Tom Brady
Champion
CYRAX:
While Human and Robot Cyrax are simply a costume change, they have different properties.
1. Human Cyrax has a safe teleport, Robot Cyrax does not.
2. Human Cryax has slower bombs and a slower net throw.
3. Human Cyrax cannot do the guaranteed bomb trap after his command throw, Robot Cyrax can.
BEST NORMALS:
*HIT LEVEL:H,H,M(overhead) - 3 hit string ending in an overhead so the last hit must be blocked standing. causes a splat knockdown on hit, safe on block.
*HIT LEVEL:H,H,M - 3 hit string. safe on block. mainly used in bomb trap.
*HIT LEVEL:H,M,M - 3 hit string. last hit ends in a bomb but is blockable. safe on block.
*HIT LEVEL:M,H - 2 hit string that gives a safe jump on hit. safe on stand block but on crouch block the second hit wiffs and Cyrax will get punished by uppercut or full combo.
*+ HIT LEVEL:H(unblockable) - command throw. hits high by you must be crouching without block to avoid it, if you are crouch blocking the throw will still connect. can be broken by tapping as the hand connects to throw you. if crouched without block Cyrax gets punished by full combo.
*+HIT LEVEL:M(overhead) - overhead bomb launcher. safe on block. must be blocked standing.
*+HIT LEVEL:H - high straight kick ONLY used for anti air vs ranged jumping attacks.
SPECIALS:
*Netl+)HIT LEVEL:M - classic green net. grants a combo when it hits. is safe from far ranges. unsafe at close range.
*Air Throwd+)HIT LEVEL:AIR - vs airborne opponents Cyrax can use his air throw and it will take priority over other airborne attacks. this move can only be done while Cyrax is grounded and will only hit airborne opponents. is punished on wiff but you have to be fast.
*Rag Dolld+ +)HIT LEVEL:M - kick that spins counter clockwise then as the opponent goes over you, they are grabbed out of the air and thrown to the ground. safe on block.
*Bombs(close = +, mid = +, far = +)HIT LEVEL:Unblockable - bomb that explodes and launches.
*Teleportd+)HIT LEVEL:N/A - Cyrax teleports behind his opponent. as Robot Cyrax this is punished by uppercut or faster normals that will juggle him. as Human Cyrax the teleport is safe. can also be done in air.
*Saw Bladel)HIT LEVEL:M - use this move ONLY if you hate winning.
:en MOVES:
*:en Netl++)HIT LEVEL:M - same properties of standard net with 1 added bonus, it drains the opponents super meter.
*:en Air Throwd++)HIT LEVEL:AIR - more damaging version of standard air throw.
*:en Rag Dolld++ +)HIT LEVEL: L,M -more damaging version of standard rag doll and now has a low starter.
*:en Bombs(any bomb command ++)HIT LEVEL:Unblockable - a missile that sticks in your chest, explodes and launches.
*:en Teleportd++)HIT LEVEL:Unblockable - safe teleport. if done at point blank range will knockdown and damage your opponent.
*:en Saw Bladel+)HIT LEVEL:M - does more damage and becomes a projectile.
STRATEGY:
Bomb and Net Placement:
placing bombs and nets requires you to pay attention to your opponents habits and read them. you have to ask yourself "how will they react to a mid bomb? will they jump back? ok, i'll throw a mid bomb then net. ok, they didnt jump back so i'll mid bomb then far bomb then net." etc.. there is no set in stone way to throw bombs and nets, only a theory behind the mind game.
Command Throw:
+ is unblockable. after a jump in punch they MUST break it because there is no way to crouch it due to the advantage from the jump in punch. if your opponent finds the break to be too small then they can get hit by the jump punch and then the command throw will wiif. doing this however means that they give up free jump in punch combo starters which will eventually go right back into the command throw. so the opponent can make it a mix up by getting hit by the jump punch on purpose so the grab will wiff or block the jump punch and hope you try for a combo starter thinking they would get hit by the jump in punch, which will allow you to command throw. even if your opponent can break the command throw, doing so opens them up to a strike. in the end, they must guess..
Guaranteed Bomb:
after the command throw the advantage is so great that Cyrax can throw a mid bomb then dash and even if the opponent blocks or is hit by the string, the bomb is guaranteed. the opponent can after to interrupt the third hit or they can do a special with armor which not too many characters have. however, if they do this then you can replace with and then they cannot interrupt the last hit with anything and the bomb is free. if the opponent guesses you will do they can back dash and eat the string and it will avoid the bomb. so, when the opponent has its a guess and when they do not its a free bomb. ***SIDE NOTE***when doing the bomb trap vs a cornered opponent use close bomb instead of mid bomb.
Properties:
Cyrax's is also an anti air . even better news, you get a combo in open space and in corners.
COMBOS
STANDARD COMBOS:
1. AA Net, +/NJ, ~+ +
2. AA Net, +/NJ, ~:en bomb, ~+ +
3. Bomb, NJ /, ~+ +
4. Bomb, NJ /, ~:en bomb, ~+ +
5. +, ~Net, ~+ +
6. +, ~Net, ~:en bomb, ~+ +
7. Net/~Net, + , mid bomb, dash (bomb explodes), NJ /, ~+ +
COMBOS:
1. AA Net, +/NJ, , dash ~+ +
2. Bomb, :NJ /, , dash ~+ +
3. +, ~Net, , dash ~+ +
4. Net/~Net, + , mid bomb, dash (bomb explodes), NJ /, , dash ~+ +
5. anytime hits vs a cornered opponent, dash upper cut or dash ~net,
While Human and Robot Cyrax are simply a costume change, they have different properties.
