oh i see… so that’s why i rarely see a sent reset on matches… thanks man
Exactly what Green said. It is generally safer to land a damaging combo and still maintain good positioning wrather than a reset. Here is a good reset that does relatively good damage, especially on the weaker stamina characters:
With unfly-Mode: Any combo that ends with launcher xx sj. lp, lk xx Fast Fly lk xx unfly lp xx Fast Fly behind lp or lk+assist, fp xx RP.
You can mix up the initial sj. air combo before fast fly lk to include more hits to change up the setup. Does relatively good damage, especially if you start the combo with a fly lk, rh xx unfly rh dash in launch.
only the first is possible to block without unfly if you normal jump. The rest might be possible in super jump only if you throw out a special move, no normals.
Special moves= Fly/unfly or Rp
question about capAAA…
everytime my opp gets hit with capAAA, then i do the c.hp, it seems that it’s unblockable…
can someone confirm this? thanks
You can do c.hp off Capcom’s hit, of course, but it doesn’t guarantee that it’ll be an unblockable.
As Green already mentioned, the C.FP can hit as an unblockable. This goes for all other assist that knock the character in the air. Remember that this is still escapable, or at least the timing can be messed up by flight, super, teleport, etc… The timing is also a little harder to perfect, being that every character falls at a different rate of speed.
if you are in stomping position, why cant you do: fl.lk,fl.hk,fl.rpxxairsuper
can someone teach me how to use sentinel pls?
When in flight, similar normal jump properties exist where you can not complete a super after doing a special attack (i.e. rocket punch). But because you are in fly mode, when the rocket punch finishes, you can still attach/do another Rocket punch.
When normal jumping, you won’t be able to block after doing a jump lk, hk xx rp.
okay thanks. i just kept trying out of instict and getting frustrated
no u can’t learn it
In the Snakeshotpeople vs.Josh360 vid, Snakeshot did two consecutive HSFs…do you have to move the joystick neutral before the other HSF ? Like HSF xx move stick to neutral xx HSF ?? I tried it, and there was a lag time between the two.
prolly did a team hsf after the first hsf
as said already
you go qcf+kk, a1+a2, and you just did two of them consecutive. you can do the same shit with blackheart’s HOD.
with blackheart’s HOD don’t u have to do the first one a1+a2 also
thanks
whats the best way to fast fly towards a char??
maybe? i don’t play bh
don’t be lazy. go test the shit.
What’s the proper way of canceling the roundhouse drones into plasma drive keeping the grenades from exploding? I tried holding the grenades then canceling but it’s not as effective as the pros do.
Sarcasm or seeking knowledge? When I have the time I’ll have some stuff for Sent…but not now…
Depends on what you mean (whether it’s the actual mechanics to FF forward or combos that are best used for that situation). Mechanic-wise…launch, /, sj.LK, FF (you’re gonna QCB+KK, let go ov the stick <presuming you’re using a stick> so it’s neutral then tap towards the opponent to register the fast fly movement) F+LK, F+FP…sometimes when I hold the direction the fastfly doesn’t register and I get a dead flying Sent.
With the BH HoD x# you basically have to have BH ALONE and A1+A2 each time before the opponent hits the ground and tech rolls (so the supers juggle one after the other). The difference with the A1+A2 HoD is the FS effect won’t activate (that and the startup time for the super is slightly faster).
I tend to do s.LKx2, QCF+RK (hold for a quarter ov a second) then buffer the PP command a split second after you input the command for the RK drone bombs…that’s one way and the way I get it off…the other way is to QCF+RK then another QCF+PP…