cyclone guide

Discussion in 'Game Guides' started by NotGaldeira, Nov 6, 2016.

  1. NotGaldeira

    NotGaldeira Member

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    [​IMG]

    [​IMG]

    Ease of Use: Medium

    Description: It is said that Cyclone's fast techniques can cause fatal damage to your opponent's organs. The RaVeN Guild studied this ancient art for justice, believing that true justice was the only answer for protecting their loved ones. Legend has it that those who were able to master this style of fighting were as violent and deadly as a tornado itself.

    Created by Saitou.

    Price: 1100 CC

    Usable by all classes.


    Movelist:

    [​IMG] [450]
    [​IMG] [​IMG] [​IMG] [465]
    [​IMG] [440]
    [​IMG] [​IMG] [280]
    [​IMG] [​IMG] [285]
    [​IMG] [250]
    [​IMG] [170] (102)
    [​IMG] [230]
    [​IMG] [280]
     
  2. NotGaldeira

    NotGaldeira Member

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    Guard:

    [​IMG]

    Jin Saotome's guard from MvC2.

    Holy Riot
    PPPP
    80, 95, 95, 180 [450]
    Not turnblockable.

    [​IMG]

    Cyclone's punches are overall quite excellent at fulfilling the purpose they were intended for - close range engagements. Cyclone's PPPP packs the speed and width necessary to reliably tackle these situations, fully capable of piling on pressure if needed with their fast recoveries and decent stun.

    Cyclone's punches are very fast, and the spinning movements of the first two punches cover some good width so Cyclone's presence is still threatening at close range. The transition from 1st punch to 2nd punch is among the fastest in the game, and gives your opponent almost no time to react to it - if hitting from the back, they're forced to take the whole combo. Even from the front this can catch many players off guard if you hit them with it, giving you a knockdown or at the very least, forcing them badly onto the defensive. All of the punches have fast recoveries, making them prime for use in blockstrings if the situation calls for it.

    The 3rd and 4th punch are notable in that they move forward quite a bit but also have excellent recoveries, allowing you to pull some pretty tricky maneuvers when used in tandem with its sister combo, the PP(K+G)P. By angling yourself out of the way of a blocker, or simply in general, you can create a deceptive opening that isn't really there - when your opponent moves in to try and "punish" this faked opening, you can easily counter them, or open up with a combo of your own.

    Keep in mind that the usefulness of your punches also decreases dramatically the further you are from your opponent.

    Staggering Blow
    PP(K+G)P
    80, 95, 130, 160 [465]
    Not turnblockable.

    [​IMG]
    (full combo)

    Cyclone's PP(K+G)P combo is best used not as a standalone combo, but used in conjunction with the PPPP - whereas the 3rd input of the regular punch combo moves forwards, the 3rd hit of the secondary punch combo moves backward. Ultimately, this gives you the choice of going whichever direction you desire. creating some pretty confusing setups. You can slide out of the way with the (K+G) input, then suddenly slide back and hit them head on with the last punch. Or you can simply not do anything at all - walk away, and as your opponent is left thoroughly confused, kick them in the face. When you throw this combo into the mix with PPPP, the mixup possibilities become nearly endless.

    Here's a brief example of what the combo can do:

    [​IMG]

    While PP(K+G)P does indeed deal more damage than the PPPP combo, the number difference is ultimately negligible. Cyclone's PPPP is generally, slightly more reliable, but more importantly Cyclone often does not use either combo enough for there to be a noticeable difference.

    Night of Wind
    KKKK
    90, 100, 110, 140 [440]
    Last hit is a grapple.

    [​IMG]

    Cyclone's kicks is the stuff of legends - the reach of its first kick stands side by side with long-distance monsters like Rage, Zin Karate, and Wing Chun, even outdistancing some of them. Simply put, the frontal range of Cyclone's first kick is absolutely insane. Even though the hitbox itself isn't exactly the widest, the ability to hit someone quite nearly 3 characters away is an incredible feat, and one of Cyclone's biggest strengths. Cyclone can punish mistakes at ungodly ranges and apply pressure from even very far away, potentially forcing people to play cautiously the moment they see you. On top of this, the kicks themselves pack some rather meaty stun, making hitconfirms an absolute cinch. On block, an opponent will be hard-pressed to find an opening.

