NariTuba
disMember
Updated 12/14/2012
Notation & Info
Normals
Strings
Specials
Combos
Bomb Traps
Resets
Frame Data
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Update log
Notation & Info
In an unprecedented community effort of robotic proportions here is the Test Your Might Cyrax Community Guide! This guide is intended to be the ultimate information resource on all things Cyrax, and it is made by Cyrax players for Cyrax players.
Some of the most distinguished members of our community have contributed to this guide in a world wide effort spanning 4 continents!
Most of the relevant information posted in the Cyrax forums since the game came out has been transcribed here. The idea is to contain all gathered knowledge, basic and advanced, in one place by means of discussion and updates. We can use this thread to discuss new tech, combos, strats, etc, to be added to the guide.
Big special thank you! to DarthArma, Mustard-LK4D4 and TONY-T for being generous with their time and knowledge!
~ = link / cancel
/ = or
( ) = whiff (any move between parethesis)
f = forward
b = back
u = up
d = down
1 = Front Punch (PS3 square / XBox X)
2 = Back Punch (PS3 triangle / XBox Y)
3 = Front Kick (PS3 cross / XBox A)
4 = Back Kick (PS3 circle / XBox B)
njp = neutral jump punch – u, 1/2
jps = jump punch starter – f+u, 1/2
fjk = forward jump kick – f+u, 3/4
bjk = back jump kick – b+u, 3/4
ff = dash
bb = back dash
AA = anti air
a2ap = air to air punch
cb (close bomb) = bb4
mb (medium bomb) = ff4
fb (far bomb) = bff4
Exb = Enhanced bomb (bb4+block / ff4+block / bbf+block)
net = bb3
ragdoll = df3 / df3 + throw
saw = bf2
AAt (anti air throw) = df1
CG (Command Grab) = b1,2,1,2
neutral: a situation where neither player has the advantage.
FD: frame data
onto corner: a combo that starts midscreen but finishes in the corner taking advantage of the wall to add more hits.
NEI (Negative Edge Input):The inputs necessary to take advantage, or avoid unintended effects, from negative edge.
When you link a poke to a special you must execute your inputs very fast to compensate for the short recovery on the poke. Negative edge facilitates certain links and complicates others.
To perform a neutral jump punch and link a teleport you can take advantage of negative edge by inputting u,1,d,b. Difficulties arise when your link inputs overlap with the inputs for other special moves. For example if you want to do a d1~ragdoll (d1,d,f,3) the inputs will overlap with AAt (d,f,1). Since the order in which you press the buttons is ignored by the game during the NE window, the result is you will get an accidental d1~AAt. Some of these difficulties can be bypassed by taking negative edge into consideration and changing the inputs. The most efficient way to execute d1~ragdoll is to input d+1,f+3.
Frame data: All frame data provided in this guide comes courtesy of Somberness in the TYM forums. It will be indicated with green numbers under the appropriate move.
http://testyourmight.com/threads/cyrax-frame-data.3561/page-2
Exe = Execution - frame number when a move becomes active, startup is execution number minus 1
Blk = Block Advantage - number of frames that show how fast you and your opponent recover after the move is blocked.
HAdv = Hit Advantage - number of frames that show how fast you and your opponent recover after the move hits. If there is two numbers, the second one is if your opponent tech rolls.
Robot Cyrax (Costume 1) and Human Cyrax aka “Cyblax” (Costume 2) present a number of differences between eachother. They will be noted as Robot and Human to refer to the corresponding costumes.
Some of the most distinguished members of our community have contributed to this guide in a world wide effort spanning 4 continents!
Most of the relevant information posted in the Cyrax forums since the game came out has been transcribed here. The idea is to contain all gathered knowledge, basic and advanced, in one place by means of discussion and updates. We can use this thread to discuss new tech, combos, strats, etc, to be added to the guide.
Big special thank you! to DarthArma, Mustard-LK4D4 and TONY-T for being generous with their time and knowledge!
~ = link / cancel
/ = or
( ) = whiff (any move between parethesis)
f = forward
b = back
u = up
d = down
1 = Front Punch (PS3 square / XBox X)
2 = Back Punch (PS3 triangle / XBox Y)
3 = Front Kick (PS3 cross / XBox A)
4 = Back Kick (PS3 circle / XBox B)
njp = neutral jump punch – u, 1/2
jps = jump punch starter – f+u, 1/2
fjk = forward jump kick – f+u, 3/4
bjk = back jump kick – b+u, 3/4
ff = dash
bb = back dash
AA = anti air
a2ap = air to air punch
cb (close bomb) = bb4
mb (medium bomb) = ff4
fb (far bomb) = bff4
Exb = Enhanced bomb (bb4+block / ff4+block / bbf+block)
net = bb3
ragdoll = df3 / df3 + throw
saw = bf2
AAt (anti air throw) = df1
CG (Command Grab) = b1,2,1,2
neutral: a situation where neither player has the advantage.
FD: frame data
onto corner: a combo that starts midscreen but finishes in the corner taking advantage of the wall to add more hits.
NEI (Negative Edge Input):The inputs necessary to take advantage, or avoid unintended effects, from negative edge.
When you link a poke to a special you must execute your inputs very fast to compensate for the short recovery on the poke. Negative edge facilitates certain links and complicates others.
To perform a neutral jump punch and link a teleport you can take advantage of negative edge by inputting u,1,d,b. Difficulties arise when your link inputs overlap with the inputs for other special moves. For example if you want to do a d1~ragdoll (d1,d,f,3) the inputs will overlap with AAt (d,f,1). Since the order in which you press the buttons is ignored by the game during the NE window, the result is you will get an accidental d1~AAt. Some of these difficulties can be bypassed by taking negative edge into consideration and changing the inputs. The most efficient way to execute d1~ragdoll is to input d+1,f+3.
Frame data: All frame data provided in this guide comes courtesy of Somberness in the TYM forums. It will be indicated with green numbers under the appropriate move.
http://testyourmight.com/threads/cyrax-frame-data.3561/page-2
Exe = Execution - frame number when a move becomes active, startup is execution number minus 1
Blk = Block Advantage - number of frames that show how fast you and your opponent recover after the move is blocked.
HAdv = Hit Advantage - number of frames that show how fast you and your opponent recover after the move hits. If there is two numbers, the second one is if your opponent tech rolls.
Robot Cyrax (Costume 1) and Human Cyrax aka “Cyblax” (Costume 2) present a number of differences between eachother. They will be noted as Robot and Human to refer to the corresponding costumes.
Normals
1: Fast jab. A great tool for punishments and to follow air to air hits by linking it to net (1~net). Can anti air.
FD: Exe = 9 / Blk = 0
b2: Slow overhead that pushes the opponent back and is safe on block. Hits the opponent twice, first with the impact of the bomb and then with the bombs explosion, which allows a juggle.
A fundamental tool in the middle of combos, it is better used by whiffing the first hit, since otherwise the damage scaling will reduce the total yield for the combo. This can be done both by hitting the b2 early so that the bomb is placed under the juggled opponent or late so that the bomb is placed on top.
u4: Overhead kick that causes a splat that allows pressure. Leaves Cyrax at slight disadvantage on block. Can be used to stuff wakeups or pokes when properly timed.
FD: Exe = 14 / Blk = -5 / HAdv = +44, +52
f2: Slow on startup, this lunge move is special cancelable and covers sweep distance. On hit it sends the opponent flying across the screen when not cancelled. On block it leaves Cyrax with frame advantage to continue pressure. It can be used in juggles by linking a special (i.e. f2~AAt / f2~bomb)
FD: Exe = 29 / Blk = +11 / HAdv = +9, +11
b3: Unsafe forward moving kick with great damage that can be used in juggles. On hit it sends the opponent flying across the screen.
FD: Exe = 16 / Blk = Robot -11 Human -7
d1: Very fast poke that can be linked into ragdoll for safe pressure on block.
NEI: d1~ragdoll: d+1,f+3 / d1~teleport: d+1,b+1 / d1~net: d(hold),b+1, b+3
FD: Exe = 6
d2: Cyrax has a decent uppercut that allows for some juggles mid combo. It is fast enough to be used as anti-air.
FD: Exe = 10 / Blk = -2
d3: Quick poke, slightly slower than d1 but safer.
NEI: d3~ragdoll: d+3,f+3
FD: Exe = 9
d4: One of Cyrax’ most important tools, d4 will cause the opponent to stagger on hit, which allows you to dash in with jabs and hit confirm into either combo or pressure. You can mix that up with dashing in with CG instead of jabs. d4~saw will hit low then overhead and will hit fairly fast so it requires precise blocking on the opponents part.
NEI: d4~saw: d(hold),b+4,f+2 / d4~cb: d(hold),b+4,b+4
FD: Exe = 13 / Blk = 0 / HAdv = +16 (vs stand), +9 (vs crouch)
FD: Exe = 9 / Blk = 0
b2: Slow overhead that pushes the opponent back and is safe on block. Hits the opponent twice, first with the impact of the bomb and then with the bombs explosion, which allows a juggle.
A fundamental tool in the middle of combos, it is better used by whiffing the first hit, since otherwise the damage scaling will reduce the total yield for the combo. This can be done both by hitting the b2 early so that the bomb is placed under the juggled opponent or late so that the bomb is placed on top.
u4: Overhead kick that causes a splat that allows pressure. Leaves Cyrax at slight disadvantage on block. Can be used to stuff wakeups or pokes when properly timed.
FD: Exe = 14 / Blk = -5 / HAdv = +44, +52
f2: Slow on startup, this lunge move is special cancelable and covers sweep distance. On hit it sends the opponent flying across the screen when not cancelled. On block it leaves Cyrax with frame advantage to continue pressure. It can be used in juggles by linking a special (i.e. f2~AAt / f2~bomb)
FD: Exe = 29 / Blk = +11 / HAdv = +9, +11
b3: Unsafe forward moving kick with great damage that can be used in juggles. On hit it sends the opponent flying across the screen.
FD: Exe = 16 / Blk = Robot -11 Human -7
d1: Very fast poke that can be linked into ragdoll for safe pressure on block.
NEI: d1~ragdoll: d+1,f+3 / d1~teleport: d+1,b+1 / d1~net: d(hold),b+1, b+3
FD: Exe = 6
d2: Cyrax has a decent uppercut that allows for some juggles mid combo. It is fast enough to be used as anti-air.
FD: Exe = 10 / Blk = -2
d3: Quick poke, slightly slower than d1 but safer.
NEI: d3~ragdoll: d+3,f+3
FD: Exe = 9
d4: One of Cyrax’ most important tools, d4 will cause the opponent to stagger on hit, which allows you to dash in with jabs and hit confirm into either combo or pressure. You can mix that up with dashing in with CG instead of jabs. d4~saw will hit low then overhead and will hit fairly fast so it requires precise blocking on the opponents part.
NEI: d4~saw: d(hold),b+4,f+2 / d4~cb: d(hold),b+4,b+4
FD: Exe = 13 / Blk = 0 / HAdv = +16 (vs stand), +9 (vs crouch)
Strings
1,1: A fast string that causes minimum pushback on block and is hit confirmable.
FD: Exe = 8 (for the first hit of the string) / Blk = 0
On hit it can be linked to a net into full combo (1,1~net)
On block it can be followed with another 1 that hits overhead (1,1,1) if stand blocked it leaves Cyrax at slight disadvantage, although it pushes the opponent back
In the air it juggles the opponent with little screen carry.
