Cyclops is the MSP destroyer.
How do I get around the unpunishable hurricane kick that takes out 60% of my magneto if it hits me ONCE?
What air moves should I be using with mags / storm to beat out Cyke in the air?
I thought it couldn’t get worse than Capcom…
every time I dash in: Hurricane kick either hits me for 60%, or I block it and push him to the other side of the screen and start the whole damn thing over
any aerial approach: cyclops responds with the ol’ sj. RH…
Nevermind the occasional gene splice or constant meter building for the cable who is waiting right behind him…
Need more advice on this than I ever thought I did against CapCom.
HELP!!!
have tried the following to some success:
Dash in, early psylocke assist + block will sometimes pop him out of the hurricane kick
Dash in, launcher (with no cr. lk because hurri makes it whiff) will sometimes catch him.
The problem with either one of these two solutions is that it’s still a major guess to be wrong about and lose 60% to hurricane kick -> super
U know the team is called msp… but there’s no reason u can’t run it as smp… storm can just outkeepaway n out meter him pretty well. Or bait out his aaa… make if whiff… mags trijump in… call yer psi and start mixup.
Cyclone kick is a great punisher… but not god like… stop getting punished. Meaning quit whiffing… and be discplined with psi calls… hitting her as you go in… means u don’t have her to save you in a moment. Keep her ass out til needed.
Aka… call her defensively… or as a reset… or extender… calling her as u rush and hoping she connects so u can combo off her is scrub city… and I’m certain… a possible root of ur troubles.
i stay out of range and standing lp. poke if he whiffs it cr. hk+ storm assist gives u time tri-jump lk or lp or hk if u want to get a meaty hit