CYCLOPS

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Character FAQ
Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Cyclops
Version 1.1
E-mail address: dan@finch.com
Updates: 1.1 fixed a few things, touched up a few things
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CONTENTS

I.    Introduction
II.   Legend
III.  Regular Moves
IV.   Special Moves
V.    Hyper Combos
VI.   Combos
VII.  General Strategy
VIII. Misc. Stuff
IX.   Acknowledgements, Legal Stuff

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I.  INTRODUCTION
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Who is Cyclops?  Cyclops (Scott 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 his eye.  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
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ABBREVIATIONS

U     Up
D     Down
F     Forward
B     Backward
J     Jump/Jumping
SJ    Super Jump/Jumping
S     Standing
C     Crouching
P     Punch
K     Kick
AC    Air Combo
HC    Hyper Combo
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
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist; forces the opponent out if they 
            get hit (one HC level)

Crossover Combination	

All three characters do one specific super (Hyper Combo) then the two that were 
not fighting step out a do 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.

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STRONG

Pressing Jab immediately after doing a jab punch or short kick does a Strong 
punch.

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 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; otherwise 
there isn't much use for it.

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KICKS
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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.

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

Pressing Short immediately after doing a Short kick or Strong punch does a 
Forward kick on the ground or while super jumping.  While jumping, pressing 
Short after doing a J.Jab or J.Short does a Forward kick.

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 (Also done by pressing DF + Roundhouse)

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.

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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 pretty much combo 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.

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IV.  SPECIAL MOVES
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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, but 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.

RUSHING PUNCHES (H) charge B, F + press P rapidly

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
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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 says "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.  It 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 (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.  Many 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
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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
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Launchers         S.Strong/DF.Fierce, C.Forward/DF.Roundhouse (mini-launcher)
Strikes           None
Knockdown         C.Roundhouse
AC Finishers      SJ.Fierce, SJ.D.Fierce, SJ.Roundhouse, SJ.D.Roundhouse
Assists
  A     jab Optic Blast      Mega Optic Blast
  B     Gene Splice          Mega Optic Blast
  C     Cyclone Kick         Mega Optic Blast

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For combos that start with a J.D.Roundhouse, 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.Jab, 
J.Strong.  Combos 1 through 10 and 13 through 16 may begin with a jump-in 
attack.

