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  • are you talking about that Travie McCoy guy on one of the remixes that is awful and barely making an effort to rap? lolz
    E.T. ft. Kanye West & Tinie Tempah

    There's the original E.T. version which I charted for a while then it fell off, then the Kanye West version and Tinie Tempah versions came along and I was like "nah". Then SMU remixed them together, so you have kanyes 2 verses, tinies 1 verse, and katys bridge still there. And it's awesome.
    Arthur's Hyper is so **** at chipping people to death, especially when you can start a new one while the prior one is not even completely finished and nearly continue the combo (or at least keep the other guy blocking and die from chip damage). Being able to move in the air with it too also stops a lot of attempts at getting away. I've also used it to fool sent players who I knock down.

    Knock down, start the hyper. They roll into me while I jump backwards. They think they can get a quick hit in or armor it with a launcher, I fall on them where even crouching would get hit, they keep getting comboed, and die. I LOVE doing it to x factor level 3 sentinels who think they are gonna **** my solo arthur.
    Yeah it's mostly for situations where something like a quick ground poke happens to catch both opponent and assist, and you quickly went into another ground move instead of launcher and aren't sure if you can launch both of them and **** them. Or if the other person gets hit while already in the air and you need something that will guarantee **** him and the assist.

    Although something like 1234 into Ryu Spin kick into Hyper tends to take off half life or more for most characters. Being able to do that and then call out sent/arthur and rush down is satisfying. Or pulling that combo off and canceling to arthur hyper is a lot of fun.
    Also can't forget about canceling regular attacks into hyper. 1234 combo for a character into hyper, jab jab kick special move hyper, etc. Those are incredibly useful if you manage to also nab an assist in the heat of the moment because you can just go into something regular and BAM double whammy them,
    Easy ones would be Ryu spin kick into Hyper (absolutely ***** someone if you catch their assist with the kicks because they are then helpless completely to stop you even if guarding with the main character if you time it right), or people with easy timing knockdowns like Hulk BnB combo into Hyper. Most characters can combo into Hyper easily from a knockdown, but remembering the right string to do that tends to be harder than "Herp Derp Sentinel" combo.
    Yeah. His combos are at a very easy, slow pace that allow you to stand back for a second and figure out what you are stringing and why you are stringing it. Where as someone with really quick combos like Chun Li jump canceled combos at first you might feel like all you are doing is trying to mash the right thing at the right time.

    Sentinel it's like "Ok here I'm supposed to use medium kick and then hit them with the knock down. They bounce off the ground, and I know that lets me use Rocket punch. I'll cancel rocket punch, which gives me a huge tell and cancel window when it hits, into a Hyper, and go on from there."
    He's not amazing against rush down though, that's the main drawback along with being much easier than most characters to combo due to size. But he's got great assist, does a ton of damage and covers a lot of the screen, easy combos, ***** in X factor, etc
    Sentinel is always a solid choice. Learning the basics, and even more advanced things with him, is fairly simple. Launcher to M M H S to Rocket Punch L to Sentinel Force to Sentinel Orb to X factor cancel Orb basically kills just about anything guaranteed from a launcher. And the launcher can be set up by a lot. Close enough, you can double laser someone into launcher as a combo. Or do a combo that ends in Hyper Sentinel Force, go to launcher from there, knock them back down into rocket punch into Orb, etc.
    Also, beam hypers usually prevent the main character from stopping it at all. Hypers like Trist can allow the main character to jump/super jump/counter with their own hyper really quickly sometimes. Where as the beam is instant once it comes out, and covers that entire area guaranteed where the main character has to go completely over before being able to punish.
    You can't block that many hypers with the main character, but there are certain ones where they are animation based or trade off ****** the assist for ****** the main character. But this is never an issue with beam hypers, which is why I suggested those first.
    Yeah varying air combo directions is critical. Even I fall guilty as hell for being predictable when it comes to that. A lot of times after a quick ground poke I expect to not connect, where I rush a launcher in last minute, I stick with the quick "Up then Down" gameplan.

