so that they could raise Nathan. After Cyclops and his wife's spirits returned to the present time, they left Nathan in the future and they both returned to the X-Men. Cable and his father however were recently reunited and are now living in the present. Cyclops and his wife have recently taken some time off and are currently living in Alaska. Only time will tell when Cyclops returns to the X-Men. ============================================================================== II. LEGEND ============================================================================== ABBREVIATIONS U Up D Down F Forward B Backward J Jump[ing] SJ Super Jump[ing] DJ Double Jump[ing] S Standing C Crouching P Punch K Kick AC Air Combo A Assist THC Team Hyper Combo (excuse the pun) LP Light Punch Jab MP Medium Punch Strong HP Heavy/Hard Punch Fierce LK Light Kick Short MK Medium Kick Forward HK Heavy/Hard Kick Roundhouse ---------------------------------------- UNIVERSAL COMMANDS LP + LK Calls in second partner HP + HK Calls in third partner A1 Calls in second partner, who steps in and does an attack A2 Calls in third partner, who steps in and does an attack Snapback D, DF, F + A, forces the opponent out if they get hit (one HC level) Variable Counter B, DB, D + A (while blocking), tags in your partner who jumps in and does a designated attack (one HC level) Crossover Combination Assist 1 + Assist 2 (one to three HC levels) All three characters do one specific super at the dame time (Hyper Combo) then the two that were not fighting step out after doing their supers (one to three levels; two levels causes only two players to come out while one level has just the controlled player do his super). ============================================================================== III. REGULAR MOVES ============================================================================== ---------------------------------------- PUNCHES ---------------------------------------- JAB 1. Standing A basic jab, it doesn't hit some crouching opponents. Use it for starting ground combos or ground-to-air combos. 2. Crouching Same as the standing version, it's a much better choice since it can hit any crouching or standing opponent. 3. Jumping Same as the standing version, this is used for starting air combos. ---------------------------------------- STRONG 1. Standing This is Cyclops' launcher. It has okay range for a strong punch launcher. He puts his hands together forming a fist then swings upward. It's somewhat easy to combo into. 2. Crouching Cyclops does sort of an upward thrust with his nearer elbow and despite its appearance it is not a launcher, but is good for ground combos. 3. Jumping Cyclops does sort of an uppercut attack. Use this as an air combo filler. 4. Down (in air) Same thing as a J.Jab, except this does more damage and has better range. Use as an air combo filler. ---------------------------------------- FIERCE 1. Standing (Optic Bullet) Cyclops quickly opens a lens in his visor and fires a small projectile. It has almost no recovery whatsoever, so you can afford to throw these out at random. It can be comboed into and it does combo into an Optic Blast or Super Optic Blast. Be careful about doing this near the opponent, because if they crouch under it, you could be in trouble. 2. Crouching (low Optic Bullet) Same as the standing version, this is for opponents that like to crouch under the standing version or for some small opponents that don't even get hit by the standing version. It has the same priorities as the standing version. 3. Jumping Cyclops swings his arm out, hitting the opponent with the back of his fist. It's used mainly for finishing air combos. 4. Down (in air) Cyclops puts his hands together, forming a fist and swings downward. It doesn't have very good range and should only be used to finish air combos or for jump-ins, otherwise there isn't much use for it. ---------------------------------------- KICKS ---------------------------------------- Cyclops kicks have much better ground combo priority and better range. You'll definitely be making much use of these. ---------------------------------------- SHORT 1. Standing A basic short kick, it's a much better choice for starting ground combos than his S.Jab, since it can't be crouched under. It can also be used as a combo filler. 2. Crouching A basic low LK, this is also used it to start ground combos. 3. Jumping Same as the crouching version, use this as an air combo filler. 