xxFalcon Loverxx
Ignorant slaves, how quickly you forget.
Safeties disabled, Kombat Mode Engaged!
Cyrax is a good character with mixups and hard to blockables, he isn't the greatest of the bunch but he has what he has and this guide explains everything.
Frame Data/Useful Strings
Attack: 1112
High, Mid, Mid, (Gap) Mid
Start-up: 7 Frames
Block Adv. : +2
Hit Adv. : +18
Recovery: 26
Ends in HKD. This is mostly used to bait armor and pressure, the 111 part of the string is used as a punisher as it is hit confirmable into net.
Attack: 114
High, Mid, (Gap) Mid
Start-up: 7 Frames
Block Adv. : +2
Hit Adv. : 44
Recovery: 20 Frames
Mostly used for baiting armor, pressure and in combos.
Attack: B12+4
Overhead, Overhead
Start-up: 18 Frames
Block Adv. : -10
Hit Adv. : +2
Recovery: 45
Mostly used in hard to block-ables and B1 alone is used in hard to block-ables, mixups and staggers.
Attack: F131
High, Low, Mid
Start-up: 8 Frames
Block Adv. -4
Hit Adv. : +12
Recovery: 22
Mostly used as a whiff punisher, the F13 part of the string is combo'd into net as a whiff punisher.
Attack: 21
High, Mid
Start-up: 10 Frames
Block Adv. : +2
Hit Adv. : +17
Recovery: 13
Used in pressure and combos.
Attack: F21
Start-up: 14 Frames
Block Adv. : -11
Hit Adv. : +10
Recovery: 27
Used as a combo starter.
Attack: B3D4U3
Low, Low, Overhead, Mid
Start-up: 15 frames
Block Adv. : -6
Hit Adv. : +16
Recovery: 21
Used in hard to block-ables.
Attack: F34
Low, Mid
Start-up: 17 frames
Block Adv. : -10
Hit Adv. : +11
Recovery: 28
Used in combos.
Attack: F43
Mid, High
Start-up: 10 frames
Block Adv. : +2
Hit Adv. : +41
Recovery: 26
An incredibly fast advancing mid that is used as a whiff punisher and for pressure.
Special Moves:
Attack: BF1 (Net)
Hits mid.
Unsafe on block.
Used as combo extender.
Attack: DB1 (Chest Saw)
Hits mid.
Safe on block. (Punishable by sub zero and reptile)
Ends in hard knockdown.
Used as combo ender.
Attack: DD3 (Mid Ground Bomb)
Hits low.
0 on block.
Used in htbs and combo extender.
Attack: DB3 (Close Ground Bomb)
Hits low
0 on block.
Use in htbs and combo extender.
Attack: DF3 (Far Ground Bomb)
Hits low.
0 on block
Combo Extender.
Teleport: DF4
Teleport. Serves no purpose to exist.
Teleport: (Air) DF4.
Serves for the exact same purpose as above.
Grab: DB4
Only hits airborne opponents.
Fantastic anti-air.
Air Grab: DB4
Works just like the move above.
Attack: DD2 (Air Medium Bomb)
0 on block.
Hits mid.
Combo extender.
Attack: DF2 (Air Far Bomb)
0 on block.
Hits Mid.
Combo Extender.
Attack: DB2 (Air Close Bomb)
0 on block.
Hits mid.
Combo Extender.
MB Specials:
Attack: BF1 + MB (Advanced Net)
Hits Mid.
Unsafe on block.
Combo Extender, drains half a bar of meter from opponent.
Attack: DB1 + MB
Hits Mid.
Incredibly fast 8 frames start-up.
0 on block.
Combo extender, used to guarantee hard to block-able setups which cannot be escaped at all. Hard Knock down.
Attack: DD3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DB3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DF3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DF4 + MB
Unsafe on whiff and block.
Armor move which is not very good, does not launch and can easily be armor broken.
Attack: DF4 + MB (Air)
Unsafe on whiff and block.
