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    Cyclops by TBui

    Version: 1.1 | Updated: 12/05/00 | Printable Version | Search Guide | Bookmark Guide

    MARVEL VS CAPCOM 2: NEW AGE OF HEROES
    CHARACTER GUIDE: CYCLOPS
    
    11.30.00
    
    COPYRIGHT  2000
    THIS IS THE SOLE PROPERTY OF TRUNG BUI, AND MAY NOT BE USED BY ANYONE 
    ELSE WITHOUT CONSENT FROM THE OWNER OF THE FAQ.
    
    
    
    Version History:
    
    Ver. 1.0: First release
    Ver. 1.1: Some new combos, few fixes 
    
    
    
    
    TABLE OF CONTENTS:
    
    1) COPYRIGHT
    
    2) CYCLOPS EXPLAINED
    
    3) MOVE LIST
    
    4) ASSISTS
    
    5) STRATEGIES
    
    6) COMBOS
    
    7) THANKS
    
    
    
    
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    1) COPYRIGHT  
    
    THIS IS THE SOLE PROPERTY OF TRUNG BUI AND MAY NOT BE USED BY ANYONE 
    ELSE WITHOUT CONSENT FROM THE OWNER, THANK YOU AND ENJOY THE FAQ.
    
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    2) CYCLOPS EXPLAINED 
    
    Who is Cyclops? Cyclops is Scott Summers, father of Nathan, husband to 
    Jean. Cyclops' mutant power is his ability to fire high-powered optic 
    beams from his eyes, but a problem is that he cannot control them 
    because of a head injury he sustained as a child when he was in an 
    orphanage. Cyclops is a very good character in this game because of his 
    flexible, he's got a double jump, he's fast, and he's got decent 
    abilities in every field, Capcom sure did balance him very well. 
    
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    3) MOVE LIST
    
    Launcher: LP, LP, DF HP, and DF HK
    S.: Standing
    J.: Jumping
    C.: Crouching
    D.: Dash in
    SJ: Superjump
    QCF: Down, Down-Forward, Forward
    QCB: Down, Down-Back, Back
    HCF: Back, Down-Back, Down, Down-Forward, Forward
    HCB: Forward, Down-Forward, Down, Down-Back, Back
    DP: Forward, Down, Down-Forward
    RDP: Back, Down, Back-Down
    LP: Low Punch
    HP: High Punch
    LK: Low Kick
    HK: High Kick
    XX: Cancel
    P: Punch
    2P: 2 Punches
    K: Kick
    2K: 2 Kicks
    A1: Assist 1
    A2: Assist 2
    DHC: Dual Hyper Combo
    THC: Triple Hyper Combo
    
    
    SPECIAL ATTACKS:
    
    Optic Blast: QCF + P	Ground or Air
    
    This is Cyclops' main attack and signature move. He opens a special 
    lens in his visor and a small, red beam comes out. This is used for 
    it's keep away ability and ending combos. This move is also great to 
    counter Shotokan Hadoukens, beams can negate fireballs, and it can 
    cancel them out with no faltering, which I think is invaluable already. 
    The LP version makes Cyclops kneel down, say "Optic Blast!" and fire a 
    beam, the HP version makes him lean his head back a bit, say "Optic 
    Blast!" and he fires a blast, it serves as a poor anti air move. One 
    thing to note about this move, if they jump the LP version of this 
    move, you'll be in severe trouble.
    
    
    Gene Splice: DP + P	Ground only
    
    This is Cyclops' main anti air move, he performs a Dragon Punch and 
    says "Gene Splice!" and at the peak of the move, and he'll fire an 
    optic bullet. I think this move is equal to the Dragon Punch, but it 
    won't beat it by a long shot. This move is mainly used for ending 
    ground combos or to prevent jump ins, this move is great for it.
    
    
    Cyclone Kick: QCB + K	Ground only
    
    This is Cyclops' Hurricane Kick move, he does a 360, says "Cyclone 
    Kick" and regardless if he connects, he'll hit twice. It's an okay 
    move, but it's mainly used to end combos. It's an okay move, but it's 
    not better than a Shotokan Hurricane Kick.
    
    Optic Sweep: F, DF, D + P 	Ground only
    
    This is basically a tripping version of Optic Blast, Cyclops lays on 
    the ground and says "Optic Sweep!" and fires an Optic beam and it 
    continues until the opponent is tripped, good priority, and it can it's 
    good to get you out of a corner or something like that, also, you can 
    cancel into a Mega Optic Blast. 
    
