Ironman gameplay questions

how hard is it for an opponent to escape doing this?

nj. U+hp (they block that) land, nj. lk, mp, mk U+HP, inf.

i usually do it so they are at their highest and i am at my lowest when the fierce connects and then i just go into the infinite?

i see ppl do what u just said " nj. up fierce, sj.lp adf sj.lp, sj.upfierce. "

but whenever i try to do that i end up being to high and i basically fall at the same hieght as the opponent and land at the same time so i cant go into infinite.

are all the hits supposed to be blocked or just a few of them.?

i dont know about the sent one becuase ive managed to pull off a guard break into inf when sent PB all the time so far … for sent i will do sj. adf lp,lp, up+fierce, land, then normal jump inf!! still works if it is PBed. the way i see it for if my opponent PB’s is i will nj. up +fierce, then i will normal jump but i will not attack yet … if i do not see the PB animation then u can do lp, lk, lk, up+fierce, then reg inf. and if u do see the PB animation u normal jump to his highest after the nj. up+fierce then do lp, lp, up+fierce, then second lp will go through and u can pull of a succesful guard break into inf.(this one is considering they PB right as the up+fierce hits them). u can delay the PB which can mess you up totally. if they PB as ur falling down(this is after the up+fierce hits and ur falling), then normal jump to his highest point and pause a little until u see that he is about to fall then hit lp, up+fierce and it will go through, then reg. inf. ANY GUARD BREAK IS GUARANTEED IF YOU KNOW WHAT TO DO.

i mean ive only seen one guard break that was guaranteed into the inf. and it was done by magnus on me . i was surprised… :amazed: i believe it went something like:

sj. unibeam add lp, up+fierce, then inf or something like that i cant quite remember.

are u reffering to if they PB the nj. up+fierce or if they dont PB it?

if u time the nj. up+fierce right then when u sj. lp(the first lp can be blocked), then adf lp(second lp goes through), quick pause then up +fierce, then INF.

my answer to that is that its relatively easy to escape that because if they push block high then when you connect a lk as first hit, it will pop them higher than normal jump height, if you preffer that method then try hit confirming the light kick and do nj.lk, mp,up+fierce, since your only doing 2 hits before the upfierce, you wont whiff the usual mk in the air. Only problem is that lets say if a cable or psylock pushblock, cable can ahvb and dhc out (or youll get caught in it if you whiff a hit) and psylocke can psyblade out if you try to continue with the GB. The normal jump upfierce then sj.lp adf lp, up fierce gb leave about a 1 or 2 frame window in between jabs, but if mistimed it can be escaped by both sent and cable.

Ive seen the unibeam one and it seems to me that if they TAKE THE HIT they will flip out of reach.

Sentinel can mash on limbs before coming in so nj up fierce can get mashed on by sents super long limbs (which come out before the character). The air dash forward guard break can get mashed on by jab, the normal jump gb can be escaped depending on spacing, sent has a button for every positioning you can use to land nj up+fierce. Trust me on this all i play is sanford and yipes, and they find ways out of everything.

The one true unescapable guard break on sent to me is sj, smartbombs, on the way down jab up fierce (or addf jab then up fierce.) and then normal jump into infinite. This is guaranteed on sentinel and ive found ways to continue strings of attack on sent when he push blocks or blocks normally, in every attempt i have made with this guard break, no one has ever escaped it with sentinel, and ive been doing this gb for a while now.

Another GB which works quite well on sent without getting mashed on is after you kill a character dash into the corner and super jump add up fierce, this pretty much beats out anything a character can throw out, and since your right under your air time is minimized when you air dash straight down.

Mainly what you have to look out for is whether or not your GB can get mashed on, because sometimes people arent so satisfied with just blocking, if they know you wont mess up the gb they will mash their life away. otherwise the normal jump up+fierce, sj.jab adf jab upfierce is the most effective guardbreak on characters other then sent.

fuck, i completely forgot about pushblocking.

so u play against sanford and yipes all the time? how come ive never seen a sent player try to mash on the sj adf lp,lp,up+fierce? and tell me more about this smart bomb gb on sent ive never seen it. whats the timing for it?

and ive seen the sj. add up+fierce , done by illan on killakelly and it works nice.

Maybe the reason they never try to mash is because either they believe you will mess up, or they just dont think about it. And Air dash straight down is one of the best guard breaks, it works miracles.

thx for ur help, i finally got some air to ground solo shit going…:lovin:

good shit

J360: Your Sent GB is GDLK!

Also, I have a question for you, in [media=youtube]HlY3sXoNOio"[/media] (of you vs. Lincoln @ ECC2007), is the un-fly set up you used on CapCom specific to him only? I’m asking because you took out the AD LP b/w every other rep, which I’ve never seen before (and I’m assuming that’s possible because of CapCom’s retardedly floaty hitbox). I would test it myself…but I’m not that good at the un-fly air-to-ground set-up :sweat: :sad:.

Lastly, I apologize for not really have anything more productive to add to the discussion.

  • Geronimo

Its possible on every character in the game, even servbot. I made that version because its easier than adding in the adf lp,upfierce. And it takes less reps of it to bring them down from the very top of the level.

Awww man i just seen that vid myself (j360 vs. lincoln) man that air to ground was sick, could u drop the commands for that cuz its a lil blurred & hard to tell when you fly/unfly & dash at

if I remember, it looked like

launch, blah blah, fly, lk, up+hp, unfly, up+hp, addf up+hp, [fly (maneuver), lk, up+hp, unfly, up+hp, addf up+hp] repeat brackets

correct me if I’m wrong

its not so much easier for me :sad: but its easier to remember the inputs lol

that looks right. exccept (dont think it matters) it looks like he did adf U+HP after the first unfly.

yeah, the brackets are really what matters, I didn’t pay much attention to the stuff before…

however you get there is up to you and does vary, Cardo P

i messed up the first rep because the down fowards in both directions were messed up, if you notice in the same match i couldnt do rpxxhsf because i didnt get another down forward. Break sticks suck =D. For the infinite your supposed to addf every time.

so what do you do when you fly, maneuever, lk, up+hp?

Good lookin beatsofdevil been tryin to do it all day but i keep aduf as if im doin the unfly infinite but ima stay on it til i get it but good lookin out again 4 all the input oh & quick(?) anybody know the best way to go from the air to the ground inf with cycs AA or should i just give up

when u say maneuver, lk, up+hp… u guys mean fly then move the stick up forward then lk, up+fierce right? becuase that is how i do it.

so your telling me doing 2 jabs to FP does less damage than 2 jabs and short to FP? ive never checked it, it just doesnt make sense?

check it in the training mode thing!! ive seen the reg inf take more damage!! not quite sure how much more though