Armor move which is not very good, does not launch and can easily be armor broken.
Attack: DB4 + MB
Very fast 13 frames of start-up.
Fantastic launching anti-air.
Attack: DB4 + MB (Air)
Very fast 7 Frames start-up.
Fantastic launching anti-air.
All MB versions of Air Bomb are basically useless in game.
General Gameplan
Your gameplan would be to space them out and catch them with either a mixup or a whiff punisher. Once you do the mixup into combo you now have the chance to do a hard to blockable mixup which can do pretty good damage. Most of the htb's are kind of gimmicks and have ways for you to escape, but there is one which is completely guaranteed and it can only be escaped by armor but we'll get into that later. You can also setup into ex ground bomb for armor breaking setups which we will get into later on. You should pressure the opponent and bait armor with F43, 114, 1112, 21 etc. until the opponent starts to disrespect your options and you can open them up. Hit confirm into net.
What to do in the Neutral
1. It's best to space out your opponent and catch them in the net or ex buzzsaw.
2. Be warned that cyrax is very vulnerable from fullscreen. He is easily outzoned, you must stay patient. Throw some bombs from fullscreen to make your opponent scared from doing projectiles. Run in when you have the chance to if the opponent is zoning you, get to your opponent and catch them with a F4, you can also use F3 to go under projectiles and hit the opponent to get close to them
3. Be warned that cyrax doesn't fair well against pressure, cyrax's armor is barely decent. You must stay patient, poke out of gaps and backdash out of gaps.
4. Bae-rax also has many strings to bait armor and pressure the opponent e.g 1112, 21, 114, F43. Follow up with F43 for more pressure or F4 xx buzzsaw to stay safe.
5. Don't be afraid to do an incredibly fast DB4 air grab because some opponents love to jump and you can send the opponent a message to sit the f*** down.
6. Also don't be afraid to run in and do a throw. Since cyrax has a very fast run and opponents don't expect it.
7. Use EX Ground bombs to stay plus on block and follow up with a mixup, pressure or throw.
8. Use string into buzzsaw to stay safe on block and for good chip.
Armor Breaking Set-ups
Cyrax has very good armor breaking set-ups, although mustard found this before the patch the set-up still works after the 29/3 patch. Note: All credits to PND_Mustard for finding this amazing set-up!
The video below made by PND_Mustard may be pre-patch but this still works off of other set-ups.
End your combos in EX DB1, DD3, B3D4 for an un-escape-able except for armor setup.
This armor breaking set-up below beats tech roll armor, delay wake-up. It beats every thing.
49-52% 1 bar and 37-39% Midscreen reset combos which are completely unescape-able Found By scarsunseen
Here it is:
Combos/Set-ups
Note: End your Combos into 4 xx DD3, B3D4 and 4 xx EX DB1, DD3, B3D4 For Hard to Block-able set-up.
