-ANOTHER new URL for my homepage, new e-mail added.
*******
LEGEND: BUTTONS
*******
.-------------Jab
D-PAD | .-----------Strong
| | .---------Fierce
U/B U U/F | | |
\|/ | | |
B--o--F | | |
/|\ O O O
D/B D D/F O O O
| | |
| | |
| | |
| | ----------Roundhouse
| ------------Forward
-------------Short
QCT= Quarter Circle Toward (roll the D-pad from D to F)
QCB= Quarter Circle Back (roll the D-pad from D to B)
HCT= Half Circle Toward (roll the D-pad from B to D to F)
HCB= Half Circle Back (roll the D-pad from F to D to B)
+ = enter commands simultainiously
G/A= Ground/Air (can be done on the ground or in mid-air, or both)
A WORD ABOUT...
SUPER METER:
Underneath the life bar is an empty bar. This bar will fill with glowing
energy every time you do a special move, Throw, or hit an opponent
(blocking or not). Every time you reach a new power level, energy will glow
around your legs, and the power level (1st, 2nd, etc.) will appear over the
life bar. When the power is blue in the pow bar (1st level), only regular
moves are allowed. When the meter becomes orange (2nd Level, about a third
of it full), you can use some energy to perform special "X-Ability" moves.
When the energy bar is full, the colors flicker, and you can perform one of
the "Hyper-X" moves.
DASHING:
Tap forward twice to dash forward, and twice back to dash backward. An
alternative way is to press three punches and hold the D-pad forward or
backward. Reverse the stick to stop. During a dash, slide by pushing down
and a button. Slides and dashes can be a good way to start combos.
STUNS AND KNOCKDOWNS:
Besides normal stuns, your character can be stunned on the ground. You can
hit, or in the Sentinel and Colossus' case, Throw a downed opponent. Shake
the D-pad to recover from a stun quicker. If you are knocked down, hold the
D-pad forward or backward and press a punch button. This will cause your
character to quickly roll forward or backward. The strength of the punch
determines the distance.
SUPER JUMPS:
Besides normal jumps, your character can leap twice as high. Rapidly flick
the D-pad from down to up. An alternate way is to tap all three kick
buttons. The game will stay focused on the higher character, and a little
marker shows the position of the lower one. Most importantly, a Super Jump
will cancel any NORMAL move. Conversely, any special move will cancel a
Super Jump.
THROWING:
Simply hold the D-pad forward with a Strong or Fierce punch (or for some
it can be Forward and Roundhouse as well) to Throw. There are both air and
ground Throws...every character is able to do both. When someone is trying
to Throw you, it can be "reversed" by attempting to Throw the Thrower.
Holding down and all three punch buttons will give you a "tech hit". If
you've already been Thrown, the move allows you to land without taking
further damage. The tech hit uses some of your X-Power. (you must have at
least a third of the Super Meter, i.e. the first time your characer gets
the glow around their feet.)
SPECIAL CODES:
To select the secret character Gouki with player 1, input the following
commands at the select screen:
Move to Spiral and count to 3, then move QUICKLY WITHOUT STOPPING through
the following characters: Silver Samurai -> Psylocke -> Colossus -> Iceman
-> Colossus -> Cyclops -> Wolverine -> Omega Red - > Silver Samurai. After
ending on the Silver Samurai, count to 3 at the SAME speed as you did when
on Spiral, then press and HOLD Fierce+Roundhouse+Short.
To select Gouki with player 2, input this:
Move to Storm and count to 3, then move QUICKLY WITHOUT STOPPING through
the following chraracters -> Cyclops -> Colossus -> Iceman -> Sentinel (by
tapping left at Iceman to bring you to the robot) -> Omega Red -> Wolverine
-> Psylocke -> Silver Samurai -> Spiral. After ending on Spiral, count to 3
at the SAME speed as you did when on Storm, then press and HOLD
Fierce+Roundhouse+Short.
If you inputted the code correctly, the character's portrait to the right
will go blank.
FAST CHARACTER SELECT: at the wins/losses screen after a battle, hold all
three punches+L button and hit start. The Wins/Losses chart will disappear
and two cursors will appear on either side of the names in the center. From
here you can choose ANY character selected, including Gouki (so you don't
have to put the code in again :)). Note that player 1's cursor is difficult
to see because of the backround...
