Your Mother Advanced Strategy
Okay, I haven’t made any posts on this site because of the trouble I get every now and them from stupid scrubs and it honestly gets annoying, On my home turn though (Strider thread) I can feel safe because there are no losers here (with a rare exception). Today I feel productive, so here I go.
Now some players, when using Clockw0rk, have the debate on who to Start first on their team, Strider or Sentinel. Now me personally will always Start Sentinel. One reason is because Strider/Doom is more universal that Sentinel/Doom. So say I lose Sentinel quick, I still have Strider/ Doom with a bit of meter I got from Sentinel getting wasted. Strider is also harder to guard-break than Sentinel’s fat ass is. DHC into Orbs is better than DHC into HSF or orbs, rings, tag in my opinion. Plus don’t forget the infamous starting off with one special. There are some times when say an opponent is using scrub or Scrubclops and they start Cable, unless your Sentinel is elite, you’ll have to start Strider. Now again, you can do well, but if your Strider gets destroyed fast, you’re left with the lesser duo. It all has to do with who you feel comfortable using. This isn’t really a big of a deal.
Now on to some tips. When trapping, there are ways to utilize certain things. for example some have bought up ring control and dictating the orbs departure direction. Now in my opinion, I don’t think these are really that significant to try and control. Having to concentrate on too many factors while trying to keep an opponent locked down my be too overwhelming and may cause you to lose focus on the more important issues (example: an alpha counter, baits, block stun, guard cancels, etc) I believe for something like the orbs spliting is good to go for if you can get the extra, but to focus on getting is not a good idea because you’re altering the trap to go for it. Kick teleports are really good, they have faster startup than punch teleports but worst recovery. I only do them when I have orbs though. Sometimes if you teleport and they try to push block it, they’ll pull you into them when you appear ground level behind them. Some people also like push blocking you every time you try to teleport on them, keeping you out. You can teleport, HK slide, TK HK excalibur then teleport again so you’ll overwhelm them with forward moving moves. That’s a good idea against people that think they’re slick and do that. In the corner, Strider is really good for getting the hit. this is where you mix up high/low games and make them guess wrong. Because they have four things to guess. High, low, throw, or trap. Also you can jump off the wall and get yourself into the corner, this way your orbs will leave faster and some jackasses might pushblock, pushing you into the corner more and causing them not to move and get traped up free again.
Now as for Sentinel, jumping excaliburs are great against him when he push blocks you. He’s very big. if he flies, I like to SJ and do LK excalibur with mashing out rings then teleporting to him, it helps bring him down a lot of times. Another good trick against a pinned Sentinel is to keep jumping over him then back over again and again (with orbs of course) Since he’s so big, he’ll be in bad block stun. If you catch Sentinel in the infinite it’s nice to reorb because it does a lot of damage, but now, I think it’s a good idea to infinite until you gain two bars or more, then snap out, unblockable the next character and tag in your Sentinel, launch, LP, LP, RP stomp and go for sentinels corner unblockable to take a character out easy. Against cable, he’s really easy to catch with the instant overhead, and nice to get some extra damage/positioning. The master of magnetism is pretty easy to zoo up. whenever you get the chance, you should zoo him for a bit and build some extra meter before activating some orbs. Something nice to do every now and then against a Magneto in SJ mode is to call out Doom and short bomb. This hits a lot of people. After that you can cal bird, tigerxxactivate. Some good stuff that’ll frustrate Magneto players is teleporting backwards. I do it a lot and it works well. Like say you call drones and teleport backwards, he’ll have to get in against your zoo all over again.