1,2: A fast, forward moving, hit confirmable string.
FD: Exe = 8 (for the first hit of the string) / Blk = 0
On hit it can be linked to net into full combo (1,2~net)
On block opens up several possibilities such as completing with another 1 then linking a ragdoll after (1,2,1~ragdoll), which leaves you safe, or linking a saw to hit a crouching opponent (1,2~saw / 1,2,1~saw).
It can also be followed by a 3 (1,2,3). This 3 hit string is special cancellable but the last hit is high so it will whiff a crouching opponent. On a ground hit it will combo with saw (1,2,3~saw). If used in a juggle, the last hit will launch the opponent at an arc to a little over jump distance.
2,1: Forward moving string, hit confirmable.
FD: Exe = 12 (for the first hit of the string) / Blk = 0
On hit it can be linked to net into full combo (2,1~net)
On block it can be followed with another 2 that pulls out a bomb that pushes back on block (2,1,2) and hits overhead. This string can be interrupted before the third hit by all d1s and d3s in the game and some uppercuts.
2,2: Not linkable to specials.
FD: Exe = 12 (for the first hit of the string) / Blk = 0
Has great pushback on block and can be followed with f1 for even more pushback (2,2,f1). This string is a main component of his bomb setups. Also, because of the hitbox of the second 2, this is string is good for stuffing wakeups.
3,3: Fast string that’s not hit confirmable and its second hit hits high so it can be punished by a crouching opponent. Not to be used on block. In the air it juggles the opponent with little screen carry. It serves as a good combo ender in high gravity situations by linking a special (i.e. 3,3~saw).
FD: Exe = 10 (for the first hit of the string) / Blk = -4
It can be linked to net into full combo (3,3~net). It can also be completed with a 4 that hits high and pushes back on stand block but it can be punished by a crouching opponent.
FD 3,3,4: Exe = 10 (for the first hit of the string) / Blk = +5
3~saw and 3~ragdoll are useful pressure tools as they hit crouching opponents regardless of their hitbox size.
Upclose pressure
FD: Exe = 8 (for the first hit of the string) / Blk = 0
On hit it can be linked to a net into full combo (1,1~net)
On block it can be followed with another 1 that hits overhead (1,1,1) if stand blocked it leaves Cyrax at slight disadvantage, although it pushes the opponent back
In the air it juggles the opponent with little screen carry.
1,2: A fast, forward moving, hit confirmable string.
FD: Exe = 8 (for the first hit of the string) / Blk = 0
On hit it can be linked to net into full combo (1,2~net)
On block opens up several possibilities such as completing with another 1 then linking a ragdoll after (1,2,1~ragdoll), which leaves you safe, or linking a saw to hit a crouching opponent (1,2~saw / 1,2,1~saw).
It can also be followed by a 3 (1,2,3). This 3 hit string is special cancellable but the last hit is high so it will whiff a crouching opponent. On a ground hit it will combo with saw (1,2,3~saw). If used in a juggle, the last hit will launch the opponent at an arc to a little over jump distance.
2,1: Forward moving string, hit confirmable.
FD: Exe = 12 (for the first hit of the string) / Blk = 0
On hit it can be linked to net into full combo (2,1~net)
On block it can be followed with another 2 that pulls out a bomb that pushes back on block (2,1,2) and hits overhead. This string can be interrupted before the third hit by all d1s and d3s in the game and some uppercuts.
2,2: Not linkable to specials.
FD: Exe = 12 (for the first hit of the string) / Blk = 0
Has great pushback on block and can be followed with f1 for even more pushback (2,2,f1). This string is a main component of his bomb setups. Also, because of the hitbox of the second 2, this is string is good for stuffing wakeups.
3,3: Fast string that’s not hit confirmable and its second hit hits high so it can be punished by a crouching opponent. Not to be used on block. In the air it juggles the opponent with little screen carry. It serves as a good combo ender in high gravity situations by linking a special (i.e. 3,3~saw).
FD: Exe = 10 (for the first hit of the string) / Blk = -4
It can be linked to net into full combo (3,3~net). It can also be completed with a 4 that hits high and pushes back on stand block but it can be punished by a crouching opponent.
FD 3,3,4: Exe = 10 (for the first hit of the string) / Blk = +5
3~saw and 3~ragdoll are useful pressure tools as they hit crouching opponents regardless of their hitbox size.
Upclose pressure
Block String Practice
3,3,4 +5
F2 +11
Mix all of the above to make your pressure game unpredictable.
It is a good idea to practice your blockstrings in training mode so you can get used to their timings. This will both improve your execution and facilitate learning to hit confirm.
These are not meant to be used as written during an actual match, the idea is to practice the transitions between his different pressure tools so you will be fluent enough to mix them up during the real thing.
Set the dummy on stand block and try the following:
crossover jps,1,2,1, crossover jps,1,2,1 (repeat)
d1~ragdoll, d1~ragdoll, crossover jump, d1~ragdoll, d1~ragdoll, (repeat)
jps,1,2,1~ragdoll, d1~ragdoll, crossover jps,1,2,1~ragdoll, d1~ragdoll (repeat)
jps,2,1, 1,2, d4~saw (repeat)
jps,1,1, 2,2, d4 (repeat)
jps,1,2, CG (repeat)
jps,1,1, 2,1,2 (repeat)
jps,1,1, 3~saw (repeat)
jps,1, 3~ragdoll (repeat)
The goal is to perform all of these as fast and as fluent as they can be so you have them committed to muscle memory and can improvise variations that serve specific situational purposes.
The following normals & strings leave Cyrax at neutral (0) and are very useful for upclose pressure:
1
1,1
1,2
2
2,1
These are not meant to be used as written during an actual match, the idea is to practice the transitions between his different pressure tools so you will be fluent enough to mix them up during the real thing.
Set the dummy on stand block and try the following:
crossover jps,1,2,1, crossover jps,1,2,1 (repeat)
d1~ragdoll, d1~ragdoll, crossover jump, d1~ragdoll, d1~ragdoll, (repeat)
jps,1,2,1~ragdoll, d1~ragdoll, crossover jps,1,2,1~ragdoll, d1~ragdoll (repeat)
jps,2,1, 1,2, d4~saw (repeat)
jps,1,1, 2,2, d4 (repeat)
jps,1,2, CG (repeat)
jps,1,1, 2,1,2 (repeat)
jps,1,1, 3~saw (repeat)
jps,1, 3~ragdoll (repeat)
The goal is to perform all of these as fast and as fluent as they can be so you have them committed to muscle memory and can improvise variations that serve specific situational purposes.
The following normals & strings leave Cyrax at neutral (0) and are very useful for upclose pressure:
1
1,1
1,2
2
2,1
3,3,4 +5
The 4 in 334 hits high, so its only guarranteed after a jps, otherwise they can duck it. After that they have to respect your d1 (6 frames), you will probably need to make them respect it if they dont know about the + frames after 334.
Standing 1 is 9 frames but the pushback from 334 leaves them out of range for it.
Remember that d1 can become d1~saw (they have to block this standing) or d1~ragdoll (which leaves you at -2 but will move you closer and will surprise them if they're not expecting it).
Once they respect your d1 you can d4 them which will give you enough advantage to come in with jabs if you catch them standing; or you can simply dash in with jabs.
The way Cyrax pressure works is you make them afraid of crouch blocking by using the saw, which allows you to use your neutral strings to pressure or go for a command grab.
Standing 1 is 9 frames but the pushback from 334 leaves them out of range for it.
Remember that d1 can become d1~saw (they have to block this standing) or d1~ragdoll (which leaves you at -2 but will move you closer and will surprise them if they're not expecting it).
Once they respect your d1 you can d4 them which will give you enough advantage to come in with jabs if you catch them standing; or you can simply dash in with jabs.
The way Cyrax pressure works is you make them afraid of crouch blocking by using the saw, which allows you to use your neutral strings to pressure or go for a command grab.
F2 +11
The only guaranteed setup for f2 is after a command grab or second net on the ground (not on a juggled opponent... i.e. jps,2,1~net, jps,2,1~net, f2).
If your opponent blocks the f2 standing you have a 4 frame window to jail them into blocking a followup standing 1. This means you can 1,2 them and hit confirm into net or continue pressure.
You have the same 4 frame window to input 1,2 in order to guarantee a grounded net on hit. If you are late with the input, and they jump after blocking the f2, they will be airborne when you catch them with 1,2~net. In this case you can go for damage (1,2~net, b2, 1,2,1~AAt 27%) or a second net setup into another 50/50 with 1,2~net, 3,3~net.
If they block the f2 crouching a standing 1 followup will whiff if they let go of block or poke because it is a high hit.
A 2,1 followup to a f2 that was crouch blocked will make contact with your opponent while they are trying to poke out, depending on the size of their hitbox. It will always hit Sheeva and will always whiff on Kitana if they d1.
A standing 3 followup to a f2 that was crouch blocked will hit the entire cast if they do anything but block, because it is a special mid hit. The problem of course is that you cannot hit confirm it. If you are fighting a low hitbox character that will make your 2,1 followup whiff by poking (after crouch blocking f2), standing 3 is your best option.
3,3 doesnt work either because the second high 3 will whiff, even if the first hit, leaving you open for a full combo punish.
3~saw will give you an untechable knockdown or some chip, but will end your pressure; tho you remain safe versus most of the cast. Its still good against characters that have bad wakeups as it will give you oki pressure (i.e. Kitana). If you are fighting a character that can punish the saw, you can replace it with 3~ragdoll which will leave you safe at -2.
3~net is the high risk high reward option against low hitbox characters. Use it only if you know their habits and read they will try to poke out.
Once they are afraid to let go of block after blocking f2, you can follow it up with a command grab.
If they jump, a command grab followup to f2 will whiff and they escape.
Some people take the hit and dont block at all when they see the f2 coming so they can get out of the mixup, especially midscreen. There are a couple of counters to this once you see them doing it.
f2~saw: On block you remain safe (vs most of the cast), on hit it gives you a saw splat and a free bomb.
f2~ragdoll: On block you are at -2 but right next to them, on hit it gives you a free bomb or more damage with the throw.
f2~net: On block you can be full combo punished, on hit you can get a full combo yourself.
If your opponent blocks the f2 standing you have a 4 frame window to jail them into blocking a followup standing 1. This means you can 1,2 them and hit confirm into net or continue pressure.
You have the same 4 frame window to input 1,2 in order to guarantee a grounded net on hit. If you are late with the input, and they jump after blocking the f2, they will be airborne when you catch them with 1,2~net. In this case you can go for damage (1,2~net, b2, 1,2,1~AAt 27%) or a second net setup into another 50/50 with 1,2~net, 3,3~net.
If they block the f2 crouching a standing 1 followup will whiff if they let go of block or poke because it is a high hit.
A 2,1 followup to a f2 that was crouch blocked will make contact with your opponent while they are trying to poke out, depending on the size of their hitbox. It will always hit Sheeva and will always whiff on Kitana if they d1.
A standing 3 followup to a f2 that was crouch blocked will hit the entire cast if they do anything but block, because it is a special mid hit. The problem of course is that you cannot hit confirm it. If you are fighting a low hitbox character that will make your 2,1 followup whiff by poking (after crouch blocking f2), standing 3 is your best option.
3,3 doesnt work either because the second high 3 will whiff, even if the first hit, leaving you open for a full combo punish.