1.  S.Jab, Gene Splice
2.  S.Short, Gene Splice
3.  S.Jab, S.Short, Gene Splice
4.  S.Jab, S.Short, S.Forward, Cyclone Kick
5.  S.Jab, S.Short, S.Forward, Gene Splice
6.  S.Jab, S.Short, S.Roundhouse (1-Hit), Gene Splice
7.  S.Jab, Snapback
8.  S.Jab, S.Short, Snapback
9.  S.Jab, S.Short, S.Forward, Snapback
10. C.Jab, C.Short, C.Forward, Snapback
11. Long-Range: S.Fierce, jab Optic Blast
12. Long-Range: C.Fierce, jab Optic Blast
13. C.Jab, C.Short, C.Strong, C.Fierce
14. C.Short, C.Forward, C.Fierce
15. C.Short, C.Forward, short Cyclone Kick
16. C.Short, C.Forward, Gene Splice
17. J.D.Roundhouse, S.Short, S.Strong, SJ (Jab, Short, Strong, Forward, [AC 
    Finisher])
18. J.D.Roundhouse, S.Jab, S.Short, S.Forward, C.Roundhouse, Optic Sweep (OTG)
19. J.D.Roundhouse, S.Jab, S.Short, S.Forward, C.Roundhouse, Cyclone Kick (OTG)
20. J.D.Roundhouse, C.Jab, C.Short, C.Strong, C.Roundhouse, Optic Sweep (OTG)
21. J.D.Roundhouse, C.Jab, C.Short, C.Strong, C.Roundhouse, Cyclone Kick (OTG)
22. J.D.Roundhouse, S.Jab, S.Short, S.Forward, Snapback
23. J.D.Roundhouse, C.Jab, C.Short, C.Strong, Snapback
24. Tag in, dash, S.Jab, jab Optic Blast
25. Tag in, dash, S.Jab, Gene Splice
26. Tag in, dash, S.Jab, Gene Splice, Super Optic Blast (aim upward)
27. Tag in, S.Roundhouse (2-Hit), fierce Optic Blast
28. Tag in, S.Roundhouse (2-Hit), Super Optic Blast
29. Tag in, S.Jab, S.Strong, SJ (Jab, Short, Strong, Forward, [AC Finisher])
30. J.D.Roundhouse, C.Short, C.Forward, Gene Splice, Super Optic Blast (aim 
    upward; the Super Optic Blast will connect only when you cancel into it  
    immediately after the last hit from the Gene Splice connects.
31. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), jab Optic  
    Blast
32. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), Cyclone  
    Kick
33. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), Super Optic
    Blast
34. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), Mega Optic  
    Blast
35. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse (2-Hit), jab Optic Blast
36. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse (2-Hit), Cyclone Kick
37. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse (2-Hit), Mega Optic Blast
38. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), Jab Optic 
    Blast, Super Optic Blast
39. J.D.Roundhouse, S.Jab, S.Short, S.Forward, S.Roundhouse (1-Hit), Cyclone 
    Kick, Super Optic Blast
40. J.D.Roundhouse, S.Jab, S.Short, S.Forward, C.Roundhouse, Super Optic Blast 
    (OTG)
41. J.D.Roundhouse, S.Jab, S.Short, S.Forward, C.Roundhouse, Mega Optic Blast   
    (OTG)
42. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse (2-Hit), jab Optic Blast, Super 
    Optic Blast
43. J.D.Roundhouse, S.Jab, S.Short, S.Roundhouse (2-Hit), Cyclone Kick, Super 
    Optic Blast
44. J.D.Roundhouse, S.Jab, S.Short, S.Forward, Gene Splice, Super Optic Blast 
    (aim upward)
45. In Corner: Running Tackle, C.Short (OTG), jab Optic Blast
46. In Corner: Running Tackle, C.Short (OTG), Cyclone Kick
47. In Corner: Running Tackle, C.Short (OTG), S.Roundhouse (2-Hit), fierce Optic  
    Blast
48. In Corner: Running Tackle, C.Short (OTG), S.Strong, SJ (Jab, Short, Strong,  
    Forward, [AC Finisher])
49. In Corner: Running Tackle, C.Short (OTG), Cyclone Kick, Super Optic Blast
50. In Corner: Running Tackle, C.Short (OTG), Gene Splice, Super Optic Blast  
    (aim upward)
51. J.D.Roundhouse, C.Short, C.Forward, S.Roundhouse (2-Hit), fierce Optic Blast
52. J.D.Roundhouse, C.Short, C.Forward, S.Roundhouse (2-Hit), Super Optic Blast
53. J.D.Roundhouse, C.Short, C.Forward, S.Roundhouse (2-Hit), Mega Optic Blast

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Team Hyper Combos

Mega Optic Blast is the 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 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

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

B. 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

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VII.  General Strategy
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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.  Instead, 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, regular kicks, 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.

Cyclops' air combos do decent damage but you can't combo into his supers in the 
air and you can't use his double jump either to continue the air combo.  Use his 
air combos only when you don't have a super charged up.  Otherwise, try focusing 
on comboing into his supers.  His supers are two of the best beam supers in the 
game.  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.

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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SPECIAL FEATURES

Cyclops' only special feature is his double jumps.  Just press up while in the 
air.  Although he can't use it in air combos, there are still other uses for it.  
You can use this to mess up your opponent's timing, avoid an attack while in the 
air or to avoid getting hit by launchers.  

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ADVANTAGES AND DISADVANTAGES
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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

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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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

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IX.  LEGAL STUFF
================================================================================

This FAQ is Copyright (c) 2000 by Daniel Finch.  No part of this FAQ may be 
reproduced and 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 is a registered trademark of Marvel Comics.  Marvel 
vs. Capcom 2: New Age of Heroes is a registered trademark of Capcom.
