Hello Duc. Long time no see. I’ve been just playing cusually here and there, sometimes appearing at a tournament now and then. Sprial seems to be the only team I am able to still play competitively. =P I’ve been watching this thread and don’t beleive anyone has touched on this, so perhaps you could help:
I’ve encountered several situations where I have caught an opponent simultaneously with their assist in the c.short x2, snap. However, I’m having a hard time following up with a dash-in C.short, C.roundhouse. I’ve tried snapping a second time to help re-position, but it’s tough. Do you usually try a re-snap, or some other method of scoring the helper infinite?
I was also wondering if you have tried using storm and spiral on the same team at all. Thanks Duc.
Had the same problem - seems easier IMO to get the dash d+Lk, launch on assist on Dreamcast than arcade - screen seems a bit more compressed.
You could try d+Lk and drones, d+Mk, snap - assist lands on drones giving more time to launch, or try (without drones) snapping, dash d+Lk and cable AAA, mp, load swords and try and get them as they come down… cable AAA puts them up way high.
can someone help me out how i exactly press and do the Spiral/Sentinel trap where you have knives around you and do the dashing HP > (knives) > sentinel ground assisst repeat? thanks.
Alright guys - there’s a semi combo that would give you around 62 (88 points - yes I busted out my calculator) percent damage. Now I haven’t been doing the combo cause I found out if a person mashes then its possible for them to get out so only do this combo if you believe they won’t mash.
Let me see here - Ok I kind of forgot if its with sentinel RP or Drones.
The set up for drones is drop down HP, dash in lp, lp, launch, lp, lk, lp, lk(make sure you time the combo so you position yourself a little below them) drop wait a sec call drones (in the air) - command grab. This will keep the drones from disappearing and if timed right - the drones will do a lot of damage. 48 points for the combo - 40 points for the command move into drones
The other one I was messing with is dash up lp, lp + sent RP assist - into combo followed by command grab. That’s 60 percent maybe more.
And for the snap back - I only snap when I’m mid screen. After snapping someone out I immediately would press down + two punches to dash up followed by low short into launcher.
If you do a full screen snap back - it is possible to dash up throw out your low short before the assist lands and what will happen is the assist will land on your low short - follow this by a launcher then dash up again into I believe another low short to launcher or just keep on launching them since you are probably at the other side of the screen already.
With spiral - learn to play her with a lazy attitude - no need to rush in no need to do fancy combos. Just sit back and throw knives sparingly. And don’t reload every single time you get hit cause you will get hit again. Run around a little and reload only when its safe to do so. Learn to block too - mag, storm, sent , cable can’t do shit to you if you block. Sure sent or storm could chip you but that’s about it. You will end up chipping them more as long as you are patient and safe.
Man thanks for the advice but how do u keep sentinel on the ground with spiral its hard when fightin sentinel comando i block but its hard to get in and do damage against santrax i rely on my cable
What u do when fighting this team duc?
ei duc, do you still have a copy of that old avatar of yours. the one with the “jap school girl massacre”. can i have a copy of that? i wanna put it my cellphone as a wallpaper.
How would you play a Spiral-based team backed by Storm/Sent…with Storm on either horizontal or vertical typhoon assist…
I kinda don’t understand why ppl don’t utilize Spiral’s ‘other’ sword throw variants. When sticking to the basics they aren’t necessary sure…but when playing outside ov the box I feel that they can play an integral part to Spiral’s ‘zoning’ game along with specific assist types…
BTW…What is your preferred color preference for your team…jest wondering. Thanx bro…
I tried doing this, and never got it to repeat… because if it was repeatable, it’d be an ‘infinite’ against most characters who can’t escape air combo xx spiral buster throw (you’d need an air dash, airsuper, or spiral teleport etc. to get out). Not only that, it’d be a major killer since it damage resets.
you could also set this up on guard break, so then you’d kill the next incoming character, too.
This is the first and ONLY combo I remember ever writing that I personally haven’t done myself.
And the reason is because I had a friend Ratio1Beatdown [who invented it] not only tell me in precise detail how he did it, but a few days later did it to Lord Magnus in the presence of Ivan [another one of my friends…]. Ivan was probably a victim of it himself as well. I know, because I phoned him later and asked him what happened, and he explained that Roger was doing some vicious combo off quick-drop light attacks into busters into drones, into relaunches. The same description that Roger gave me 4 days before the rape.
The best person to talk to about this combo is the one that invented it. Specifically, that’s Ratio1Beatdown. I think I’ll try to get him to explain it here. Don’t know if he will.
A more accurate description based on how he told me he did it is below…
I could see how this would work - instead of doing a chain combo which will take you much higher on the screen. Doing only 1 jab into a quick drop and calling sent right before doing the command grab would probably allow the drones to stay on the screen and not disappear. This would probably also prevent people from mashing to escape and end up doing much more damage. The difficulty level of doing it wouldn’t be hard either.
Doing a chain combo takes you really high up which is the reason why if you do the quick drop you must wait a little before calling drones or they will disappear.
