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Help With A Guide

TheChad_87

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After fairly solid showings with a few online (and offline) tourneys, I was asked to help a group with a character guide they are working on. I'm a fairly solid player with several characters, but Cyrax is definitely my best and my favorite.
This is what I've come up with so far. It's not meant to be the end-all be-all tournament player's guide, just a good starting point for anyone looking to play competitively. Any input/feedback would be greatly appreciated:

(* means cancel into, # means wait .5sec, njP is Neutral Jump Punch, jP is Jump In Punch)
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X-Ray: Cyberdriver (3 hits, 30%)
The range of Cyrax’ X is very lackluster. Not that it matters as Cyrax X-Ray should always be used in combos. The best part about Cyberdriver is that it can be comboed into and out of with proper timing. Being near the corner makes following it up easier. Also of note is the fact that Cyrax X can be used as an anti-air if need be.

Basic Combos
Net, njP, B+2, dash, 2, 1, Anti-Air (22%, 8 Hits) or Power Anti-Air (23%, 8 Hits)
Net, Teleport, #m.Bomb, 2, 2, njP, dash, B+2, dash, 2, 1, Net, dash, 3, 3, Anti-Air (40%, 13 Hits) or Power Anti-Air (41%, 13 Hits)
B+2, dash, #2, 1, Net, dash, 3, 3, Anti-Air (21%, 9 Hits) or Power Anti-Air (22%, 9 Hits)
1, 2, 1, *Ragdoll (23%, 5 Hits) or EN Ragdoll (24%, 5 Hits)
3, 3, Net, dash, njP, B+2, dash, 2, 2, F+1 (28%, 9 Hits)
F+2, *c.Bomb, dash, 3, 3, Net, njP, dash, B+2, dash 2, 2, F+1 (33%, 10 Hits)
f.Bomb, F+2, #B+2, Uppercut (34%, 5 Hits)
m.Bomb, 2, 2, njP, dash, B+2, dash, 2, 1, Net, dash, 3, 3, Anti-Air (40%, 13 Hits) or Power Anti-Air (41%, 13 Hits)

Enhanced Combos
c.Bomb, 2, 1, Anti-Air [whiffs], njP, dash #B+2, dash, *Sticky Bomb, dash, 3, 3, Net, dash, 3, 3, 4 (43%, 14 Hits – 1 Bar)
2,1, *Sticky Bomb, m.Bomb, Uppercut, B+2, dash, Uppercut (49% 9 Hits – 1 Bar)
3, 3, Net, jP, 1, 1, *Sticky Bomb, m.Bomb,, Uppercut, #B+2, dash, 3, 3, *Ragdoll (50%, 16 Hits – 1 Bar)
[Corner] 2, 1, *Sticky Bomb, c.Bomb. 2, 2, dash back, 2, 1, *Net, dash, 3, 3, Anti-Air (39%, 14 Hits – 1 Bar)
[Reset] 3, 3, *Net, dash, 2, 1, *Sticky Bomb, m.Bomb, Step Forward, 3, 3, Buzzsaw (Reset) njP, dash, B+2, dash, 2, 1, *Net, dash, 3, 3, Anti-Air (30%, 10 Hits, 30%, 11 Hits – 1 Bar) [Total: 60%, 21 Hits]

X-Ray Combos
3, 3, Net, njP, dash, B+2, dash, 2, *X (39%, 10 Hits)
f.Bomb, F+2, #B+2, dash, 2, *X (47%, 9 Hits)
m.Bomb, 2, 2, njP, dash, B+2, dash, 2, *X, *dash, *1 *Ragdoll (56%, 13 Hits)


Secret Technique: Unknown as of now

Playing as Cyrax
Preferred Gameplan: Juggle//Mix-Up
Differences between Cyborg and Human Cyrax: (1) Human Cyrax has a safe Teleport, & (2) Human Cyrax has slower Bombs and a slower Net. You will need to adjust the timing on your combos accordingly.
Cyrax is one of the “Grapplers” of MK9. He sports an unblockable command throw in B+1, 2, 1, 2 that causes stagger, has an Anti-Air Throw, and the Ragdoll toss. His standard throw does 12% damage and his B+2 is an overhead. This combines to give him deceptively good mix-up. He even has Donkey Kick, an EN move leading into Ragdoll that hits low.
Cyrax functions better when played at a deliberately slow pace. His actions are very stop-and-go, but once he gets going, the momentum is hard to deal with.
Basically, the goal with Cyrax is to land a net and let the explosions begin. Do NOT blindly throw nets. Each one has to be tossed deliberately as punsihment ffor a whiffed one can be great. It works better if you work it into combos. Once Cyrax nets an opponent, he can trade 1 Bar for 40+% damage. A successful command throw can be followed up with m.Bomb, 2, 2 to force the opponent back onto the bomb. This is not completely safe as teleporters can get out of it easily, and X-Ray attacks will prevent it as well as some uppercuts. The end result will be 40+% with no meter usage. Another way to achieve this is with the net: teleporting behind a captured enemy and then waiting about .5sec before throwing a medium bomb and then performing 2, 2. This is much safer, but requires the opponent be captured. To achieve this goal, Cyrax will need to use his bombs wisely to control space well enough to force the opponent into making a mistake and getting captured. He will also need to manage meter effectively. One way to help build meter is through the use of teleports and by throwing out bombs after safe attacks (1, 2, 1; Uppercuts; Reverse Kick). One string to keep in mind is 1, 2, 1 which you can cancel into a m.Bomb and then throw a Net. This puts the opponent in a very precarious situation as the bomb is unblockable and jumping would surely mean getting caught in the net.
One thing you don’t want to happen is for Cyrax to get cornered. He has no armored moves making it very difficult for him to fight back. Be aware of your position on the field at all times, and keep his teleport in mind if you start to drift towards the corner, even if it would result in Cyrax being punished.
Teleport, Anti-Air, Buzzsaw, and Reverse Kick are Cyrax’ wake-up options. Keep in mind that Reverse Kick and Buzzsaw both hit high with Reverse Kick being your Wake-Up of choice. In fact, there’s very little reason to use Buzzsaw much at all outside of reset shenanigans. Note that Donkey Kick hits low and then high in EN form making it a superb wake-up, but costing meter, which Cyrax needs for his more devastating combos. Cyrax has no armored EN attacks, but Donkey Kick has a few invincible frames on wake-up.
Applying all of this will make Cyrax an explosive force.

Fighting Cyrax
You have to be aware of the presence of Bombs and the threat of a Net at any time. If you are caught in a Net and Cyrax has at least 1 bar of meter, you’re likely to eat >40%. The Net is blockable, but his Bombs are not. This can create some sticky situations as jumping the Bomb is often tricky due to the huge vertical space the net encompasses and blocking the net will only insure that you are blasted by the Bombs.
Keep in mind that Cyrax’ Teleport is unsafe and use this to your advantage. His Teleport always puts him close to you meaning within striking distance. Cyrax is an offensive monster with great juggles and good mix-up game to go with it; however, his defenses are frail. Rushdown is the bane of this robot’s programming, so go on the offensive. Be aware that his EN Donkey Kick hits low, so if you dash in on him, duck and block, all the while watching for the start-up animation of B+2. If you can manage to corner him, you should be able to take the match from him. Just don’t get careless with your rushdown as a single Net can spell disaster for anyone with less than ½ health remaining if Cyrax has access to EN attacks.
Basically, you’ll need to employ a guarded rushdown strategy to effectively handle this guy. Use this information wisely and you’ll snuff out Cyrax’ firepower.