4. Down (in air) Same as a J.Short except he sticks his foot out. You can use this for jump-in attacks, but he has other moves that are better for that. There isn't much use for this otherwise. ---------------------------------------- FORWARD 1. Standing It's pretty much a basic standing forward kick. It has pretty good priority in his ground combos and it combos into a Cyclone Kick. 2. Crouching Cyclops does an upward kick that acts as a mini-launcher. The range sucks but you can combo some moves off this or even a two-hit S.Roundhouse. 3. Jumping Cyclops does an upward kick with his nearer leg. The range isn't very good and is used mainly for an air combo filler. 4. Down (in air) Cyclops extends his leg out. I don't find it very useful, because I find it difficult to combo this into an air combo finisher. You can, however use it as a jump-in attack, quickly after doing a J.D.Short. ---------------------------------------- ROUNDHOUSE 1. Standing The standing version can hit up to two times by tapping the HK button twice. a. First Hit Cyclops extends his nearer leg out and slightly upwards. It has good range and is easy to combo into. You can combo into any of his special moves or supers off this. b. Second Hit (tap HK button again) While holding his leg out, Cyclops does a back flip. It's basically used to make his S.Roundhouse do more damage. This move can also combo into almost any special move or super. 2. Crouching A basic sweep kick, you can combo a few of his special moves or both of his supers off this. 3. Jumping Same as the second hit of the standing version, it's used for ending air combos. It's not a very good jump-in attack, but it's good for aerial confrontations. 4. Down (in air) Cyclops extends both legs out and slightly downward. This is his best jump-in attack because of its range and because his feet are angled downward slightly. It can also be used to end air combos. ============================================================================== IV. SPECIAL MOVES ============================================================================== A (*) means that the move can be done in the air. A (H) means that the move can be cancelled into a super. ---------------------------------------- OPTIC BLAST (*)(H) D, DF, F + P It's Cyclops' signature move! He opens a lens in his visor and out comes a beam. It is one of the best projectiles in the game. It comes out pretty fast and it will go through fireballs and hit the opponent. It also does pretty good block damage. The punch button used determines where he fires the beam on the ground. The jab version makes him kneel down and fire the beam straight-ahead. The fierce version makes him fire the beam upward at a 45- degree angle, which is used mainly as an unreliable anti-air attack. You must be careful about using this because if you fire it the wrong way or if the opponent jumps over it you could be eating a nasty combo. GENE SPLICE (H) F, D, DF + press P rapidly This is Cyclops' dragon punch. Cyclops travels forward a little farther compared to other dragon punches. At the peak of the jump, he fires an Optic Bullet upward. Pressing the punch button rapidly while he's doing the move makes him do more hits, doing more damage. Always use the fierce version. Just like any other dragon punch, this one has that bad recovery delay, so be careful about using it. I find that even if it gets blocked, you should still keep tapping the punch button because it often confuses the opponent. OPTIC SWEEP (H) F, DF, D + P Cyclops gets down on his hands and knees then fires an Optic Blast that travels along the ground. When it hits the opponent, it sweeps them. The punch button used determines how much damage it does. I don't find this move very useful, because of its slow start up and recovery. I also think it sucks because the opponent doesn't have to block it low. OPTIC HOLD (*) F, DF, D, DB, B + press HP rapidly Cyclops grabs the opponent and while holding them, does an Optic Blast that pushes the opponent away. It's a grab that cannot be blocked and you can direct which way he blasts the opponent by using the joystick immediately after the grab connects--remember that the direction he blasts them is the opposite direction you point the joystick. CYCLONE KICK (H) D, DB, B + K This is Cyclops' version of a Tatsumaki. He leaps forward and while in the air he does a spin while extending his leg out. He then lands and does a low kick. This move is the easiest to combo into and it OTG's. It also has a very quick recovery. The kick button used determines how much damage it does. As long as your opponent is not behind you or is not jumping in, you should have nothing to worry about. RUSHING PUNCHES (H) charge B, F + press P rapidly (Release P to cancel.) Cyclops rushes forward with a series of punches that ends with a