Special Moves

Optic Blast*- QCF+P
Optic Sweep- HCB+P
Gene Splice- DP+P, tap P for extra hits
Rushing Punches- B-(charge)-F+P
Rushing Flip Throw- B-(charge)-F+K
Cyclone Kick- QCB+K

 Hyper Combos

Mega Optic Blast- QCF+PP
Super Optic Blast*- QCDB+PP

 Combos

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

 1)S.Jab, S.Short, C.Roundhouse XX Roundhouse Cyclone Kick

 2)J.Short, J.Forward \/ D.S.Jab, S.Short, S.Forward XX Forward  Cyclone Kick

 3)J.Short,J.Forward \/ D.S.Jab,S.Short,S.Strong /\ SJ.Jab,SJ.Short,SJ.Strong, SJ.Forward XX AC Finisher

 This is one of Cyclop's easiest air combo setups! Just perform the jump-in followed by the ground magic and finish it off with the air combo. The AC Finisher is there, because I'm leaving it up to you to decide how to end this combo.

 4)In the corner:J.Jab,J.Strong \/ D.S.Jab, S.Short, S.Roundhouse XX Mega Optic Blast

 I'm not sure if this one will work well, but you can try it  anyways. It is said that it will work if you cancel into the  Mega Optic Blast immediately after the S.Roundhouse,  but I doubt that it would work because the startup delay  is a bit longer than what it used to be since X-Men vs.  Street Fighter

 5)Variable Assist, Mega Optic Blast or Team Super

 6)In the corner:J.Short,J.Forward,J.Fierce \/ D.S.Jab,S.Short,  S.Short XX Rushing Punches

 This one is a little bit tough to time. What you should do, is you should start charging back on the D-pad right after you land from the J.Fierce. So although it says to dash in, you shouldn't have to since you have to charge back anyways. This combo has been proven to work against Black Heart only, but you can try on other characters to see if it works on them!Dont forget to tap P for all 6 hits.

 7)J.Short,J.Forward,J.Fierce \/ D.S.Jab,S.Short,C.Forward, S.Fierce XX Fierce Gene Splice

 This one is a little less difficult than #6, but is still a little challenging. What I do is I chain the C.Forward into the  S.Fierce and very quickly cancel into the Fierce Gene  Splice and after that, just tap P for extra hits!

 8)In the corner:J.Short,J.Forward,J.Fierce \/ D.S.Jab,S.Short,  S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC  Finisher

 This is my favorite air combo setup and I use it on Black Heart  almost every time I get'em in the corner. The reason it works  best on the large characters, is because all of them are tall  enough, so Cyclops can actually chain three hits in a jump-in!  The AC Finisher is there to let you decide which move is the  best to end this nice air combo!

9)J.Short, J.Forward, J.Fierce \/ D.S.Jab, S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.DN.Short, SJ.Jab, SJ.DN.Short, SJ.DN.Strong, SJ.Jab, SJ.DN.Short /\ SJ.Jab, SJ.DN.Short, SJ.Jab, SJ.DN.Strong /\ SJ.Jab, SJ.Short, SJ.Forward /\ S.Jab,J.Strong, J.Forward, land, C.Short, C.Strong, S.Forward, S.Forward.

This combo was given to me by a friend of my, so I gotta give him credit for it!Thanks thuglife in the Shoryuken.com message boards!Well anyway, here's his description of how to do the combo.

That crazy Cyclops combo is like the best combo, but the problem is that it's limited to the big guys... I think it works on Hulk, Zangief, and Black Heart.First I need to start off by telling you that this combo is limited to Zangief, Black Heart, and Hulk. Also, it looks like there's about five Fierce punches in the combo... there's actually none. T hey're all down+Strong's... they look similar, but the Down+Strong has less recovery time. If you have it at home, practice on Black Heart.

After the launch, you do a SJ.Jab, SJ.DN.Short.

Make sure you hit them with the Jab as soon as possible. After that, pause for about half a second, and do the next three hits. make sure that after the Strong punch,you're falling.