COMBOS:
A combo is a series of moves that interupt the animation of the previous
ones, making it a smooth, continous attack. There are many ways to combo in
X-Men. The easiest of course is to connect with a normal, special or
Hyper-X move that hits multiple times (eg. Spiral's standing Fierce,
Wolverine's Tornado Claw, Iceman's Arctic Attack). One of the most common
of methods is to interupt a standard move with a special move. Hitting
multiple times in the air is the second way to combo. The third method is
somewhat new, used by games like SFA and Darkstalkers; the auto-button
chains. Now you can chain together hits, but not neccesarily in order from
weakest to strongest. Here's the lowdown:
MAGIC SERIES:
=============
Dubbed the "Magic Series" in X-Men" CotA, this is the technique of
cancelling normal attacks into other normal attacks. Each character has a
differnet series, which are listed in their section. Each fighter also has
the ability to perform a Magic Series while jumping and Super Jumping. If a
Magic Series is more than two buttons long, the buttons in between can be
skipped (eg. if the series is Jab, Short, Strong, Forward, Fierce,
Roundhouse, you can just do Jab, Forward, Fierce, or something else...).
Note that you cannot go backwards in a Magic Series (eg. if the series is
Jab, Short, Strong, Forward, Fierce, Roundhouse you cannot do a Jab,
Strong, Roundhouse and then back to a Forward.)
The basic rules for the Ground Magic Series are that you can cancel an of
the moves in the series with either a standing OR crouching move (eg. with
Wolverine you can cancel a crouching Roundhouse into a crouching Fierce OR
a standing Fierce. This applies in the reverse as well, i.e. you can do a
standing Roundhouse cancelled into a crouching Fierce). The Jumping Magic
Series are basically the same, as you can cancel a jumping attack in the
series with another jumping attack, and you can also vary it with moves
that require a D press (eg. with the Sentinel you can do a jumping
Roundhouse cancelled into a jumping Fierce, or you can perform his
Sawblade with D+Roundhouse and cancel into a jumping Fierce) The Super
Jumping Magic Series, however, is a tad different; you can as many
moves as possible in the Super Jumping Magic Series as possible, provided
you don't have to recover from anything (eg. if you finish your series with
a projectile, you cannot continue again into a series for more hits). For
some, you can even repeat the series over for even more hits.
SPECIAL MOVE CANCELLATION:
==========================
Ah, the classic way to do a combo! Remember the classic standing Fierce
cancelled into DP for Ryu and Ken? This is the same idea, with one major
exception; you can now cancel ALL normal moves and even some Special Moves
into a Special Move. This includes jumping and Super Jumping moves (eg.
with Iceman you can jump in with a jumping Forward and cancel it IN MID-AIR
with a Jab Ice Beam). This rule includes even single-button projectiles
like Cyclops' standing Fierce. This allows for a LOT of freedom with
combos.
AIR JUGGLING COMBOS:
====================
This is the same basic idea as in the MK series; after knocking the enemy
into the air with a "launcher" (eg. Cyclops' standing Strong), then hit
them again on their way up (the enemy can block as soon as they begin to
fall.) For example, with Psylocke, hit the enemy with a crouching Fierce,
which produces an uppercut (a launcher); cancel this move emmediately with
a Fierce Psi Flash for an instant two-hit! Whenever you manage to hit the
enemy with a launcher, you should try and juggle, easiest and most
effectively with a DP move (eg. Wolverine's Tornado Claw). As well, look
for the opportunity to launch 'em up and juggle with a Hyper-X! (Eg. with
Silver Samurai, launch 'em with crouching Fierce in the corner then perform
his Lightning Surge Hyper-X for GREAT damage!)
AIR COMBOS:
===========
This is a system pretty much unique to X-Men: CotA. For an Air Combo to
work, you must knock the enemy into the air with a launcher, then cancel
the launcher with a Super Jump to follow them up, then perform your Super
Jumping Magic Series on them as you go. For example, with Psylocke, launch
the enemy into the air with a crouching Forward, and cancel it with a Super
Jump; right after doing the jump, tap Jab, Short, Strong, Forward, Fierce,
Roundhouse for a total of 7 hits! It is also possible to fit Air Throws
into Air Combos; for example, if someone jumps in at you when you're
Wolverine, especially if you have them cornered, knock them up out of the
air with his standing Roundhouse and cancel it with a Super Jump and
quickly tap F+Strong or Fierce for a total of two hits! As well, if you
have a Throw that launches the enemy, you can Super Jump right after it is
finished and perform an Air Combo, or even another Throw for two hits; a
Throw-->Super Jump-->Air Throw can look quite impressive. (For example,
with Storm, especially if the enemy is in the corner, Throw them with
Fierce, follow emmediately with a Super Jump, then hit F+Strong for the
Electrocution Grab.) The only disadvantage to Air Throws in Air Combos is
that they can be tech hitted.
