Tanion- Spiderman’s command throw is useless, it’s just an embarrasement tactic, and if you do land it, you shouldn’t really be caring about damage… I’ve never seen it mashed or spun for any extra damage before
Juggy- ok… you are asking your question very awkwardly so i’m going to assume you are asking what the bread and butter combos are for air to air matches and for air to ground matches… Geekboy says never to normal jump with sentinel… and this is actually pretty good advice until you learn to use sentinel well… To those of you wondering about sentinel’s normal jump, it is actually pretty good if you don’t have unfly (i’ll get to unfly later in the post). People seem to forget that it’s good, just like people seem to forget that sentinel trapping is good. In response to your question, if you jump in at someone and hit a jumping rh, follow up with either
s. rh, superjump straight up, sj. jab, sj. short, sj. jab, sj. short, dp rocket punch (forward, down, downforward punch)
or
s. rh, superjump straight up, sj. jab, sj. short, sj. jab, sj. short, sj. fierce, sj. roundhouse
or
c. short, s. jab (2 hits), jab rocket punch, cancel into hyper sentinel force (qcf kk)
when you superjump up to meet someone while using sentinel use short or fierce unless they are right above you, in which case you want to use superjump jab. If the short or jab hits, do another one and then do dp rocketpunch…
example… they superjump, you want to hit them so you superjump with short, the short hits so you press short again and then do a rocket punch.
if you don’t have good enough reaction time to do the rocket punch or if you feel like it’s hard for you to do, you can substitute the rocket punch with just a fierce, although it’s not recommended.
KYO84: Ok, unfly mode… this is kinda hard to explain but i’ll try.
Because sentinel is the character that abuses unfly the most i’ll use him as an example.
- You don’t start a match with unfly mode, to obtain it you need to be hit out of the air.
For example, you are sentinel and you superjump… cable superjumps and pushes fierce to shoot you… if you get hit with the bullet, you enter unfly mode, if you block it, you don’t get unfly mode.
- You lose unfly mode by normal jumping or flying too many times. this is why most sentinel players will tell you not to normal jump
at the end of this explanation, when you understand how unfly works, come back and read number 1 and number 2
- unfly is basically, the ability to do any move after you voluntarily leave flight mode.
for example, you are sentinel and you activate flight (qcb kk). you fly next to your opponent, press roundhouse to stomp them, and then you deactivate flight to cancel the roundhouse lag (qcb kk again). at this point your opponent should either be in guardstun or hitstun from the roundhouse stomp and you should be falling because you deactivated flight. If you have unfly mode, you can do another normal attack/special attack/super move, if you don’t have unfly mode, you can only do special moves or super moves.
- since blocking counts as a normal move, you can block immediately after deactivating flight mode if you have unfly mode
for example, you are flying with sentinel and you have unfly, cable throws a grenade at you that you can’t fly around, you can deactivate flight, and block the grenade in almost 1 frame. If you did not have unfly mode, you would be forced to either eat the grenade even if you deactivated flight.
Ok, now this may not seem all that big now, but think why it is so useful… basically, it gives you the ability to use high priority superjumping roundhouses and fierces while being able to cancel their stun and stay above your opponent. It also gives you the ablility of being able to block any anti air assists that the opponent is trying to hit you with while stomping people down.
As to you mr. kyo84, magneto’s flight mode is useless (anyone who wants to argue for using it to bait supers can suck my asshole) because he has such a fast air dash and such a slow flight. Sentinel is really the only one who you need to use unfly for… the only other character that really can utilize unfly is dr. doom but you probably won’t need any of those tactics until your doom is at a competition level (and even then people barely use his flight for much besides getting around gaurdbreaks and other random uses.
as far as gaurdbreaks go, experiment with them yourself… a basic guardbreak most characters can do is , jump jab as they are coming in (jab is blocked), land before your opponent and launch. with doom you can probably jump up, short, wait a split second until you see them leave block animation and do his photon super (hcb pp)… this should be fairly easy. with magneto, try superjump short, pause, air dash down short short, then do infinite, launch, snapback, whatever.
Onyx_Chameleon- You’re going to have to experiment with those guarbreaks yourself, but please see my previous paragraph for some ideas… i’m sure rogue can jump jab, wait, grab. as far as the commando aaa guard break, i’m not sure if it works with commando… i know it works with psylocke and with cammy aaa easily. the basic gist is that you kill your opponents character, call commando, they block his assist as soon as they come in, you wait a second, dash in and launch before they hit the ground and after their guard animation leaves.
damn, thats a lot of writing