3~saw will give you an untechable knockdown or some chip, but will end your pressure; tho you remain safe versus most of the cast. Its still good against characters that have bad wakeups as it will give you oki pressure (i.e. Kitana). If you are fighting a character that can punish the saw, you can replace it with 3~ragdoll which will leave you safe at -2.
3~net is the high risk high reward option against low hitbox characters. Use it only if you know their habits and read they will try to poke out.
Once they are afraid to let go of block after blocking f2, you can follow it up with a command grab.
If they jump, a command grab followup to f2 will whiff and they escape.
Some people take the hit and dont block at all when they see the f2 coming so they can get out of the mixup, especially midscreen. There are a couple of counters to this once you see them doing it.
f2~saw: On block you remain safe (vs most of the cast), on hit it gives you a saw splat and a free bomb.
f2~ragdoll: On block you are at -2 but right next to them, on hit it gives you a free bomb or more damage with the throw.
f2~net: On block you can be full combo punished, on hit you can get a full combo yourself.
Mix all of the above to make your pressure game unpredictable.
Specials
saw (bf2): Overhead hit that causes an untechable splat allowing pressure. Safe on block.
Ex saw is a fast projectile that will often catch your opponent off guard. For situational use only such as when you have meter to spare and have the life lead or are looking to finish off an escaping opponent.
FD: Exe = 17 / HAdv = +28
net (bb3): Projectile net that immobilizes the opponent on hit. Has considerable recovery so it is generally unsafe. Has a great hitbox that makes it hard to jump over so it is a good anti air tool. If a second net is used within the same combo the net releases the opponent immediately and leaves them standing so they cannot perform a wake up attack, though it leaves you neutral in most cases.
Ex net drains your opponents meter and is an important part of Cyrax’ corner game.
bombs (bb4 close bomb / ff4 mid bomb / bbf4 far bomb): Unblockable explosion that launches the opponent towards Cyrax. They have less recovery than net which means they can be used safely at ranges that net cannot. Great to link at the end of combos to sustain pressure.
Ex bomb is a slow blockable projectile that launches the opponent straight up on hit, and is the main ingredient in all of Cyrax’ most powerful combos.
Human Cyrax’ bombs roll further than Robot’s, making his bomb zoning slightly different to play.
ragdoll (df3): Forward advancing kick that launches the opponent over your head and can be linked with a throw that will catch them in the air and throw them back to the ground. When used as a combo ender with throw it deals the highest damage out of all the specials and leaves the opponent around 3/4 screen forcing a neutral. Without throw it switches player sides leaving the opponent around jump distance and Cyrax with the advantage. Safe on block, ragdoll is a very useful pressure tool, especially when linked after jab strings (i.e. 1,2,1~ragdoll)
Ex ragdoll hits low, has longer range and deals more damage. Useful as a wakeup attack in general and especially valuable to switch sides with your opponent and escape corner pressure by not linking the throw, leaving Cyrax with advantage to start corner pressure of his own.
[by Beginner0k_TwM]
You can combo after connecting an Exragdoll to escape the corner with d1 or 1,2.
teleport (db1): The main purpose for teleport is to close the gap between Cyrax and a netted opponent to insure full damage. Has both a slow startup and a slow recovery so it can not be implemented into his strategy as Raidens is. It can be punished by the entire cast so the only way to use it at any other time is by reading your opponent. It has slightly better startup when done mid air.
Ex teleport includes an explosion that deals damage to the opponent and can be viable as a wakeup attack. It is possible to connect a d1 after hitting with an Ex teleport and combo, but this is hard to do consistently as the timing is very strict.
human cyrax has 22 frames of invincibility once he switches sides with his opponent effectively making his teleport safe.
AAt (anti air throw) (df1): This move has great priority and almost no recovery on whiff. A powerful wakeup option it will crossover the opponent and will allow Cyrax to escape pressure. When used as a combo finisher it switches player sides leaving the opponent a little over sweep distance.
Moreover, AAt can also be used to avoid certain projectiles and long distance specials in the game while at the same time closing the gap between players:
Smoke: smoke bomb (throw this out to close the gap and dare them to teleport)
Sheeva: telestomp and stomp (on reaction, beware of telestomp in front adaptation)
Ermac: back slam (on reaction)
Jax: ground pound (on reaction)
Scorpion: hellfire (use as wakeup to avoid guaranteed hellfires)
Nightwolf: lightning (on reaction if you scout it / use as wakeup to avoid guaranteed lightnings)
Reptile: elbow dash (obviously not on reaction, but can be used against inexperienced players that abuse elbow dash to take advantage of their recovery on whiff)
Cyrax: bombs (on reaction)
Cyber Sub: bombs (on reaction)
Freddy: sweet dreams (on reaction)
Liu Kang: low fireball (on reaction from 3/4 or full screen)
Kung Lao: low hat (on reaction from 3/4 or full screen)
Kabal: ground saw (on reaction from 3/4 or full screen)
[by DarthArma]
You can use AAt on wakeup to avoid taking chip damage from a meaty fireball/projectile as it gives Cyrax invincibility on wake up. Not only do you not take chip, but you also close the gap between you and your opponent, and build a little bit of bar
Ex AAt behaves exactly like the regular version but deals a little more damage and has armor. Not usually worth the meter.
Command Grab
The Command Grab (b1,2,1,2) is a great tool that’s unblockable and causes a stagger that grants a safe jump. CG is techable so it cannot be abused. A great mix-up tool, it forces a guessing game as it can be followed by a jps and another CG (which will catch a blocking opponent) or jps into jabs and full combo (which will catch an opponent trying to tech)
CG can be used after a couple of jabs if your opponent is a blocker of if you conditioned them to block (i.e 1,2, CG)
[by Mustard-LK4D4]
On a meterless situation it is very useful to utilise your command grab when you teleport behind a netted opponent from fullscreen. When you trade with the net, teleport next to them to cover space, and command grab; if they aren’t teching it then its your best option as you haven’t got time to do a njp into a full combo. If they start teching the grab start mixing it up, like doing a d4 which is guaranteed and leaves you on enough advantage to go for a throw.
[by DarthArma]
Although jumping in and punching to hopefully catch them not blocking is a good option, after a while some players will just hold up and back after the CG and if you come in with jumping punch they’ll get hit in the air, take a little bit of damage, but escape your 50/50 vortex.
I like to give them a 50/50 guess between CG or just dashing in and doing 1,2 and hit confirming with follow up with net or with 1,2,1 ragdoll cause its safe.
Command grab tree
CG -> CG
CG -> ff,1,2(net into combo if it hit)
CG -> ff,1,2(1 ragdoll if it doesn’t hit) This leaves a few gaps where some players might be tempted to let go of block or press a button to get free damage
CG -> 1 CG
CG -> 1, ff, 1, CG
CG -> 1, ff, 1, ff, 1, CG
When you put the opponent in the CG stagger you need to read the opponent and see what he’s more likely to do. Some players like to block, some players like to press buttons, some players like to jump away.
[by Mustard-LK4D4]
My favorite blockstring to go for after a command grab is CG, jps, 334, as on block you are granted a free d1, which can link into whatever you want. Also end strings early in random patterns to setup for throws / njps.
[by Tony-T]
Apparently the command grab when done from an anti air net cant even be throw broken. So combos ending with command grab are actually unbreakable! also you can get an extra 7% in chip damage after it.
Other CG setups include:
CG -> jps,1,CG
CG -> jps,f2,CG
CG -> jps,3,3,4,
CG -> ff~f2, CG
CG -> ff~f2, 3,3,4
Keep it fresh with your CG follow ups in order to make the mixups more effective by keeping them guessing on what youre going to do.
X-Ray
Hits high which means it will not catch a crouching opponent. Meter is better spent in Exb and Breaker since even the most powerful midscreen X-Ray combos only match his 1 bar bnb in damage. Only useful for situations where you need the unbreakable damage or need the armor it provides. Can be used to anti air.
Ex saw is a fast projectile that will often catch your opponent off guard. For situational use only such as when you have meter to spare and have the life lead or are looking to finish off an escaping opponent.
FD: Exe = 17 / HAdv = +28
net (bb3): Projectile net that immobilizes the opponent on hit. Has considerable recovery so it is generally unsafe. Has a great hitbox that makes it hard to jump over so it is a good anti air tool. If a second net is used within the same combo the net releases the opponent immediately and leaves them standing so they cannot perform a wake up attack, though it leaves you neutral in most cases.
Ex net drains your opponents meter and is an important part of Cyrax’ corner game.
bombs (bb4 close bomb / ff4 mid bomb / bbf4 far bomb): Unblockable explosion that launches the opponent towards Cyrax. They have less recovery than net which means they can be used safely at ranges that net cannot. Great to link at the end of combos to sustain pressure.
Ex bomb is a slow blockable projectile that launches the opponent straight up on hit, and is the main ingredient in all of Cyrax’ most powerful combos.
Human Cyrax’ bombs roll further than Robot’s, making his bomb zoning slightly different to play.
ragdoll (df3): Forward advancing kick that launches the opponent over your head and can be linked with a throw that will catch them in the air and throw them back to the ground. When used as a combo ender with throw it deals the highest damage out of all the specials and leaves the opponent around 3/4 screen forcing a neutral. Without throw it switches player sides leaving the opponent around jump distance and Cyrax with the advantage. Safe on block, ragdoll is a very useful pressure tool, especially when linked after jab strings (i.e. 1,2,1~ragdoll)
Ex ragdoll hits low, has longer range and deals more damage. Useful as a wakeup attack in general and especially valuable to switch sides with your opponent and escape corner pressure by not linking the throw, leaving Cyrax with advantage to start corner pressure of his own.
[by Beginner0k_TwM]
You can combo after connecting an Exragdoll to escape the corner with d1 or 1,2.
teleport (db1): The main purpose for teleport is to close the gap between Cyrax and a netted opponent to insure full damage. Has both a slow startup and a slow recovery so it can not be implemented into his strategy as Raidens is. It can be punished by the entire cast so the only way to use it at any other time is by reading your opponent. It has slightly better startup when done mid air.
Ex teleport includes an explosion that deals damage to the opponent and can be viable as a wakeup attack. It is possible to connect a d1 after hitting with an Ex teleport and combo, but this is hard to do consistently as the timing is very strict.
human cyrax has 22 frames of invincibility once he switches sides with his opponent effectively making his teleport safe.
AAt (anti air throw) (df1): This move has great priority and almost no recovery on whiff. A powerful wakeup option it will crossover the opponent and will allow Cyrax to escape pressure. When used as a combo finisher it switches player sides leaving the opponent a little over sweep distance.
Moreover, AAt can also be used to avoid certain projectiles and long distance specials in the game while at the same time closing the gap between players:
Smoke: smoke bomb (throw this out to close the gap and dare them to teleport)
Sheeva: telestomp and stomp (on reaction, beware of telestomp in front adaptation)
Ermac: back slam (on reaction)
Jax: ground pound (on reaction)
Scorpion: hellfire (use as wakeup to avoid guaranteed hellfires)
Nightwolf: lightning (on reaction if you scout it / use as wakeup to avoid guaranteed lightnings)
Reptile: elbow dash (obviously not on reaction, but can be used against inexperienced players that abuse elbow dash to take advantage of their recovery on whiff)
Cyrax: bombs (on reaction)
Cyber Sub: bombs (on reaction)
Freddy: sweet dreams (on reaction)
Liu Kang: low fireball (on reaction from 3/4 or full screen)
Kung Lao: low hat (on reaction from 3/4 or full screen)
Kabal: ground saw (on reaction from 3/4 or full screen)
[by DarthArma]
You can use AAt on wakeup to avoid taking chip damage from a meaty fireball/projectile as it gives Cyrax invincibility on wake up. Not only do you not take chip, but you also close the gap between you and your opponent, and build a little bit of bar
Ex AAt behaves exactly like the regular version but deals a little more damage and has armor. Not usually worth the meter.
