Syntaxsk8er:
Resets:
Launch, fk, ad.df lk, lk - dash under, then
do a cross up tri jump fk/fp, go on from
there.
Or, dash under, fk throw (aim down), cross
them up or go high-low.
Another reset, this one in the corner, do a
few reps of the infinite, then go lk, lk,
ad.df lk. Only one lk, then fk throw and
continue. A lot of people don’t expect a
throw to come so abruptly, they’re waiting
for 2 lks.
Another good one is the Jose Garcia reset.
Which is:
Launch, fk, ad.df, lk, lk, land - then sj lk,
ad.df to the other side, lk, dash under and
launch back up into another fk, ad.df etc.
combo.
As for MSP vs Sent; It matters heavily on
what assist Sent has. Much of the time Sent
is paired up with Capcom/Cyke for an AAA. For
those, it’s quite hard to rush a run away
sent that has one of those assists. You want
to super jump forward if he has capcom, and
try to land directly on sent with a fp->fk.
Try to save your airdash until after you
block the bolt from capcom. Once you’re able
to land a good hit on sent, either inifinite
him/ unmashable tempest him/ or better yet,
snap the assist in.
Easier route: Kill the assist. Beat the shit
out of whoever the assist is. If sent is
flying while you and the assist is on the
ground, dash up to the assist and launch, fp,
fp, fk. Hit it with all fierces. Once you’ve
beat it up enough, chances are Sent won’t
call him out for a little while. So that
gives you more room to get on him, meaning go
for a snapout. All you really need is two
lks, either on a grounded sent or an airborne
one.
x b 4 t M a N x: I’m not too informed on the
supposed unblockable. From what I hear, the
very last frame of the c.fk animation is
supposed to be unblockable - it messes with
the other chars block or something. Not sure
if it’s much use either, since if you want to
superjump cancel out of a sweep, you’d have
to sj in the middle, not the very end where
the unblockable frame is supposed to be.
kcfantasyboi: Wavedash. Even though BH is
somewhat easy to rushdown, he can still give
headaches. If the BH player is an
inexperienced one, he’ll simply sj demons,
airdash then demons again. Try to cross him
up when he’s landing, or play a high->low
game. If he’s not a newb, he’ll be much more
cautious when sjing. Try to trick your
opponent with a double or even triple
triangle jump (if the first is blocked). And
if he does inferno -> HOD for chip, pushblock
the inferno, then simply jump out of the HOD
and attack him. I’m guessing he tries to trap
with storm and Inferno. If so, just superjump
and ad. forward and land on them. Double snap
and kill storm.
For Storm? Play like you would every other
Storm player - on the ground. Trying to chase
after her, whether you’re mag or using storm
also, is definately a bad idea. Her fp and fk
have insane priority, meaning trying to jump
up at her usually ends with a facefull of
lightning. Go for throws and cross ups when
she hits the ground, and always watch out for
Capcom. If capcom hits you + hail = ouch.
Note: every team that has capcom in it - Snap
him in. Capcom is a huge hole in a lot of
teams. Most players rely on their first two
chars to win, and if cap comes out, usually
resort to a corridor + super. Don’t give him
a chance to do that, but conversely, don’t
blindly run into a corridor in your attempt
to kill him.
Well, If you have any more questions, or if
some part I wrote is too vague for you, just
post again and I’ll help out.