Question. i’ve seen one of your vids wherein you do a full screen trap by using TK reload. it’s a classic vid i think where your opponent used cable/bbhood/capcom.
what’s the timing to that trap? when to call sent? up to how many swords before the next reload… the like.
Not sure which trap you are talking about - are you talking about the one where spiral is jumping up and down and doing the trap? I call sent early - there’s no specific time I press sent as long as I can time the knives to a point where the last one will hit them and sent can be called again. Learn to time your knives and throw them at a speed so you can call sent again - that’s the timing I use for trapping.
oh. ok. thanks. i got it now. got some holes in my trap especially after sent’s drones are done chipping.
you also seem to consistently pull of that teleport during a hailstorm… but i haven’t seen you do it from blockstun AFAIK. how do you do it? strict timing…?
Against hail storm you’re suppose to teleport as soon as the first hail is about to reach you and press either jab or hp so you can be above the hail when it is finished. As for telporting via blockstun - are you talking about pushblocking something like HSF and teleporting out of it just like SJing out of it? I think its much safer to just blocking the last hit instead of risking it and giving your opponent a chance to combo you. If you have 5 supers with spiral there is a guaranteed safe DHC to cable that uses up 2 supers. I haven’t done it much yet but I’m sure it could come in handy. Cable will be on point, sentinel will be second and spiral last because of the dhc - sentinel/spiral is a mean combo.
i use that team order too, but for me its jus bcuz of this ease of calling the anti air with my pinky, and also for the fun corner metamorphis guard break to sentinel HSF and FF combo basically i like it for dhc and comfortability with my style of play
It’s really up to you on what you want to do. I prefer spiral/cable/sentinel because having a cable with 5 super makes me feel good. Many players play differently when you have that many supers - use that to your advantage. One advantage of having supers for example is - when I pushblock sentinels hsf I can ahvb sentinel and kill him off - its even more gravy if his assist is out there then that just means you get to kill two characters. Having cable second also lets you use the dhc combo that can kill anyone or it allows you to use two supers to get cable in safely with sentinel being your second character leaving cable with 3 supers ( my cable can work with 3 supers).
An advantage of having sentinel second is you can call out cable assist more often and not have to worry too much about his health because hes not the 2nd character to come in. Also if your opponent hands to get hit by your swords while you are throwing them from full screen at max normal jump height - if you throw your swords at a regular combo pace then you can dhc from spiral to sent and sents hsf will combo.
I suggest you pick your team order base on the character you are stronger with.
Yes its possible - guard cancel does allow them to get out at times but that’s ok (Keeping them in the trap forever is not practicle and time consuming - change your timing to keep them in longer - and if they do manage to get out you will still have knives around you to use. Circle knives is free chip damage or combo if they ever try to get in on you from above. I let people out just so I can do circle knives.
in the corner you have to be careful.
When you use hp, after maybe 3 hits, throw a knife, now the knife you just threw will be a high 1, stopping any AA alpha-counters or guard cancels.
but overal the trap is tougher to guard cancel in the corner, simply because of the lack of movement the opponent has. (pushblocks are also useless)
“Also, Spiral has the really fun (with knives loaded) short-forward-Roundhouse, toss 3 knives, dash short-forward roundhouse-toss 3 knives, dash short-forward-fierce+asisst combo.
then you have a choice of QCF+PP, meta, speed up inf, or reload again, and repeat the 3kicks-3knives, into a launcher to get the corner throw repeat combo.”
Her most damaging combos are from stuff like above (easy in the corner, hard midscreen to get the second rep after throwing the last 3 swords), corner resets with her hk airthrow, and her s Hp and drones into qcf +2P DHC to HSF or HVB xx HSF.
What are some spiral guardbreaks besides the expanding-circle one? (I’m thinking, reload swords, Normal jump and toss a bunch, hope a few hit JUST AS the char is in? timing would be so strict huh?) (maybe a Normal Jump, HP? i don’t know)
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How do you do this AMAZING, full screen(well almost) complex trap in the beginning of the vid… that involves normal jumping, sword throwing, and sent? I have watched this video 60+ times… Literally… going crazy… trying to figure out that this out. PROPS to whoever made this vid (anybody know who?) Ok I THINK i know what it is, but I’m not sure… hey DUC or anyone please feel free to correct me if im wrong ok? You might have to watch it a few times, cause its a short vid Heh. I think its…
Normal Jump, load swords, throw 2 swords (top level)(on the way down), land, LP (throws 1 sword) airdash cancel IMMEDIATLY (so that another sword is on the ground, 2 swords now), Normal jump, throw 1 sword as going up, Load swords. Repeat. And sentinel comes in “Every-Other-Jump” (immediatly before load swords)
View - after playing it many, many times, I think i’ve come to a conclusion. That full-screen trap only throws 5 swords then reload. its never 6? Also I think it is Extremely Safe. It seems like a whopping 90% of the spiral matches I watch… the spiral doing the typical trap (where she gets up close), gets hit by the opponent’s AAA assist… psylocke, cable, cyclops, etc. 90%, thats a lot. I think with this at-a-distance-trap, it will definitely keep spiral alive a lot longer. What do you guys think? Basically my questions are…
A) what exactly (specifically, in a lot of detail), is that far-distance-trap? like the sequence I mean. not just buttons, cause it looks complicated but extremely effective.
B) Escaping is possible right? is there a time in that video where magneto can pushblock and SJ out? or do anything to escape. If so, when exactly in the video? (in seconds)
This may be a stupid question that might have even been brought up years before but what is the viability of a strider/spiral team?
Of course, sentinel is needed for spiral, but isn’t the best for strider and doom is needed for strider and probably isn’t the best for spiral. I’m kind of new to the deep team mechanics of the game and I was thinking this team would be fun to play. Is there a trap that can be associated with Spiral and doom or strider and sent? I’m sure having spiral be cable’s battery is better than strider, but I was thinking it wouldn’t necessarily be a bad option.