Command Grab
The Command Grab (b1,2,1,2) is a great tool that’s unblockable and causes a stagger that grants a safe jump. CG is techable so it cannot be abused. A great mix-up tool, it forces a guessing game as it can be followed by a jps and another CG (which will catch a blocking opponent) or jps into jabs and full combo (which will catch an opponent trying to tech)
CG can be used after a couple of jabs if your opponent is a blocker of if you conditioned them to block (i.e 1,2, CG)
[by Mustard-LK4D4]
On a meterless situation it is very useful to utilise your command grab when you teleport behind a netted opponent from fullscreen. When you trade with the net, teleport next to them to cover space, and command grab; if they aren’t teching it then its your best option as you haven’t got time to do a njp into a full combo. If they start teching the grab start mixing it up, like doing a d4 which is guaranteed and leaves you on enough advantage to go for a throw.
[by DarthArma]
Although jumping in and punching to hopefully catch them not blocking is a good option, after a while some players will just hold up and back after the CG and if you come in with jumping punch they’ll get hit in the air, take a little bit of damage, but escape your 50/50 vortex.
I like to give them a 50/50 guess between CG or just dashing in and doing 1,2 and hit confirming with follow up with net or with 1,2,1 ragdoll cause its safe.
Command grab tree
CG -> CG
CG -> ff,1,2(net into combo if it hit)
CG -> ff,1,2(1 ragdoll if it doesn’t hit) This leaves a few gaps where some players might be tempted to let go of block or press a button to get free damage
CG -> 1 CG
CG -> 1, ff, 1, CG
CG -> 1, ff, 1, ff, 1, CG
When you put the opponent in the CG stagger you need to read the opponent and see what he’s more likely to do. Some players like to block, some players like to press buttons, some players like to jump away.
[by Mustard-LK4D4]
My favorite blockstring to go for after a command grab is CG, jps, 334, as on block you are granted a free d1, which can link into whatever you want. Also end strings early in random patterns to setup for throws / njps.
[by Tony-T]
Apparently the command grab when done from an anti air net cant even be throw broken. So combos ending with command grab are actually unbreakable! also you can get an extra 7% in chip damage after it.
Other CG setups include:
CG -> jps,1,CG
CG -> jps,f2,CG
CG -> jps,3,3,4,
CG -> ff~f2, CG
CG -> ff~f2, 3,3,4
Keep it fresh with your CG follow ups in order to make the mixups more effective by keeping them guessing on what youre going to do.
X-Ray
Hits high which means it will not catch a crouching opponent. Meter is better spent in Exb and Breaker since even the most powerful midscreen X-Ray combos only match his 1 bar bnb in damage. Only useful for situations where you need the unbreakable damage or need the armor it provides. Can be used to anti air.
Combos
General Info
Unbreakables info
Vortex info
AAt and ragdoll can be linked after 1,2,1 (i.e. 1,2,1~AAt) and will connect.
Saw and net can only be cancelled out of 2 hit strings in order to combo in a juggle (i.e. 3,3~net / 1,2~net) same is the case with Exb. However, these will connect off of 1,2,1 in the corner (i.e. 1,2,1~Exb / 1,2,1~net)
Human Cyrax can combo 1,2,1~saw on a grounded opponent.
2 hit string jabs yield almost no difference in damage but have different screen carry and hitbox properties. 2,1 is used as an example of jab starter below as it is the most damaging; can be replaced by 1,1 / 2,1 / 3,3 (no hit confirm)
Damage for combos finished with ragdoll are noted without throw first, and with throw second (i.e. 22%-23%)
On damage output
The following is a list of combo ending specials from highest damage to lowest:
ragdoll (with throw)
AAt
saw
ragdoll (without throw)
net
Because of damage scaling, more hits within a combo do not necessarily mean more damage. The combos listed in this guide contain what has been found to be the ideal hit-damage ratio so far.
Cyrax bnb combo works by dropping a mid bomb while the opponent is launched by the Ex bomb and then uppercutting them onto it. The second explosion will send them flying back towards you, allowing you to connect the b2.
On bomb rules and pressure [by Mustard-LK4D4]
Cyrax’ one bar bnb combo cant be ended with a bomb [the bomb will not come out], instead CG setups can be used as they wakeup, or, the most useful I find is ending the combo with ragdoll, as doing a ragdoll without the throw guarantees a medium bomb, which is essentially the same thing as a bomb finisher.
Saw and net can only be cancelled out of 2 hit strings in order to combo in a juggle (i.e. 3,3~net / 1,2~net) same is the case with Exb. However, these will connect off of 1,2,1 in the corner (i.e. 1,2,1~Exb / 1,2,1~net)
Human Cyrax can combo 1,2,1~saw on a grounded opponent.
2 hit string jabs yield almost no difference in damage but have different screen carry and hitbox properties. 2,1 is used as an example of jab starter below as it is the most damaging; can be replaced by 1,1 / 2,1 / 3,3 (no hit confirm)
Damage for combos finished with ragdoll are noted without throw first, and with throw second (i.e. 22%-23%)
On damage output
The following is a list of combo ending specials from highest damage to lowest:
ragdoll (with throw)
AAt
saw
ragdoll (without throw)
net
Because of damage scaling, more hits within a combo do not necessarily mean more damage. The combos listed in this guide contain what has been found to be the ideal hit-damage ratio so far.
Cyrax bnb combo works by dropping a mid bomb while the opponent is launched by the Ex bomb and then uppercutting them onto it. The second explosion will send them flying back towards you, allowing you to connect the b2.
On bomb rules and pressure [by Mustard-LK4D4]
Cyrax’ one bar bnb combo cant be ended with a bomb [the bomb will not come out], instead CG setups can be used as they wakeup, or, the most useful I find is ending the combo with ragdoll, as doing a ragdoll without the throw guarantees a medium bomb, which is essentially the same thing as a bomb finisher.
Unbreakables info
On opponent meter gain[by Tony-T]
I’ve been playing around a bit in the lab with Cyrax and I’ve managed to find out just how much of your opponents meter goes up with most of his bnb combos.
The formula is pretty simple: a 50% combo gains your opponent roughly 1 bar of meter! in fact just a very small amount over 1 bar.
If your opponent has 1 bar of meter, then all of Cyrax’ high damage combos can be broken midway through. However, I know a perfect 50% combo that cant be broken even if your opponent has 1 bar of meter:
net, 2,1~Exb, mb, d2, b2, 1,2,1~AAt 50%
You must hit only the second hit of b2 for it to be 50%
This is a great combo to learn as its generally very easy to start a combo off with a net.. the net doesn’t gain your opponent any meter once it hits them either.
Granted I haven’t tested this meter gain with other characters yet, but I’m assuming the formula would be generally the same with other characters too.
Unbreakable combos [by Tony-T]
The first hit of "any" combo is unbreakable.
net, EXnet, bombs, EXbombs, chest saw, EXchest saw and the 2nd hit of b+2 are all unbreakable.
Exnet:
A very valuable tool to prevent your opponent from using a breaker, it drains almost one bar of meter from the opponent. You can potentially interrupt any juggle with an Exnet, which means you will have plenty of chances to use it. Remember that Exnet will drop them immediately if another net was used before it in the same combo. Be mindful of both meters, life lead, time and round to make the call on when to use it.
I’ve been playing around a bit in the lab with Cyrax and I’ve managed to find out just how much of your opponents meter goes up with most of his bnb combos.
The formula is pretty simple: a 50% combo gains your opponent roughly 1 bar of meter! in fact just a very small amount over 1 bar.
If your opponent has 1 bar of meter, then all of Cyrax’ high damage combos can be broken midway through. However, I know a perfect 50% combo that cant be broken even if your opponent has 1 bar of meter:
net, 2,1~Exb, mb, d2, b2, 1,2,1~AAt 50%
You must hit only the second hit of b2 for it to be 50%
This is a great combo to learn as its generally very easy to start a combo off with a net.. the net doesn’t gain your opponent any meter once it hits them either.
Granted I haven’t tested this meter gain with other characters yet, but I’m assuming the formula would be generally the same with other characters too.
Unbreakable combos [by Tony-T]
The first hit of "any" combo is unbreakable.
net, EXnet, bombs, EXbombs, chest saw, EXchest saw and the 2nd hit of b+2 are all unbreakable.
Exnet:
A very valuable tool to prevent your opponent from using a breaker, it drains almost one bar of meter from the opponent. You can potentially interrupt any juggle with an Exnet, which means you will have plenty of chances to use it. Remember that Exnet will drop them immediately if another net was used before it in the same combo. Be mindful of both meters, life lead, time and round to make the call on when to use it.
Vortex info
second net finishers:
Some combos finished with a second net grant Cyrax advantage and prevent the opponent from performing a wakeup attack by leaving them standing (aka “vortex” combos). These can be followed up with a variety of options depending on the distance from the opponent.
Cyrax 'makeshift vortex' [by Mustard-LK4D4]
http://testyourmight.com/threads/cyrax-makeshift-vortex.12724/
Other stuff you can use after the 2nd net vortex[by Tony-T]
Chest saw and EXchest saw:
The regular chest saw can be done midscreen but only on a close 2nd net vortex.
The EXchest saw can be used from any vortex setup, you can shoot it off before they even have a chance to jump away after breaking out of the net. Good if its the last round of a match and your opponent is close to zero health.
2,2,f+1 does 6% on block, is punishable though, so be careful with that one.
2,1,2 does 5% on block. It can be interrupted and even punished by certain characters. but still a good option imo.
1,2,1~ragdoll does 7% on block and can be hard to make guaranteed. midscreen you need to do a close 2nd net vortex setup to make it easier. use this one with caution..
1,2,1~chest saw "as above"
You can get both throw and command throw midscreen off a close 2nd net vortex setup or a vortex setup in the corner. Is not easy though to make guaranteed. I have managed to connect throws with human Cyrax from vortex setups that end in 3~net or f+2~net, these ones push them away a little further, but because human Cyrax recovers quicker after throwing out his net, it gives him time to run up and throw.. Again however this isn’t easy to make guaranteed, use with caution.
Some combos finished with a second net grant Cyrax advantage and prevent the opponent from performing a wakeup attack by leaving them standing (aka “vortex” combos). These can be followed up with a variety of options depending on the distance from the opponent.
Cyrax 'makeshift vortex' [by Mustard-LK4D4]
http://testyourmight.com/threads/cyrax-makeshift-vortex.12724/
Other stuff you can use after the 2nd net vortex[by Tony-T]
Chest saw and EXchest saw:
The regular chest saw can be done midscreen but only on a close 2nd net vortex.
The EXchest saw can be used from any vortex setup, you can shoot it off before they even have a chance to jump away after breaking out of the net. Good if its the last round of a match and your opponent is close to zero health.
2,2,f+1 does 6% on block, is punishable though, so be careful with that one.
2,1,2 does 5% on block. It can be interrupted and even punished by certain characters. but still a good option imo.
1,2,1~ragdoll does 7% on block and can be hard to make guaranteed. midscreen you need to do a close 2nd net vortex setup to make it easier. use this one with caution..
