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Greven

Noob
-------- B2 combos: --------
22% Meterless: B2, double dash, 33~bb3, dash/teleport, 33~qcf3,1+3

Has anyone found a combo starting with b2 that is stronger than 22 w/o meter or 40 w/1 meter?
24% Meterless: B2, double dash, 21~dash, 12/33~bb3, dash/teleport, 33~qcf3,1+3

if u begin with close B2 u dont need to double dash after the initial launcher
 

Sprint

Noob
0 meter 28%:
b+BP, Dash nj.P, Dash BP, Dash FK,FK, b,b+FK, (optional teleport), Dash FK,FK, d,f+FP
"Anti-Air" variation:
b+BP, Dash nj.P, Dash BP,(optional FP), Dash FP,BP,FP, d,f+FP
Easy 27% version:
b+BP, Dash nj.P, Dash BP, b,b+FK, (optional teleport), FP,BP,FP, d,f+FP

Pressing both punch buttons in sequence as you leave the ground helps with the timing of the jump punch. This doesn't work against some characters if you hit them with the absolute tip of b+BP.


1 meter 42% (very strict):
b+BP, Dash nj.P, b,b+BL+BK, f,f+BK, Dash d+BP, FP,BP,FP, d,f+FP

The EX Bomb must be thrown the moment you touch the ground, and the normal bomb must be thrown the instant you recover from that. Double or triple-tapping the BK button can help.

The backwards input is used for the EX Bomb so you don't move forwards. The followup doesn't work if you move any closer, but it does still work if you move back slightly.



Also d+BK, b,b+BK is a really good poke (input it as b,db+BK, *neutral*, b+BK). It's safe on hit, safe on block if spaced, and really hard to punish on whiff.

If the kick connects, the opponent ends up standing right in front of you with a bomb right at their feet. Free pressure.

Even if you don't want to cancel into bomb, you get a huge advantage on hit. Enough time to dash jab or dash command grab before they can move again, making it absolutely great for stopping high rushing moves (e.g. Nightwolf, Jax, Cage).