Cyclops
"I can destroy mountains. You had no chance!"

The X-men's blue team leader is back for more optic blasting fun. He was the hands down cheapest character in XSF and I gotta admit that I hated him in that game. However, Capcom decided to tone him down to make him more of a fair fighter and he's become one of the best anti-cheap ass characters in my opinion. Though his magic series has been shortened and all his moves have been given recovery lags, he still has excellent range, good versatility and one of the most powerful supers in the game. The most talkative characters in the game, every move he does makes him shout, grunt or say, "Behold! Optic blast!" Keep away comes naturally for Cyke, but his up close fighting skills are also extremely effective. A great character for anyone to use.

Move Commands

Optic Blast +P
Cyke shouts, "Optic Blast!" and shoots a beam from his ruby lenses. It does good damage and can be done in mid-air. It also pushes opponents back if blocked so you don't need to worry about being countered if it connects. Avoid becoming predictable with these though cause the recovery lag makes him vulnerable to jump in attacks. Jab makes a low blast come out, Strong shoots one out at head height and Fierce shoots one diagonally upwards. Mix up your attacks and keep em away.

Optic Sweep +P
Cyke gets on all fours and shoots the ground. The beam bounces up and trips his opponents. This move can be comboed and it can even OTG and opponent. It can be used to end his ground combos but the opponent has to be standing on a certain spot for this to connect. Avoid pulling this move off randomly cause he's vulnerable to a lot of attacks while doing it.

Gene Splice +P
Cyke shouts, "Gene Splice!" and does a multi hitting dragon punch type of move. It doesn't look like it hurts until you're hit by the optic burst that he shoots out at the end. It comes out extremely fast. The strength of the punch button determines the distance he will go before he hits his opponent. Keep on tapping the punch button to get more hits to come out. This moves effectiveness is limited and you should avoid using it too often.

Rushing Punches +P
Cyke runs forward with 6 punches that end with a Fierce Optic Bullet. This move used to open up all kinds of combo possibilities but Capcom's taken a lot of em away. It's a good way of attacking with Cyke on the ground but then again, dashing in with his normal attacks works just as well! This move can be interrupted during the middle of it in case it's blocked.

Bulldog +K
I hated this move in XSF. I detested it. It infuriated me! It used to come out very fast and it'd jack you into the air, setting you up for a Mega Optic Blast. It's been massively toned down in this game though. It's now a charge move and it doesn't throw his opponents into the air anymore. It also has a start-up delay, so it's much easier to avoid or counter. Don't try it on the computer cause it will always counter it. However, human's are total suckers for this move and will often take them by surprise. It's unblockable so use it to get turtles to come out of their shells, but use it sparingly.

Cyclone Kick +K
Cyke does a combo of kicks that hits high then low. This is the best way to end all of Cyke's ground combos. This move has almost no delay if it's blocked so it's hard to counter. Feel free to use this very often. It's great for OTGing your opponents and for chipping that little bit of life off even if they block.

Supermove Commands

Mega Optic Blast +2P(Level One)
Cyclops shouts, "Behold! Optic Blast!", opens up all the channels on his visor and lets 'er rip. This super is impressive both visually and with the damage that it does. The only way to escape is by super jumping. This is one of the most effective supers in the whole game cause of it's range and damage potential. If you ram on the buttons and shake the joystick, you can get up to 60% of your opponents life to disappear. This is one of the best chipping supers as well because push blocking it is absolutely useless. No matter what they do, they will lose a lot of block damage to this move. Hit em with it if they only have a few pixels of energy left. You can also wait for them to switch out, because they WILL want to switch if Cyke has a super charged up and they only have a few shreds of life left. Watch out though because it takes some time to start, so use it only if you're at least a third of the screen away.

Super Optic Blast +2P(Level One)
I usually call this the Control Beam but Super Optic Blast is what it says if you win with this move so I guess that's the name. Cyclops shouts, "Behold! Optic Blast!" (again?) and shoots out a skinnier beam of energy that you can control. The computer will automatically aim Cyke's head so that the beam will hit your opponent at first, but you can redirect it to any direction that you want afterwards. It does decent damage and is great for surprise attacks or countering Dragon Punch supers. You can put it into an air combo and it will connect some of the time. Keep in mind though that it's not a surefire combo like it was in XSF.

Team Attack

Gene Splice MP+MK
Cyclops hops in and does a gene splice. It's one of the best team attacks in the game cause it sets up a lot of characters supers. If this entire move connects, Hulk can do his Gamma Crush, Sakura can do her Fireball super, Blackie can do the Armageddon and Ken can do his Shinryuken. Basically, any super that can be setup by a launcher will chain after this attack.

Team Counter

Optic Blast HP+HK
Cyke also has one of the best counters. It is not only extremely fast, but it goes all the way across the screen instantly. He can stop Shinkuu Hadokens and other beam supers with this. Use it anytime, except against air attacks cause it's the low optic blast version and it'll usually miss.

Team Super

Mega Optic Blast HP+HK(Level Two)
This is one of the best team supers in the whole friggin game. It's best to team Cyke up with a character that has a comboable team super like Ken or Akuma. Have your partner start the team super and Cyke will come in with his huge beam of death and fry the opponent crispy.