1,2,1~chest saw "as above"
You can get both throw and command throw midscreen off a close 2nd net vortex setup or a vortex setup in the corner. Is not easy though to make guaranteed. I have managed to connect throws with human Cyrax from vortex setups that end in 3~net or f+2~net, these ones push them away a little further, but because human Cyrax recovers quicker after throwing out his net, it gives him time to run up and throw.. Again however this isn’t easy to make guaranteed, use with caution.
Midscreen
meterless:
net / AAnet, njp, b2, ff, 2,1~saw 22%
net / AAnet, njp, b2, ff , 1,2,1~AAt 26%
net / AAnet, njp, b2, ff, 2,1, ff, 1,2,1~bomb 26%
(jps at the beginning optional)
jps,2,1~net, njp, b2, ff, 1,2,1~AAt 35%
jps,2,1~net, njp, b2, ff, 2,1, ff, 3,3~saw 35%
jps,2,1~net, njp, b2, ff, 2,1, ff, 1,2,1~bomb 35%
jps,2,1~net, jps,b2, djk, 1,2,1~AAt 36%
b2, 2,1, 1,2,1~bomb 22%
bomb, njp, b2, ff, 1,2,1~xragdoll 34%-35%
bomb, njp, b2, ff, 2,1, 1,2,1~bomb 34%
AAd1 / AA1, ff, 1, ff, 1, ff, 1, ff, 1,2,1~bomb 20%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,3~net, b2, ff, d2 24%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,3~net, b2, ff, 3~ragdoll 24%-25%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,~net, b2, ff, 1,2,1~bomb 25%
a2ap, ff, 1~net, njp, b2, ff, 3,3~saw 17%
a2ap, ff, 1~net, njp, b2, ff, 1,2,1~ragdoll 20%-21%
a2ap, ff, 1, ff, 1, ff, 1, ff, 1, ff, 1,2,1~bomb 17%
[by TheChad_87]
a2ap, ff, 1~net, teleport, b2, ff, 1,2,1~mb 18%
AA1, ff, 1, ff, 3,3~net, ff, b2, ff, 1,2,1~mb 25% [Tele Punish]
[by J360]
jps,2,1~net, jps, b2, ff, njp, 2,1, ff, 1,2,1~AAt 37%
Human only:
jps,2,1~net, jps,b2, ff, njp~teleport, 3,3,4 32%
Vortex:
[by Mustard-LK4D4]
2,1~net, njp, b2, ff~21, ff~3~net (roughly 32%)
[by Tony-T]
jps,2,1~net, jps,b2, njp, ff~2,1, ff~2,1~net 32%
Im personally not a fan of vortex combos that leave your opponent at a distance as its hard to follow up with pressure moves. But since this is probably his best option for a meterless, id say its worth a shot. The best follow up for this vortex combo is probably 3~saw.
Cyrax Meterless Options [by J360]
video
1 bar:
net, jps,2,1~Exb, mb, d2, b2, ff, 3,3~saw
net, jps,2,1~Exb, mb, d2, b2, ff, 1,2,1~ragdoll / AAt
net, jps,2,1~Exb, mb, d2, b2, ff, 2,1, ff, 3,3~saw / ragdoll / AAt
(jps at the beginning optional)
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 3,3~saw 55%
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 1,2,1~ragdoll 59%-60%/ AAt 59%
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 2,1, ff, 1,2,1 58%
onto corner:
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff~2,1, ff~1,2,1~saw 61%
Human only:
jps,2,1~net, jps,2,1~Exb, cb, d2, b2, ff, 1,2,1~ragdoll 59%-60%/ AAt 59%
Vortex:
[by Mustard-LK4D4]
2,1~net, jps, 2,1~EXb, mb, d2, b2, 2,1, ff, 3~net (roughly 54%)
[by Tony-T]
2 bars:
(jps at the beginning optional)
jps,1,2~net, jps,1,2~Exb, mb, d2, b2, ff, 3~Exb, 1,2,1~AAt
[by Tony-T]
jps, 2,1~Exb, mb, d2, b2, ff, 3~Exb, 1,2,1~AAt 65%
jps, 2,1~Exb, mb, d2, b2, ff, Exb, 1,2,1~ragdoll 65%
3 bars:
[by Tony-T]
jps,2,1~Exb, mb, d2, b2, ff, 3~Exb, 3~Exb, 3~net, jk, d2 72%
[by Crazy Blake 88]
jps,2,1~Exb, Exb, mb, d2, b2, ff, 3~Exb, ff, 3~net, jk, 3~ragdoll+throw 73%
[by Tony-T]
jps,2,1~Exb, Exb, b2, Exb, fb, 1,2,1~mb, (1),2,1, 3~net, jk, d2 74%
jps,2,1~Exb, Exb, b2, Exb, fb, 1,2,1~mb, d2, f2~net, jk, d2 76%
Unbreakable Cyrax Combos [by J360]
net / AAnet, njp, b2, ff, 2,1~saw 22%
net / AAnet, njp, b2, ff , 1,2,1~AAt 26%
net / AAnet, njp, b2, ff, 2,1, ff, 1,2,1~bomb 26%
(jps at the beginning optional)
jps,2,1~net, njp, b2, ff, 1,2,1~AAt 35%
jps,2,1~net, njp, b2, ff, 2,1, ff, 3,3~saw 35%
jps,2,1~net, njp, b2, ff, 2,1, ff, 1,2,1~bomb 35%
jps,2,1~net, jps,b2, djk, 1,2,1~AAt 36%
b2, 2,1, 1,2,1~bomb 22%
bomb, njp, b2, ff, 1,2,1~xragdoll 34%-35%
bomb, njp, b2, ff, 2,1, 1,2,1~bomb 34%
AAd1 / AA1, ff, 1, ff, 1, ff, 1, ff, 1,2,1~bomb 20%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,3~net, b2, ff, d2 24%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,3~net, b2, ff, 3~ragdoll 24%-25%
AAd1 / AA1, ff, 1, ff, 1, ff, 3,~net, b2, ff, 1,2,1~bomb 25%
a2ap, ff, 1~net, njp, b2, ff, 3,3~saw 17%
a2ap, ff, 1~net, njp, b2, ff, 1,2,1~ragdoll 20%-21%
a2ap, ff, 1, ff, 1, ff, 1, ff, 1, ff, 1,2,1~bomb 17%
[by TheChad_87]
a2ap, ff, 1~net, teleport, b2, ff, 1,2,1~mb 18%
AA1, ff, 1, ff, 3,3~net, ff, b2, ff, 1,2,1~mb 25% [Tele Punish]
[by J360]
jps,2,1~net, jps, b2, ff, njp, 2,1, ff, 1,2,1~AAt 37%
Human only:
jps,2,1~net, jps,b2, ff, njp~teleport, 3,3,4 32%
Vortex:
[by Mustard-LK4D4]
2,1~net, njp, b2, ff~21, ff~3~net (roughly 32%)
[by Tony-T]
jps,2,1~net, jps,b2, njp, ff~2,1, ff~2,1~net 32%
Im personally not a fan of vortex combos that leave your opponent at a distance as its hard to follow up with pressure moves. But since this is probably his best option for a meterless, id say its worth a shot. The best follow up for this vortex combo is probably 3~saw.
Cyrax Meterless Options [by J360]
video
1 bar:
net, jps,2,1~Exb, mb, d2, b2, ff, 3,3~saw
net, jps,2,1~Exb, mb, d2, b2, ff, 1,2,1~ragdoll / AAt
net, jps,2,1~Exb, mb, d2, b2, ff, 2,1, ff, 3,3~saw / ragdoll / AAt
(jps at the beginning optional)
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 3,3~saw 55%
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 1,2,1~ragdoll 59%-60%/ AAt 59%
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff, 2,1, ff, 1,2,1 58%
onto corner:
jps,2,1~net, jps,2,1~Exb, mb, d2, b2, ff~2,1, ff~1,2,1~saw 61%
Human only:
jps,2,1~net, jps,2,1~Exb, cb, d2, b2, ff, 1,2,1~ragdoll 59%-60%/ AAt 59%
Vortex:
[by Mustard-LK4D4]
2,1~net, jps, 2,1~EXb, mb, d2, b2, 2,1, ff, 3~net (roughly 54%)
[by Tony-T]
Jps,2,1~net, jps,2,1~EXb, mb, 1,2,3~mb, (1),2,1, net 49%
This is probably his easiest 1 bar vortex combo that leaves them standing very close to you. you must do a slight dash back before performing the (1),2,1, and you must miss the the first (1) out of the (1),2,1, "wich ive put in brackets" for this combo to work. once you get the timing down its very easy.. best follow up 2,1.
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~cb, AAt, AAt, net 50%
This one has a bit of style to it. The first AAt must miss, but the second one connects and slams them onto the bomb. They are then placed perfectly in the air for you to follow up with the second net, wich in turn will leave them very close to you. I know some people might have timing issues when doing b+2 into far bomb combos, but in all seriousness they are not that hard with a bit of practise. best follow up 2,1
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~mb, b2, net 54%
This another great one that leaves them very close to you. You must do a slight dash back before you connect the b+2, but once it connects and they explode off the bomb, they are then placed perfectly in the air for a second net. best follow up 2,1
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~mb, (1),2,1, net 55%
With this one you must also miss the first (1) out of the (1),2,1, for this combo to work. once you get the timing down its not hard at all. Another great one that leaves them very close to you. best follow up 2,1.
jps,2,1~EXb, b2, fb, 1,2,1~cb, 2, d2, 3~net, 3~net 59%
This is most damaging 1 bar vortex combo that can be done midscreen, Very advanced and difficult plus it leaves them at a distance. Honestly not worth trying.
Cyrax 60% 1 bar combos no resets. There is more then you think! + Vortex combos!
http://testyourmight.com/threads/cyrax-60-1-bar-combos-no-resets-there-is-more-then-you-think-vortex-combos.12757/#post-250773
This is probably his easiest 1 bar vortex combo that leaves them standing very close to you. you must do a slight dash back before performing the (1),2,1, and you must miss the the first (1) out of the (1),2,1, "wich ive put in brackets" for this combo to work. once you get the timing down its very easy.. best follow up 2,1.
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~cb, AAt, AAt, net 50%
This one has a bit of style to it. The first AAt must miss, but the second one connects and slams them onto the bomb. They are then placed perfectly in the air for you to follow up with the second net, wich in turn will leave them very close to you. I know some people might have timing issues when doing b+2 into far bomb combos, but in all seriousness they are not that hard with a bit of practise. best follow up 2,1
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~mb, b2, net 54%
This another great one that leaves them very close to you. You must do a slight dash back before you connect the b+2, but once it connects and they explode off the bomb, they are then placed perfectly in the air for a second net. best follow up 2,1
jps,2,1~net, jps,2,1~EXb, b2, fb, 1,2,1~mb, (1),2,1, net 55%
With this one you must also miss the first (1) out of the (1),2,1, for this combo to work. once you get the timing down its not hard at all. Another great one that leaves them very close to you. best follow up 2,1.
jps,2,1~EXb, b2, fb, 1,2,1~cb, 2, d2, 3~net, 3~net 59%
This is most damaging 1 bar vortex combo that can be done midscreen, Very advanced and difficult plus it leaves them at a distance. Honestly not worth trying.
