Nice streak! When are you guys usually on?
gg’s to mugenmidget the other day.
Nice streak! When are you guys usually on?
gg’s to mugenmidget the other day.
Me, Deadly Rave and Khen just got off about an hour ago.
Usually we game around 7:00 Eastern time. Although, Deadly Rave just kinda shows whenever I can get him on AIM, me and Khen are still usually on MSN when we aren’t playing so if there’s a time you want to get on, just tell us and we can usually show up with the quickness.
BTW, when I first started Deadly Rave did a cr.lk (think it was links, not sure) combo with Storm for 10+ hits. Any idea how to go about doing that; I think it’d add greatly to my game. Also, the Akuma walking lk infinite is harder than it sounds, any notes on the timing for that?
There are a few ways to do it, one is dash c.lk (c.mp is better for this since it has more stun, thus your dashes don’t need to be as perfect), the other is to tap c.lk x2 as fast as possible (and have it still come out as two attacks) then walk forward and do it again. c.lk x3 is easier but more susceptible to get pushed back too far. You can also do a timing very similar to Akuma’s c.lk’s (but needs to be done faster), where it’s c.lk, walk forward, repeat for as fast and long as you can. Pushback is different for different characters so the last two methods may not work on everyone.
For Akuma, it’s a quick tap down/c.lk or c.lp then quickly stand and walk forward. The standing actually cancels the animation, so you shouldn’t see any recovery, just walking forward. (funny thing, you can do this so fast the c.lk won’t even come out.). For lighter characters, you’re walking forward more to counteract their greater pushback, for heavier ones, you have to attack quicker so they don’t recover. Shoot for something like 3 in a second (real second, not game time) on heavier characters.
On Colossus (and Silver Samurai) Akuma can walk s.lp over and over and have it combo for a good 20 something hits if you start it deep enough, the timing is slower than what’s needed for c.lp/lk’s on them.
Haha thanks, it was fun chatting and really cool to see a master of this game at work! Thanks for the tips and practice, my brother was impressed when we played each other again. Lots of great memories with this game at Cici’s Pizza, they did such an awesome job in making it.
I played a bit with someone named “Judo” who was really good with Sentinel and schooled me thoroughly hahaha! Good games to them, not sure what their SRK name is, unfortunately.
That’s -JuNo- (same name on here), he’s got that Sentinel Judo
Were you beating your brother this time?
I’m finally starting to get the hang of Akuma inf more down now.
Still I dunno if I can rely on it too much because overall, Akuma has to get in first, and some characters simply don’t have to allow that. =/
hahaha ohhhh okay, and yes he does! Great games, Juno! :china:
And we had actually played during my birthday party and I drank too much before hand, my memory is foggy on what happened but he said I won approximately 3 out of 12 matches we played. But that was still impressive to him, especially since I was out of it ROFL…
There were other people there so I guess it kept rotating, I honestly can’t remember much except that I kept picking Ice Man and yelling out “red card”, “yellow card”, “aw blue” obnoxiously lol…
:party:
It was fun though and I look forward to playing it more locally and on GGPO! And I’ll keep crossing my fingers for an XBLA or PSN release.
When you get your stick it’s throw down time batts. though honestly i’m scared lol. You really don’t need anything to improve your game
UPDATE!!!
Thanks to Stafos there’s some guide type vids for Sentinel if anyone is interested. Check them out
[media=youtube]rqrS-4uujKA[/media]
And the text description
Stun setup:
MK (3-hit), MP Rocket Punch, dash LK, c.HP, superjump, down+MP, HK, MP rocket punch
Launch setup:
MK (3-hit), MP Rocket Punch
Basic Loop:
[dash LK, c.HP, superjump, down+MP, HK, MP rocket punch, HK]
Position specific variant:
Dash LK, c.HP, QCB+3P, QCB+3P, dash MK, superjump HK, MP rocket punch, HK
Repeat of basic loop…
Throw reset example:
Dash LK, c.HP, QCB+3P, QCB+3P, MK/Dash MK, QCB+3P, (fly up, forward+MP, QCB+3P)/(QCB+3P, dash jump/superjump, forward+MP)
OTG finisher:
Dash c.LK, c.HP (superjump down+MP, hover forward, HK, HP, LP Rocket Punch)
There are two simple ways to throw reset.
The first and most major one is off of a launcher, like MK. These can combo if done properly at the tail-end of stun, but Sentinel needs to fly cancel his, or use it very particularly as an anti-air to do so. These work out easily because they would normally combo, leaving no time for a counter.
The second way is to generate a fall that won’t cause a bounce, like HK, used high up in the air. This one is effective because normally you would use LK to continue the combo once you land, which is very fast. Instead you simply let them land and attempt a throw, effectively forcing them to guess which you’ll use. If they superjump instantly upon landing, just follow them up and air throw.