    However, the combo is not exactly easy to use. Much of the difficulty of using Cyclone arises in the awkward hitboxes of its kicks - most notably, the second. The second kick has an incredibly narrow hitbox, nearly half the width of the first, demanding absolute precision when aiming it. It is very easy to whiff, and with the mediocre recoveries on these kicks, a miss can quite literally be fatal. Knowing when or when not to angle the hits is one of the main dilemmas a Cyclone learner faces, so take the scroll into practice and test it out for yourself. Pay attention to your character's right leg, as it is the one used for Cyclone's kicks and as such the hitboxes are very much skewed to your character's right.

    Cyclone's last kick is also, quite frankly put, terrible. While the animation is undoubtedly flashy, it angles perfectly, and one might think it would be a good juggle combo, its recovery is so incredibly bad, you can't ground-hit after it, and you can potentially be punished for landing it. The grab animation leaves the opponent in the grounded state incredibly early, so fast in fact that if the opponent has Saver, they will be able to recover before you. Even worse, if they have their nanmu, they have a near-guaranteed chance of using it right away on you. You lose nearly all offensive momentum after landing this - it's almost infinitely preferable to go into the launcher whenever possible.

    When on bridges, be careful angling this - you move forward with your opponent when it connects, so you might end up falling off with them!

    Updraft
    KK(K+G)
    90, 100, 90 [280]

    [​IMG]

    Cyclone's launcher, much like the second hit, has an extremely narrow hitbox that must be mastered in order to make full use of the scroll. Again, like the second input the launcher is also horribly skewed to your character's right so you must accommodate for this when comboing your opponent.

    Last Breath
    KP
    90, 195 [285]

    [​IMG]

    Cyclone's two-hit knockdown, surprisingly enough, deals more damage than its full launcher combo. Which is quite nearly a moot point, since if you're using Cyclone's KP right, it should always KO them anyway. Ha Ha!

    Really only useful for edge maps - it serves no other useful purpose otherwise. Use it to knock people off the map WITH YOUR MASSIVE FIST OF JUSTICE.

    Dark Lamentation
    kG - OMNI-GRAB
    [250]

    [​IMG]
    (hit)

    [​IMG]
    (miss)
    ここですか???(KOKO DESU KA???)

    Cyclone's fearsome omni-grab, and a turtler's worst nightmare. It deals a hefty amount of damage and puts the opponent in an absolutely horrible position for them (back facing you), giving you plenty of time to react and set up for wakeup game. Unlike regular grabs, Cyclone's kG has a unique cast animation which doesn't move you forward at all - in exchange for this, this grab has slightly longer forward range, allowing you to snatch people who would have otherwise just walked out of the grab by just a hair.

    The main drawback to this move, however, is the recovery time. Cyclone's kG - on whiff - has nearly twice the amount of recovery as a regular grab, leaving you horribly open to anything the opponent has to offer if you miss or get predicted. Be very, very cautious about deciding when to use the kG - although powerful, it is potentially very risky.

    Defacement
    >>G
    75, 95 [170] - STANDING
    45*, 57* (102) - GROUNDED

    [​IMG]

    Cyclone's ground-hit is fast, reliable, and most importantly, very flashy. Ha Ha! In all seriousness, there isn't really much to it except that it hits twice and can connect almost after everything Cyclone can do. While it might look like a slide, it's nowhere near as useful - it covers less range, comes out slower, and can be interrupted, so it's by no means a viable substitute for it. It can, however, be used for a surprise kill off a ledge, and it is much safer than a ram.

    >>G is frame disadvantageous on block, but not 100% punishable - this means you can counter an opponent's attempt to attack you immediately after blocking.