THROW COMBOS:
=============
Throws in X-Men do two seperate points of damage; once when you grab them,
and secondly when the enemy hits the ground. For example, with Colossus'
Strong Throw, the first damage given is when he drives his opponent's head
into the ground, but further damage is given as they bounce onto the ground
as Colossus breaks away from them. AS they are landing from the second hit,
there is a brief window of time where the enemy is in their "reeling/pain"
animations. At this time you can hit the enemy with any move that hits low
to the ground (eg. Cyclops' crouching Roundhouse). You can also perform the
first hit of your Magic Series from a crouch, which will bring the enemy to
a standing position and you can continue with the rest of the series (eg.
again with Cyclops, throw a crouching Short cancelled into a standing
Forward and then a Roundhouse). For some, you may have to dash in a tad
after the Throw (eg. Sentinel's Strong Throw if in a corner will push the
robot away a few steps; remedy this by dashing in and then performing your
combo). If you have trouble with big combos, then just stick with single
hits (eg. Wolverine's hold D/F+Fierce) to hit 'em while their down. As
well, some projectiles will hit the enemy on the ground (eg. Psylocke's Jab
Psi Flash, or Iceman's Jab Ice Beam up close).
CHARACTER SIZES:
Not all combos will connect with all hits on certain characters. In X-Men,
there are different body weights for each character, making them do their
"reeling/pain" animations differently. For example, A launcher followed by
an Air Combo wil lwork on someone like Cyclops easily, but will be very
difficult to launch a large guy like Juggernaut because of his weight. For
some, their reeling animations can even make some high moves miss totally,
like Iceman. There are three sizes: light, medium and heavy. Gouki,
Magneto, Cyclops, Wolverine, Iceman, Storm, Spiral and Psylocke are light,
Omega Red and Silver Samurai are medium, and Colossus, Sentinel and
Juggernaut are heavy.
CHARACTER RATINGS:
This is my personal rating of each character, which I try to the best of my
ability to make accurate. Power is how much damage overall their attacks
do, Speed is their all-around speed and agility, Combos is how well they
perform combos, how powerful the combos are, etc..., Range is how well they
do from a distance; this pertains a lot to the effectiveness of their
projectiles. Throws is how powerful and how good in combos their Throws
are, Hyper-X pertains to how effective their Hyper-X(s) are all-around, and
finally, their Cheez Rating relates to how well they do at chipping away at
opponents and setting them up for big combos/damage. Note that these are
not exactly done mathamatically, only on my personal opinion and pretty
experienced eye. For example, with the Speed rating one of the main things
I based it on was wether or not the character can dash or Super-Jump when
Magneto flies up an starts throwing his Magnetic Waves repeatedly; if
you're using Wolverine, for example, you can dash forward in between his
shots and hit him from underneath. On the other hand, Colossus is much too
slow to dash under or Super Jump in between Magneto's shots (which is OK,
he has other methods of escape...)
NOTE: I have in some cases given my own titles to certain moves and even
combos, and I hope I've been creative and witty. If the move involves
the character actually exclaiming the move's title (eg. when you
Fierce Throw with Spiral she exclaims "Spiral Buster!"), then I've
used that name instead.
CHARACTER PROFILES:
###################
STORM "Learn from your defeat, child"
name Ororo Munroe
alias Beautiful Wind Rider
origin New York, New York
alignment good (X-Men)
hair/eyes white/blue (white when using power)
stature 5'11" (180cm)
weight 127lbs (58kg)
enemies The Shadow King, The Brood
Ororo can mentally control weather over a limited area; her powers are
affected by her emotions. Something of an Earth goddess, Storm draws her
power from Gaia and is linked to it. She uses the wind to fly, and the
storm to fight her enemies.
OVERVIEW: She doesn't have a lot of moves, but the ones she has can do good
damage. She is also quite fast and very manueverable in the air.