I messed up the setup in this video by not dashing (MK should have hit one more time) but the setup is identical. The opponent will think you’ll just fly up and HK to continue the combo, which you can, and the throws themselves are comboable off of launchers. However, if you mistime it and they mash (you can block while flying in COTA), you’ll be safe to punish and start zoning.
vs Cyke: [media=youtube]XsOv70meGcM&feature=related[/media]
Text description
. I first learned this combo after asking Batts a bit about comboing into Sentinel’s fly/unfly cancel a long, long time ago. The only really practical places are after projectiles (c.MP, c.HP) or after HK. I was sort’ve dumb, forgot the examples Batts mentioned and improvised a little bit, yielding these. They may or may not be the same, and may or may not have better character specific versions.
This is not meant to be fancy. It’s most character unspecific combo that Sentinel has and one of the cornerstones of his rushdown game. Any Sentinel player who can’t yet perform this is going to have a rather hard match ahead of them, even versus the worst characters in the game.
Sentinel’s basic juggle combo is:
[dash LK, c.HP, superjump, down+MP (to hover low to the ground), HK, rocket punch, HK]
This combo is effective on the majority of the cast (silence, Iceman players!) and technically constitutes an infinite. You keep the opponent in the air with the dash LK to missile, then low hover toward them and play kickball with their body.
Getting into it is pretty easy, setup stun or anti-air, then:
Dash MK (3-hit), MP Rocket Punch (Cyclops, Psylocke, etc)
Dash MK (3-4 hit), superjump, MP Rocket Punch, HK (Anybody but…)
Dash MK, MK, HP rocket punch (Sentinel or Colossus)
Against some cast members, however, you’ll lose the combo occasionally after a while due to either being pushed too far or using the missile too early and generating a high launch, causing your low-hover HK to wiff. This is where variations come into the picture.
After c.HP, if you think you’re being pushed too far, you can try one of the following variations to correct the distance:
QCB+3P (fly), QCB+3P (unfly), dash MK, superjump, HK, rocket punch, HK, HP
QCB+3P (fly), QCB+3P (unfly), dash MK, superjump, HK, rocket punch, HK
QCB+3P (fly), hover up toward the opponent, HK, QCB+3P (unfly cancel)
The first requires you to get your opponent high into the air, so that you land before HP causes them to bounce on the ground. The middle is the opposite; the lower the opponent is to the ground the greater the chance of success, just like the basic loop.
To actually finish the combo, you would normally use the super (for chip damage on large characters), go for a throw reset, or simply rocket punch them down to the ground, but those can be setup and executed any number of ways.
Can’t Storm just jab Colossus to death?
Storm can [insert anything she wants here] Colossus to death. Colossus is heavy and has a long OTG time, allowing virtually anything she has, once you land a hit, to work… Even walking jabs in the corner after a launcher.
Colossus’ range and priority combined with his stun-heavy high-damage nature will really hurt Storm’s ability to even do chip damage, let alone zone properly. As stated, her projectiles ping off of his armor in various states. Since his shoulder charge can be canceled quite low to the ground, this makes her typhoon fairly useless. Even her air MP and her hailstorm super ping off of his shoulder armor.
Alright, so, Storm’s projectiles don’t work. She has fast melee attacks, quick down-forward air dash and a solid mix-up game. These should be fine! Not really. Colossus has potentially the best guard cancel in the game. It comes out and hits practically instantly and causes a prolonged OTG state where he can grab you, then force you to eat an infinite or high-damage juggle.
So, her basic mix-up game and zoning game is out of the picture… She’s fast. She can throw… Except colossus is a counter throw type, so once he has meter, he either gets out of your throw causing you to tech or die, or begins to try zoning and throwing you himself.
For Storm to be practical versus Colossus offensively, she has to lock him down and corner him before he even has 50% meter (read: round one in the first five to ten seconds) to tech. She then has to either land a solid overhead hit (HP/HK, usually) with her air dash, or throw him to dizzy before she can start a real infinite. Of course, one she has that done, she has it made.
For Storm to be practical versus Colossus defensively, she has to stay out of his physical range, constantly, via abuse of her air dash/fly/unfly/slowfall and wind (preferably all at once so she can stay flying nearly forever), while waiting for him to use something punishable like the uncanceled medium/heavy shoulder charges.
But, I don’t think I’ve ever felt safe with Storm, even in her good match-ups. So, perhaps I’m biased.
I really messed that throw up. It needs a dash before using MK when trying to throw a ligher character. One hit doesn’t provide nearly enough stun. Psylocke could probably have mashed a LK and tried to poke. I was just too lazy to give recording more than one shot… even on a rerecording emulator.
