They were in the arcade version of the game, everyone was except for Dhalsim and Sakura (and maybe the CPU versions of the bosses, not sure).
Gamma I don’t know too well. He has the same infinite as Chun-Li (medium attack XX lightning kick, repeat) but that is hella tough. Don’t play him too much, can’t offer anything else…
Beta is a pretty average character, just find his B&Bs and good pokes. Not a whole lot to him.
Both, I’m sure, get stomped by Gief.
-Josh
Was there a board glitch here? Is Donkus the thread starter?
Anyway, I’d say the biggest advantage they have is being able to mix everything up. They can be so unpredictable by changing tactics halfway through… Try using one subset of moves, and then change to some others, and then a third set, and then back again!
In a way they are similar to Ace in EX3. If you’re good with a lot of characters, I see no reason why the Cycloids shouldn’t be the best…
Yeah, stupid forum glitch here, that’s why the first post is last.
And, really, the Cycloids are just decent. Average normals (not as good as Gief or Hokuto), generally average specials and supers. Nothing really abusable unless you rule at mashing lightning kick.
-Josh
I like these characters. How do you use them?
So far I don’t have anything impressive with Beta or Gamma. Beta can combo two of his normal specials together, I thought that was rare.
Were they in the arcade? Can they do anything against Zangief?
Unlike the regular characters in the cast, The Four Sub Bosses don’t have any missions, so you have to learn all of their unique link combos on your own. Gamma has some unusual ones.
Cycloid Gamma has the c.MP xx Lighting Kick infinite which gives him and Chun Li a better shot at beating Zangief than most characters, but other than that he has little leverage in that match-up. The infinite is not that hard to pull off, I think of the inputs similiar to morse code, and it comes out pretty easily. You don’t have to do the entire infinite either…you can just Super Cancel it at any point…Knee Press XX Double Somersault should be enough to end the match. I can’t remember if Gamma’s headstomp is useful against Zangief or not, but it’s unlikely.
Even without the infinite, Cycloid Gamma is better than Cycloid Beta. Gamma has Bison’s Throw which can be comboed into Special Move and Super Combos, and his Super Cancels are more damaging than Beta’s. Gamma Gouga is also a great move to punish mistakes and for going over lows. If you opponent tries to hit you during Gamma Gouga’s recovery, you can just cancel into Knee Press Knightmare.
Gamma Final Punch can come out of nowhere, but since it’s start-up time increases the longer it is charged, it’s best used against aerial targets if you’re going for the max charge. Gamma Sliding Arrow goes under Fireballs, and unlike Blair’s version (which goes into a throw) it can be Super Canceled.
If you can’t get all of the charge cancels for Gamma, then Beta is good enough. His throws are not as reliable, but if you have a knack for mashing, then you can get the most out of them. His normals are better than most characters, but his special moves aren’t as useful as Gamma’s. With either Cycloid, unless you’re going to kill you’re opponent it’s best to only use 2 super cancels, the damage from the third gets scaled down way too much. This is true for most characters.