Her regualar dash is extremely effective because she is
invincible during it. Her Hyper-X is also quite useful, albeit
weak. She's one of my favorites.
standing- small lightning burst (nothing special)
crouching- low small lightning (ditto)
jumping- small downward lightning burst (ditto)
Strong:
standing- forward lightning surge (decent range)
crouching- ground surge (good under high attacks)
jumping- lightning ball (projectile, direction controllable; go crazy with
these in the air--if the enemy jumps in jump up and immediately
pull one off in their face; see tactics vs. Magneto for a great
cheez tactic)
Fierce:
standing- forward lightning blast (great range, good power, decent air
counter)
crouching- lightning upper (launches, GREAT air counter, or after ducking
high attack)
jumping- downward lightning blast (decent range, good jump-in)
Short:
standing- quick shin kick (no big deal)
crouching- quick low kick (ditto)
jumping- quick forward kick (ditto)
Forward:
standing- small hurricane (fairly good range, decent counterattack)
crouching- double hurricane kick (good range, good under high attacks)
jumping- flip kick (decent jump-in, GREAT air-to-air attack)
Roundhouse:
standing: high hurricane (GREAT launcher, great air counter, good range)
crouching: low hurricane (good range, decent counterattack)
jumping: forward flip kick (good jump-in)
---------------------------------------------------------------------------
Strong Throw: Electrocution hold
Decent power and looks painful; use it as your Air ReThrow after the High
Wind Toss. Tap Strong repeatedly for more hits. You can toss a low directed
Typhoon to hit 'em when they fall.
---------------------------------------------------------------------------
Fierce Throw: High Wind Toss
This is a great all-around Throw, and afterwards you can follow-up with
many things; you can Lightning Attack up their with 'em for a few hits, you
could try the Lightning Storm, Air Combo or, my fav, Super Jump and ReThrow
with the Electrocution Hold... If you don't juggle, at least hit 'em while
their down with a downwards directed Typhoon. See the combos section for
some nifty combos with this, including the "Tornado Fury" and the
"Whirlwind Fury"...
SPECIAL MOVES:
**************
-Typhoon: QCT+any punch
(Storm exclaims "Typhoon" and releases a small whirlwind at the enemy)
This an AWESOME projectile for a few reasons; It can be controlled, so if
the enemy is trying to jump, especially away from it, direct it up to nail
'em. If they Super Jump, direct it up and slow it down--if they try to come
down on you they'll get nailed... It also has speed control--hold back to
slow 'er down and forward to speed it up. Not only this, but the strength
of the punch also has a say in the speed; so, to throw a lightning fast
Typhoon, do a QCT+Fierce and hold F. To top it all off, it has good
recovery time AND it cannot be ducked. It will also hit downed opponents if
directed. In a lot of cases the Lightning Attack is the mainstay of most of
Ororo's combos, including "Tornado Fury", "Whirlwind Fury", and her best
combo, "Environmental Disaster".
---------------------------------------------------------------------------
-Lightning Attack: any punch+any kick (same strength)
(Storm exclaims "Lightning Attack!" and flies in the desired direction
torpedo-like with a ball of lightning in her hands)
This is IMO a very useful move; after it has been done (ala Psylocke's
Hyper-X) you can hold in another direction and repeat it. This is the key
to defeating Magneto; when he starts whipping off Magnetic Waves, dash
under him and do a Lightning Attack straight up; wether it connects or not,
keep holding up and hitting Punch+Kick and Storm'll repeat when she's done.
And, like Wolverine's Drill Claw, this is one of the MANY ways Storm can
play defensively; if the enemy is pressuring you, Super Jump and Lightning
Attack all over the place, to confuse 'em. If timed correctly, this can be
used as an air counter if directed upward; just start it ahead of time
because its initiation is not very quick. And here's an interesting tidbit
from Yu De Lin's Storm FAQ: Storm's Lightning Attack will take out Logan's
Drill Claw! This can also be used in or to start combos (see combo
section)...
---------------------------------------------------------------------------
-X-Ability; Wind Currents: QCB+all three punches
(Storm takes to the skies)
This is really a waste of X-Power, because you can just Lightning Attack
around the screen or Air Dash/Quick Flight anyway. The good thing about it
is that you can do her jumping Strong repeatedly to pester the enemy.