    Getting hit downwards sucks because it gives the other guy a free meter. If I'm not sure what he will pick, I tend to block downwards just to avoid that since a lot of times I'm still gonna die or be close to dying if I guess wrong, and I'd rather not give him a ton of meter in the process of dying.
    Akuma fireballs will, and his "solid stream" will as well. You can also use hypers like Deadpool or Trist or Dante where they shoot a ton at you. Beam hypers tend to be the most forgiving however, and are guaranteed to **** the assist regardless of whether the main character blocks or not. Because they go across the screen and slice through anything like butter, you are guaranteed damage where as certain projectiles the main character can stand in front and block them for the assist even if he royally ****ed up.
    Ah, team aerial counter? It's basically the only way to stop an extended air combo where you call out the help of your partners.

    In the air, you have 3 directions to pick. Forward which hits me against the wall, upwards which sent me up obviously, and downwards which hits me against the ground and bounces me. When you pick a direction and do the special, there is a little flash that occurs before I get hit. If I guess correctly which direction you picked, I can negate it by copying that input. I only get 1 guess: I can't mash directions and inputs and get away with it 100% of the time. If I guess wrong, the combo continues.

    In your case, I noticed that 90% of the time you continued a combo upwards. So I started countering upwards a lot more, and broke out.
    The 1 thing about projectile zoning that you must remember, is that beam supers tend to absolutely **** it. For example, say I'm Arthur and Sentinel. I'm in the middle of throwing ****, and I've called sent out to help me. As soon as you recognize or predict I will call out Sentinel, BAM. Ryu Hyper, Iron Man Hyper, etc. Anything that's a large beam basically will **** both the assist and the main character. Hypers that cover a lot of ground, with invincibility or near invincibility also tend to **** in that spot. It's not completely necessary to pack a beam super to be able to handle a zoning team, but it helps a LOT especially if it's something that is normally assist heavy like calling out sentinel all the time to keep you away.
    Also, forgot to talk about x factor canceled hypers.

    In the middle of a hyper, you can cancel it with X factor, and if you have enough meter you can go immediately into another super. It's how I did stuff like Sentinel Orb into X factor into another sentinel orb after a combo for the kill.

    You can also cancel hypers with other character hypers. I saw you do it a few times, one of which was absolutely perfect where you hit both Ryu and Arthur with 1 character, and flowed right into Deadpools Hyper to nail both of us for a ton of damage. Opportunities like that, or chipping someone to death are usually worth it.
    Also I'm using a variety of characters cause I'm trying to learn them better, not sandbagging or trying to "go easy". Didn't want to give you the wrong impression.
    Whenever I do something like a Sentinel Assist that is trapping you in the corner, and I'm jumping above you about to strike, always guard standing up. You will block my assist and my air attack. Afterwards, the safe bet is to crouching guard to block my follow up sweeps or quick kicks. Even if you are in block stun as crouching, try to stand up before I get there and hit you with something, because air attacks won't be blocked by someone crouching.
    Try super jumping more, to get over my projectile zoning. Approaching from the air can get really predictable, but it can also give you a lot of breathing air.
    Also as you can maybe tell, Sentinel is rough. He's a bit silly atm. Easy combos that take a huge chunk of damage, covers a ton of the screen, armor on certain attacks that lets him beat out a lot of trades or quick moves, etc
    Aight quick tips:

    1. Manage your meter a bit more carefully. When you have 3 bars, don't just use Hyper after Hyper trying to chip at me or catch me off guard. The only time that's good usually is when you catch someone or their assist with a hyper, and want to continue going to get the kill or do a ton of damage.

    2. Don't be afraid to call out assists a bit more. While you need to be cautious and protect them, don't be afraid of using them to zone or continue a combo.

    3. Advancing guard helps give you room to breathe, and ease rush downs. Just guard and press both punch buttons while in block stun to do it.

    4. Against air pressure like people super jumping from high up and landing, dashing back/forwards can give you better spacing against their assault. Also, super jumping up towards them can be a surprise as well.
    ****. People had the same idea as me.

    Screw it, I will make a lobby and add you. That will be easiest.
    Not that I'm aware of, no. I haven't seen an option like private lobby invite or anything.

    Alright. We'll try player match. Set language to Dutch, region to same, and rank to any.
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