with mag i rush in against sent, he blocks everything and i try and cross up and call an assist and he still blocks, then he calls capcom and stomps on me so i have to block high while my assist is going flying, what do i do next.
pick zangief.
dash in, standing lp, you prevent him from jumping, from there you can
- block his assist and counter call
- cr. fk , sj cancel, tri jump sj. fk into air combo
- sj., dash forward Sj. Hp, SJ. Sj. Hk into combo
I think your best bet is probably waiting for his assist to come out after the s. lp. imagine him jumping back after calling out an assist to avoid being crossed up.
If when you dash in he is blocking everything you do, grab his ass. It seems as though your triangle jumps arent that great, so try to throw him. Throws lead to lots of cross ups especially in the corner.
I remember somebody in this forum saying something like…* landing throws is all random*, i dont know who said it, but they probably suck. IMO, As long as you can position yourself right, you can at least take away some options in terms of movement from your opponent, zone or whatever. especcially big characters.
i use doom with mags a lot. The opponent might be good at blocking, but eventually, i will be able to call doom at the right distance, get around sentinel and land a throw before they are in block stun. If they fear your throws cause yo uare getting in that deep and you are that accurate, then they are probably fucked.
The throw I land the most is to dash in right underneath and sj throw somebody who tries to normal jump forward. some people seem to think they can get away with jumping forward on me. :wgrin:. anybody with an airthrow can do this, but it is infintely more effective when you have a superfast character like storm or mags. Because you can literally throw as soon as you leave the ground.
Another way to intercept somebody, which everybody does with mags, is to sj dash forward and catch them as the opponent tries to jump.
use 2 very sparingly, any good player rolls on reaction. but even if they do roll, at least re-rush/crossup.
depends on your and his assists too. jumpinghk+assist is usually a good thing, jumpinghk, adf+assist is good too.
depending on assists sj.back+fierce, addf feirce. stay a bit back sometimes, build meter/zone, and utilize mags fast dash to get in at the right moment. practice learning when to get under him, dash back and forth a bit, and sj.lk (on hit=rom, on block=air dash to keep rushing down [also air dash for. after allows for throw…in corner=death)
well option two is is only good if it connects…
if they block the c.fk you’re in trouble unless you hit their assist anyways then you can still sj. cancel out into option 3
forgot about that, lp, cr.hk+storm (or some other shit) if ever…
thanks imma try all this shit, i have a nasty habbit with storm and mag, i dash in and do c.lk c.hp or with storm c.lk c.mp. s.hk so if i dash in and sent blocks those shit, i stayed crouched and he stomps on me, i gotta get into the habbit of stand blocking.
and fuck, trows are hard to do on purpose. 99% of the time i trow it is great but it wasn’t my intention
Remember that sentinel’s armor will absorb the first c.lk, so watch out.
Learn how sentinel is played. Learn when he can stomp you and when he can’t. Learn when he calls out his assist and how much time you have until he can recall. Also pay attention if he has unfly or not so you could punish him for unsafe flying. Noticing flaws in his offense may provide an opening that will allow you to get into either landing an air/landing fp fk into w/e or an air lk into rom into w/e. By w/e, insert corner rape or snapback, depending on the situation.
you dont always HAVE to attack sent. play patient. build massive meter and see if he takes the bait and come to you. most sent/cap players are predictable in their rush down patterns so random snaps can sometime work. doesnt have to be a double snap, snap before commando comes out.
if you’re trying to cross him up with an assist and he blocks and counter calls. then dash back. sj and then attack. his assist is already out so it gives you a quick moment for rush down oppurtunities.
if you’re unsuccessful then start from step one. magneto against sent/AAA you have to play real patient. once you get that hit though, it pays off. sents hitbox is what feeds magnetos ego.
also, c.lk, c.hp should really only be used when you know its gonna hit (opponent tag, or a person afraid of trijumps) c.hp isnt really safe unless you call an assist after.
s.lp is very useful against a solo sent, but dont be predictable. he can mash a s.lk because of his super armor if he knows its coming.
What teams do you use with Mag/Storm? MSP? MSS? If all the above don’t work as well, try using MSTronne. Counters Commando pretty well.
tick throw sent with s.LP if he blocks…9 times out ov 10 it beats out corridor and you gain invincibility during the throw animation…and throw them downwards unless in the corner…offers better chances at crossups obviously
old school that shit… Mag/Storm/Doom or Mag/Cable/Doom
mag/doom is so nice, but i can’t fully utilize him on the arcade stick. on a controller i can get like 3 tri-jumps and low hits all while doom assist is out. Total RTSD plus inthe corner it is rape hommie. fucking dash in .clk +doom .cmk MT does like 10% chip damage, u can burn 3 meters get 30% chip in the corner if u want to plus u’ll be tri-jumping and shit the whole time u might catch them go straight into rom done.
yes mag/doom and storm/doom foreal’s
like tron, but out longer/more chip/less damage/more range.
and when called correctly is ok against hail/hsf/(when early enough)ahvb
I use Ken against Sent. A good timed roll after air rocket punch will get you right under the bot for a quick Shinryuken. :3
Then rush down that mofo for all he’s worth.
Megaman is great too, minus beat planing.
i tried using storm/sent/ken briefly for a while but using ken on point is so pitiful. u dash in and do c.lk, c.hp and the hp doesn’t even connect LOL, damage wise though glitched hurrican kick is nice
lol megaman is NOT good against sent
mag/doom is good against sent/cap teams like scrub, and thrax. Doom provides mag with the messiness he needs to acheive ultimate bullshit!!
Team Jesus (Mag/Cable/Doom) FTW!!!
Just don’t plant Doom down at the wrong time or he may end up getting mauled by HSF or counter call…or just bait out HSF if they only have 1 meter and square jump Sent with Magnus…
Now if they have 2 meters and Storm next…DON’T DO IT!! Common sense…