You Dark Addictz guys were working on a vid with Gouki in it, right? What happened to it?
More quickie Cyclops strats:
Can’t abuse optic blast :sad: but you can abuse the bullet. Superjump if you’re in danger while firing it, and d+lk when above their head. On the way back down, d+hp, d+hk, hk and d.lk will stuff alot of attacks. Super Optic Blast blast ( HCB + P) needs only one button, and is best done in the air (recovery’s either less there, or simply harder to take advantage of).
MP is probably the better throw, might do more damage and you can move anyone around easily with it, but HP might do more for dizzying. You can also crouch cancel your standing HK (with d + HK, not just down) for some interesting midscreen (and even screen-crossing on some) juggles.
Some corner combos:
vs Storm,Psylocke
Launcher: dash s.mk, s.hk-hk
Aircombo: sj.hk, dj sj.hk, [sj.lk, sj.hp] x 2
Relaunch: s.hk-hk
vs Middle and Heavyweights
Launcher: dash c.mp, c. mp (jump toward)
Juggle: j.hp, j.hk (land, re-jump toward)
juggle stabilize: j.hp, j.mk (land then re-juggle)
Re-juggle/Stabilze: (land) s.mp or c.mp (jump toward)
Heavy notes: Jump juggle until they get low (might be two or three times), land, c.mp, repeat
example… Cyke vs Cyke: dash c.mp, c. mp (jump toward), [j.hp, j.hk] x2, j.hp, j.mk, (land), c.mp, repeat jump juggle.
In above example, if c.mp misses as a re-juggle, you were probably too close and it went behind them. Let go of toward as you’re landing.
If they remain high enough, a landing rejuggle isn’t needed. If they’re getting too high, SJ up for an air combo.
Repeating low juggles (these can be infinites, but minute changes in positioning and timing makes them very likely to break, walking forward as much as possible lessens the amount you need to re-dash in)
vs Middle and Heavyweights
Launch: dash c.mp, walk forward, s.hk (one hit, chaining is also possible but will eventually require more dashing)
Juggle: s.lp, c.mp, walk forward, s.hk (dash before or after the HK when needed)
Cyclops note: dash c.mp, walk s.lp, c.mp for launch may work better.
Lots of variations possible here for all.
vs Lightweights
Launch: dash s.mp, hk (chained)
Juggle: step forward s.hk, dash s.mp, s.hk
Spiral Juggle: s.lp, s.hk, dash s.mp, s.hk (s.mp seems to send her higher)
vs Storm combo - [media=youtube]lCtvBU-dGeU[/media]
vs Sent combo (very old) - [media=youtube]t6rTBGZThhY&NR=1[/media]
Spiral—
General:
s.MK is a straight vertical launcher that lacks stun (they recover in the air quickly). While it can be used for air combos on some characters, a better use is to setup Grapple resets.
s.HP has a long recovery, even if it hits, so always cancel it with something.
Grapple/Unblockable setups:
Grapple is down, up + punch in this game, and ground only, but delaying the punch can give you some height with it.
The grapple is restricted to the “two throws per combo/juggle” limit EXCEPT if the opponent is trying to attack as they come down. This means if they’re trying to hit you out as they fall (weight allowing), you’ll catch them in the grapple if their attack doesn’t hit. If they do nothing however, they’ll land harmlessly right next to you.
In the Corner:
Throw towards the corner, then hit the opponent upwards so the grapple WON’T combo. Example:
If throw, (falling) j.LK, j.HK / Grapple all combos, stick a c.HK or s.MK in there, or whatever’s needed.
Sword basics:
Single sword speed depends on the punch used to throw it; LP slowest, HP fastest. Swords will fire off in the same order regardless of which way you’re facing, starting bottom-left then clockwise.
Mashing c.LP won’t cause swords to rapid-fire shoot unless you’re in speedup or super mode. But you can do c.LP, s.LP. (or c.LP, stand, c.LP).
When super-jumping, a quick stronger punch chain will throw out 3 swords quickly.
Spiral invisible combo -
[media=youtube]Rdxexs0T9ww[/media]
My fault, kinda shifted focus to matches for a bit and work with combos/glitches slowed. Been putting a few on my Youtube page since the full video has been taking so long. ToXY’s Breaking the Universe II has a nice Akuma combo in it.
