Sup…I just got a capture card and I got lots of unused webspace so I’ll be doin some quick captures of whatever parlor tricks I might find so if anyone needs something they figured out to be captured if you want to illustrate it because people need to see it to understand how it may work feel free to AIM me Cano2k and ill see what I can do.
Note: All things I’ll put are all practical which you can do in matches or combos that can get you a few “ohhs”
I’ve noticed that if I do c.lk, c.lp, s.hk and try to do sj.hk, ad f, sj.lk, sj.lk, I generally can’t land the two light kicks in the end. Even when holding forward on the way up. They’re just too far away. I use the slide method to do it though. But other than float to other side and LA xx LS, I’m not aware of any other reset opportunities.
As for sj.hp, ad d/f, sj.lk, sj.lk… anyone have any ideas?
Since this is the share thread I decided to help mixups thread out by posting these 2 combos I just made with my vid capture. Do them just for fun or to get a crowd reaction.
Tell me what u think.
Couldn’t really come up with any neat stuff off of sj.hp, ad d/f, lk, lk. Most you can do it seems is float underneath them to the other side and play mindgames from there (tri-dash, jump & throw, dash under, etc).
I can hit sj.hk, ad f, lk, lk off of any launcher now. I just had to float myself forward a little bit. Wee! Mostly for follow-ups as much as I can figure are basic LA xx LS, float to other side for the reset and lp xx LA xx LS… or float up or on the same side to make them think you’re going for the cross under reset.
icege if you really want stuff to do after hk ad f lk lk
float, overhead them with lp
hold down, c.lk c.lp (change side)
hold downback, c.lk c.lp (change side and go back to same side)
hold down, land, normal jump ad d lp, or df delay lp for cross up, or whiff hp for mixup etc etc
float either side lp la ls
you can mix it up cause they will try to jab you out or whatever, then just do float lp la ls, if they block all the time, just hold down cross up, etc etc
or just hk and set up from fs
mix it up with fierce ad df lk lk because you CAN do mag style stuff, i got them low enough to the ground to do rejump lk + psy, hp xx lit storm (LOL) which means you can dash under, overhead etc but of course its not as good (still possible tho!)
corner storm reset - launch hk ad df lk lk, la forward (crossup unblockable whatever the fuck), super
Thanks for the options after sj.hk, ad f, lk, lk eKIN. Much appreciated
I couldn’t figure out anything that would definitely combo after sj.hp, ad d/f, lk, lk though besides resets once down. I’m probably doing something wrong with just the set-up. Most likely hitting the second lk too early. I’ll mess around some more with it
you can do whatever the hell you want after this, they’re on the fucking ground for christ’s sake, call assist, ad over, triangle jump crazy, fake overheard, go low, fake overhead go HIGH, tick throw
everything is friendly, me and ekin go way back to the turks and playing QfG at work, then being banned from the computers…
anyway, basics work the best some time. I just think that grounding an opponent and resetting off that works better than giving them a chance to retaliate in mid-air, since they can be just as random as you can. You can also bait stuff out when they’re on the ground. If you have an assist happy opponent, ground them and do a fake trijump overhead, if you hear them spamming assist, call your AAA and Hail that shit. I just think it hasa lot more options than doing sj.hk ad/f lk lk, just my opinion.
As for the sentinel short crossing up, i don’t think it could. The whole basis of a crossup is for your sprite to deceptively be on the other side of the opponent,mainly due to a fucked up hitbox. Sentinel’s sprite is so large and the way his attacks hit are so far out from his sprite that it literally becomes impossible to crossup. If you look at the older SF series games, or CvS, crossups are more often than not medium attacks, the attacks generally have a smaller range than strong ones but still extend far enough longer than weak attacks that they have to crossup availability.
Storm’s c.fierce? Most prioritized attack in the game, imo. No surprise that it beats out frying pan, but i wouldn’t mess with it in a match me thinks. I’d have to test if it beats it clean or if it’s random. Good find though, can help out vs. hovering sentinels.
It’s a clean hit, it’s pretty funny too.(storms c.fp)
it’s also really low to the ground and storm c.fp is perfect for helper launch, excellent trick
the sent lk does cross-up sometimes as the sent tries to sj up underneath and to the other side of you. it would be useful to know exactly where the hitbox is for flight games(hitting an attack before someone gets into position, and even though they try to dodge by going other side, it still hits…)
credit goes to sentinaaaal, he figures out alot of this stuff in da dojo
okay, i get what you’re saying about the crossup now. I thought you meant that the short would cross them up as they jumped up at you, but they’re basically trying to jump up and under you and the short is crossing them up then, I get it now. I’m not sure really, It might only work on other sentinel’s though, because of how large their hitboxes are (well, then it might work on psylocke too or a magneto doing a jumping roundhouse, lol), but it seems like it makes sense. The only thing I’d be able to predict without trying (at work) is that you’d have to hit them just before they cross under your center, the middle of the attack (where the boot forms i think) should still connect with the other sentinel’s body hitbox, maybe crossing them up. Ill try to fuck around with it when i get home later.
okay, i get what you’re saying about the crossup now. I thought you meant that the short would cross them up as they jumped up at you, but they’re basically trying to jump up and under you and the short is crossing them up then, I get it now. I’m not sure really, It might only work on other sentinel’s though, because of how large their hitboxes are (well, then it might work on psylocke too or a magneto doing a jumping roundhouse, lol), but it seems like it makes sense. The only thing I’d be able to predict without trying (at work) is that you’d have to hit them just before they cross under your center, the middle of the attack (where the boot forms i think) should still connect with the other sentinel’s body hitbox, maybe crossing them up. Ill try to fuck around with it when i get home later.
With Ryu/Doom vs Magneto or Rogue (and to a lesser degree Storm); Call Doom and throw fireballs. some TK fireballs. Jab DP if they jump at you. Yeah.
It’s like ESL Megaman. Wait till he calls his assist and then DHC out. Doesn’t work vs Mag/Doom well, and has issues with Tron (though fewer than with Doom).
Works okay because:
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[]Magneto forgets he has EM Disruptor. If he remembers, only EMD & Storm-A really guarantees to clear the screen like he wants to (fireballs and EMD will cancel each other out, or he will hit Doom and still have a fireball coming at him…he will only hit both of them if they are standing right next to each other), which is when you jump at him.
[]Magneto doesn’t DHC out. That means admitting he’s losing to Ryu. Smarter players will of course counter out to Cable or something should he be available, but it’s stupid how many times this has worked vs competent and even good players.
[]The impulse for the Mag player is to call his assist.
[]Mag forgets Ryu has invcincible anti-air move.
[*]The geometry is pretty good.
[/list]
It’s like a ghetto version of that JBF + assist + grenade BS that Cable does.