Weakness and Nemesis

Cyclops is a tough character to catch. Skilled players can pretty much kick anyone's ass with him. However, he does have a few drawbacks that can be exploited.

First of all, he's neither extremely strong nor extremely fast. Cyke's normal punches and kicks don't do very much damage and he will always lose if he gets into a brawl with Hulk, Zangief or Cap. He does more damage than Spiderman, Chun-li and Wolverine but those three will often out-prioritize him or they'll be too darn fast to catch. However, he plays the best keep away in the entire game. Cyke can keep any opponent a full screen away. If you feel like you won't be able to cut it up close then don't get near them. Cyke is very comfortable playing keep away with his optic blasts and double jumps.

He does have one nemesis when it comes to the ability to play keep away...Dhalsim. The yoga master can use his long limbs, teleports and drill kicks to kick some optic ass. However, Cyke's Optic Blasts will always beat out Dhalsim's Yoga Fire and his speed will easily overcome Slim in a brawl.

Avoid using his Optic Blasts against Omega Red though because he has the ability to jump over them and grab Cyke with a coil. Try to get near Omega Red as much as you can if you think that he's good with the coils. However, if he's the cheap ass type of Arkady player who likes to repeatedly use the Omega Strike, then feel free to blast away. If they try to play keep away with you, show em who's the man in that area.

To win with Cyke, just keep em away, chip their life and only get up close if you are on the offensive. His air combos should be your main form of attack and always punish them with his supers.

Combos!

Special Comments
Cyclops has been massively weakened in this game. He still has a lot of really long combos, but they're not those huge combos that result in 80% of unblockable damage that he used to have. Anyways, Cyclops' combos are all easy to do because they flow so easily. He has two sets of jumping attacks, depending on if you're holding down or not. His normal moves can even be comboed off of themselves. 

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: Zigzag
Air Launchers: S.Strong
AC Finishers: Fierce, Roundhouse

Easy Combos
1) J.DN.Roundhouse \/ S.Forward --> Jab-Optic Blast

2) C.Roundhouse --> Mega Optic Blast(OTG)
This combo is slightly difficult to do because of the new delay that the MOB has. You have to be extremely fast in order for it to connect.  Immediately cancel into the MOB as soon as you see the kick connect.

3) C.Fierce --> Optic Blast
This is the basic combo that everyone knows. Shoot out an Optic Bullet by hitting Fierce and then shoot out an Optic Blast. If they don't block the bullet, they'll be hit by the blast for sure. Simple.

4) D.C.Short, C.Short, C.Short, C.Roundhouse --> Cyclone Kick

5) J.Rounshouse \/ S.Roundhouse, S.Roundhouse --> Cyclone Kick
An extremely simple combo to pull off and it's also very very effective. It's almost impossible to counter and often catches people by surprise.

Harder Combos
1) J.DN.Roundhouse \/ D.S.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
This is the easiest way to get an air combo started for Cyke. Hit em deep with the Roundhouse and the rest will come easily.

2) J.Jab, J.Strong \/ D.S.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
This is a variation on the above combo in case you wanna get in an extra hit for the combo meter.

3) J.DN.Short, J.DN.Roundhouse \/ D.S.Short, S.Forward, C.Roundhouse --> Optic Sweep(OTG)

4) J.DN.Short, J.DN.Roundhouse \/ D.S.Short, C.Forward --> Strong-Gene Splice
Here's a good way of getting a Gene Splice to connect! immediately cancel the kick into the special move to make it connect.

5) J.DN.Fierce, J.DN.Roundhouse \/ D.S.Jab, S.Jab, S.Short, S.Short, S.Roundhouse --> Mega Optic Blast
Oooh! Ouch! Keep in mind that Cyke's Jabs, Shorts and Roundhouses will cancel themselves. Pull off two of each and hit em with the MOB right after the S.Roundhouse.

6) J.DN.Fierce -> J.DN.Roundhouse --> Super Optic Beam \/ S.Roundhouse --> Mega Optic Blast
This is a tough combo to do because the Super Optic Blast might push your opponent away. However, if it doesn't, hit em with a S.Roundhouse and cancel into the MOB.

7) J.Jab, J.Strong \/ S.Jab, S.Jab, S.Short, C.Strong, S.Forward, S.Roundhouse, S.Roundhouse --> Mega Optic Blast

Theoretical Combos
1) In corner: J.Short, J.Forward, J.Roundhouse \/ S.Jab, S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, J.DN.Roundhouse \/ D.S.Roundhouse, S.Roundhouse, C.Roundhouse --> Mega Optic Blast
I've received some mail about how it's impossible to stick in a SJ.Roundhouse after a SJ.Fierce because the Fierce is already an AC finisher! Now, this sounds reasonable but in MSF, for some reason, if you pause slightly in the middle of an air combo, it allows you to hit the opponent with an AC Finisher without finishing the air combo! So pause for a fourth of a second between the Strong and the Forward and it should work! Mail me if any of you guys managed to pull off the whole thing!

� 1998 Migs Rustia: [email protected]
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