Fast Fly/Unfly combos

sorry man, but i beg to disagree. but what if, like green said, you NEED tap to up-backward after you fly? and i think your suggestion will help develop a bad habit of not going to neutral. it’s not only sentinel who has fly combos that need going to neutral after fly. and going to neutral is utmost important if you need to cancel moves. i do agree on the OVER THINKING of the neutral part but neophytes need to know that neutraling [made up word] :grin: is an important part of the game.

just a friendly suggestion. :tup:

my post was to point out that you need to go to nuetral, but its not somethin you need to think about considering that almost every single time you’re going to fast fly, you’re direction that you’re going to fast fly is almost ALWAYS going to pass through nuetral.

you’re saying that sometimes you’ll need to tap up-backward, in what situation would you want to move away from the opponent?

the only situation i could think of is when dealing with a fast fly combo with assists such as cammy AAA, or colussus AAA. in that case, you could also simply delay the hp by a split second. trust me, i can do 90% of the combos mvc2 allows you to and trust me, any FF combo you’d want to learn would require the pre-mentioned directions.

you’re telling me that my fast fly combos develop a bad habbit? i dont think so. i’ve mastered fast flying in ANY direction and i can safely say that any serious combo you want to learn will require those directions. seriously, in what situation could you name that ff’ing in backwards direction would help?

in what situation would you NEED to fast fly in those directions? i’m not trying to attack you, but i feel i have a decent understanding of sentinel combos and also agree with my pre-mentioned strategy.

Thank you for agreeing with me. I’m glad someone else understands. Half these clowns really don’t know whats up.

Call me weird, but any time i mess up my fast fly combos its because i think about it.

You don’t even need to use a direction. I couple years back i posted that you can delay the lag by calling an assist. Its kind of awkward to do at first so half the people called me a bullshitter. It makes FFing a lot easier with the typical combos with mag/commando/IM but it might fuck you up with the sentinel corner sauce considering the specific directions you need in order for the sauce to drop.

to techmaster:

i’m glad that you could do all of those combos with you’re style but that doesn’t mean that it would work with everybody else’s. as for myself, when i was a noob, i used to do the same way a you are right now, but it doesn’t work for me because perhaps i do it so fast to throw in the direction so fast after the fly that no neutral is registered or maybe i was just a total noob. :lol:

anyway, just a conflict of different styles with same results. just glad to help the community. :tup:

its almost impossible to not go through nuetral with the directions i listed. the only way it wouldnt go through nuetral is if you glide the stick in half circle motions in which you’d be doing it incorrectly anyway and wouldnt work. its basic physics. If you were doing it too fast, then it was a timing issue and not a style issue. (i also highly doubt you were doing it too fast considering refly combos are possible which require GDLK speed) Not to mention if you’re playing on p360 its motion sensored and nuetral should always be recognized.

what exactly are you saying your style is? are you trying to say that you need to go to nuetral? you’re not really comprehending what my posts were targeting as a point. my post is saying that if you fast fly with those directions, its impossible to NOT go through nuetral and that in 95% of fast flying situations you’re going to use those directions. so in essence im saying you NEED to go through nuetral.

there is no different style of performing fast flies. only different directions. you’re going to almost never NEED to fast fly u/b back or d/b. people just pay attention to nuetral too much not realizing that 95% of the time they’re going to pass through nuetral regardless of thinking about it or not

that’s what i did when i was a noob because i thought it was faster with its fluid motion and that’s why your style doesn’t suit me.

yeah, we both are saying that “neutraling” is needed but what i’m trying to say is that why not just go to neutral after the fly so that you can point on whatever the direction of your choice and not be limited to just :d:, :df:, :u:, :uf:, :r: even though only 3 directions are left. and as i said before, it think it’ll help neophytes for cancelling moves for other characters in the future. just my 2 cents.

I’am kinda confused. Does the attack you choose to fast fly start the attack or combo your trying?

i’m kinda confused with your question too. can u rephrase it?

the actual move that you are fast flying almost never starts the combo. Although, it can.

the term “FAST FLYING” got its name because after performing a non-flying move (ie, a LK after you just launched someone) you need to FLY, and then connect another LK. the second LK is the move that you “FAST FLY.” Its referred to as “FAST” because you’re performing a FASTER FLY than usual when you cancel the lag by inputting a direction immediately.

in 90% of fast flying cases, its because you caught somebody in the air with a random lk, fly, lk+assist, HP, Rocket Punch or launch, lk, fast fly, lk+assist, hp, Rocket punch.

I’ve been praticing this combo for awhile and I can’t connect the RP.

launch sj.lk FF f.lk+commando HP RP

Everytime commando hits, he sends my opponents up and I miss the RP. I’ve tried flying up, up foward and back up, seems like nothing will help it connect. Am I too slow or is somewhere my timing off somewhere?

yeah. i also have the same problem… any help would be appreciated

are u using the dragon punch rocket punch

regular rocket punch, down foward HP

Yes. This is probably a timing and/or spacing issue. You just need to practice it more and maybe make some slight adjustments to the way you are executing, until it starts to come out.

Maybe try adding an extra hit to the air combo before you fly. launch, sj lk, lp, fly, lk+commando, hp, rp. You might also want to try fast flying in a different direction.

with commando, its easier to do the dragon punch RP. also it may help to do launch, lk, lp, ff, lk+AAA, hp, rp because it allows you to get above the opponent

yeah. im doing the DP RP motion and it still won’t connect

yet, when i use this combo, the DP RP will connect. im trying to get the timing or spacing issues as to the one mentioned earlier.

EDIT: i think i got it now. im doing a backward direction for fastfly.

Thanks for the help.

I don’t use that combo for that exact reason. If I really need the range, I do lk mk instead.

just do it faster than what you used to, especially the HP, the rocket punch can be delayed a little bit. you can even do it with df.lp rocketpunch if you just time it right. but better stick with df.hp rocketpunch or the uf.rocketpunch.

What’s the most damaging air combo possible with sent/commando when you got your opponent against the wall?