---------------------------------------------------------------------------
-X-Ability; Puffs: QCB+all three kicks
(Storm blows a series of dust swirls along the ground)
Not a terribly effective attack, and I see no use for it; Storm will fly
up as the enemy is drawn by the dust UNDER her, but I can't seem to find a
follow-up...Just forget about it unless you've found a use for it.
---------------------------------------------------------------------------
-X-ability; Puffs II: QCT+all three kicks
(Storm blows a series of dust swirls along the ground, pushing the
opponent)
This IMO is a little more useful than the above version, and will blow away
ALL opponents, even Juggernaut. BTW, it will blow at least Wolverine's
Berserker Barrage, so use it when he comes at you with this.
---------------------------------------------------------------------------
-Hyper-X; Lightning Storm: QCT+all three punches (Maximum Hits=25)
(Storm causes arcs of lightning to shoot forth from her body, all over the
screen)
Even in combos, this is a PITIFULLY weak Hyper-X. The only definite place
it might hit is of course if the opponent is dizzy, or MAYBE after a
launcher, but your best bet is to jump in or over the opponent when they
pull off a grounded slow-recovery attack (especially a Hyper-X; a great
example'd be Cyclop's Mega Optic Blast), do the Lightning Storm right over
them. Then you can whip off a Downward Typhoon for maybe an extra hit. This
can also work if they're slowly decending from a Super Jump onto your head,
or just to finish 'em off if they have few pixels on their meter...
Incidentally, her recovery from this happens before the enemy hits the
ground--so, try and follow it with a FAST Typhoon or, vs. airborne
opponents, a directed Lightning Attack.
---------------------------------------------------------------------------
(Storm floats up and crystals form on her finger; then the whole screen is
blanketed in ice shards)
This is a GREAT Hyper-X if it connects and is THE most powerful move in the
game, and can score up to 80 hits!. The big problem is the initiation time
between when she floats up and lifts her fingers and when the shards start
coming down. If you get the enemy across the screen
(possibly with a Throw...), Whip off a shitload of fast and alternating
Typhoons and occasionally a controlled jumping Strong Punch. Eventually, the
opponent might make a mistake, then NAIL 'em and watch 'em die! :) Or launch
'em, maybe hit 'em with a little juggle, then dash away and do the Hail
Storm, and they will at least eat the block damage. NOTE: in order for this
Hyper-X to work, the L button must be set to a - in the setup screen, not all
three punches or kicks.
---------------------------------------------------------------------------
MISC:
*****
Storm can perform a "quick flight: by hitting all three punches or all
three kicks while Super Jumping.
Storm can float gently to the ground by holding up when descending.
Storm creates a barrier of wind when she dashes forward, which grants her
temporary invulnerability. She also has an extra bonus when recovering--as
you hit the ground to recover, do a QCT or QCB and hit a kick button and
she will stand up with the wind barrier, also granting temporary
invulnerability.
CYCLOPS "I don't lead the X-Men for nothing!"
Name: Scott Summers
Origin: Anchorage, Alaska
Team: X-Men (Blue Team)
Hair: Brown
Eyes: red (from optic energy)
Height: 6'3"
Weight: 175 lbs
Enemies: Mr. Sinister, Magneto, Juggernaut, Apocalypse
Cyclops has the ability to release blasts of powerful energy from his eyes.
Because of this he must wear special ruby/quartz glasses so that the beams
won't blast out everytime he opens his eyes. With these glasses,
concentration, and practice, he can level a building or blast a fly off the
wall with pin-point accuracy. Scott Summers is also extensively trained in
the martial arts. It appears he utilizes mainly kickboxing skills, among
other styles. A no-nonsense man of action, he doesn't take BS from anyone.
OVERVIEW: Cyclops is one of my favorite characters, and in my opinion, is
more like Ken than Ryu. He has very well rounded Ratings and
AWESOME combos. He can be a little advanced and difficult to use
at first, but it if mastered can be formidable. And his mutant
power is just so damn cool!
