my fave mag doom teams are Mag/IM/Doom and Mag/Storm/Doom.
I love when dooms rocks protect him from hail, and hit storm after through the hail
my fave mag doom teams are Mag/IM/Doom and Mag/Storm/Doom.
I love when dooms rocks protect him from hail, and hit storm after through the hail
Howso?
spit+assists like typhoon/rocks or whatever hurt him.
that’s without sent rushdown lockdown being considered
megaman doesn’t have the mobility to get to sent and spit will get you.
though with ken, you can counter or stop a lot of stuff with shoryureppa. sent will have to play very solidly
Makes sense. I don’t usually come to sent, though, he usually comes my way and I wait for an opportunity to lay a Hyper Megaman while i spam buster and c. HK under him while he’s airborne.
Some general advice
If sent is blocking high, there isnt really as much you can do to start a combo. Super armor prevents, c.lk c.FP, if he has good hit/block confirm, and commando can counter your second c.lk if he baits that out. If commando is already out, you can try for c.lk, c.FP, but a good sent will prolly still block it, and unless you cover yourself with a XX of the FP, you are still leaving yourself open. If you cover yourself with an assist, c.RH will break his super armor right on contact, but once again if he blocks it and you arent covered, you will be punished. You have alot of options, but in my experience its best to try for c.lk’s+assist, and if you see him block low after the first c.lk tuck that shit in. If he calls commando to nail your psy or whoever you were chaining the c. lk’s with, that leaves him open for a few seconds, as long as you tucked it in and blocked commando.
This is a tricky situation, and can lead to either magz or sent being hurt real bad depending on what happens, the key though is to play safely, because if you put sent in this situation alot, he starts thinking about those c.lk’s and blocking low more often. Sent blocking low really opens up magneto’s game cause j. RH +psy is real quick. Also when he starts thinking about mixup more, and starts calling commando when you get close, throws are great. Just dash in, reset to neutral, throw and commando doesnt even hit you. (hopefully) There are many mixup options after magz throws, and if you call psy right before you RH throw with storm, or call sent right before you FP throw with storm, you get good follow up options.
All of these ways to hit sentinel should lead to snapout, guard break assist, unmashable or reset assist to death. A good sent/commando can kill your MSP by itself, so either guard break sent after you kill storm > snapout, or snap storm out and kill commando instead. This gives you the mobility you need to get in on sent, but you still need to be very aware of the range of his normals, and his ability to wreck shit solo. Practice different ways to avoid the c.FP guard break, float with storm, lkxxFLY with magz, shoot a fireball or super with psy, something.
Other than that, just watch for HSF, sjc over it or guard cancel through and punish that shit >.> If sent normal jumps in on you block that shit and call psy, and if sent is spitting a whole bunch, be aware of your ability to square jump over that shit and catch him before he recovers. If he xxfly’s the spit while you are on your way over you can always n.jump square jump, block when you get there, and call psy. Just watch what he does, and use your mobility to catch him. If you constantly miss ROM, unmashable, snapout setups and such, this is an unwinnable battle. Its a combination of your smarts to get you in and your execution to do some shit when you get there. Like tech said, just play patient, and make sure you capitalize on that robot.
I’m too lazy to read the other posts, but just in case no one has mentioned it, Sent’s big weakness is he can’t really do shit when you’re on top of him.
Inotherwords never play defensive against sent because thats what he wants. Always be trying to stay on top and close the distance preventing him from getting airborne & stomping, but careful not to leave yourself vulnerable with whatever keep away assist it has. Second, is that he is weak to projectiles and stuff like BB.Hood’s gun super will do a nice bit of chip damage and he’s so big that EVERY shot hits him.
I have not played against a good sent in a while though.
thats why sent likes anti-airs like capcom and cyke. not too much you can do there on top of him. you gotta bait the assist. counter call a couple times so he wont want to call him out. then you get on top of him cuz he’s probably gonna try one of his other assists (usually projectile). then you try another rush down attempt.
there’s always one way to skin a cat
This is just one strategy that can back fire on you. Its easy to make mistakes when playing @ a fast or repeated tempo. I should know, I’ve done more grab supers with strider than I care to remember because of trying to stay on top of opponents. If your opponent notices that your being agressive when you’re in close to stop them from moving, you’ll eventually notice that strategy being countered or you’ll fuck something up and magnus is dead.
Sometimes, its good to let the other player do what he wants. This lets magnus become less execution heavy and just play easy. Put him into a scenario where he’s comfortable. He’ll more than likely try to attack some how and you can land easy counter hits all day. So instead of fighting your opponent and breaking him, you let him kill himself.
Of course both ways work, its just that the strategy that needs to be used is going from player to player. Some players are comfortable blocking 3-4 rush down sequences and then CH-ing out. Justin wong, john sindel etc… Others just don’t want you in their personal space so they’ll do anything to keep you out of it. Let those players attack and die for it.
The best strategy is one based off reaction. You can have a game plan\ match up knowledge of a fight but players adapt and said game plan\ match up knowledge becomes less and less effective through out a set or a even a round.