    Charging Punches: Charge B, F + P 	Ground only
    
    Cyclops lunges forward, and, if he connects, tackle the opponent and 
    punch them repeatedly, it's all right, but the only way to use it is to 
    mash really hard for more damage.
    
    Running Tackle: Charge B, F + K	Ground only
    
    Cyclops dashes forward and tackles the opponent. Really great move for 
    slow guys, as it is unblockable and is real handy for getting you out 
    of sticky situations
    
    
    
    HYPER COMBOS:
    
    Mega Optic Blast: QCF + 2P	Ground or Air
    
    This is Cyclops main super. He puts his hands next to his head, says 
    "Behold: OPTIC BLAST!!" and a giant optic beam that covers regular 
    jumping height to the ground will be projected. This is a great move 
    because of the little lag time and the ease of comboing it in. It's 
    really great for ending ground combos and air combos, though you have 
    to be really fast for the air combo version, or do a short one. 
    
    Super Optic Blast: QCF + 2K 	Ground or Air
    
    This is a variation of the Mega Optic Blast. Cyclops fires a smaller, 
    less powerful version of the Mega Optic Blast, the plus about this one 
    is that it's controllable, you can fire up, down, either side, it's 
    very flexible and handy for people who jump in and don't expect it. I 
    don't use it too much though, seeing you're more vulnerable to people 
    who are lower than the beam and can just crouch to avoid it.
    
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    4) ASSISTS	
    
    Here is a list of Cyclops' assists.
    
    ALPHA: Optic Blast/Mega Optic Blast
    
    This performs an LP version of the Optic Blast and performs Mega Optic 
    Blast for a DHC or THC.
    
    BETA: Gene Splice/Mega Optic Blast
    
    This performs the HP version of the Gene Splice and performs Mega Optic 
    Blast for a DHC or THC.
    
    GAMMA: Cyclone Kick/Mega Optic Blast
    
    This performs the HK version of Cyclone Kick and performs Mega Optic 
    Blast for a DHC or THC.
    
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    5) STRATEGIES
    
    Cyclops is one of the few "balanced" people in the game, one with equal 
    abilities in every field. Cyclops is blessed with a double jump, which 
    is great for elongating air combos, he's also got an easy launcher to 
    combo in, it's an MP, which is used to quickly start air combos. 
    Cyclops plays excellent keep away, Optic Blast comes out quick and 
    recovery is great. Cyclone Kick is real easy to combo in and is really 
    used best as a finisher.
    
    VS. ABYSS: 
    
    1st form: Combo him to death, use this one: LP, LK, HK, Cyclone Kick, or 
    LP, LK, HK, HK. When he fires his beam cannon, hopefully you're already 
    on the other side, just fire a bunch of Optic Blasts until he's done.
    
    2nd form: Optic Blast him to death, when the bubbles come out, 
    Superjump, then double jump. Simple.
    
    3rd form: When the match begins, jump and fire a Mega Optic Blast, or 
    just DHC or THC him to death. Simple.
    
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    6) COMBOS
    
    1. LP, LK, HK, HK
    
    2. LP, LK, HK, Optic Blast
    
    3. LP, LK, HK, Cyclone Kick
    
    4. LP, LK, HK, Optic Sweep
    
    5. LP, LK, HK, Gene Splice
    
    6. LP, LK, HK, Mega Optic Blast or Super Optic Blast
    
    7. LP, LP, SJ, LP, LK, LP, LK, HK, HK
    
    8. LP, LP, SJ, LP, LK, LP, LK, HP
    
    9. LP, LP, SJ, LP, LK, LP, LK, Optic Blast
    
    10. LP, LP, SJ, LP, LK, LP, LP, LK, LP, HK, HK (Work on this one, it 
    take a while to work out.)
    
    11. LP, LK, HK, Cyclone Kick XX Mega Optic Blast (Thanks to dragonkahn)
    
    12. LP, LK, HK, Cyclone Kick (After first hit) XX Super Optic Blast 
    (aim downward)		(Thanks to dragonkahn)
    
    13. LP, LP, SJ, LP, LK, LP, LP, LK, LP, Double Jump, LP, LK, LP, HK, HK 
    (Work on this one as well, it's VERY hard. 
    
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    7) THANKS
    
    GameFAQs: For putting up with my FAQs
    
    CJayC: For posting my FAQs
    
    Parents: You know why
    
    Friends: You know who you are
    
    Capcom: For making such an awesome game
    
    God: Duh!
    
    Life, liberty, and the pursuit of happiness: Without this where would 
    we be?
    
    
    COPYRIGHT  2000