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.

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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

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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).

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III.  REGULAR MOVES
==============================================================================
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PUNCHES
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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.

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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.

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KICKS
----------------------------------------
Cyclops kicks have much better ground combo priority and better range.  You'll 
definitely be making much use of these.

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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.

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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.

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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.

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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.

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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.

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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)

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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]

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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.

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VIII.  MISC. STUFF
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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

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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.  

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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

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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.