high Optic Bullet. Pressing the punch button while doing this makes him do more hits. This is used mainly for punishing mistakes since it doesn't have a very good recovery to it. RUNNING TACKLE charge B, F + K Cyclops dashes forward and when he gets to his opponent, he grabs them and then tackles them. It is a grab that cannot be blocked. Don't do this move on the computer because you will get punished. Against humans, throw this out occasionally. If this connects in the corner, you can do an OTG combo afterwards. ============================================================================== V. SUPERS ============================================================================== Both of his supers can be done in the air. MEGA OPTIC BLAST D, DF, F + 2P Cyclops opens all the lenses in his visor, then yells "Behold: Optic Blast!" then fires a giant beam that covers the bottom portion of the screen. It still does a good amount of damage and block damage. Make sure you mash the buttons while doing this to make it inflict as much damage as possible. The ground version can be comboed into in many different ways. The air version should be used when you see the opponent in the air and they are open for attack. The ground version does have a slight recovery to it, so never throw it out at random when the opponent is close to you. If the opponent is close and they block it, you could be in for a nasty combo. If the opponent rolls away from or super jumps over the beam, you're screwed also. SUPER OPTIC BLAST D, DF, F + 2K (Use joystick to fire the beam in the desired direction.) Once again Cyclops shouts "Behold: Optic Blast!" but this time he fires a smaller, less powerful beam that can be controlled as far as what direction Cyclops fires it. It comes out much faster than the Mega Optic Blast. When you first start up the super, Cyclops automatically fires the beam at the opponent, but it does not follow the opponent. This super recovers faster than his Mega Optic Blast. Some Cyclops players don't take advantage of this super. You can cancel almost any of his special moves into this. A great time to use this is when you see your opponent has just thrown out a projectile or has called in a partner with a projectile assist. Jump, then do the super and it'll hit every time. ============================================================================== VI. COMBOS ============================================================================== Cyclops has a large number of combo possibilities. Just use your imagination and you can come up with a few combos of your own. If you find yourself doing a combo that's not listed here, e-mail me and I might include it, plus I'll give you credit for as well it if I do include it. ---------------------------------------- MAGIC SERIES Ground Zigzag Jumping Stronger Super Jumping Zigzag ---------------------------------------- Launchers S.Strong/DF.Fierce, C.Forward/DF.Roundhouse (mini-launcher) Strikes None Knockdowns C.Roundhouse, Optic Sweep Snapback S.Roundhouse (first hit) AC Finishers SJ.D.Forward, SJ.Fierce, SJ.D.Fierce, SJ.Roundhouse, SJ.D.Roundhouse Assists/Crossover Counters_ Crossover Combination A jab Optic Blast \ B Gene Splice |-Mega Optic Blast C Cyclone Kick _/ ---------------------------------------- For combos that start with a jump-in attack, it may be necessary to dash in immediately after the kick connects (especially against small characters) then continue the combo accordingly. J.D.Roundhouse may be replaced with J.D.Fierce or J.D.Short, J.D.Forward. Use J.D.Fierce instead of J.D.Roundhouse in the corner. If you want to cancel a Gene Splice into a Super Optic Blast, you must cancel either just after the first hit or the last hit from the Gene Splice connects, otherwise you will have problems. If you want to cancel a Cyclone Kick into a Mega Optic Blast, you must do it just as the first kick connects, while Cyclops is still airborne. 1. S.Jab, Gene Splice 2. S.Jab, Optic Hold 3. S.Jab, Cyclone Kick 4. S.Jab, S.Short, Gene Splice 5. S.Jab, S.Short, Cyclone Kick 6. Long-Range: C.Fierce, jab Optic Blast 7. J.D.Roundhouse, S.Jab, S.Short, S.Strong, Gene Splice 8. S.Jab, S.Short, S.Forward, Gene Splice 9. S.Jab, S.Short, S.Forward, Cyclone Kick 10. J.D.Roundhouse, C.Short, C.Forward, Gene Splice 11. C.Short, C.Strong, Cyclone Kick 12. C.Short, C.Forward, Cyclone Kick 13. J.D.Roundhouse, air Super Optic Blast 14. J.D.Short, J.D.Forward, air Super Optic Blast 15. J.D.Roundhouse, S.Jab, S.Short, S.Forward, Super Optic Blast 16. J.D.Roundhouse, C.Short, C.Forward, Super Optic Blast 17. J.D.Roundhouse, S.Jab, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 18. S.Jab, S.Short, S.Strong, SJ.