Cyrax 60% 1 bar combos no resets. There is more then you think! + Vortex combos!
http://testyourmight.com/threads/cyrax-60-1-bar-combos-no-resets-there-is-more-then-you-think-vortex-combos.12757/#post-250773
2 bars:
(jps at the beginning optional)
jps,1,2~net, jps,1,2~Exb, mb, d2, b2, ff, 3~Exb, 1,2,1~AAt
[by Tony-T]
jps, 2,1~Exb, mb, d2, b2, ff, 3~Exb, 1,2,1~AAt 65%
jps, 2,1~Exb, mb, d2, b2, ff, Exb, 1,2,1~ragdoll 65%
3 bars:
[by Tony-T]
jps,2,1~Exb, mb, d2, b2, ff, 3~Exb, 3~Exb, 3~net, jk, d2 72%
[by Crazy Blake 88]
jps,2,1~Exb, Exb, mb, d2, b2, ff, 3~Exb, ff, 3~net, jk, 3~ragdoll+throw 73%
[by Tony-T]
jps,2,1~Exb, Exb, b2, Exb, fb, 1,2,1~mb, (1),2,1, 3~net, jk, d2 74%
jps,2,1~Exb, Exb, b2, Exb, fb, 1,2,1~mb, d2, f2~net, jk, d2 76%
Unbreakable Cyrax Combos [by J360]
http://testyourmight.com/threads/unbreakable-cyrax-combos.13637/
2 bars:
2~net, Exb, cb, net, Exb, b2, saw 42%
3bars:
2~net, Exb, b2, Exb, cb, net, Exb, b2, saw 56%
2~net, Exb, b2, Exb, cb, net, Exb, b2, net, CG 62%(throw escape only)
1bar:
AAnet, Exb, cb, net, b2, saw 29%
2 bars:
AAnet, Exb, cb, net, Exb, b2, saw 37%
3bars:
AAnet, Exb, cb, net, Exb, b2, Exb, saw 43%
Human only
3 bar unbreakable uppercut:
2~net, Exb, Exb, cb, d2, b2, Exsaw 54%
There is another completely unbreakerable combo that takes about 52%.
net, Ex bomb, b2(bomb hit only), Ex bomb, close bomb, net (dissolves into close bomb), dash back Ex bomb, b2 (bomb hit only) and then saw.
If you remove the saw and net them instead, you have a throw oppourtunity with comand grab to make it 60+. By the time you get to the last b2 you can just do a combo to force your opponent to break if you just want to waste their meter for the next round. Either way they just lost more than half life without being able to do shit.
Cyblax has the unbreakerable 2 meter combo that only resets the situation if broken,
off of net, ex bomb, ex bomb, close bomb, uppercut, b2 121 ragdoll. 62%
Now if the opponent breaks at the uppercut they will land on the bomb and be relaunched giving you another combo oppourtunity. If the opponent decides to take the uppercut then they get uppercutted into the bomb and then eat another b2 which is unbreakerable, into 121 rag which they can break finally at the very end of the combo. Either way its guaranteed massive damage.
2 bars:
2~net, Exb, cb, net, Exb, b2, saw 42%
3bars:
2~net, Exb, b2, Exb, cb, net, Exb, b2, saw 56%
2~net, Exb, b2, Exb, cb, net, Exb, b2, net, CG 62%(throw escape only)
1bar:
AAnet, Exb, cb, net, b2, saw 29%
2 bars:
AAnet, Exb, cb, net, Exb, b2, saw 37%
3bars:
AAnet, Exb, cb, net, Exb, b2, Exb, saw 43%
Human only
3 bar unbreakable uppercut:
2~net, Exb, Exb, cb, d2, b2, Exsaw 54%
There is another completely unbreakerable combo that takes about 52%.
net, Ex bomb, b2(bomb hit only), Ex bomb, close bomb, net (dissolves into close bomb), dash back Ex bomb, b2 (bomb hit only) and then saw.
If you remove the saw and net them instead, you have a throw oppourtunity with comand grab to make it 60+. By the time you get to the last b2 you can just do a combo to force your opponent to break if you just want to waste their meter for the next round. Either way they just lost more than half life without being able to do shit.
Cyblax has the unbreakerable 2 meter combo that only resets the situation if broken,
off of net, ex bomb, ex bomb, close bomb, uppercut, b2 121 ragdoll. 62%
Now if the opponent breaks at the uppercut they will land on the bomb and be relaunched giving you another combo oppourtunity. If the opponent decides to take the uppercut then they get uppercutted into the bomb and then eat another b2 which is unbreakerable, into 121 rag which they can break finally at the very end of the combo. Either way its guaranteed massive damage.
Corner
meterless:
jps,2,1~net, jps, b2, njp, 1,2,1~saw 37%
[by Tony-T]
cb, 3,3, njp, b2, 2,1, 1,2,1~net, jk, d2 45%
Vortex:
jps, 2,1~net, jps,b2, njp, 2,1, 1,2,1~net 35%
Very easy and a good bnb if you have no meter.
jps, 2,1~net, njp, njp, b2, 2,1, 1,2,1~net 37%
This one requires a little more precise timing with your moves, but its still a good option.
1 bar:
jps,2,1~net, 1,2,1~Exb, cb, 2,2, njk, 1,2,1~saw
[by Maxter]
jps,2,1~net, bb, jps, 1,2,1~Exb, cb, d2, bjk, 3,3~saw 50%
[by Caraecrika]
jps,2,1~net, jps,2,1~Exb, cb, 1,b3, jbk, 3,3~net, teleport, 3,3~ragdoll (no throw)51%
jps,2,1~net, jps,2,1~Exb, cb, 1,b3, jbk, 3,3~net, fjk, 3,3~saw 55%
jps,2,1~net, jps,2,1~EXb, cb, 1,b3, fjk, 1,2,1~net, b2, 3,3,4 58%
Vortex:
[by Tony-T]
jps,2,1~net, jps,2,1~EXb, cb, 1, b3, fjk, 1,2,1~net 53%
This is a very easy vortex combo to do on the wall, id class this one as a bnb.
jps,2,1~EXb, cb, 1,b3, fjk, 1,2,1~net, b2, 3,3~net 56%
This one is a little trickier, but still an excellent choice with great damage.
jps,2,1~EXb, b2, cb, 1,2,3~cb, ragdoll, fjk, 3,3~net, fjk, 3,3~net 60%
This one is the most damaging vortex combo i have found on the wall, this one is very advanced and difficult to pull off.
Vortex combos on the wall are a very usefull because you are at a slight frame advantage pluss they are left standing very close to you. You can follow up with just about anything.
2 bars:
jps,2,1~net, 1,2,1~Exb, cb, 2,2, fjk, 1,2,~Exnet, 3,3~saw (to drain meter)
3 bars:
onto corner[by Tony-T]
jps,1,2~Exb, Exb, mb, d2, b2, ff, 1,2,1~Exb, 3,3~net, jk, d2 75%
jps,2,1~net, jps, b2, njp, 1,2,1~saw 37%
[by Tony-T]
cb, 3,3, njp, b2, 2,1, 1,2,1~net, jk, d2 45%
Vortex:
jps, 2,1~net, jps,b2, njp, 2,1, 1,2,1~net 35%
Very easy and a good bnb if you have no meter.
jps, 2,1~net, njp, njp, b2, 2,1, 1,2,1~net 37%
This one requires a little more precise timing with your moves, but its still a good option.
1 bar:
jps,2,1~net, 1,2,1~Exb, cb, 2,2, njk, 1,2,1~saw
[by Maxter]
jps,2,1~net, bb, jps, 1,2,1~Exb, cb, d2, bjk, 3,3~saw 50%
[by Caraecrika]
jps,2,1~net, jps,2,1~Exb, cb, 1,b3, jbk, 3,3~net, teleport, 3,3~ragdoll (no throw)51%
jps,2,1~net, jps,2,1~Exb, cb, 1,b3, jbk, 3,3~net, fjk, 3,3~saw 55%
jps,2,1~net, jps,2,1~EXb, cb, 1,b3, fjk, 1,2,1~net, b2, 3,3,4 58%
Vortex:
[by Tony-T]
jps,2,1~net, jps,2,1~EXb, cb, 1, b3, fjk, 1,2,1~net 53%
This is a very easy vortex combo to do on the wall, id class this one as a bnb.
jps,2,1~EXb, cb, 1,b3, fjk, 1,2,1~net, b2, 3,3~net 56%
This one is a little trickier, but still an excellent choice with great damage.
jps,2,1~EXb, b2, cb, 1,2,3~cb, ragdoll, fjk, 3,3~net, fjk, 3,3~net 60%
This one is the most damaging vortex combo i have found on the wall, this one is very advanced and difficult to pull off.
Vortex combos on the wall are a very usefull because you are at a slight frame advantage pluss they are left standing very close to you. You can follow up with just about anything.
2 bars:
jps,2,1~net, 1,2,1~Exb, cb, 2,2, fjk, 1,2,~Exnet, 3,3~saw (to drain meter)
3 bars:
onto corner[by Tony-T]
jps,1,2~Exb, Exb, mb, d2, b2, ff, 1,2,1~Exb, 3,3~net, jk, d2 75%
Bomb Traps
Info
Bomb Traps are setups that allow you to take a gamble in order to reset the damage scaling and begin a new combo. In order to do this you must gain the advantage and use that to drop a bomb, then push them onto it with a blockstring. Dropping your combo in the middle in order to attempt a bomb setup is risky since your opponent can perform a wakeup attack or tech roll and jump to escape; however if you don’t abuse these setups they will often catch them off guard allowing you to get your reset.
AAnet
When you net an opponent in mid air early in a combo, letting them drop off the net will cause them to stagger when they hit the ground. Because you are not allowed to drop a bomb while an opponent is in a net, you must time the input of the bomb to finish just as the net is dropping them.
[by DarthArma]
You can avoid the AAnet set up stagger from the drop by hitting directions and any button. What my friend does to get out of these set ups is mash down and 3 and it’ll stop my 2,2. You can also jump away. However if the Cyrax is super super super super on point they can make the situation unavoidable but it’s tough.
[by Tony-T]
If you start the combo with an anti air move such as njp, d1 etc., the wakeup properties for them are different once they hit the ground from falling out of the dissolving net.
They cannot jump, they cannot duck, in fact they cannot do any directional movement what so ever for at least a second.
They can however do any regular move upon landing such as jabs or special moves and of course they can block! If they wish to jump out of the way of the bomb they have to tap block first, then jump, or do a jab or special move , then jump out of the way.
Because of this, its actually possible to use throws on them upon landing and its hard for them to get out of it. they have to use an EXattack to escape. This method also allows for a few more damaging combos then normal.
AAnet
When you net an opponent in mid air early in a combo, letting them drop off the net will cause them to stagger when they hit the ground. Because you are not allowed to drop a bomb while an opponent is in a net, you must time the input of the bomb to finish just as the net is dropping them.
[by DarthArma]
You can avoid the AAnet set up stagger from the drop by hitting directions and any button. What my friend does to get out of these set ups is mash down and 3 and it’ll stop my 2,2. You can also jump away. However if the Cyrax is super super super super on point they can make the situation unavoidable but it’s tough.
[by Tony-T]
If you start the combo with an anti air move such as njp, d1 etc., the wakeup properties for them are different once they hit the ground from falling out of the dissolving net.
They cannot jump, they cannot duck, in fact they cannot do any directional movement what so ever for at least a second.
They can however do any regular move upon landing such as jabs or special moves and of course they can block! If they wish to jump out of the way of the bomb they have to tap block first, then jump, or do a jab or special move , then jump out of the way.