standing- jab (nothing special)
crouching- low jab (ditto)
jumping- air drawback jab (slow coming out; don't bother with it)
Strong:
standing- double-fisted uppercut (best launcher; great after a jump-in, a
Gene Splice is the easiest follow-up)
crouching- high elbow (launches; best after ducking a high attack up close)
jumping- high uppercut (good when both fighters are in the air)
jumping+D- jumping knife hand (decent horizontal range)
Fierce:
standing- quick optic burst (projectile; can also be put in the series; if
this hits from a few steps away, don't be afraid to follow up
with a Gene Splice)
crouching- low optic burst (projectile; good when ducking high attacks from
a distance; again, if this connects a few steps away, go ahead
and cancel with a Gene Splice)
jumping- jumping side uppercut (good when both fighters are in the air)
jumping+D- double hammer (good jump-in combo starter, short range though)
Short:
standing- quick side kick (nothing special)
crouching- low slip kick (ditto)
jumping- knee drop (ditto)
Forward:
standing- high side kick (decent range)
crouching- "upperkick" (launches; good after ducking high attack up close)
jumping- jumping axe kick (good attack on opponent jumping above you)
jumping+D- jumping front kick (good horizontal range)
Roundhouse:
standing- high kick (good range, power)
standingx2- high kick/flip kick (good double hit, great cancelled Gene
Splice)
crouching- low swing kick (good power, decent range, can hit downed
opponents)
jumping- jumping flip kick (good for air-to-air combat, bad jump-in)
jumping+D- drop kick (excellent jump-in combo starter, decent range)
---------------------------------------------------------------------------
Strong Throw: Optic drill (hold B or U/B to drill Diagonally U/B, hold F or
U/F to drill Diagonally U/F, hold D, U or N to
drill straight up)
If you drill them diagonally U/F in the corner, try to follow up with a
Gene Splice, Fierce Optic Blast, or a standing Strong and continue to
combo. Also in the corner, if you have your Super Meter charged, do the
Strong Throw and direct it U/F or straight up, then do the Optic Array and
aim it to follow. I'm pretty sure this is unblockable, but even if it isn't
it still does some block damage (So far I haven't seen anyone block it,
though). Use the same technqique if you Air Throw 'em; follow the Throw
with a downward firing Mid-air Optic Array. Cyke exclaims "Optic Blast!" as
he does this Throw.
---------------------------------------------------------------------------
Fierce Throw: body slam
This allows great Throw combos, as the bounce afterward is considerably
long. If you're fast enough, you can do a standing Fierce during the bounce
and cancel into a Gene Splice, or just a Gene Splice alone. Also, if your
meter is full, do an Optic Array and direct downward. This is included in
"Cyclops' Combo"...
SPECIAL MOVES:
**************
-Optic Blast (Ducking): QCT+Jab
(Cyclops crouches, exclaims "Optic Blast!" and fires an optic beam from his
eyes straight forward)
This does well to go under a lot of attacks. If up close, try to duck and
hit 'em with a crouching Forward instead of this for a combo, and stick
with the Blast from a distance. An ideal place to use this is when another
Cyclops fires a standing Forward Optic Blast. Make sure to NEVER do this
when the enemy is in the air, because they'll have an eternity to set up a
nice jump-in combo...
---------------------------------------------------------------------------
-Optic Blast (Forward): QCT+Strong
(Scott exclaims "Optic Blast!" and fires an optic beam from his eyes
straight forward)
This is your basic beam attack, and is default for all punches if the
autoblock is on. This has decent power and will reach the whole screen. It
is however avoidable by a crouch, and many low attacks will go under it
(eg. Sentinel's crouching Fierce Mouth Missle). As well, if the enemy ducks
from fairly close they can go into a combo, so you must be careful when and
where to use this. The opponent can also jump over it, but you can catch
them in the air on their way up or way down, but NEVER use it if they're at
the apex of their jump or if they're Super Jumping, 'cause you'll get
nailed. Basically stick with this in some combos or as a juggle, or to
counter a missed or blocked Hyper-X from across the screen (of course if
you have your meter charged a Mega Optic Blast would be more appropriate),
or if they pull off a slow-recovering move from a distance (eg. Silver
Samurai's standing Strong.)
--------------------------------------------------------------------------
-Optic Blast (Diagonal U/F): QCT+Fierce
(Scott tilts head slightly, exclaims "Optic Blast!" and fires an optic beam
from his eyes upward at an angle)
This is pretty much the worst of the three standing Optic Blasts. Because
the angle is so exact, it is difficult to time this on an airborne
opponent, so you shouldn't bother with it as an air counter. NEVER use this
when the opponent is on the ground, because they'll have an eternity to
throw a projectile, Hyper-X projectile, or dash in and combo you. This is
involved in some corner combos, though.
---------------------------------------------------------------------------