It is useless for transit against someone like Kabal, as a spin will totally whipe him instantly, or a male ninja because of their containments. Cyrax is very vulnerable during it both in air, and briefly on the ground. A good tactic is keeping someone locked down on a bomb, and letting off so they will jump, then HK them back down to set up a combo. From here you can start doing mix ups and mind games with the bombs and keep your opponent off their game. You can also try doing things like dropping a midway bomb, and running to it, stand over it so you can safely plant another bomb, your opponent will be hesitant to move near you because the other bomb is about to go off. If they jump backwards, try and use the net follow tactic by running towards them and making them land in the net. Your best bet with bombs would be to do something like: place a midway bomb from long distance which generally keeps the opponent at bay unless they are a teleporter and they will wait until it explodes, then a tracking bomb or a net to make them move around, particularly towards you so you can throw out a HK, RH or even aaHP, JK to snuff them, and make them land back on the bomb, setting up an easy 53-56% or upwards to 68% juggle depending on the character. A bomb cannot be done while a contained net is active, but can be dropped after one in the same manner as after an aaHP from a contained air net, because the net doesn't count as a hit in the combo. For example: aaHP, instant bomb drop, compared to aaHPHP, no bomb drop. Two bombs can be on screen at once, they can be done instantly after one another, a third bomb can be out in a succession after the first one goes off, but not if another bomb/general hit connects after the first bomb, thus reconizing a limit of 1 hit before bombs are disabled. There are two types of bombs, normally referred to as "close" and "far" but a better terminology for them would be "midway" (no pun intended) and "tracking" because the B,B version makes the bomb land midway between Cyrax and his opponent, and the F,F version, always lands where the character was upon the command input for HK. You can set bombs up in patterns to do big damage combos, as they remain dormant for a few seconds each. The Bombs are a very unique containment move and are a big part of his zoning strategies.You can trade a sweep for a net very easily and it's worth it. The Net is also excellent against sweepers. Generally a person will be holding block in this situation and the net will not connect, but there are many occassions where things are happening too quickly, but the point is, you should go for the 6 hit autocombo with a starter. Watch for when the net connects and the opponent is touching the ground. An active net disables bombs, and his air throw, but not his teleport. For example: aaNet, aaHP, net, aaHP, net (the nets do not count as part of the combo) and now finish it accordingly. The net has a limit of 2 hits before it is disabled, and can be broken to 3 with some timing, you also must pause briefly between connected usage. Use the net in juggle combos to extend them a bit. You can buffer a net to escape run jab scenarios as well because it only needs a couple frames and doesn't even have to be on the screen yet to be active. If you do a net from full screen and your opponent jumps backwards to clear it, run forward with Cyrax right as he recovers and they will land in the net, setting up his 6 hit with a starter, or a roundhouse to bombs. You can often times trade a hit for it, like a jump kick or jump punch can be snuffed with a well timed net. The Net is his primary containment move.Ducking LK is quick and pointy, excellent to get out of runjabs or prevent them. JK is good, jump punch is kinda tight and ball like, and is easily counterable. Sweeps have good range and recovery is the same as female ninjas. LPs are really good for double run jabbing mid screen, they keep in tight on the opponent because you have to be closer to connect them. The robot Ninja roundhouse is late on the hit and has some funky corner issues, good range, low height, better on far away jump ins. Standing HK is topps, uppercuts are somewhat bad in the sense they tend to miss in crucial situations similarly to Kung Lao's, for instance you have to take a step in if you want to counter a punishable move sometimes to hit an uppercut.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |