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Ultimate Mortal Kombat 3 - Strategy Guide - Cyrax
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Cyrax - Rank: 20
Cyrax is a low tier character, ranked around number 20 in
UMK3. Overall he is the worst of the three Robot Ninjas, however like
Sub-zero, with some effort he can be a beast. Your main strategy with
him is going to revolve around zoning with his bombs and the net, which
has a big collision area and leaves little room to punish him from full
screen. Cyrax's problem isn't the damage he can deal, but it's the
methods of doing it which generally require a lot of tactics surrounding
them. Take advantage of his high damage 6 hit auto off a net for 42%
with the jump kick starter, or go for tactics with a roundhouse, setting
up bomb scenarios against non teleporters. Go for his 3 hit kick combo
mixed in with run jabs. Some downsides overall to the the Robot Ninjas
are: they have some juggle advantages and vulnerabilities in terms of
taking hits, watch for them. They can be relaunched by just about anyone
with a launcher combo, easier than most to time, and they are harder to
juggle in certain situations, particularly for Ermac and Human Smoke.
Kung Lao can spin them and I believe Nightwolf after his autocombo in
the corner when it is performed on the "just frame" so not only will you
take the 34% or more from the auto combo but you're stuck in the corner
infinite. Anyone who can get a ducking LK after their autocombo in the
corner on anybody can get a standing HK after their combo on them, for
example: Liu Kang, HP starter, 7 hit combo is 38% + standing damage
protected HK is 46%. Also, watch for openings for the air throw, which
is a very neat and under used move. Try mixing up bombs and nets in the
corner with run jabs to keep your opponent locked down, and when they
move go for the air throw. Cyrax can juggle many characters off his
regular throw with a LP to net, the damage thereafter is limited but
none-to-less it is still damage. His throw also has it's own tactics
because it lands strangely. You can try to run to the other side of your
opponent before they get up and go for another throw on the cross up,
which if timed right is 50/50. If you are unsuccessful you can go into
run jab tactics. Cyrax is a lot of fun, but overall far too much effort
to be successful.
Basic Moves:
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. 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. 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.
Sweeps have good range and recovery is the same as female ninjas. JK is
good, jump punch is kind of tight and ball like, and is easily
counterable. Ducking LK is quick and pointy, excellent to get out of
runjabs or prevent them.
The Net is his primary containment
move. You can often times trade a hit for it, like a jump kick or jump
punch can be snuffed with a well timed net. 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 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. Use the net
in juggle combos to extend them a bit. 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. For example: aaNet, aaHP,
net, aaHP, net (the nets do not count as part of the combo) and now
finish it accordingly. An active net disables bombs, and his air throw,
but not his teleport. Watch for when the net connects and the opponent
is touching the ground. Generally a person will be holding block in this
situation and the net will not connect, but there are many occasions
where things are happening too quickly, but the point is, you should go
for the 6 hit autocombo with a starter. The Net is also excellent
against sweepers. You can trade a sweep for a net very easily and it's
worth it.
The Bombs are a very unique containment move and are a
big part of his zoning strategies. You can set bombs up in patterns to
do big damage combos, as they remain dormant for a few seconds each.
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. They have a number of
limitations. 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 recognizing a limit of 1 hit before
bombs are disabled. For example: aaHP, instant bomb drop, compared to
aaHPHP, no bomb drop. 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. 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. If they jump backwards, try and
use the net follow tactic by running towards them and making them land
in the net. 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. From here you can start doing mix ups and mind games
with the bombs and keep your opponent off their game. 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.
The teleport is
a dangerous move. Cyrax is very vulnerable during it both in air, and
briefly on the ground. It is useless for transit against someone like
Kabal, as a spin will totally wipe him instantly, or a male ninja
because of their containments. Use is sparingly for escapes but never
over abuse it. It is rare that you can make use of it during juggle
combos except to get out of the corner to the other side of someone when
you want to exploit a corner juggle. For example: Cyrax in corner, aa
net, aaHP, net, teleport, aaHP, net, aaHPHP, JK, aaHP, air throw -7 hits
63%. You can also use the teleport on projectiles with significant
recovery to get close and counter, but it's not as fast as something
like Kung Lao's teleport which works the same way but invertedly.
Cyrax's air throw is strange, as it is a command throw. The motion
is D-F, BL, and then press LP while you are in the air and near your
opponent. It has good priority when activated, but that leaves a lot of
room for error as it has a specific route to travel towards the opponent
and where he is under them depends on how well it will connect. If you
do an air throw while someone has left the ground through the ground,
like Sektor, or Kung Lao, it will cause some funny glitch scenarios. Use
the air throw to extend juggle combos, and use it as transit more so
than the teleport because it is fast and hard to punish, not to mention
overtly unexpected. The best way to use it to get close to your opponent
would be as they are falling, this way it creates a very obtuse
hyperbola, causing him to get close to the ground faster than it would
be if they were high in the air and he has to float a bit. Use it after
roundhouses and JKs to get in close very fast if you are not using bomb
tactics. Making Cyrax fast, maneuverable, accurate, and vicious is the
key to making him win.
Cyrax has two recently (as of Spring '07)
confirmed infinites.
One is an air throw infinite which must
start close to the ground in the corner, and uses the overlapping
pushing corner property which when used in conjunction with the air
throw allows you to repeatedly air throw back into the corner instead of
out. The difficult is extremely high as timing is extremely specific.
He also has a reset infinite with his bombs in which you can
break a juggle knocking someone into the bomb, and not only can they not
escape, but the combo breaks because of the bomb can catch you when you
are slightly off the ground. What you must do is throw a bomb out
in-between juggles and keep them in air, knocking them into a bomb each
time, but going off just after they land instead of intentionally
getting it to combo and be unavoidable. The set up is risky, and timing
on the juggle breaks is tricky.
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Basic Juggles:
1. aa net, aa(HP,HP),
net, aa(HP, HP) air throw 5 hits 41% 2. throw, aaLP, net,
aaHPHP or JK, air throw 25-26%
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Advanced Juggles:
(There are tons of bomb variations that
require set ups):
1. Bomb, RH into bomb, aaHP, HP (another HP
possible on many characters) air throw, 5 hits 56-63% 2. aaHP, net,
aaHP, net, aaHP, HP air throw 5 hits 41% 3. aaHP, net, aaHP, net, JK,
air throw 5 hits 41% 4. aaHP, aaHP, net, deep JK, aaHP, air throw 5
hits 50% 5. (corner) aaHP, aaHP, net, JK, RH, air throw, 61% 6.
(corner) aaHP, net, JK, net, JK, RH, HK (or air throw) 5 hits 69%-70%,
only works on some characters, situation generally does no present
itself, but some position can be done in the corner while they are in
the net, timing is crucial
Lucky Far Tracking-bomb with predropped Mid-bomb setup:
1. bomb(far away)
connects with bomb(mid) dropped soon after, then a third bomb
dropped instantly after the first (essentially juggling off each
bomb towards you) RH onto third bomb, aaHPHP, aaHP, air throw 8 hits
84% 2. Far Bomb, (opponent runs in or jumps in), counter with JK
and throw another bomb, they land on the first bomb, then aaHP, JK
into second bomb, and finish with aaHPHP, aaHP, JK or some variation
resulting in upwards to 100%+.
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Ultimate Mortal Kombat 3 - Strategy Guide Cyrax Break Hit Combo Example
File Size: 1,94 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Cyrax Anti Air Juggle
File Size: 1,73 MB |
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Last Update
10.22.2009
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