If you need to know something really basic like “how do I do a hadouken, or cable grenade special move?” go here and find the name of the character you are looking for and you will find a move list: http://www.gamefaqs.com/console/dreamcast/game/914427.html
Comboes:
standing lk, standing mk, standing hk, cyclone kick (2 hits) SOB (qcf+kk) (mash). BnB right here, feel free to omitt the middle kick if you don’t think it will connect. Does upwards of 70-80 damage.
Uppercut xxx SOB (i recommmend you go for less hits and not mash the uppercut because of damage scaling and so you can cross them up afterwards on the way down, also if you do too many hits they’ll land before you do and be able to cross you up or worse)
lp optic blast, SOB or MOB (risky and not ahvb safe)
cyclone kick (1 hit) xxx MOB (you can do it without hitting the opponent with the kick at full screen distance but you must do the cancelling very fast)
Assist Punishing:
lp optic blast xxx SOB
Throws:
HCB+P (aim up), tag out
db+hk throw + sent drones
Other: Build meter with SJ. round house, standing hp is good against storm hail, oc rh is a good anti air at times
lp opticblastXXsob is less safe, but more consistent overall, than cyclone kickXXsuper.(the spacing gets fucked up w/ the cyclone kick sometimes)
also, it punishes assists& point characters much better.
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I play cyke/strider/doom as a bit of a guilty pleasure.
i’ll generally s.jump around w/ j.hk, double jump around calling doom, or dash back, calling doom while doing s/c.hp.
This does ok but I dont cover doom as well as I should(against magneto players). But, more often times than not, I end up landing a hit into opticblastXXsob.
the dhc to strider isnt as good as w/ sentinel. I dont think cyke puts the opponent in enough stunn for the orbs to come out, and keep the opponent on the ground. but when striders out, having cyke as an AAA when hes not trapping is hella useful.
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The general rule of thumb on mashing, is to NEVER use the stick(unless you’re playing w/ colossus or gief… and heaven forbid).
against cable, be patient, and sj. in on him alot. you’re generally working to corner him, or get close enough to overwhelm him.
is it possible to get AHVB x3 on someone who gets caught in Cyclops AAA? ive tried it, but i think by time Cyclops rises them into the air i end up having to AHVB very high, meaning it is hard for me to connect another one.
try this, when u hit them with cyclops AAA, normal jump FP, after the bullet hits them let them fall and get close to the ground and then do your super. You should be able to get at least 2 ahvb’s off.
None of those links in the first post are working for me :(.
Im a total noob, just got this game because I wanted to try a different type of fighting game then Sf4, and know i really like this game, So im trying to get all the info I can. Can you get any other links where I can learn all that stuff from?
I have a quick basic question. In practice mode when I do either of cyclop’s supers I seem to get the same number of hits regardless of mashing. Am I just not mashing fast enough or is it one of those supers that mashing doesn’t matter? Thanks.
Ok I have a standard air combo for cyke which most ppl know S.LP, S.MK, S.MP, SJ, LP, LK, MP, MK, into his SoB…what i would like to know is sometimes I can connect the SoB with the Air Combo but more times then not it doesent…is this a timing issue or just luck…
Launcer, lp, lk, lp, lk (doing this slowly not rushing) Big Optic Blast super.
Launcher, lp, lk, lp, lk, (any speed) Small Optic Blast super (aimed down towards opponent and done in a sweeping motion upwards) if you time it right you can jump and get out an extra lp/lk , hk super.
Or he can do the same type of combo like Captin americas launcher, lp, lp, air jump lp, mp, hk combo.