Because of this, its actually possible to use throws on them upon landing and its hard for them to get out of it. they have to use an EXattack to escape. This method also allows for a few more damaging combos then normal.
Midscreen:
AAnet, ff4, 2,2, njp, b2, ff, 1,2,1~ragdoll / bomb
jps,1,2~net, jps,1,2~Exb, ff4, (allow them to drop) 2,2, njp, b2, ff, 1,2,1~ragdoll / bomb
AAnet, njp, b2, ff4, (allow them to drop) 2,2, njp, b2, ff, 1,2,1~ragdoll / bomb
[by DarthArma]
I usually like doing bomb traps if I don’t have the one bar to waste after I get someone in a ground net, either from a combo or instant net.
net, jps,b2, ff,tap block (to reduce recovery from dash), njp, f2~mb, ff, 2,2
Read your opponent, if they’re always willing to do a wake up attack, just block instead of hitting 2,2.
But some characters have a really good wake up that is safe on block and gets them away from the bomb. Sindel’s enhanced roll for example is safe on block and moves her super forward. So what do you do? Its kind of a gamble but it has a high pay off, when you drop the mid bomb you can dash forward and jump back and punch, if its timed right she can’t block it and you can hit confirm into net and do another combo.
But you opponent can tech roll also to get out of this set up.
Again you have to read what you opponent does. If you try this set up once or twice and notice the opponent is always ready to tech roll you can do far bomb instead of mid bomb and throw a net right after to try to catch you opponents mistimed jump.
[by Tony-T]
The bnb in my opinion is this:
njp,b2, net, teleport, cb, 2,2, njp, b2, 1,2,1~ragdoll+throw
The first njp must be landed on them whilst they are in the air. The net after the b+2 has to land on your opponent at maximum height in order to give you time to throw out the close bomb and connect the 2,2 as they touch the ground from falling out of the net. basicaly as they touch the ground, so should your first 2 out of 2,2, be connecting with them.
Every move in this combo has to be done precise, its not easy to make work without interuption.
The combo does 57% if they get hit by the 2,2 and 53% if they block the 2,2.
jps,1,2~net, jps,1,2~Exb, ff4, (allow them to drop) 2,2, njp, b2, ff, 1,2,1~ragdoll / bomb
AAnet, njp, b2, ff4, (allow them to drop) 2,2, njp, b2, ff, 1,2,1~ragdoll / bomb
[by DarthArma]
I usually like doing bomb traps if I don’t have the one bar to waste after I get someone in a ground net, either from a combo or instant net.
net, jps,b2, ff,tap block (to reduce recovery from dash), njp, f2~mb, ff, 2,2
Read your opponent, if they’re always willing to do a wake up attack, just block instead of hitting 2,2.
But some characters have a really good wake up that is safe on block and gets them away from the bomb. Sindel’s enhanced roll for example is safe on block and moves her super forward. So what do you do? Its kind of a gamble but it has a high pay off, when you drop the mid bomb you can dash forward and jump back and punch, if its timed right she can’t block it and you can hit confirm into net and do another combo.
But you opponent can tech roll also to get out of this set up.
Again you have to read what you opponent does. If you try this set up once or twice and notice the opponent is always ready to tech roll you can do far bomb instead of mid bomb and throw a net right after to try to catch you opponents mistimed jump.
[by Tony-T]
The bnb in my opinion is this:
njp,b2, net, teleport, cb, 2,2, njp, b2, 1,2,1~ragdoll+throw
The first njp must be landed on them whilst they are in the air. The net after the b+2 has to land on your opponent at maximum height in order to give you time to throw out the close bomb and connect the 2,2 as they touch the ground from falling out of the net. basicaly as they touch the ground, so should your first 2 out of 2,2, be connecting with them.
Every move in this combo has to be done precise, its not easy to make work without interuption.
The combo does 57% if they get hit by the 2,2 and 53% if they block the 2,2.
Corner:
splat:
The opponent is violently forced to the ground and cannot recover quickly, giving Cyrax enough advantage to drop a bomb and pressure the opponent’s wakeup. You can bait a wakeup attack and block, then punish or pressure so they cant escape the bomb; or you can attempt to stuff their wakeup attack or jump escape, by immediately going for 2,2 / 3,3 after dropping the bomb. After they’ve been launched apply your combo of choice.
You can cause the opponent to splat by using the following moves (frame advantage indicated in green):
saw (+28 / cannot be tech rolled)
u4 (+44 no tech roll / + 52 with tech roll)
last hit of 2,1,2 (+44 / cannot be tech rolled) This move also allows Cyrax to OTG the splatted opponent, before they get a chance to perform a wakeup attack, with any low poke or with standing 3.
njp (+57 no tech roll / +65 with tech roll) (3 consecutive njps will splat, 2 njps in the same combo + any other launcher will splat, 1 njp + 2 other launchers in the same combo will splat)
b2 (+60 no tech roll / +70 with tech roll) (the second b2 in the same combo will splat)
Saw is the only special move on this list, and as such will provide the highest damaging combo that ends with a splat since it can be linked from normals. However it will also provide the LEAST frame advantage. A bomb has 41 frames of recovery for Cyrax and 49 frames for Human. If you were to finish a corner combo with Robot in a saw splat and then dropped a just frame bomb, you still end up at -13 (+28-41), which means that you will be hit by any wakeup attack that has an execution of 13 frames or less.
A second B2 splat on the other hand provides a frame advantage of +60. This means that after dropping a just frame bomb on the opponent you are left at +19!, enough to fake a stuffing attempt and block, walk back, etc. However, in order to have access to this higher oki frame advantage you need to interrupt your corner combo short, sacrificing damage.
It’s a tradeoff, more damage in the combo that leads to the setup means less frame advantage, less damage in the combo equals more frame advantage.
The opponent is violently forced to the ground and cannot recover quickly, giving Cyrax enough advantage to drop a bomb and pressure the opponent’s wakeup. You can bait a wakeup attack and block, then punish or pressure so they cant escape the bomb; or you can attempt to stuff their wakeup attack or jump escape, by immediately going for 2,2 / 3,3 after dropping the bomb. After they’ve been launched apply your combo of choice.
You can cause the opponent to splat by using the following moves (frame advantage indicated in green):
saw (+28 / cannot be tech rolled)
u4 (+44 no tech roll / + 52 with tech roll)
last hit of 2,1,2 (+44 / cannot be tech rolled) This move also allows Cyrax to OTG the splatted opponent, before they get a chance to perform a wakeup attack, with any low poke or with standing 3.
njp (+57 no tech roll / +65 with tech roll) (3 consecutive njps will splat, 2 njps in the same combo + any other launcher will splat, 1 njp + 2 other launchers in the same combo will splat)
b2 (+60 no tech roll / +70 with tech roll) (the second b2 in the same combo will splat)
Saw is the only special move on this list, and as such will provide the highest damaging combo that ends with a splat since it can be linked from normals. However it will also provide the LEAST frame advantage. A bomb has 41 frames of recovery for Cyrax and 49 frames for Human. If you were to finish a corner combo with Robot in a saw splat and then dropped a just frame bomb, you still end up at -13 (+28-41), which means that you will be hit by any wakeup attack that has an execution of 13 frames or less.
A second B2 splat on the other hand provides a frame advantage of +60. This means that after dropping a just frame bomb on the opponent you are left at +19!, enough to fake a stuffing attempt and block, walk back, etc. However, in order to have access to this higher oki frame advantage you need to interrupt your corner combo short, sacrificing damage.
It’s a tradeoff, more damage in the combo that leads to the setup means less frame advantage, less damage in the combo equals more frame advantage.
Resets
An uninteded interaction between second nets in a combo and bombs allow Cyrax to get more damage by having the game reset the damage scaling and gravity midway through the combo. These combos that contain two separate stages of scaling are usually referred to as "resets".
jps,2,1~net, jps,2,1~EXb, mb, ff~3~net, njp, ff~b2, 1,2,1~ragdoll 65%
AAnet, Exb, b2, fb, 1,2,1~cb, net, njp, b2, 1,2,1~ragdoll
Unbreakable 1bar:
2~net, Exb, cb, net, b2, saw 34%
Robot only
1 bar:
Jps,2,1~net, jps,2,1~Exb, mb, ff~2,1~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 71%
jps,2,1~net, jps,2,1~Exb, mb, ff~1,2,3~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 75%
jps,2,1~net, jps,2,1~Exb, b2, fb, ff~1,2,1~cb, net, b2, d2, 3,3~net, djk, d2 90%
[by Krayzie]
2 bars
jps,2,1~net, jps,2,1~Exb, b2, fb, 1,2,1~cb, bb~block, bb~net, b2, reverse d2, ff~3~Exb, ff~2~net, jk, 334 98%
video by Kosu of variation with jk, ff~3~ragdoll+throw ender 100%
[by HAN]
Human / 3 bars:
jps,2,1~net, jps,2,1~Exb, b2, ff~Exb, fb, 1,2,1~cb, net, Exb, b2, ff~21, ff~1,2,1~net, jk, 3,3~saw 100%
[by J360]
Human / 1 bar:
jps,2,1,net, jps,b2, Exb, mb, net, njp, ff~b2, ff~3~net, fjk, 3~ragdoll 62%
jps,2,1,net, jps,2,1~Exb, cb, ff~1~net, njp, ff~b2, ff~2,1, ff~1,2,1 63%
jps,2,1,net, jps,2,1~Exb, mb, ff~1,1~cb, bb~net, njp, ff~b2, ff~1,2,1~ragdoll 71%
AAnet, njp, Exb, fb, 1,2,1~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 62%
onto corner:
jps,2,1,net, jps,b2, Exb, mb, net, njp, ff~b2, ff~3~net, fjk, 3~ragdoll 62%
onto corner/2 bars:
jps,2,1~net, jps,2,1~Exb, b2, ff~Exb, fb, 1,2,1~cb, net, njp, ff~b2, 2,1, 1,2,1~net, fjk, 3,3~saw 93%
[by DarthArma]
If you see your opponent is close to a breaker after you net him on the ground, the following combo allows you to get the reset in an unbreakable manner:
jps,2,1~net, jps,b2, Exb, net,
If you go for damage you can follow up with
njp, ff~b2, 1,2,1~ragdoll 60%
Or instead of going for the njp you can net them high in the air after the reset and go for a bomb trap or a CG.
jps,2,1~net, jps,b2, cb, d1~net, njp, d2, 1,2,1~net, b2, 3,3~saw 67%
[by Beginner0k_TwM]
jps,2,1~net, jps,b2, cb, d1~net, njp, d2, d1, 1,2,1~net, b2, 3,3~saw 66%
1 bar:
jps,2,1~net, jps,1,2,1~Exb, cb, 2~net, fjk, 1,2,1~net, b2, u4
[by Tony-T]
jps,2,1~net, jps,2,1~EXb, b2, cb, 33~net, njp, b2, 2,1, 1,2,1~net, fjk, d2 79%
[by J360]
Human:
jps,2,1~net, 1,2,1~Exb, bb~cb, 1~net, njp, b2, 2,1, 3,3~net, fjk, 3,3~saw 71%
2 bars:
[by HAN]
Robot only:
Exsaw, 3~Exb, net, cb,d1~net, bb, njp, ff, d2, 1,2,1~net, b2, 3,3~saw 69%
video and explanation here
[by Tony-T]
Check out the TONY-T Cyrax Video Thread for the most damaging Cyrax resets and combo strategies!
