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    Cyclops by PhatDan81

    Version: 1.5 | Updated: 09/03/00 | Printable Version | Search Guide | Bookmark Guide

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