Midscreen meterless:
F21 xx BF1, Run Cancel, DF2, F43, DD3, D2, DD2, DB1, 4 xx DB1 = 29% (B1 Starter = 28% B3 Starter = 28% 111 Starter = 29% F13 Starter = 29%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DD3, D2, DD2, DB1, 4 xx DB1 = 31% (B1 Starter = 30% B3 Starter = 30% )
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, Walk Back, B2, 4 xx DB1 = 33% (B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, DD3, NJP, B2, 4 xx DB4 = 33% ( B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, DB3, Walk Back, 21 xx DD3, NJP, B2, 4 xx DB4 = 33% (B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
Midscreen Metered:
F21 xx EX DB1, Dash, 4 xx BF1, DF2, D2, DB2, NJP, DD3, JBK, B2, 4 xx DB4 = 34% (B1 Starter = 33% B3 Starter = 33% 111 Starter = 33% F13 Starter = 34%)
F21 xx EX DB1, Dash, 4 xx BF1, DD2, Run Cancel, 4 xx DB2, JBK, DD2, 4 xx DB2, NJP, DD3, JBK, DF3, D2, DF3, F34, B2, 4 xx DB4 = 36% ( B1 Starter = 35% B3 Starter = 35% 111 Starter = 35% F13 Starter = 36%)
F43 xx EX DB4, 4 xx BF1, DD2, Run Cancel, 21 xx DB2, JBK, DD2, D2, DD3, NJP, Walk Back, B2, 4 xx DB4 = 38%
F43 xx EX DB4, 4 xx BF1, DF2, 114 xx DD2, D2, DB2, NJP, DD3, Walk Back, 21, 4 xx DB4 = 40%
F43 xx EX DB4, 4 xx BF1, Dash, DF2, 114 xx DD2, Walk Back, D2, DD2, DB1, NJP, RC, 4 xx DB4 = 40%
Corner Combos:
Meterless:
F21 xx BF1, DB2, F43, NJP, B2, 4 xx DB4 = 27% (B1 Starter = 26% B3 Starter = 26% 111 Starter = 27% F13 Starter = 27%)
Metered:
F21 xx EX DB1, 3, 3, 114 xx BF1, DB2, NJP, Backdash, B2, 4 xx DB1 = 38% ( B1 Starter = 37% B3 Starter = 37% 111 Starter = 37%)
F21 xx EX DB1, 3, 21, 21, 114 xx BF1, DB2, NJP, Backdash, B2, 4 xx DB1 = 39% ( B1 Starter = 38% B3 Starter = 38% 111 Starter = 38% F13 Starter = 39%)
Please tell me what i should add more in the guide and i will add it in the OP ASAP.
@scarsunseen
@SkyratiK
@MadeOfMetal
@Krayzie
@KrayzieCyrax
@Reaper
@SOULWARRIOR 71K
@PND_Mustard
@roosTakk
Cyrax is a good character with mixups and hard to blockables, he isn't the greatest of the bunch but he has what he has and this guide explains everything.
Frame Data/Useful Strings
Attack: 1112
High, Mid, Mid, (Gap) Mid
Start-up: 7 Frames
Block Adv. : +2
Hit Adv. : +18
Recovery: 26
Ends in HKD. This is mostly used to bait armor and pressure, the 111 part of the string is used as a punisher as it is hit confirmable into net.
Attack: 114
High, Mid, (Gap) Mid
Start-up: 7 Frames
Block Adv. : +2
Hit Adv. : 44
Recovery: 20 Frames
Mostly used for baiting armor, pressure and in combos.
Attack: B12+4
Overhead, Overhead
Start-up: 18 Frames
Block Adv. : -10
Hit Adv. : +2
Recovery: 45
Mostly used in hard to block-ables and B1 alone is used in hard to block-ables, mixups and staggers.
Attack: F131
High, Low, Mid
Start-up: 8 Frames
Block Adv. -4
Hit Adv. : +12
Recovery: 22
Mostly used as a whiff punisher, the F13 part of the string is combo'd into net as a whiff punisher.
Attack: 21
High, Mid
Start-up: 10 Frames
Block Adv. : +2
Hit Adv. : +17
Recovery: 13
Used in pressure and combos.
Attack: F21
Start-up: 14 Frames
Block Adv. : -11
Hit Adv. : +10
Recovery: 27
Used as a combo starter.
Attack: B3D4U3
Low, Low, Overhead, Mid
Start-up: 15 frames
Block Adv. : -6
Hit Adv. : +16
Recovery: 21
Used in hard to block-ables.
Attack: F34
Low, Mid
Start-up: 17 frames
Block Adv. : -10
Hit Adv. : +11
Recovery: 28
Used in combos.
Attack: F43
Mid, High
Start-up: 10 frames
Block Adv. : +2
Hit Adv. : +41
Recovery: 26
An incredibly fast advancing mid that is used as a whiff punisher and for pressure.
Special Moves:
Attack: BF1 (Net)
Hits mid.
Unsafe on block.
Used as combo extender.
Attack: DB1 (Chest Saw)
Hits mid.