(Jab, Short, Strong, Jab, Short, Strong, Forward, [AC Finisher]) 19. S.Jab, S.Short, S.Strong, SJ.(Jab, Short, Strong, Jab, Short, Strong), DJ.(Jab, Short, Strong, Jab, Short, Strong, Forward, [AC Finisher]) 20. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse, jab Optic Blast 21. S.Jab, S.Short, S.Roundhouse, Optic Sweep 22. S.Jab, S.Short, S.Roundhouse, Cyclone Kick 23. S.Jab, S.Short, S.Roundhouse, Super Optic Blast 24. J.D.Roundhouse, C.Short, C.Roundhouse, Optic Sweep(OTG) 25. C.Short, C.Roundhouse, Cyclone Kick(OTG) 26. C.Short, C.Forward, S.Roundhouse(2-Hit), fierce Optic Blast 27. C.Short, C.Roundhouse, Super Optic Blast(OTG) 28. C.Short, C.Roundhouse, Mega Optic Blast(OTG) 29. J.D.Roundhouse, S.Short, S.Forward, C.Roundhouse, Mega Optic Blast(OTG) 30. J.D.Roundhouse, S.Jab, S.Short, S.Forward, Gene Splice, air Super Optic Blast (aim upward) 31. S.Jab, S.Short, S.Forward, Cyclone Kick, air Super Optic Blast 32. S.Jab, S.Short, S.Forward, Cyclone Kick, air Mega Optic Blast 33. S.Jab, S.Short, S.Roundhouse, jab Optic Blast, Super Optic Blast 34. S.Jab, S.Short, S.Roundhouse, Cyclone Kick, air Super Optic Blast 35. S.Jab, S.Short, S.Roundhouse, Cyclone Kick, air Mega Optic Blast 36. S.Jab, S.Short, S.Roundhouse, Optic Sweep, Super Optic Blast(OTG) 37. S.Jab, S.Short, S.Roundhouse, Optic Sweep, Mega Optic Blast(OTG) CORNER COMBOS 38. J.D.Fierce, S.Jab, S.Short, S.Strong, SJ.(Jab, Short, Strong, Jab, Short, Strong), DJ.(Jab, Short, Strong, Jab, Short, Strong, Forward, Roundhouse, D.Short(OTG)), C.Jab, C.Strong, S.Roundhouse 39. Running Tackle, C.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Jab, Short, Strong), DJ.(Jab, Short, Strong, Jab, Short, Strong, Forward, Roundhouse, D.Short(OTG)), S.Short, S.Forward, S.Roundhouse 40. Running Tackle, C.Short(OTG), S.Roundhouse(1-Hit), Cyclone Kick 41. J.D.Fierce, C.Short, C.Forward, S.Roundhouse(2-Hit), fierce Optic Blast, Gene Splice 42. Running Tackle, C.Short(OTG), S.Roundhouse(2-Hit), fierce Optic Blast, Gene Splice 43. Running Tackle, C.Short(OTG), S.Roundhouse(2-Hit), Super Optic Blast 44. J.D.Fierce, C.Short, C.Forward, S.Roundhouse(2-Hit), fierce Optic Blast, Super Optic Blast (aim upward) 45. C.Short, C.Forward, S.Roundhouse(2-Hit), fierce Optic Blast, Gene Splice, Super Optic Blast (aim upward) 46. Running Tackle, C.Short(OTG), S.Roundhouse(2-Hit), fierce Optic Blast, Gene Splice, air Super Optic Blast (aim upward) ---------------------------------------- COMBO TREE Thanks to 3pwood (mayfield_john@hotmail.com) for this concept. This is basically a tree of what attacks combo into other attacks. This does not list every possibility but is basically to give you an idea of what attacks to do according to the attacks you start with. START J.D.Roundhouse, J.D.Fierce Running Tackle | | | | S/C.Jab | | | | | ------------------------------------------------ | | | | | | | | |________ Gene Splice<----- S/C.Short -->S.Strong | | |_______________|____________| | | | | |_______ | Super Optic Blast | | | --------------------------------------------- | | | | | | | | | | |__________ | C.Strong, S.Forward C.Forward | | | | | | | | | | | | | ---------------------- ------------------------- | | | | | | | | | | | | | | | | | | Cyclone Kick,-- S.Roundhouse|Gene Gplice | S.Roundhouse (2-Hit) | | Gene Splice | | | | | | | | | | | | | | | | | | | | | Super Optic | | | | Super Optic | | | Blast | | | | Blast | _| | | | | | Air | C.Roundhouse S/C.Fierce, | | | Mega Optic | | Short Cyclone | | | Blast | |_________ Kick | | | | | ______| | | ------------------------ | | | | | | | | | | Jab Optic Super Optic | ----------------- | | Blast, Blast, | | | | | Cyclone Kick------------->Mega Optic | | | | | | Blast, |Super Optic<------Optic Blast, | | | Crossover | Blast, |___Cyclone Kick | | Super Optic Combination | Mega Optic | ______| | Blast _| Blast<---------- | | | Crossover | | | Combination | | | | | ------------------------- | | | | | | | | ______| | Super Optic Optic Sweep, | | Blast, Cyclone Kick | | Mega Optic | | Blast, SJ.Jab | Crossover SJ.Short | Combination SJ.Strong | | | | | ---------------------- | | | | | ---------->| | SJ.Jab | SJ.Forward | SJ.Short | [AC Finisher]| SJ.Strong | | |---------- | Double Jump _________________| | | | | SJ.Jab | SJ.Short | SJ.Strong | SJ.Forward | [AC Finisher] | | C.Short | | ------------------------ | | | | | | C.Fierce | S.Roundhouse (2-Hit) Short Cyclone | | Kick, | _______| Jab Optic Blast, | | Gene Splice | | | Fierce Optic | Blast, ______________________| Super Optic | Blast, | Mega Optic | Blast S.Strong | | SJ.Jab SJ.Short SJ.Strong | | -------------------------- | | | ------------->| SJ.Jab | SJ.Forward SJ.Short | [AC Finisher] SJ.Strong | |----------- | Double Jump | | SJ.Jab SJ.Short SJ.Strong SJ.Forward [AC Finisher] ---------------------------------------- TEAM HYPER COMBOS Mega Optic Blast is Cyclops' best choice for THC's. It comes out fast enough to fill in for a beam or rushing super and the beam leaves the opponent stunned long enough to set your partner up for a beam super. Super Optic Blast can be used, but it won't inflict as much damage. If you find anything that works as far as THC's go and it's not listed here, e-mail me and I'll put it up and I'll give you credit for it as well. 1: First partner's super, 2: second partner's super, 3: third partner's super A. 1. Any beam super, any rushing super, any dragon punch super, Omega Destroyer, Gamma Crush, Gamma Quake, Captain Sword, Shinkuu Tatsumaki Senpuu Kyaku, Kikou-Shou, Weapon X, Final Justice (immediately after last hit), Fatal Claw, Venom Web, Blodia Punch, Blodia Vulcan or any super that knocks down opponent 2. (Cyclops) Mega Optic Blast 3. Any beam super, Captain Storm, Omega Destroyer, Blodia Vulcan, Venom Web, Weapon X, Head Crush, Cajun Explosion; if close or in corner: any rushing super, Blodia Punch, Gamma Wave, Gamma Quake, Final Justice, Fatal Claw, Death Bite, Ultimate Web Throw, Kikou-Shou or any dragon punch supers B. 1. (Cyclops) Mega Optic Blast 2. Any beam super, Captain Storm, Omega Destroyer, Blodia Vulcan, Venom Web, Weapon X, Head Crush or Cajun Explosion; if close or in corner: any rushing super, Blodia Punch, Gamma Wave, Gamma Quake, Final Justice, Fatal Claw, Death Bite, Ultimate Web Throw, Kikou-Shou or any dragon punch supers 3. Third partner's super C. 1. First parntner's super, 2. 1. Any beam super, any rushing super, any dragon punch super, Omega Destroyer, Gamma Crush, Gamma Quake, Captain Sword, Shinkuu-Tatsumaki Senpuu Kyaku, Kikou-Shou, Weapon X, Final Justice (immediately after last hit), Fatal Claw, Venom Web, Blodia Punch, Blodia Vulcan or any super that knocks down opponent 3. (Cyclops) Mega Optic Blast D. 1. First partner's super 2. Darkness Illusion (while opponent is in air), Ragnarok (while opponent is in air), Maximum Spider, Gamma Quake, Any vertical super or any super that knocks opponent upward 3. (Cyclops) Super Optic Blast E. 1. (Cyclops) Super Optic Blast (after Gene Splice) 2. War Destroyer, Captain Sword, Gamma Quake, Gamma Crush or Captain Sword 3. Third partner's super ============================================================================== VII. GENERAL STRATEGY ============================================================================== Cyclops is an offensive/keep away character. His strong points are high- priority ground combos and keep away. However, when playing keep away, don't expect to win matches by randomly throwing out Optic Blasts and Mega Optic Blasts all day. If your opponent finds a way around this lame strategy, you'll be in for some serious trouble. When playing from a distance, mix up your jab Optic Blasts and Optic Bullets. S.Roundhouse is his safest anti-air attack. If your opponent calls out their partner to assist, does a beam super or throws out a projectile, jump back and do a Super Optic Blast immediately. It may be necessary to double jump or super jump over some beam supers before you can do a Super Optic Blast. You can also try to get close to the opponent and try pulling off some effective ground combos. When playing close mix up your Optic Bullets, Cyclone Kicks, high and low regular kicks, launcher attack, double jumps and occasionally throw out a Running Tackle or a Gene Splice to surprise them. If the opponent blocks a Gene Splice, cancel into a Super Optic Blast if you want to be safe and if you can afford to waste a super but can't afford to take the punishment. Cyclops' air combos do decent damage although you can't combo into his supers in the air. I have discovered, thanks to JPlatt (tetsuo1@home.net) and shoryuken.com that Cyclops can use his double jump in an air combo! Do Jab, Short, Strong, Jab, Short, Strong, then wait a split second until you are slightly below your opponent. When you are, do a double jump and continue the air combo. It's not very easy to do, but is very effective and flashy. However, use his air combos only when you don't have a super charged up. Otherwise focus on comboing into his supers. His supers are two of the best beam supers in the game. They both have good priority and they both can be done in the air. Mega Optic Blast does very good damage, does insane block damage, has good vertical range and comes out reasonably fast. It should be