Check out the Cyblax updated BnBs thread for all things specific to Human Cyrax
OTG resets:
These resets have remained vastly unexplored in high level gameplay since the are all escapable one way or another, and most Cyrax players have chosen to perfect and use the inescapable kind. OTG resets consist of knocking down the opponent onto a bomb in a way that gives them a very small window of escape. Sometimes they require an Exwakeup attack to be performed in order to avoid the bomb. You can find many of them in Tony-T’s videos.
Midscreen
[by Tony-T]
1 barjps,2,1~net, jps,2,1~EXb, mb, ff~3~net, njp, ff~b2, 1,2,1~ragdoll 65%
AAnet, Exb, b2, fb, 1,2,1~cb, net, njp, b2, 1,2,1~ragdoll
Unbreakable 1bar:
2~net, Exb, cb, net, b2, saw 34%
Robot only
1 bar:
Jps,2,1~net, jps,2,1~Exb, mb, ff~2,1~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 71%
jps,2,1~net, jps,2,1~Exb, mb, ff~1,2,3~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 75%
jps,2,1~net, jps,2,1~Exb, b2, fb, ff~1,2,1~cb, net, b2, d2, 3,3~net, djk, d2 90%
[by Krayzie]
2 bars
jps,2,1~net, jps,2,1~Exb, b2, fb, 1,2,1~cb, bb~block, bb~net, b2, reverse d2, ff~3~Exb, ff~2~net, jk, 334 98%
video by Kosu of variation with jk, ff~3~ragdoll+throw ender 100%
[by HAN]
Human / 3 bars:
jps,2,1~net, jps,2,1~Exb, b2, ff~Exb, fb, 1,2,1~cb, net, Exb, b2, ff~21, ff~1,2,1~net, jk, 3,3~saw 100%
[by J360]
Human / 1 bar:
jps,2,1,net, jps,b2, Exb, mb, net, njp, ff~b2, ff~3~net, fjk, 3~ragdoll 62%
jps,2,1,net, jps,2,1~Exb, cb, ff~1~net, njp, ff~b2, ff~2,1, ff~1,2,1 63%
jps,2,1,net, jps,2,1~Exb, mb, ff~1,1~cb, bb~net, njp, ff~b2, ff~1,2,1~ragdoll 71%
AAnet, njp, Exb, fb, 1,2,1~cb, net, njp, ff~b2, ff~1,2,1~ragdoll 62%
onto corner:
jps,2,1,net, jps,b2, Exb, mb, net, njp, ff~b2, ff~3~net, fjk, 3~ragdoll 62%
onto corner/2 bars:
jps,2,1~net, jps,2,1~Exb, b2, ff~Exb, fb, 1,2,1~cb, net, njp, ff~b2, 2,1, 1,2,1~net, fjk, 3,3~saw 93%
[by DarthArma]
Here’s a reset I don’t think they’ll take out with the next patch unless this patch messes with the bomb properties some more.
2,1~net, jps,2,1~Exb, CLOSE BOMB, ff, d1~teleport, block
At this point if the opponent tech rolls, sun tans, or gets up normally the bomb will hit. If they do a wake up attack you can block and they’ll either get hit by the bomb or you can punish, depends on what the wake up move is.
The downside is that characters with a fast starting teleport can get out of this set up pretty easily (Raiden, Rain) characters with fast starting moves that move them back (subzero ice clone) and characters with safe moves that move them forward past the bombs
I don’t think you can do much to the teleport characters but the rolling forward characters you can anticipate and gamble by jumping back after teleport and punching them before they recover from their whiffed roll forward.
So anyway after the bomb this is an awesome opportunity because it allows you to leave the opponent in a net at the end of the combo
(bomb explodes), njp, ff, b2, ff, 2,1~net
After a hanging net apply the CG tree.
I like to dash forward >Anti Air Throw (goes over the opponent) AAt (goes over again) then dash forward (as net breaks and drops the opponent) and either command grab OR hit 1,2 and if they get hit cancel the 1,2 into net Or do any of the options from the CG tree after a CG. You can 1, dash, 1 dash,1 as many times as you want and throw in a CG. Again you must read what your opponent wants to do.
2,1~net, jps,2,1~Exb, CLOSE BOMB, ff, d1~teleport, block
At this point if the opponent tech rolls, sun tans, or gets up normally the bomb will hit. If they do a wake up attack you can block and they’ll either get hit by the bomb or you can punish, depends on what the wake up move is.
The downside is that characters with a fast starting teleport can get out of this set up pretty easily (Raiden, Rain) characters with fast starting moves that move them back (subzero ice clone) and characters with safe moves that move them forward past the bombs
I don’t think you can do much to the teleport characters but the rolling forward characters you can anticipate and gamble by jumping back after teleport and punching them before they recover from their whiffed roll forward.
So anyway after the bomb this is an awesome opportunity because it allows you to leave the opponent in a net at the end of the combo
(bomb explodes), njp, ff, b2, ff, 2,1~net
After a hanging net apply the CG tree.
I like to dash forward >Anti Air Throw (goes over the opponent) AAt (goes over again) then dash forward (as net breaks and drops the opponent) and either command grab OR hit 1,2 and if they get hit cancel the 1,2 into net Or do any of the options from the CG tree after a CG. You can 1, dash, 1 dash,1 as many times as you want and throw in a CG. Again you must read what your opponent wants to do.
If you see your opponent is close to a breaker after you net him on the ground, the following combo allows you to get the reset in an unbreakable manner:
jps,2,1~net, jps,b2, Exb, net,
If you go for damage you can follow up with
njp, ff~b2, 1,2,1~ragdoll 60%
Or instead of going for the njp you can net them high in the air after the reset and go for a bomb trap or a CG.
Corner:
meterless:
Robot only:jps,2,1~net, jps,b2, cb, d1~net, njp, d2, 1,2,1~net, b2, 3,3~saw 67%
[by Beginner0k_TwM]
jps,2,1~net, jps,b2, cb, d1~net, njp, d2, d1, 1,2,1~net, b2, 3,3~saw 66%
1 bar:
jps,2,1~net, jps,1,2,1~Exb, cb, 2~net, fjk, 1,2,1~net, b2, u4
[by Tony-T]
jps,2,1~net, jps,2,1~EXb, b2, cb, 33~net, njp, b2, 2,1, 1,2,1~net, fjk, d2 79%
[by J360]
Human:
jps,2,1~net, 1,2,1~Exb, bb~cb, 1~net, njp, b2, 2,1, 3,3~net, fjk, 3,3~saw 71%
2 bars:
[by HAN]
Robot only:
Exsaw, 3~Exb, net, cb,d1~net, bb, njp, ff, d2, 1,2,1~net, b2, 3,3~saw 69%
video and explanation here
[by Tony-T]
Check out the TONY-T Cyrax Video Thread for the most damaging Cyrax resets and combo strategies!
Check out the Cyblax updated BnBs thread for all things specific to Human Cyrax
OTG resets:
These resets have remained vastly unexplored in high level gameplay since the are all escapable one way or another, and most Cyrax players have chosen to perfect and use the inescapable kind. OTG resets consist of knocking down the opponent onto a bomb in a way that gives them a very small window of escape. Sometimes they require an Exwakeup attack to be performed in order to avoid the bomb. You can find many of them in Tony-T’s videos.
Frame Data
General MK9 Frame Data Info by Somberness
You can check which strings have gaps on block in this thread by Chaosphere
Robot Cyrax and Human Cyrax present differences in the following moves (again thanks to Somberness)
Bomb
(Robot) Exe = 114 (12 startup) / HAdv = +174 +162 / Dur = 41
(Human) Exe = 113 (11 startup) / HAdv = +165 +153 / Dur = 49
Net & ExNet
(Robot, full screen) Exe = 61
(Human, full screen) Exe = 63
Teleport
(Robot) 9 startup frames until 13 frames of invincibility
(Human) 22 frames of invincibility after switching sides
ExTeleport
(Robot) Exe = 11 / Blk = -8 / HAdv = +45 +28 / Dur = 46 (22 in front, 24 behind)
(Human) Exe = 24 / Blk = +4 / HAdv = +57 +40 / Dur = 51 (27 in front, 24 behind)
Exbomb
(Robot) Exe = 18 / HAdv = +95 +84
(Human) Exe = ~18 (16 startup, the bomb starts inside him) / HAdv = ~+97, ~+86
(Robot, full screen) Exe = 57
(Human, full screen) Exe = 62
b3
(Robot) Blk = -11
(Human) Blk = -7
X-Ray
(Robot) Blk = +2 / Dur = 44
(Human) Blk = -4 / Dur = 50
You can check which strings have gaps on block in this thread by Chaosphere
Robot Cyrax and Human Cyrax present differences in the following moves (again thanks to Somberness)
Bomb
(Robot) Exe = 114 (12 startup) / HAdv = +174 +162 / Dur = 41
(Human) Exe = 113 (11 startup) / HAdv = +165 +153 / Dur = 49
Net & ExNet
(Robot, full screen) Exe = 61
(Human, full screen) Exe = 63
Teleport
(Robot) 9 startup frames until 13 frames of invincibility
(Human) 22 frames of invincibility after switching sides
ExTeleport
(Robot) Exe = 11 / Blk = -8 / HAdv = +45 +28 / Dur = 46 (22 in front, 24 behind)
(Human) Exe = 24 / Blk = +4 / HAdv = +57 +40 / Dur = 51 (27 in front, 24 behind)
Exbomb
(Robot) Exe = 18 / HAdv = +95 +84
(Human) Exe = ~18 (16 startup, the bomb starts inside him) / HAdv = ~+97, ~+86
(Robot, full screen) Exe = 57
(Human, full screen) Exe = 62
b3
(Robot) Blk = -11
(Human) Blk = -7
X-Ray
(Robot) Blk = +2 / Dur = 44
(Human) Blk = -4 / Dur = 50
Shoutouts to all that post in these forums, this guide belongs to all of us. Lets continue sharing, making it larger for our benefit!
Update log
*12/14/2012 Added Exsaw corner reset by Han, links to Cyblax updated bnbs, and damage info for meterless reset.
*9/29/2012: Added link to info on gaps in Cyrax strings on block in the FRAME DATA section.
*9/25/2012: Added info on F2 in the STRINGS\Upclose Pressure section.
*9/24/2012: General reformat for easier referrence and minor text updates
*9/20/2012: Guide back up to date post TYM site server crash. Shoutous to Essay for making it possible!
*5/29/2012: Added new meterless combos.
*5/4/2012: Added 2 new 3 bar midscreen combos in the COMBOS section. Added info on 334 and f2 setups and followups in the STRINGS section
*4/20/2012: Added info on 3~saw and 3~radgoll in the STRINGS section. Added info on Exragdoll in the SPECIALS section
*9/29/2012: Added link to info on gaps in Cyrax strings on block in the FRAME DATA section.
*9/25/2012: Added info on F2 in the STRINGS\Upclose Pressure section.
*9/24/2012: General reformat for easier referrence and minor text updates
*9/20/2012: Guide back up to date post TYM site server crash. Shoutous to Essay for making it possible!
*5/29/2012: Added new meterless combos.
*5/4/2012: Added 2 new 3 bar midscreen combos in the COMBOS section. Added info on 334 and f2 setups and followups in the STRINGS section
*4/20/2012: Added info on 3~saw and 3~radgoll in the STRINGS section. Added info on Exragdoll in the SPECIALS section