Damn? new stuff discovered with sent? been away from this game for a while…
Get back into it man this game is Crack
Ima sent player… gotta deal with a lot of psylock and wolverine. Crack hard to come by in this game when you play sentinel. GGpo cota room always empty… when you guys play?
Juno you gotta try the old rent version for laughs you’ll love that version of sent (cancel roundhouse with jab).
Also Stafos this might look familiar to you when I was messing with Jojo’s.
Menu
Parts Editor 1
Parts Editor 2
Needz Moar Matches 2 Watch O_O that are recent.
Spiral strats and tips? decided just to pick her up for the hell of it… she has good zoning game but her combos are difficult to setup
throw loops
This isn’t new stuff. This is really basic stuff that I’ve known for ages, same goes for Batts, undoubtedly. I usually just don’t abuse them all the time in actual matches, because if you watch the super meter, it consumes it. I like to abuse the meter for counter-throw techs, which will really save you, especially versus the other counter throwers.
If you want to play me, bug me on MSN. You’ve got me on your contact list, after all.
For Psylocke, your only option is either winning before she really pressures you, or staying out of range with pokes. j.HK (not superjump HK, unless canceled from down+MP) is good at maximum range. If she isn’t coming with HK or HP, you can probably stop her momentum by superjump canceling c.MP (mid-range) or c.HP. If she’s in the air, an early MK (last projectile stays out for a while and can also stop her Psy Blasts) can anti-air her at maximum range, but it’s unsafe.
You don’t want to be in the corner or in the air versus a grounded Psylocke, for so many different reasons…
Wolverine’s got a lot of throw vulnerable situations, so, if he isn’t just flooding you with triangle jumps, abuse your size. This whole match revolves around you throwing Wolverine. You need to drain his meter, or he’ll guard cancel you dead with supers. Use c.MP to stop him from sliding in. MK’s last hit can anti-air a whole lot of Wolverine’s moves, if he superjumps… Superjump down+MK, or jump backward forward/up-forward+MK are your best bets at long range. Cancel with fly or a rocket punch to stay safe.
Spiral is highly oriented around her zoning with her swords. Your goal, ideally, is to make them jump (or launch them) so that she can command throw.
The throw loop is a fundamental part of her gameplay. Get 'im with a command throw or HP ground throw and guide them to the corner. From there, use a short string to modify their height and command throw again. Normally, you can only throw twice per combo. This changes if they happen to tech, or attack, which resets the counter. Many techs are slow enough that you can throw them as they end or command throw them to reset. Mashing is a free throw reset, even if you don’t see the move come out. They just have to press a button.
In short, free damage on scrubby players.
Basic infinite on medium to heavy weights is just [LK, c.HP, dash]. Both LK and c.HP are good pokes, so, make use of them when they land. If you have the swords out, the forward throw after HP/c.HP is pretty safe.
The biggest thing to learn is Spiral’s super. The biggest advantage is that the damage isn’t scaled or prorated. Like any throw, you can link it at the tail-end of stun. A good example would be something like c.LK, c.HP, dash, c.LP, super, jump, any punch (activates the super’s grab), [LK, c.HP, dash], etc. The super has just enough of a launch to allow you to combo it, or use it to reset itself.
If you mess up with the super and get zoned out (trust me, it happens), pull out some swords. Since her punches (which are now rapid-fire grabs) activate the swords, you can use rapid-fire LP-MP-HP chains to create a wall of projectiles and manage the opponent.
Combining the super with the throw loop leads to massive damage.
For combos themselves, especially in the air, remember that she can cancel any normal into a quick fall. It gives her a few juggle infinites and her Sentinel infinite, but, I’m not very good with them.
For zoning, especially on bigger characters, make use of Spiral’s switch. Moves that lock a character in place, like Samurai’s LP/or mash chain and many supers will keep that functionality in the air. They won’t fall until it ends, meaning a free throw/command throw. Some moves (Batts could chime in with that Spiral versus Sam video, I seem to have lost my copy) like to glitch when teleporting, too.
If you get thrown, and it’s rather sad to say this, don’t tech. You have less of a chance being comboed (or worse, rethrown) because of her fast OTG recovery. She’s the original Dhalsim. If you have to tech or die, tech late to try and make the opponent whiff the punish.
All of that said, the only other thing I can really say is not to give up. Spiral can control a lot of otherwise-annoying (Red, Wolv and Cyclops are good examples) matches quite well. She’s just really, really hard to get used to.
Soh uploaded a Combo vid today it features some nice character specific combos.
[media=youtube]Rz06ppwc2qU]YouTube - [ X-Men Children of the Atom [/media]