    Can connect successfully after:

    PPPP
    PP(K+G)P
    KP
    kG
    >>G
    a grab (requires a wall)
    a counter (some angles require a wall)

    Example:

    [​IMG]

    A ground hit is NEVER possible after KKKK, due to how fast the opponent recovers.

    Gale
    (P+G) - GRAB
    [230]

    [​IMG]

    Cyclone's regular grab is inferior in almost every single way to its omni-kG grab - it isn't omni, it does less damage, and the opponent recovers quickly from it, making ground-hit follow-ups very difficult. The only time you should consider using this one is for the air-grab (you can't kG grab in mid-air), or if you desperately need to knock the opponent forward.

    Reality's Cruelty
    (K+G) - UNIQUE COUNTER
    [280]

    [​IMG]
    (success)

    Cyclone's counter has a unique startup, but as a major plus, it moves forward like a regular counter - this means you can use it to move out of the way of certain hits with proper positioning. The damage it inflicts is also incredibly painful; as a standalone counter, Cyclone's is one of the strongest in the game. When used properly in tandem with the deceptive positioning its moves provide, Cyclone's counter game becomes incredibly scary.

    Target Juggle:

    [​IMG]

    KK(K+G) P P PPPP (>>G)
    [646] (748)

    OR

    [​IMG]

    KK(K+G) P P KKKK
    [696]

    Due to how Cyclone's last kick functions, and the disadvantage it imposes upon you for using it, it's almost always better to use the punch juggle as it can do more damage when combined with the ground hit. PP(K+G)P can be used in a juggle, but it's so incredibly unreliable it's pretty much never worth using. Only use the kick juggle if the extra damage or distance it does is needed to secure a KO.
     
  3. NotGaldeira

    NotGaldeira Member

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    STRATEGY:

    Cyclone's versatility is staggering, but often the scroll finds success utilizing the massive range of its kicks to strike from incredible distances, with fast punches at close range as a supplement to its gameplan. Whether you want to bowl your opponent over with a gust of aggression or opt for a more defensive approach is entirely up to you, as Cyclone is fully capable of fulfilling either playstyle. Most of its tools can be used either offensively or defensively - kG can be used to punish blocked finishers or whiffed moves just as easily as it can be used to crack the guards of turtlers. Ultimately, the true strength of Cyclone lies in its ability to adapt and shut down the opponent's gameplan; you, as the player, must be able to think ahead of your opponent, and use Cyclone's abilities to stay one step ahead.

    cyclone guide, brought to you by someone who is not galdeira. original guide: http://forum.gamescampus.com/viewtopic.php?f=970&t=338624&sid=a23e3dfabb58ab3312ea9fcf4fc76b28
     
    Last edited: Nov 6, 2016
  4. BasedDraygashi

    BasedDraygashi Active Member

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    Doesn't Cyclone's PP(G+K)P combo do more in a juggle than the PPPP Combo?
     
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  5. BloodNinja

    BloodNinja Well-Known Member

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    Yes but he says it's unreliable since it sometimes can miss
     
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  6. Windstorm

    Windstorm Glacial Master

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    When using cyclone, you make the opponent (assuming they aren't scared yet) more aggressive since they can't really break past your offense without punishing you. When using the KKKK combo in a 1v1, I'm spamming counter. Also, a great way to avoid being combo'd by a nanmu would be to always angle, as the positions of both characters will be imperfect.
    anyway, great job.
     
    Last edited: Jul 3, 2017
  7. tamirtov

    tamirtov Clean Up Crew

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    @271115 now I know from where you learned
     
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  8. 271115

    271115 Well-Known Member

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    I don't like this guide.
     
  9. tamirtov

    tamirtov Clean Up Crew

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    This guide doesn't like you too.
     
  10. 271115

    271115 Well-Known Member

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    [​IMG]
     
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  11. tamirtov

    tamirtov Clean Up Crew

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    This guide doesn't like you too.
     

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