Strategy for killing scrubs
Here’s a strategy to use against the Guile-BBHood-Tron user since you like Sent-Cable-Cyc. This should work against players that aren’t strong or haven’t figured out the game yet.
WARNING: MASSIVE POST ALERT
When I find that they are complainers, or if I think they suck [and I know I can get away with it…], I “occasionally” resort to this kind of stuff. I don’t do all of this on a really good player as they will probably be able to escape it, or will play in a manner that stops you from starting this kind of thing. Using a Magneto is one such way to prevent such behavior because although it can work there, the risks outweigh the rewards just because if you lose the initiative too badly, the firepower he carries could kill you, your assist, or both. Other ways include using Storm. You can use this strategy to pass the time till you face someone who knows what they’re doing.
Basically, you want to score an air combo off a Cyclops hit into a knockdown, or a ground throw when they block Cyclops. From there you’ll probably be able to use the Cable-Sentinel trap and walk him down till he is in the corner should he not know how to defeat it. If that happens, then go back to the Cable-Cyclops corner trap and kill him ridiculously fast if he doesn’t know how to beat that one either.
1]Use a switch glitch to start Cable and allow for a dlk, Call Cyclops[watch for assists and or the hit], Dmk chain.
If they…
a- get hit, dash forwards, sj and do an air combo that results in a knockdown. Objective 1 accomplished.
b- block, you dash in, block low, and then go ducking lk, and grab them tossing them across the screen or fake the low hit, and use the blocked Cyclops as the tick for the throw. If they tech hit, it’s still good as they fly to the opposite side of the screen. Objective 1 accomplished.
c- Call an assist, it won’t hit you because you were looking for it at the exact spot I told you to look for it. That’s a spot just before it can hit you. Also, you were leading with a normal attack into an assist call, so your assist is always the second called. Since it’s invulnerable, theirs will ALWAYS be taken out by yours. Just throw them as illustrated in b. Objective 1 accomplished.
d-Block, you can tiger knee grenade while they’re blocking Cyclops, explode it over their head, and go for the Cable-Sent trap immediately.
-Side note: any time you dash forwards and go ducking lk, then call an assist with Cable, if you look for the hit or block when you call the assist, you will be able to throw them if blocked, or mk them allowing Cyclops to combo at will. This can be perticularly deadly if you decide to instead of call Cyclops, back throw them into Sentinel should their back be to the wall.
2]Cable-Sentinel-y Drone Trap
hp, call sentinel, Bangx4, hold grenade till it explodes on their body while walking forwards, repeat the second the grenade makes physical contact.
-If they get hit, this is the combo: hp, call sentinel, bangx4, grenade, bangx4, scimitar XX AHVB, and go back into the trap.
-The idea here is to walk him down so that after each rep he is being forced back into the far corner.
-Keep doing this till you can creep in just close enough for your ground dash to allow your sprite into theirs.
3]Cable-Cyc corner trap
Dash in+watch for assist, DB+lk, call Cyclops+watch for assist+ watch for the db-lk’s hit, dmk if the dlk is blocked, Tiger knee grenade, repeat.
-I explained this part at the beginning for the most part, but there are some additional notes here…
-If a dlk, call Cyclops, dmk ever hits, dash in[if mid-screen], superjump, lp, lk, mp, mk, hp, hk [unrollable otg], lk,mk. You can throw here, or attempt another dlk, call Cyc, dmk.
-You’re trying to bait out an assist call with his back to the wall so you can use all the meter and destroy the assist.
-You’re also trying to immobilize him and get him conditioned to block low, so do 8-12 reps of this.
-If he’s cornered, you only want throws into the corner, and I’d probably stop using them [unless I want to call Sentinel and throw them into him…]
-When you get bored of this, you can do some of the following…
3a-1 Detonate a grenade just a little early so that if he stands up, he eats it, and if he doesn’t, he can’t move. His only viable option since his back is to the wall at this point is to call an assist, but knowing this, you can simply call Cyclops the second you see it and it dies right there. You can probably just drop the grenade as usual without caring as long as it’s placed right and he won’t be able to stop the next step…
3a-2 Jump on him. If he…
-Stands up, go ducking lk, call Cyclops, dmk. If blocked, TK Grenade. If it hits, dash, super-jump, lp, lk, mp, mk, hp, hk[unroll-able otg], lk, mk, then either call Sentinel and back throw him into that, throw him into the corner, or go for a second dlk, call Cyclops while looking for assists to kill, dmk.
-Ducks, flying lp him into the dlk call Cyclops, dmk [unless you see an assist in which case you call Cyclops, block, then kill it]. IF it hits, dash [optional], super jump, and air combo him.
If after all of this deviousness his defense STILL doesn’t crack, dash in, dlk, call Sentinel, back throw, jumping lp, hp, AHVB. When done after the following air combo it’s a kill…
dlk, call cyclops, dmk, dash, sj, lp, lk, mp, mk, hp, otg hk, lk, mk, call Sentinel and back throw, wait, jump, lp, hp, AHVB
There. Now he can’t complain about you running from him. You trapped him with Sentinel and drove him into the corner, you trapped him there with Cyclops and rushed him down, you played mix-ups, you destroyed his assists with AHVB, There. Now you gave the player something WORSE to complain about. The only thing that worries me here is that Tron assist, so I’d simply bait it out and kill it