Personally imo the only use I can really see good for unfly is being able to block directly out of flight. I mean, not being able to normal jump just to keep the glitch isn’t so good in a real sense since it pretty much limits your assist options by half… What do you think? Is there really any good uses making it worth learning more about unfly?
Edit: Yeah, was just watching some matches there, I can see where people have unfly mode because at some points Sentinel players keep super jumping.
It makes certain combos easier to hit confirm. e.g.:
against heavier chars, f.lk UF sj.lk FF f.lk+CapCom f.mk/hp dpRP
It’s also much easier to keep somebody locked down in the corner with unfly, since you get a faster “rate of fire”, so to speak.
Furthermore, there are some air-to-ground combos that can only be done with unfly. e.g. to punish a whiffing HSF, fly over to them, wait until the last set of drones passes their body, f.hk UF sj.hk dash s.lp s.mk RP xx HSF
I have been using lp+hp to dash in after I unfly. I see vids on sanford and other people doing it but i just cant seem to connect the dash after I unfly.
out of all the things sent can do, one of his most difficult abilities (un-fly)is the hardest to maintain…so what i would like to know is when is the best possible time to use the unfly…cuz i know its mainly used for ppl in the corner but still there are times where a normal jump will come out by accident due to trying to combo something and i would lose the unfly and then there would be a time where i would need it for whatever reason (blocking hailstorm) so is it really something necessary to learn besides for the use of blocking and using stomp patterns and is it something to conserve in a match or to just get it over with in order to rush down a character at the beginning of a match?
when you gain unfly, you litterially become a WAAAAAAAAAAAAAAAY better sentinel.
i’ll show you why.
vs Mag: with unfly, you can now do unfly patterns to mess him up on the ground instead of just spit, fly, unfly, back dash(look for what he does then adapt). Now you could actually get close, do unfly tricks to bait AAA, then call assist, unfly(you block AAA) your AAA comes out to hit both, then you continue from there.
Vs Storm
same as mag, only you get to BAIT Hailstorms to just unfly block or bait a rush to call assist, unfly block. both characters have to fight sentinel in the same way, storm simply gets way more options with hailstorms to keep a check on the big guy, and way better normals for zoning. Unfly really helps for those moments where you react to a rush, and call an assist and unfly block(this happens when she comes from uptop( sj, Air dash downforward fierce, hk)
never call an assist if she is on the horizontal plain. it’s way to risky, especially when she has the bar to bait the assist to punish with assist + Hailstorm.
you must feel her out the whole match, and react to what she does, same with mag.
vs Cable: with unfly you NOW can rush from uptop and catch him with unfly tricks when he’s under you. Basicly you can catch him slipping, and you can bait him to jump at you, and call assist, unfly block. the match with cable is get closer, and closer, and FORCE him to the corner, and if he does different, you must find a way around. Best advice is to stay patient, and look at what he does.
vs Sentinel: This is really where it shines alot. With unfly you can continue lockdowns to force the other sentinel to jump, once you do that you must have a plan ready to counter hit him.
that is pretty blunt statement of how the match goes, but it’s basicly what happens, and really it’s best to play it out, and figure out how good it is.
Probably not important but Sentinel in flight mode can evade Jugg’s headcrush, chun’s Senretsu Kyaku, (QCF + KK) and
spiderman’s Crawler Assault . I remember those guys moving forward and sent just flying backwards until the special ended.
I think you know what sentinel did to them next right :lovin:
question - should it matter which direction you press when doing fast fly? or is the attack supposed to come out fast enough so that sent doesn’t actually move?
I understand that part, I mean more in terms of combos. Like are some combos easier if you cancel with one direction as opposed to any other? It seems to me that g.HK /\ sj.lk FF f.lk,f.mk, dpRP is easier if you cancel flight with upwards as opposed to any other direction. Or is the idea that the direction shouldn’t matter, because you should be able to have the attack come out fast enough that the direction you press doesn’t actually move sentinel?
To be more clear, when I do FF, sentinel moves just slightly in the direction I’m pressing before the attack comes out. So if I do qcb+kk~N~f+lk, sentinel will move forward just slightly between the qcb and the lk. This seems pretty important and probably should be signified in combo notation (FF(U), FF(B), etc). That is, unless you’re supposed to be able to do it so fast that sentinel doesn’t actually move at all, in which case the direction you press would be of no consequence. Which is it?
Forward is usually the best direction, since it registers as the first direction for an upward RP (f, d, df). So if you tap forward with lk, you only need to do d, df to get the upward RP.
rather than the computer actually inputting the backward direction command to block something (it’s disabled during an unblockable situation, like the second hit of the spit), it just is set to block something on the screen. it’s different commands that it’s sending to the CPU, so it will block it)