used as much as possible when you get the chance, like your opponent has just left himself or herself open for attack. Super Optic Blast should be used in ground combos or just after you've jumped over a projectile. Also remember that most of his special moves can cancel into this super. Cyclone Kick will cancel into the air version of Mega Optic Blast. Do this as much as possible. To do it, cancel into a Mega Optic Blast just after the first kick connects, while Cyclops is still airborne. It is very effective and does good damage in a combo. Optic Sweep will also cancel into a Mega Optic Blast, but Optic Sweep tends to be a pain in the ass to use--it's better just not to use this move at all. Cyclops has good mid-air priority, which rivals that of Spider-Man. J/SJ.Roundhouse is a very good attack for aerial confrontations. J/SJ.Fierce is also good, but you should probably stick with the former. Only use Optic Blast in the air only against opponents at a distance in the air. Use Super Optic Blast to punish floaters. Cyclops lacks an effective anti-air attack. Defending high-priority jump-ins is going to be a big problem for Cyclops. Gene Splice comes out fast and is a good surprise attack, but you'll be left wide open for attack if it's blocked. Fierce Optic Blast is even less reliable. You have to time it right so that the beam hits the airborne opponent--you also must be able to predict that your opponent's going to jump--if you throw it out at the wrong time, you'll get hurt severely. You can try using a S.Roundhouse, but it doesn't have very good vertical range. Assists A and B are his best choices for assist attacks. Assist A comes out fast and will beat out fireballs (not beams) and at many times it catches the opponent by surprise. You should also use this to help out a character that doesn't play very well at a distance. Assist B is a more defensive assist. It is also a good decoy move. This assist is good for helping your partner out of corner pressure or against jump-in attacks. If the opponent blocks the assist and they try to attack Cyclops, dash up to the opponent and punish them as they usually leave themselves open for attack. ============================================================================== VIII. MISC. STUFF ============================================================================== ---------------------------------------- ADVANTAGES AND DISADVANTAGES ---------------------------------------- ADVANTAGES 1. Good keep-away character 2. Good offensive character 3. Good combo character 4. High-priority ground combos 5. Awesome beam supers, which are easy to combo into 6. Most of his special moves can be comboed into easily 7. Many different combo possibilities 8. Good versatility DISADVANTAGES 1. Unreliable anti-air attacks 2. Plays defensive poorly 3. Not one of the faster characters in the game 4. Cannot combo into his supers in an air combo 5. Recovery delays on almost all his special moves 6. Poor variety 7. Slightly difficult to learn ---------------------------------------- SPECIAL FEATURES Cyclops' only special feature is his double jumps. Just press up while in the air. He can use it in air combos but it is very tricky. You can use this to mess up your opponent's timing, avoid an attack while in the air avoid getting hit by launchers or jump over your opponent while they're doing a beam super. ---------------------------------------- Any comments, questions or suggestions? E-mail me at dan@finch.com. ---------------------------------------- ACKNOWLEDGEMENTS Capcom for making such an awesome game Marvel.com for the info about Cyclops Kmegura for the info on Cyclops' moves Jplatt (tetsuo1@home.net) and shoryuken.com for the info on Cyclops' air combos 3pwood (mayfield_john@hotmail.com) for the Combo Tree concept Hitmonlee1065@aol.com for some combos ============================================================================== IX. LEGAL STUFF ============================================================================== This FAQ is Copyright (c) 2000 by Daniel Finch. No part of this FAQ may be reproduced, or re-posted on the Internet in its original, unedited and unaltered format or redistributed under a different name in any way whatsoever. Any Internet, commercial or public use is prohibited without written permission from the author. Profit from this FAQ in any form is also prohibited. Any similarities between this FAQ and another FAQ or another web page are unintended and coincidental. Cyclops, Cable, Proffesor Xavier and X- Men are registered trademarks of Marvel Comics. Marvel vs. Capcom 2: New Age of Heroes is a registered trademark of Capcom.