Speaking of matches, people who wanna play online should try 2DF (2dfighter.com, yes everyone knows it’s just p2p with a lobby). Gotta get some nice COTA replays up on the site =]
Well get some decent replays. i just gotta shake off that rust
On a side note your wolvie is a hell of a lot trickier the he was before
Has anyone tried out Juggernaut, the weakest boss since MSH Dr. Doom?
-Takes huge damage from throws, tech hits counter throw, but only if he lands close to the opponent
-Has a stun combo that doesn’t involve Body Splash but it probably doesn’t work on heavies
-Headcrush is worthless, most downed targets can block after the first hit
-Takes extra damage from some supers due to his large size
-Double punch move gets him killed
-If you accidently pick up a steel bar you are probably screwed
-Targets stunned by the body splash are grounded, Cain can’t do much to hurt them
-No practical way to combo into his launcher against at least half the cast
-Armor doesn’t resist any throws/coils
-Can’t gain meter while Cyttorak power up is active
-Hitting anyone with Body Splash or any standing kick will cause them to recover before you
+If you pick up someone on the ground and you have more life, you can let time run out and win the match…if they don’t know how to escape
+Might have an earthquake infinite on some people
If anybody has figured out how to use this guy, post what you know.
-Superjump delay worse than Silver Samurai, delay in his normal jump too
- Dash jab infinite vs low pushback (heavier) characters (must crouch cancel)
- If heavier characters don’t tech the headbutt throw (mp), there’s a good chance you can throw them again as they land. I’d like to try this vs a real person though and see if it works.
The CPU Earthquake inf’d me once might have been version 2.x though.
Maybe Juggs was made so weak to lull people into a false sense of security. Then bam. Magneto.
I could have swore someone somewhere said using special attacks with Juggs is suicide. Using normals was a different story…
JedahsMinistry. I’m PM’ing you a question cause it pertains to this and another game I think you play and I don’t want to ask the same question in 2 different threads.
Edit: Thanks for replying so quickly. That’s what I figured it was.
akuma is fun in cota
What’s the proper way to do this, I can’t get it to work. Just dash into jabs, crouch before the second jab comes out, dash and repeat?
And you negged me…WHY, asshole?
First jab should be dashing, tap down quickly, repeat. First try it without the dashing to see where the cancel frames are, they’re not instantly after the hit. Try it on Colossus, you have to fight more pushback than with Sent but he doesn’t seem to recover from hitstun as quick.
What are you using to dash?
Hey Jedah, I feel like no matter which character I try, I don’t think I can find a character I want to stick with.
Right now I’ve been fiddling with Cyclops trying to get the juggle right, and if Cyclops doesn’t work, I plan on trying out Ice Man.
F,F not PPP. What you described is actually how I was practicing it. I can get two jabs to combo about 80% of the time, but I have never gotten more than 3 in a row.
To clarify, are you saying there should be dashes throughout the infinite, or only one at the start?
What is the combo that Psylocke uses to finish round 2?
Also, how do you play this game? I tried playing on 2DF and even with guides I had no clue.
You push the button, and then your X-Man hits the other X-Man.
dash s.hp, s.hk (crouch cancel), repeat.
What’s giving you trouble, and who are you playing as? Spiral, Storm and Silver Samurai are probably not good characters to start with if you’re not used to how the game works. Spiral and Storm less so since they take the most damage.
Fuzzy, What didn’t you like about Red? He’s even got IAD
Cyke juggles are very weight dependent. Lighter character you’ll eventually have to SJ after, and heavier ones need ground hits to keep them going. Cyke reminds me a bit of Spider-man, the way his down + jump hits stop almost anything and tend to crossup.
Dashes all through the infinite. Have you tried it with PPP at all? Only problem then is negative edge may prevent the jab from coming out.
Psylocke. This game feels a lot different from what I’m used to, so I just need to get used to it I guess. How do you effectively do an air combo from a pop up, because they always seem to be too low to the ground for me to do anything.
What I don’t like about Omega is that I don’t really know how to use him, all I really know how to do is link into coil and try to rush with IAD. xD
The heavier they are, the more hits it takes to juggle them high enough. Midscreen is particularly a problem since there’s no wall to hold them. c.MK…(step forward), c.HP works well in the corner. If they’re not getting high enough, try c. MK x2, c.HP, or c.MK (step foward) s.LK, c.HP.
Do you have 2DF? There’s a few replays up there of Omega Red play. I think there’s only 2 or 3 matches on youtube right now.
Well, I just played a little bit, and I checked some replays for Omega Red, so I guess I have a little understanding how he plays.