Hey guys. So I don't usually post the stuff I find, not because I'm greedy or anything, but mainly because I'm too busy. I wanted to make my own guide with tactics I use, and better explain my "Meta-Game" with Cyrax, yet I haven't. I think I'll make this thread my home, and write bits and pieces when I get the chance to update it.
In the meanwhile, I'll leave you guys with a few tactics I discussed on a recent "Cyrax" podcast with Hitoshura Mustard-LK4D4 and J360
[The first is against Sektor. A match that people seem to believe goes in favor of Sektor due to his low crouching hitbox.] - This corner trap doesn't allow Sektor to wake up with any special, stand up and block, roll, or stay grounded. Now on the video, I forgot to add the option to stay grounded and roll out, but if you need an example of what happens, then I'll be glad to give it.
If they roll out, they are still in the corner(Obvious.) If they stay grounded, the bomb will hit, so the only true way out of this would be to delay the chosen wake up attack, which gives me the advantage of knowing when you will wake up, and his only best wake up in this situation is ExTele, considering how the rest are significantly punishable.
[The second is against Kung Lao. Another match that happens to trouble Cyrax.] - This is just an example I mentioned on the podcast about how regular Anti-Air beats Kung Lao's Ex-Tele, and how Anti-Air is the most underused Anti-CrossUp move in the game as well as other reasons. In the video I showed 2 examples of what happens when you use Anti-Air on reaction to his 3 after his Ex-Tele.
The first one shows what happens after the armor wore off. The Anti-Air is invincible once its caught something, so nothing happens to him and he catches Kung Lao airborn. The second example is what happens if Cyrax happens to Anti-Air while Kung Lao still has armor. Cyrax lands, but since he caught Kung Lao's hitbox, he is nullified to any hits, so he doesn't lose any life and lands safely for pressure.
The third video is just a way to use Anti-Air as an escape move.
[Cyrax Corner OTG.]
Okay, so for those of you unfamiliar with the Cyrax OTG, here is the first example. I felt like I had to record this one just in case some of you were not yet familiar with it.
I use this often in my game-play, and since my style of play is rushdown, I like to keep my opponent next to me to gain free meter and command grabs. Besides using 33 as an OTG on hit to confirm a net into a combo, you can use 33 ragdoll which leaves you neutral on block, or 33 Ex Ragdoll which hits low, and then throws the opponent right back in the corner. On block, it also leaves you neutral.
Now, with that said. I want to bring up the second video which shows something that I use as well. The second example shows the OTG working after the second hit of the string, "21." What happens here is that if you hit 21 as early as possible, 1 will OTG your opponent, and leave you open to either finish the string with "212," which becomes an overhead, into the same OTG upon hit, or leaves you neutral on block, if your opponent decides to block.
The OTG after 21 is great, since you can end it with the same type of pressure you usually mix-up into a command grab, ragdoll, or hit-confirm into a net. The options are endless. My personal favorite thing to do is gain as much meter as I can, and hit confirm into a net if my opponent happens to try and jab out at the wrong time. They cant jump out either, otherwise they will just get hit by a jab, into a net, right into a reset.
[Option Select.]
An option select is a button input that functions as multiple possible actions, giving you a variety of options that should work in your favor.
In the case of Cyrax, here is my favorite "Wake-Up OS." I will be testing for new option selects when I have free time, but in the meanwhile, here is one that I have been using for as long as I knew Tyrant... lol This one works on Jax.
In the meanwhile, I'll leave you guys with a few tactics I discussed on a recent "Cyrax" podcast with Hitoshura Mustard-LK4D4 and J360
[The first is against Sektor. A match that people seem to believe goes in favor of Sektor due to his low crouching hitbox.] - This corner trap doesn't allow Sektor to wake up with any special, stand up and block, roll, or stay grounded. Now on the video, I forgot to add the option to stay grounded and roll out, but if you need an example of what happens, then I'll be glad to give it.
If they roll out, they are still in the corner(Obvious.) If they stay grounded, the bomb will hit, so the only true way out of this would be to delay the chosen wake up attack, which gives me the advantage of knowing when you will wake up, and his only best wake up in this situation is ExTele, considering how the rest are significantly punishable.
[The second is against Kung Lao. Another match that happens to trouble Cyrax.] - This is just an example I mentioned on the podcast about how regular Anti-Air beats Kung Lao's Ex-Tele, and how Anti-Air is the most underused Anti-CrossUp move in the game as well as other reasons. In the video I showed 2 examples of what happens when you use Anti-Air on reaction to his 3 after his Ex-Tele.
The first one shows what happens after the armor wore off. The Anti-Air is invincible once its caught something, so nothing happens to him and he catches Kung Lao airborn. The second example is what happens if Cyrax happens to Anti-Air while Kung Lao still has armor. Cyrax lands, but since he caught Kung Lao's hitbox, he is nullified to any hits, so he doesn't lose any life and lands safely for pressure.
The third video is just a way to use Anti-Air as an escape move.
[Cyrax Corner OTG.]
Okay, so for those of you unfamiliar with the Cyrax OTG, here is the first example. I felt like I had to record this one just in case some of you were not yet familiar with it.
I use this often in my game-play, and since my style of play is rushdown, I like to keep my opponent next to me to gain free meter and command grabs. Besides using 33 as an OTG on hit to confirm a net into a combo, you can use 33 ragdoll which leaves you neutral on block, or 33 Ex Ragdoll which hits low, and then throws the opponent right back in the corner. On block, it also leaves you neutral.
Now, with that said. I want to bring up the second video which shows something that I use as well. The second example shows the OTG working after the second hit of the string, "21." What happens here is that if you hit 21 as early as possible, 1 will OTG your opponent, and leave you open to either finish the string with "212," which becomes an overhead, into the same OTG upon hit, or leaves you neutral on block, if your opponent decides to block.
The OTG after 21 is great, since you can end it with the same type of pressure you usually mix-up into a command grab, ragdoll, or hit-confirm into a net. The options are endless. My personal favorite thing to do is gain as much meter as I can, and hit confirm into a net if my opponent happens to try and jab out at the wrong time. They cant jump out either, otherwise they will just get hit by a jab, into a net, right into a reset.
[Option Select.]
An option select is a button input that functions as multiple possible actions, giving you a variety of options that should work in your favor.
In the case of Cyrax, here is my favorite "Wake-Up OS." I will be testing for new option selects when I have free time, but in the meanwhile, here is one that I have been using for as long as I knew Tyrant... lol This one works on Jax.