The Great Sephiroth
(continued from previous post)
Note that everything Magneto does with the unblockable is controlled… there are no times where you’d merely call Bonerine and try to triangle jumpyou’d get AAA’d for sure!
Sentinel, on the other hand, has the ability to go for unblockables indiscriminatelyprovided his opponent’s AAA is killed first. If it’s still up and kicking, you’ll have to do your best without incorporating Bonerine BEFORE actually landing unblockable set ups. Sounds difficult, but you’d basically be playing Sentinel like you would under common circumstances (fly assaults and baiting while incorporating his full screen game).
Either way, here’re my main set ups for once you get a hit:
[list][*]s. hk ^ sj. lk -> sj. mp -> sj. mk -> sj. hp (flying screen), [call Bonerine while dashing in], d.j. hk (unblockable; land), follow up[/list]It’s not all too common to land a clean s. hk with Sentinel… which is why, of course, I usually do this combo after a connected Hyper Sentinel Force.
Now, if you’re doing the combo from the corner (as opposed to in the corner), you’ll want to finish off the air combo with Upward Rocket Punch for extra damage:
[list][*]s. hk ^ sj. lk -> sj. mp -> sj. mk XX Upward Rocket Punch (flying screen), [call Bonerine while dashing in], d.j. hk (unblockable; land), follow up[/list]Why not do this all the time? Because the way that Upward Rocket Punch activates flying screen is such that your opponent lands way too far to do anything to him on wake up. Therefore, using it from anywhere but the corner will eliminate the unblockable option.
On larger characters, you’ll always want to use…
[list][*]s. hk ^ sj. lk -> sj. mp -> sj. mk -> sj. hp -> sj. hk (flying screen), [call Bonerine while dashing in], d.j. hk (unblockable; land), follow up[/list]…since its leaves them close and does more damage than the Upward Rocket Punch anyway.
And finally, the universal corner set-up:
[list][*]s. hk ^ sj. lk -> sj. mp -> sj. mk XX Upward Rocket Punch (pause), sj. hp -> sj. hk (land), [call Bonerine], j. hk (unblockable; land), follow up[/list]Again, note that regardless of which combo you use, you’ll subsequently be able to pull an unblockable with Bonerine Y. Simply call him as soon as you land, jump towards your opponent as he’s getting up and hit a high hk at the peak of your jump… believe me: even though the computer can in training, humans can’t block it; the timing is perfect: you connect a high and low hit at exactly the same time.
Now, unlike Magneto, Sentinel doesn’t have as many options… but since I’m not as proficient a Sentinel player as some, I’ll leave it to either Duc, Genghis, Kuan, Row, or Sanford to prove me wrong.
If they block the high hit, they’ll be swept… if they block the low hit, your only chance to get some damage (which would have to be done off the cusp) is cancel into fly, fast f. lp -> f. hk XX LP Rocket Punch. Too bad, because a) that’s hard enough to do and b) even if you did do it, it would end the unblockable options… but on to more positive possibilities:
sigh Usually, they get swept. I dunno why, I dunno how… but that’s the way it goes. It’s wishful thinking, I know… but even people here in So-Cal get swept the majority of the time. (Fact: I was doing this shit over and over at X-Cape during Evo2k2 [against good opponents] and no one seemed to catch on. It got to the point that I had to yell at my opponents to roll!!)