1. Human Cyrax has a safe teleport, Robot Cyrax does not.
2. Human Cryax has slower bombs and a slower net throw.
3. Human Cyrax cannot do the guaranteed bomb trap after his command throw, Robot Cyrax can.
BEST NORMALS:
*HIT LEVEL:H,H,M(overhead) - 3 hit string ending in an overhead so the last hit must be blocked standing. causes a splat knockdown on hit, safe on block.
*HIT LEVEL:H,H,M - 3 hit string. safe on block. mainly used in bomb trap.
*HIT LEVEL:H,M,M - 3 hit string. last hit ends in a bomb but is blockable. safe on block.
*HIT LEVEL:M,H - 2 hit string that gives a safe jump on hit. safe on stand block but on crouch block the second hit wiffs and Cyrax will get punished by uppercut or full combo.
*+ HIT LEVEL:H(unblockable) - command throw. hits high by you must be crouching without block to avoid it, if you are crouch blocking the throw will still connect. can be broken by tapping as the hand connects to throw you. if crouched without block Cyrax gets punished by full combo.
*+HIT LEVEL:M(overhead) - overhead bomb launcher. safe on block. must be blocked standing.
*+HIT LEVEL:H - high straight kick ONLY used for anti air vs ranged jumping attacks.
SPECIALS:
*Netl+)HIT LEVEL:M - classic green net. grants a combo when it hits. is safe from far ranges. unsafe at close range.
*Air Throwd+)HIT LEVEL:AIR - vs airborne opponents Cyrax can use his air throw and it will take priority over other airborne attacks. this move can only be done while Cyrax is grounded and will only hit airborne opponents. is punished on wiff but you have to be fast.
*Rag Dolld+ +)HIT LEVEL:M - kick that spins counter clockwise then as the opponent goes over you, they are grabbed out of the air and thrown to the ground. safe on block.
*Bombs(close = +, mid = +, far = +)HIT LEVEL:Unblockable - bomb that explodes and launches.
*Teleportd+)HIT LEVEL:N/A - Cyrax teleports behind his opponent. as Robot Cyrax this is punished by uppercut or faster normals that will juggle him. as Human Cyrax the teleport is safe. can also be done in air.
*Saw Bladel)HIT LEVEL:M - use this move ONLY if you hate winning.
:en MOVES:
*:en Netl++)HIT LEVEL:M - same properties of standard net with 1 added bonus, it drains the opponents super meter.
*:en Air Throwd++)HIT LEVEL:AIR - more damaging version of standard air throw.
*:en Rag Dolld++ +)HIT LEVEL: L,M -more damaging version of standard rag doll and now has a low starter.
*:en Bombs(any bomb command ++)HIT LEVEL:Unblockable - a missile that sticks in your chest, explodes and launches.
*:en Teleportd++)HIT LEVEL:Unblockable - safe teleport. if done at point blank range will knockdown and damage your opponent.
*:en Saw Bladel+)HIT LEVEL:M - does more damage and becomes a projectile.
STRATEGY:
Bomb and Net Placement:
placing bombs and nets requires you to pay attention to your opponents habits and read them. you have to ask yourself "how will they react to a mid bomb? will they jump back? ok, i'll throw a mid bomb then net. ok, they didnt jump back so i'll mid bomb then far bomb then net." etc.. there is no set in stone way to throw bombs and nets, only a theory behind the mind game.
Command Throw:
+ is unblockable. after a jump in punch they MUST break it because there is no way to crouch it due to the advantage from the jump in punch. if your opponent finds the break to be too small then they can get hit by the jump punch and then the command throw will wiif. doing this however means that they give up free jump in punch combo starters which will eventually go right back into the command throw. so the opponent can make it a mix up by getting hit by the jump punch on purpose so the grab will wiff or block the jump punch and hope you try for a combo starter thinking they would get hit by the jump in punch, which will allow you to command throw. even if your opponent can break the command throw, doing so opens them up to a strike. in the end, they must guess..
Guaranteed Bomb:
after the command throw the advantage is so great that Cyrax can throw a mid bomb then dash and even if the opponent blocks or is hit by the string, the bomb is guaranteed. the opponent can after to interrupt the third hit or they can do a special with armor which not too many characters have. however, if they do this then you can replace with and then they cannot interrupt the last hit with anything and the bomb is free. if the opponent guesses you will do they can back dash and eat the string and it will avoid the bomb. so, when the opponent has its a guess and when they do not its a free bomb. ***SIDE NOTE***when doing the bomb trap vs a cornered opponent use close bomb instead of mid bomb.
Properties:
Cyrax's is also an anti air . even better news, you get a combo in open space and in corners.
COMBOS
STANDARD COMBOS:
1. AA Net, +/NJ, ~+ +
2. AA Net, +/NJ, ~:en bomb, ~+ +
3. Bomb, NJ /, ~+ +
4. Bomb, NJ /, ~:en bomb, ~+ +
5. +, ~Net, ~+ +
6. +, ~Net, ~:en bomb, ~+ +
7. Net/~Net, + , mid bomb, dash (bomb explodes), NJ /, ~+ +
COMBOS:
1. AA Net, +/NJ, , dash ~+ +
2. Bomb, :NJ /, , dash ~+ +
3. +, ~Net, , dash ~+ +
4. Net/~Net, + , mid bomb, dash (bomb explodes), NJ /, , dash ~+ +
5. anytime hits vs a cornered opponent, dash upper cut or dash ~net,