Safe on block. (Punishable by sub zero and reptile)
Ends in hard knockdown.
Used as combo ender.
Attack: DD3 (Mid Ground Bomb)
Hits low.
0 on block.
Used in htbs and combo extender.
Attack: DB3 (Close Ground Bomb)
Hits low
0 on block.
Use in htbs and combo extender.
Attack: DF3 (Far Ground Bomb)
Hits low.
0 on block
Combo Extender.
Teleport: DF4
Teleport. Serves no purpose to exist.
Teleport: (Air) DF4.
Serves for the exact same purpose as above.
Grab: DB4
Only hits airborne opponents.
Fantastic anti-air.
Air Grab: DB4
Works just like the move above.
Attack: DD2 (Air Medium Bomb)
0 on block.
Hits mid.
Combo extender.
Attack: DF2 (Air Far Bomb)
0 on block.
Hits Mid.
Combo Extender.
Attack: DB2 (Air Close Bomb)
0 on block.
Hits mid.
Combo Extender.
MB Specials:
Attack: BF1 + MB (Advanced Net)
Hits Mid.
Unsafe on block.
Combo Extender, drains half a bar of meter from opponent.
Attack: DB1 + MB
Hits Mid.
Incredibly fast 8 frames start-up.
0 on block.
Combo extender, used to guarantee hard to block-able setups which cannot be escaped at all. Hard Knock down.
Attack: DD3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DB3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DF3 + MB
+8 on block.
Hits Mid.
Used for block pressure and armor breaking set-ups.
Attack: DF4 + MB
Unsafe on whiff and block.
Armor move which is not very good, does not launch and can easily be armor broken.
Attack: DF4 + MB (Air)
Unsafe on whiff and block.
Armor move which is not very good, does not launch and can easily be armor broken.
Attack: DB4 + MB
Very fast 13 frames of start-up.
Fantastic launching anti-air.
Attack: DB4 + MB (Air)
Very fast 7 Frames start-up.
Fantastic launching anti-air.
All MB versions of Air Bomb are basically useless in game.
General Gameplan
Your gameplan would be to space them out and catch them with either a mixup or a whiff punisher. Once you do the mixup into combo you now have the chance to do a hard to blockable mixup which can do pretty good damage. Most of the htb's are kind of gimmicks and have ways for you to escape, but there is one which is completely guaranteed and it can only be escaped by armor but we'll get into that later. You can also setup into ex ground bomb for armor breaking setups which we will get into later on. You should pressure the opponent and bait armor with F43, 114, 1112, 21 etc. until the opponent starts to disrespect your options and you can open them up. Hit confirm into net.
What to do in the Neutral
1. It's best to space out your opponent and catch them in the net or ex buzzsaw.
2. Be warned that cyrax is very vulnerable from fullscreen. He is easily outzoned, you must stay patient. Throw some bombs from fullscreen to make your opponent scared from doing projectiles. Run in when you have the chance to if the opponent is zoning you, get to your opponent and catch them with a F4, you can also use F3 to go under projectiles and hit the opponent to get close to them
3. Be warned that cyrax doesn't fair well against pressure, cyrax's armor is barely decent. You must stay patient, poke out of gaps and backdash out of gaps.
4. Bae-rax also has many strings to bait armor and pressure the opponent e.g 1112, 21, 114, F43. Follow up with F43 for more pressure or F4 xx buzzsaw to stay safe.
5. Don't be afraid to do an incredibly fast DB4 air grab because some opponents love to jump and you can send the opponent a message to sit the f*** down.
6. Also don't be afraid to run in and do a throw. Since cyrax has a very fast run and opponents don't expect it.
7. Use EX Ground bombs to stay plus on block and follow up with a mixup, pressure or throw.
8. Use string into buzzsaw to stay safe on block and for good chip.
Armor Breaking Set-ups
Cyrax has very good armor breaking set-ups, although mustard found this before the patch the set-up still works after the 29/3 patch. Note: All credits to PND_Mustard for finding this amazing set-up!