I don’t have a dreamcast right now but could someone figure out the amount of damage one would lose doing 1 jab instead of jab, short, jab , short after a launcher?
Ive been using a new team lately. spiral/strider/doom. i use spiral the same way as in team Duc, to build meter, but instead of building it for cable, i build it for strider(who really really needs it.) the team is used completely different from Duc since it revolves around trapping and waiting for mistakes while Duc kills top players with the meter spiral leaves for cable. basically people kill themselves trying to get free. i wanna know what u guys think of that idea.
spiral/doom seems to be a lot harder to work with than sent, and leaves a lot more holes to get AHVB’d through. I haven’t found a solid spiral/doom trap (if one even exists)… so in that sense, it’s a lot more dangerous. if somebody knows a spiral/doom pattern, please post!
furthermore, doom is no where near the level of a last char as sentinel.
I wish spiral/doom worked well… that’d open up the game to a lot more teams, but I’ve really only found that spiral works well with sentinel, sabretooth, and to an extent, tron. everything else has too many holes.
I agree spiral’s best friend is sentinel and sentinel is one character u really want to learn. Spiral cable doom is my second team. Cable doom is hard to beat…Spiral sentinel CC OMG!!!
thats a REALLY good team except it lacks AAA, but still it’s deadly. This one guy at my local arcade plays
spiral / some AAA like capcom or cyclops / doom
and with spiral/doom alone, he woops all these experts (msp, matrix, santhrax teams, etc) and wins a LOT. the chip damage is INSANE. Being a spiral-based-team player i am, I can assure there is no solid trap at all. There is one pattern you can do though. Load swords, and when you tap lp a bunch of times to throw out all the swords, call doom on the first lp. When all your swords are thrown out, immediately reload (while doom keeps your opponent busy) and throw them out again. The scenario should be (assuming your opponent is grounded)
1st set of swords > doom rocks > 2nd set of swords
This keeps your opponent blocking for a little while and its pretty good chip damage. The way you should play spiral/doom is to keep them grounded as much as possible and use HP a lot (long blockstun). When you hit the opponent with HP (whether they block it or not), immediately call out doom and by the time your HP is done, doom rocks hit… in the meantime, load swords and send them out.
Another tip againest rushers like magneto or storm who always wants to get close, use the dance circles move more often and try to do it in the middle of the screen, that way… when it expands… it expands for a while. (if it hits the walls, it dissppears). They’re always gonna try to get close to you but if you do it, you’ll be the one controlling space. (smart people will use proj moves because they know since they can’t get to you… their proj can. Moves like magneto’s EM Disruptor, or storm’s horizontal whirlwind, etc).
Patience is key. There’s no need to really win fast, it just takes time and your opponent dies slowly. Playing good defense yet smart, is what makes you win :smokin:
but that trap isn’t repeatable, because after 2nd set of swords, you’re stuck with no way to call doom where they are forced to block.
hm… spiral/doom just doesn’t seem to have the tight coverage that Sentinel provides… I wish spiral/doom was that tight or that spiral had some other tight traps, but the closest things are Sabretooth and ironman (beam assist).
IMHO the days of the repeatable Spiral/Sent trap are numbered though. Looking at team Duc matches over the last couple years we’re seeing less and less of the extended lockdown bc people are just learning to get out of it-- its not inescapable so a lot of the time is a better move to let them out of it and take your time to force them into a situation where you have an advantage.
Its mad predictable to fall into a Spiral/Sent pattern bc its nowhere near as intricate (read confusing) as Strider/Doom shenanigans. Yes you lose the ability to get multiple reps easy with Spiral/Doom, but Doom Rocks can still be advantageous in that
a. you’re getting beefy chip when you do work in a single swords/rocks trap
b. it’s covering more of the screen
c. even though its not easily repeatable, it does guarantee the opportunity to recall swords, then use the stun off of rocks to hi-lo mixup, teleport, overhead, whatever
Spiral/Sent is time-tested to be THE Spiral trap, and I won’t bother to contest that since its historically proven, but don’t base the worth of the Spiral/Doom duo on the traditional trapping aspects alone.
Regarding Doom as a weak third character, I completely agree-- I dunno where he fits in a Spiral team chemistry-wise bc I don’t have a 3rd character worked out for my Sprial/Doom squad. That said, Doom/Spiral Proj. assist gets down if you have the capacity to play him in rushdown as well as trap. You get to set up so much free chip if you play around covering your spiral assist.
Peep Vidness’ youtube matches for some Spiral/Doom/XX teams, he’s got a very unique spiral for sure.
I tend to use Spiral/Doom for Spiral rushdown. Using that duo for just trapping isn’t recommended for the fact that the rocks NEVER get thrown the same way/# ov rocks/size. You can implement a sort ov rush-lockdown here: while you pin them with Doom activate Speed Up and rush that shit down, mixing it up with tk’d Quick Drop LK’s or teleport crossups to attempt to get them into the infinite xx Snapout.
But I must agree as well when it comes to Sp/Sent >> Sp/Doom as far as trap games are concerned…