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    Cyclops by JCulbert

    Version: 2.0 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    CYCLOPS Guide version 2.0
    By John "CUL" Culbert (tigeraid@geocities.com)
    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
    -Added info on Cyclops' S.Short and S.Jab (see "Standing Zig-zag" section of
     COMBOS for more info)
    -Height/Weight/Width lists fixed
    -STUPID typos fixed (gotta proof read more often!)
    -Vs. Section added
    LEGEND:          BUTTONS
       JOYSTICK     | .-----------Strong
                    | | .---------Fierce
       U/B U U/F    | | |
          \|/       | | |
        B--o--F     | | |
          /|\       O O O
       D/B D D/F    O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
    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)
    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).
    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.
    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.
    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.
    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. 
    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 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.
    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 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.
    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
    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.
    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 
    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.
    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.
    NOTE: in some cases, Cyclops' specific combo system is explained in the 
          combo section later on.
    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. 
    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 
    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...
    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
    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
    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).
    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 
    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 
    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 
    -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).
    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
    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:
    Chun Li
    Chun Li
    Chun Li
    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.
    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!"
    -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
    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
    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
    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.
    -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 
    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
    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.
    (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 
    -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
    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
    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.
    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).
    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
    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 
    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
    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.
    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
    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 
    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. 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 
    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 
    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 
    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 
    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.
    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.
    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 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.
    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 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.
    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:
    You can also e-mail me at:
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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