End your combos in EX DB1, DD3, B3D4 for an un-escape-able except for armor setup.
This armor breaking set-up below beats tech roll armor, delay wake-up. It beats every thing.
49-52% 1 bar and 37-39% Midscreen reset combos which are completely unescape-able Found By scarsunseen
Here it is:
All credits to scarsuneen for the tech above, it's absolutely amazing.HTB setups that can not be back-dashed, armor-broken, or jumped out of. See both videos for proof.
The meterless combo ranges from 36-39%. Depends on if they try back-dashing, armor, or neither. (The first hit of an armor-break goes un-scaled, 2nd hit actually starts the combo.)
The 1-bar combo ranges from 49-52%. Same idea as above.
Combos/Set-ups
Note: End your Combos into 4 xx DD3, B3D4 and 4 xx EX DB1, DD3, B3D4 For Hard to Block-able set-up.
Midscreen meterless:
F21 xx BF1, Run Cancel, DF2, F43, DD3, D2, DD2, DB1, 4 xx DB1 = 29% (B1 Starter = 28% B3 Starter = 28% 111 Starter = 29% F13 Starter = 29%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DD3, D2, DD2, DB1, 4 xx DB1 = 31% (B1 Starter = 30% B3 Starter = 30% )
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, Walk Back, B2, 4 xx DB1 = 33% (B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, DD3, NJP, B2, 4 xx DB4 = 33% ( B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
F21 xx BF1, Run Cancel, DF2, F43, DF2, F43, DF2, 114 xx DD2, D2, DB3, Walk Back, 21 xx DD3, NJP, B2, 4 xx DB4 = 33% (B1 Starter = 32% B3 Starter = 32% 111 Starter = 32% F13 Starter = 33%)
Midscreen Metered:
F21 xx EX DB1, Dash, 4 xx BF1, DF2, D2, DB2, NJP, DD3, JBK, B2, 4 xx DB4 = 34% (B1 Starter = 33% B3 Starter = 33% 111 Starter = 33% F13 Starter = 34%)
F21 xx EX DB1, Dash, 4 xx BF1, DD2, Run Cancel, 4 xx DB2, JBK, DD2, 4 xx DB2, NJP, DD3, JBK, DF3, D2, DF3, F34, B2, 4 xx DB4 = 36% ( B1 Starter = 35% B3 Starter = 35% 111 Starter = 35% F13 Starter = 36%)
F43 xx EX DB4, 4 xx BF1, DD2, Run Cancel, 21 xx DB2, JBK, DD2, D2, DD3, NJP, Walk Back, B2, 4 xx DB4 = 38%
F43 xx EX DB4, 4 xx BF1, DF2, 114 xx DD2, D2, DB2, NJP, DD3, Walk Back, 21, 4 xx DB4 = 40%
F43 xx EX DB4, 4 xx BF1, Dash, DF2, 114 xx DD2, Walk Back, D2, DD2, DB1, NJP, RC, 4 xx DB4 = 40%
Corner Combos:
Meterless:
F21 xx BF1, DB2, F43, NJP, B2, 4 xx DB4 = 27% (B1 Starter = 26% B3 Starter = 26% 111 Starter = 27% F13 Starter = 27%)
Metered:
F21 xx EX DB1, 3, 3, 114 xx BF1, DB2, NJP, Backdash, B2, 4 xx DB1 = 38% ( B1 Starter = 37% B3 Starter = 37% 111 Starter = 37%)
F21 xx EX DB1, 3, 21, 21, 114 xx BF1, DB2, NJP, Backdash, B2, 4 xx DB1 = 39% ( B1 Starter = 38% B3 Starter = 38% 111 Starter = 38% F13 Starter = 39%)
Please tell me what i should add more in the guide and i will add it in the OP ASAP.
@scarsunseen
@SkyratiK
@MadeOfMetal
@Krayzie
@KrayzieCyrax
@Reaper
@SOULWARRIOR 71K
@PND_Mustard
@roosTakk
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