-j. lk, delay, j.fp+sent-a, j.hkxxtempest dhc to pc.
-j.lk+im, j.fp, hypergrab, walk back c.lk, c.hk into rom/reset into shockwave/dhc to pc
-infinite into em disruptorxxtempestxxpc (looks the best)
if mag ends up getting beasted on early, and you decide to tag in sent to fight, when you need to dhc sent out,
sent/im/mag-launch fast fly into dhc (sj lk, fly, lk+mag, fpxxhard drivexxpc)
With team fiend, the primary gameplan is
a) infinite tempest dhc to pc, guardbreak next character into infinite, dhc to sent hsf.
team cf is easier to use than mss because of aaa presence, and more guaranteed damage than team row.
Since I suck with im and don’t wanna play him and risk fucking up guardbreak and infinite, i play differently.
b) Do early damage with magneto to point and save dhc for use on 2nd character or assist.
By early damage, I use short short sent-a into triple fierce slide, im+b unmashable tempest, or snap out their point and fuck up assist.
If 2nd character comes in, because I kill their first, or they dhc out, i’ll do tempestxxPCxxhsf on my first hit on their 2nd character. Have sent run the show and finish off.
if the first character is still fighting, let’s say its storm at half life running, waiting just to land that one hit.
kick back, play defense, build 3 meters, framekill dhc their assist. Have sent run the show.
Basically, let magneto start, save the dhc until you really need it, you want sent to finish off a character unless you already did so with mag, so you can unblockable next character. always save mag.
nonononooononononono… how many times do i tell you man…
you don’t play cyclops like that, you rush that fucking shit down…
but only if you have a meter. If you got no meter with cyclops, you don’t rush down, sj.hk spammage or optic bullet, call drones, s.hkx2 xx jab genesplice… that builds decent meter on the ground while still covering yourself
the key to cyclops rushing down is to make your opponent scared of that full life combo you just did 10 seconds ago, get them to freeze, which in fact will just lead to another full life combo…
if you can get them to block while you dash in/jump in with cyclops, you’ve just won half the battle, as soon as you land next to them/dash up to them you do your throw into assist (s.hp + rocks or dc.hk + drones), do your followup into super or another reset, however you wish and then chip the rest of that fuck away
cyclops really has no way to get a hit himself, you have to capitalize on mistakes, or else you’re going to rely on chipping all day, and that leads to a run-away roundhouse spamming cyclops, and that’s a really fucking weak cyclops.
don’t do random SOB’s in the air unless you plan to DHC out afterwards, it’s a waste of meter because you’re not doing much, if any chip at all by sweeping that pos beam around.
also, learn to cancel cyclone kick xx MOB REALLY quickly… i’ll explain why
if you’re even just going for chip damage, and they pushblock you away, that first hit of cyclone kick will NOT connect and you’ll land on the ground really quickly, thus when you do that MOB (or even when you don’t), you’ll be pretty damn vulnerable.
the pushblock should push you out of the way of the necessary assists, and one ground rule i always try to have when chipping with cyclops is this:
if you’re rushing w/ cykes but can’t land a hit, so you decide to just chip, PLEASE try to have atleast 2 meters and a safe super to DHC into (this is why storm/sent/cykes works so well). There’s always the possibility they can pushblock the s.hk’s before the cyclone kick and call an assist out before you get the super off. And if you land on the ground before MOB? Double fucking whammy. What i’m saying though is that if they pushblock and call assist before the beam is out, you have safe escape w/ either of your two DHC’s (HSF and Hail for s/s/cykes, or Hail and shockwave if you’re playing m/s/cykes).
Just try to keep meter up, but once you get that one or two meters built you should be all over their asses with drones/rocks/whatever M/S/Cykes uses to aide cyclops rush, typhoons i guess, even tho they suck for it.
Free Unfly - don’t know how it works, but it is out there. you do not have to believe me, but i’ve it seen with my own eyes. credit to raekwon187, his sentinel is a beast. it has something to do with a flying frying pan when you don’t have unfly, then after they block the frying pan you get unfly. like i said, im still experimenting…even though i haven’t experimented lately. one day ima try n figure out how to get it EXACTLY.
Psuedo Unfly - when you do something to get the opponent in BLOCKSTUN (not sure 'bout using an assist to do this, i know normals work) and you fly and unfly then do a move.
If you normal jump with sentinel, go into fly mode, then DO NOT perform an action while flying, you still have AN action after unflying…such as blocking, or a stomp. really basic but i didn’t know this one.
