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{{MK9MoveListRow | Front Kick | fk | 5% | high bufferable }} | {{MK9MoveListRow | Front Kick | fk | 5% | high bufferable }} | ||
{{MK9MoveListRow | Back Kick | bk | 7% | high stagger }} | {{MK9MoveListRow | Back Kick | bk | 7% | high stagger }} | ||
{{MK9MoveListRow | Crouching Front Punch | d + fp | 2% | high | {{MK9MoveListRow | Crouching Front Punch | d + fp | 2% | high bufferable }} | ||
{{MK9MoveListRow | Crouching Back Punch | d + bp | 12% | high uprcut }} | {{MK9MoveListRow | Crouching Back Punch | d + bp | 12% | high uprcut }} | ||
{{MK9MoveListRow | Crouching Front Kick | d + fk | 1% | low bufferable }} | {{MK9MoveListRow | Crouching Front Kick | d + fk | 1% | low bufferable }} |
Revision as of 06:01, 9 May 2011
Cyrax
A skilled Motswana warrior, Cyrax relies on his natural fighting ability, his chi, to carry out Lin Kuei missions. He is proud to serve, but when the Grand Master initiates a program to convert the clan into cyborgs, Cyrax resists. He is reluctant to lose his humanity, which he believes is more effective than any mechanical augmentation. He has contemplated leaving the clan, fearing that it is no longer an organization of honorable assassins. Cyrax knows, however, that such a decision means death at the hands of his former comrades. No one leaves the Lin Kuei.
Moves
Basic Attacks
Command Normals
Throws
Kombo Attacks
Fast Tags
Tag Kombos
Tag Specials
Special Attacks
Enhanced Special Attacks
Wake Up Moves
X-Ray Attack
Finishing Moves
Costume Gameplay Changes
While Human and Robot Cyrax are simply a costume change, they have different properties.
1. Human Cyrax has a safe teleport, Robot Cyrax does not.
2. Human Cryax has slower bombs and a slower net throw.
3. Human Cyrax cannot do the guaranteed bomb trap after his command throw, Robot Cyrax can.
Move Analysis
Bread and Butters
- N/A
Command Normals
Tooth + Nail Reset
from forums:
Cyrax's F + bp, like his command grab, causes a long stagger on hit. Cancel F + bp into Short Bomb on hit, then follow up with (dash, bp, fp ~ Net). The timing is fairly strict. Hitting with the tip of F + bp makes it easier to follow up. If the opponent stops blocking at any point, the net pushes them away from the bomb and resets the situation. When the finally decide to block the net, it doesn't push them back so the bomb gets them instead. This does less damage than the command grab set-up if they block it the first time, so use it only against people who like to press buttons.
Kombo Attacks
Cyber Beatdown:
from forums:
Command throw that hits high. Only way to avoid this is crouching without blocking. Opponent can break this by pressing FP. Main part of the unavoidable bomb trap. You can get the grab 100% guaranteed off of a jump in punch that is blocked, although it can still be broken.
Special Attacks
Net Damage Scaling Reset
from forums:
Whiffing any move before hitting a netted and grounded opponent confuses the game into thinking the combo is over. As such, you can continue the combo without the scaling that everything up to and including the net would normally impose. You can even use another net and the opponent won't immediately recover.
Enhanced Special Attacks
N/A
X-Ray Attack
N/A
Basic Strategy
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
9-Hits: Net Dash + Dash Ragdoll
Jump-in Combos
9-Hits: Jump in punch Net Dash Cyber Beatdown
Combos With Enhanced Specials
13-Hits: Jump in punch Sticky Bomb Dash Net Jump in punch Dash Anti-air
13-Hits: Jump in punch Net Jump in Punch Reverse Kick crouching Enhanced Ragdolls
56%: Jump in punch , into Net Dash back (3), Jump in punch , into Sticky Bomb Medium Bomb (1) Uppercut Dash Back, + (2) Dash , , into Anti-Air
1. Hold block so you won't dash, otherwise the bomb timing will miss. Release block right before you input the key so you won't get the ex version.
2. This is the tricky part, as you only need to connect the second hit. If you don't it won't bounce him high enough to do the full end combo.
3. additional note from forums: after the initial jump in punch, fp, bp ~ Net, do not back dash. You build more meter, and reset the damage scaling if you teleport verses back dash here.
Combos With X-Ray Attacks
- N/A
Corner-Only Combos
- N/A
Bomb Trap starters
1. Cyber Beatdown ---> dash ---> Med. Bomb
2. Tooth + Nail canceled into Short Bomb ---> followed up with Dash, bp, fp ~ Net
3. Opponents block jump in Punch ---> Cyber Beatdown (this is always guaranteed)
Style
- N/A
Matchups
N/A