If your opponent was smart (like the people here in RiCo that’ve been subjected to it thousands of times), they would either block low to avoid getting swept (purposefully take the stomp) or simply roll either way. Still, opponents usually get swept and followed up by this classic little combo (which of course can be rolled):
[list][](Bonerine hits; land) d.c. lk (otg) -> s. hk ^ sj. lk -> sj. mp -> sj. mk -> sj. hp (flying screen), [call Bonerine while dashing in], d.j. hk (unblockable; land), follow up*[/list]Okay, so you can roll out of this… however, there’s a certain beauty to it: whenever you dash in and jump towards them with the hk, you cross them up, making it that much more difficult to roll out every time (lame excuse, I know… but shit works!). So what’ll actually happen is that you’ll go from one side of the screen to the next over and over again until your opponent’z dead (which, again, doesn’t take that long). :eek:
In the corner, it’s a whole nutha story. The combo takes about 80% on it’s own (including unblockable w/o follow up) and is rarely recycled… if you do, however, what happens should look something like this:
[list][](after Hyper Sentinel Force) d.s. hk ^ sj. lk -> sj. mp -> sj. mk XX Upward Rocket Punch (pause), sj. hp -> sj. hk (land), [call Bonerine], j. hk (unblockable; land), c. lk (otg) -> s. hk ^ sj. lk -> sj. mp -> sj. mk XX Upward Rocket Punch (pause), sj. hp -> sj. hk (land), [call Bonerine], j. hk (unblockable; land)*[/list]… and if they’re not dead by then, you’re doing it to a dummy in training mode.
Alternately, you could follow up with this (although it uses meter):
[list][](Bonerine hits; land) s. hk (otg) XX LP Rocket Punch XX Hyper Sentinel Force, s. hk ^ sj. lk -> sj. mp -> sj. mk -> sj. hp (flying screen), [call Bonerine while dashing in], d.j. hk (unblockable; land), follow up*[/list]You’ll probably need less than 1 rep to finish them off in this case… just like Deus: satan evil.
So there you have the “AA regardless” set/follow-ups for the Sentinel/Bonerine unblockable. Not exactly fool-proof, but still quite formidable.
Like I said before, if you want to go nuts going for unblockables while flying, you’ll almost certainly have to get rid of your opponent’s AAA first… so stick with what works. Just remember that no matter what, the unblockable is performed by calling Bonerine first, then jumping in with whatever character you choose.
Speaking of which, here’s the universal unblockable that can be performed with any character:
[list][*]After killing a character and next one comes in/snapback: [call Bonerine], jump straight up, deep j. hp/hk on the way down (land), d.c. lk (otg) -> launcher[/list]Of course, this doesn’t work against Dr. Doom or Storm, who can pretty much control their descent upon entry… but for the most part, it’s gold.
SIGH… WHEW!!! :o So much for the unblockables. I seriously doubt that either you or anyone will take them up seriously; I’ve given up trying to get people to use them a long time ago. Still, it’s good to get my thoughts in writing. Helps me play more rationally, you know?
… :wtf: … Come on, man. Any character can do damaging combos with Tron. Still, it’s a lot less complicated to explain that the unblockables!! All right, here’s what I got:
[list][*]d.c. lp [call Tron] -> c. lk -> s. mp (Tron hits) -> c. hp XX Berserker Barrage X[/list]…bringing back the Marvel 1 combo. Alternately, you could do…
[list][*]d.c. lp [call Tron] -> c. lk -> c. mk (Tron hits) -> c. hp XX Berserker Barrage X[/list]…with Bonerine. Either way, tons of damage. Still, I have my doubts as to the practicality of such combos; Tron’s better used defensively. Here’s another:
[list][*]d.s. lk [call Tron] -> s. mk (Tron hits) XX Weapon X[/list]I’m not too sure about the timing of the assist call, but it’ll work for sure with a little tweaking here or there. Leave this one at home: the BBX combos are wayyy more practical.
Like I said in my previous replies: ground combos are great to keep in mind, but for the most part, you want to stick with air juggles and pinning the opponent down. Otherwise, you’re trying too hard with a character that doesn’t need to.
Well placed AAAs. Too bad I don’t use them that often. :bluu: If that doesn’t satisfy you, ask the other people that can take him consistently: Keishin, Trance Man, and S3nTiN3L… a few people from NSJ can as well.
Hah… it’s good to see that you still care about being better than Bill (the competitive spirit and shit). Hope I answered all your questions sufficiently… stay up, stranger!
-LATE-