Okay, I DO rush down with cyclops. And just because you can’t do it, doesn’t mean it can’t be done. Don’t try to say shit doesn’t work if you can’t do it. And no, I’m NOT going to spill everything I know here because then it becomes less and less effective since it’s easy to counter but noone knows how because I’m one of the few people who do it.
Have I fought cable w/ cykes? Yes, I TRY to get cyclops in versus cable? Why? Because like I said, I know little tricks that fuck people over when rushing down with cyclops. It’s all about mind fucking them. He’s got way too many options at his disposal to sit there and leave the screen. If I didn’t want to play cyclops on point, why would I pick him instead of commando?
I’ve done it enough times with cyclops to consider him worthy of rushing. Like I said, just because you suck at it doesn’t mean everyone else does.
Oh, and BTW. I talk to Dasrik a lot about Cyclops, and he agrees that I know a lot of in depth stuff about him, more than anyone else he’s ever talked to. I know my shit with him. I’m trying to get footage of me playing him on point, but it’s hard because noone will ever record me with my camera while I’m playing. There’s a break tourny this sunday and good names will be there, hopefully I can get some good Cyclops rushdown footage of myself there.
alright…the free unfly…isn’t what i originally thought i’d be but it helps sentinel with guard strings and pressure tactics…here is the situation…condition one is that you MUST have ALREADY HAD unfly…condition two is that you must lose unfly…now…go and do a f.lp,f.fp, unfly…and for some reason you have unfly mode, but JUST WHEN YOU DO THAT COMBINATION, you can substitute a lk for the lp and get the same effect…so this doesn’t mean NOW YOU HAVE UNFLY, its just when you do that guard combination…kinda nice you can have a safe guard pattern (free of AAA’s after you drop from your f.fp)…also, this could probably be used as a mindfuck in a way, because u can make them think you have unfly…when you don’t:lol:
edit: don’t let this be the beginning of a flame war sentinaaal n the great…who gives a shit if he rushes w/cyke…i personally wouldn’t be too afraid of it until i saw results
second edit: another condition to the free unfly guard string is that you must have lost unfly the TECHNICAL WAY (using it till it runs out)
I did d. wk, wk… guy blocked it, he alpha countered in cyc, and at the sametime i guess i accidently did a snapback… but cyc gets hit and sent comes back in! I would have thought cyc would go through or something, but that was pretty crazy… it was near corner… if someone w/ mvc2 at home can test this out vs. other assists that would be dope!
I guess this can be useful if u kno someone is trying to get out of there cause low on energy
Keep them coming guys, i just got done moving so i’ll be contributing soon.
I appreciate the good posts.
Btw, by rushing down with cyclops what exactly do you mean? blocked safe pressure strings repeatedly? those are good i agree but i wouldn’t call it rushdown…
Edit: about cyc’s rushdown
I’d like to add that throw into assist at high lvl play isn’t really applicable as a tool one can use often in a match. This means cyc is going to be doing AT THE TRICKIEST a jump kick or a dash in low short.
To throw into assist, the dude has to be just sitting there while you dash in, with that out of the way…
try getting ANY top player to stand still vs cyclops…i’ve been there…and never ever ever do they just chill while he’s on the screen.
So
all of cyc’s safe block strings and whoring of normals lead to a whole lot of assist/mistake punishing and not much else. He’s got his shit to throw at you fp, and his moves to use in close vs people who make the mistake of fighting him. If you have the lead and you need to keep it, he has everything you need, but you’re not hitting some of the players i play with ANY “rushdown” from cyc. you have to wait your fucking turn and hella block and play it safe until you get a chance to punish something. Things sorta work out that way when my opponent can block 7 RANDOM triangle jumps in a row…just the way it is.
keep in mind that everyones perspective is relative to the competition they play…
And this fool i’m talkin about can BLOCKKKKKKKKKKKKKKKKKK:lol:
the only thing that makes pseudo unfly somewhat useless is the pushblock factor…it puts a damper on what it could do. at any rate, im sure there is a time and place appropriate for it.
about the free unfly trick…you don’t have to necessarily cancel your flight as soon as you do the f.lp, f.fp or f.lk, f.fp…you can just stop after that string, and now you have unfly for some odd reason…you have 5 or 6 of these free unfly for EVERY TIME you lose the true unfly the ol conventional way. seems to have a purpose after all. once again; props to isaac for introducin me to the free unfly concept
i suppose this would extend the semi-infinite right?
even though i can’t fast fly:( i’ve seen the semi-infinite and given the case it would extend it for 5-6 reps for example:
last unfly lk xx ff lk , hp xx (free unlfy lk xx ff lk,hp{gives you the free unfly again} )x 5 or 6 reps.
man sent is the shit!:evil: props to 50 for posting this shit and to raekwon187 for discovering it