Storm is tricky, but not that hard to lock down. She’s annoying because zooing her can result in typhoon into hail. That’s mad gay. Normal jumping in on her then teleporting is a good way to get in. Normal jumping gets you closer, and of course you don’t want to get hit, but in reality, Strider’s buttons can compete with her speed wise. It’s not a good idea to go in swinging jabs like crazy though. Just get in to punishing-hailstorm-distance and play it out from there. I don’t think anything is worth it across screen. Chasing her isn’t that great, but sometimes if you really want to, have the fisher-price orb activated. That way when you chase her and you get to the top, you can throw it to maintain a still position and then do gram to keep you there. Sometimes you’ll want to go for it, most of the times it’s just better to wait it out and build meter. Trashclops assist is annoying, but honestly, it’s not that big of a deal since he comes out in an angle. It’s a good idea to punish him when the chance comes because he takes damage bad for an assist. You’ll know your own holes, so just watch out for him there. Cyclops is very annoying if you have sentinel out on point. The block stun he dishes out on you is EXTREME. Sometimes if you’re with Strider and you want Cyclops to get erfed, jump over their character then jump back over the other side, they’ll get out of blockstun, mash him out, but he’ll get crossed up and you just hurt their assist, gained extra bar, and screwed them, haha.
Now, Sentinel. Sentinel/Doom is a really good team because of your ground coverage. It’s extremely awkward, so people seem to be frustrated in using it because it’s played VERY different from normal Sent/Anti-Air teams. Your main weapon here is to get people between you and Doom. This is mostly done by flying around them. This is good because while they’re blocking rocks, you can go for some nice high/low games. Some good tactics that usually aren’t good with Sent/Anti-Air are good with Sent/Doom. Like Calling out Doom+HK drones is good to do unexpectedly against Magneto and sometimes a storm who likes to superjump and come in on you from the air too much and she’s expecting to beat you out with her HP because she thinks you’re about to fast fly her. Hah. Against Cyclops assist with Sentinel, he’s not much of a thread to you in the air, but on the ground his blockstun game is serious, especially with Storm.
Against a Sent/Cyc, you have to just keep some simple things in mind while approaching it. These simple things are to be more paid attention to in this match up. Stay away from the corner, Don’t get hit by him, be patient, try staying in the air (flying ground level isn’t good, he has a lot of range there), Try to punish him, and try staying in the high air games. Don’t call out Doom that much in this situation, just wait it out and counter call Doom. You can call Doom out from half to full screen away, keep in mind when doing this though that they’ll want to SJ, fly close to you and counter call so this is a good chance to take the fight into the air and gain that advantage. Against a Cable/Cyc, this is pretty hard. I’d say just build two meters and get the Hell out. But sometimes, you’re stuck fighting. Now you have to be patient, try air grabbing Cable when he jumps forward (he will once he gets too close to the corner) If you manage to fly above him, cross him up between you and Doom so you can get that assist to come out the wrong way. Still risky, but it’s a good risk seeing your situation. I can safely say that you must use everything in Sentinels arsenal to get at this crazy time traveler. If you want unfly, you can try to take a bullet from cyclops’ genesplice very high in the air so you can bounce up a bit more and avoid getting shot hard. Against Storm, a good thing to do it pay attention to your pushblocks when she’s attacking you, because she can get back in on you mad badly… Just make sure you push block as late as possible against her. Use your super armor every now and then to guard cancel out of stupid ground block strings that she does. Spit fly her and sometimes spit, fly foward LK, unfly and start spit flying again. Then keep her under pressure and constantly going after you. Don’t go after her… Remember, you have three minutes in the match, you have time to wait and be patient. Spit+Doom fly forward LK is really good against Magneto too. With this duo, you’ll need to do a lot of normal jumping. When you want unfly, you have to sacrifice normal jumps, when you want normal jumps, you have to sacrifice unflys. It’s a fair trade in this case. Normal jumping can be very beneficial with this duo. You can go for instant over heads that paired with Doom assist can get you a free air combo/fly combo. Or you can use it to pin them down and get them closer to the corner. Another good trick that’s godlike with Sentinel/Doom is buffering attacks that could hit Doom. For example, if a character is coming down to hit you, call Doom and Normal Jump and Sentinel will take the blocked hit shielding Doom allowing him to continue assisting. Reflies are essential to learn too since you’ll be going in and out of normal jump, so you need to be fast with Sentinel. I’ll post some more later. Goodnight.