Unfortunately, this is the most difficult part of the combo.... after the SJ.DN.Strong, you do a SJ.Jab, SJ.DN.Strong after a half second pause. don't keep hitting Jab after the DN.Strong or else it won't come out on time. you have to hit Jab once. After you hit the Jab and the Short, do the double jump and hit the Jab and the Short as soon as you can. Pause, then double jump and hit the SJ.LP, SJ.DN.Strong. Once again make sure you're falling with the opponent when you hit the DN.Strong.

Then follow up with the double SJ.Jab, SJ.Short, SJ.Forward. Do these hits as close together as possible since you are falling. then, jump up again. J.Jab, J.Strong, J.Roundhouse. Spread these out so that you'll land in time to do the otg. otg... not that big of a problem.

The key to this combo is the down SJ.Strong's. You need to be as far below them as possible and still be able to hit them. Timing on this combo is really hard.

10)Here's mine on Zangief in the corner, but its kind of cheesy!!

In the corner:J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.DN.Short, SJ.Jab, SJ.DN.Short, SJ.DN.Strong, SJ.Jab, SJ.DN.Strong /\ DJ.Jab, DJ.Short, DJ.Strong, DJ.Forward, DJ.Fierce

Kind of cheese compared to Thuglife's Double Jump air combo. However, I started to have doubts about Thuglife's combo above because you can't really do two double jumps with Cyclops. Double jump is specifically jumping twice in the air, no more, no less!! What I do in the super jumping part of this combo is that I start holding down on the pad/joystick as soon as I see the first SJ.Jab connect. That way I can just do the rest without having to alternate between neutral and down positions on the pad!! Then right after the first SJ.DN.Strong connects, I try to make another SJ.Jab connect as soon as possible and then have another SJ.DN.Strong connect afterwards so that way I will have Zangief stay higher in the air than Cyclops. What this will do is it will give me enough time to double jump and land the last 5 hits as soon as I double jump!!

11)Here's another one: J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, SJ.Jab /\ DJ.Jab, DJ.Short, DJ.Strong, DJ.Forward, DJ.Fierce, DJ.Roundhouse

Ok, this one is much harder then the one above and its because now I only have 4 SJ.Jabs connect in the air instead of the SJ.Jab, SJ.DN.Short, SJ.Jab, SJ.DN.Short stuff connect. Also, doing 4 SJ.Jabs before double jumping will leave me at the right height for me to do a full 6 hit chain right after I double jump!! So the timing is: -=The slight unnoticeable pause

SJ.Jab-SJ.Jab-SJ.Jab-SJ.Jab /\ DJ.Jab, DJ.Short, DJ.Strong, DJ.Forward, DJ.Fierce, DJ.Roundhouse

I hope I explained this well!! If not, then you can always e-mail me personally at cyberboy727@yahoo.com!!

STRATEGIES

- Cyclops has been toned down since X-Men vs. Street Fighter because,he is no longer able to do his SJ.Fierce to SJ.Roundhouse combo because his jumping and super jumping fierce initiate the "FLYING SCREEN" effect. However, he has gained a little bit more speed which allows him to combo most of his special moves and supers.

- His Optic Blast has not changed much at all, so there's no reason to comment on this move. His other moves like the Cyclone Kick however, have been sped up! You can chain this move to your ground combos, but you can't EX Cancel it into his Mega Optic Blast since this super's lag time has been increased. But its possible that you could Ex Cancel it into his Super Optic Blast.His Gene Splice is another good move, but it only helps Cyclops against jumpy opponents. You can also chain this move after his launcher.And finally, his Rushing Punches are easier to perform and they're comboable after his double S.Short kicks.

- The Mega Optic Blast is not as good as it was in X-Men vs. Street Fighter, because it now has a longer startup delay which means that you cannot chain it after his double S.Roundhouse Kick or his Cyclone Kick. It also doesn't produce as many hits anymore, but it pays off for the damage that it inflicts. His Super Optic Blast however, is very good because it is possible to chain it into his air combos if you're good at cancelling.

- His combos haven't changed either! However, he does have some new ones but you're going to have to find them by yourself. Before you try any long combos on the smaller characters, try them on Black Heart first because he's large enough for all the hits connect.

Well these are the same exact words thuglife said when he explained the combo to me! Just follow the steps he tells you and maybe you'll get it. I haven't tried it yet.



Legend & Definitions
Characters
Secrets
Go back to main Page
JJ's Fighting Game Realm