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BshidoHEAT
04-10-2003, 05:08 PM
I feel like being productive right now, so I'm opening this thread thread up. This thread is ment to anyone who plays this team and whatever order they put it in. Disscuss tactics, dynamics, and whatever...

Why pick this team?
Theoretically, there is no REAL counter to this team, if you face a Storm/Cable team, you can go Doom/Storm to counter it. Or if your up against a Storm/Sent, then you can also pick Storm/Sent (via button switching). The only problem w/ this team is you only get one chance to surprise your opponent in a tournament. So you have to pick wisely.The element of surprise should give you an edge in the fight. You can start Storm against Magneto or Sentinel, or you can start Doom against those annoying BH's and Sprials. The reason I don't put Sentinel first is the lack of that one hit kill.. but I also like Sentinel as my clean up character which means when I get my APA xx Hail, then/or Lightning Storm xx HSF. My Sent gets the easy task of turtling and casually chipping away life at the remaining characters.

When to pick Storm/Sent/Doom.

Obviously when you fight Sentinel, your going to want to have Storm in the point possition. Supposedly Storm/Doom is supposed to have a good chance against Sent/CapCom. But if your Doom/Sent is super godlike, then you may take the chance of starting out Doom (although it's not really reccommended to go up against Sent/CapCom w/o an anti-air). I'm still experimenting on Doom/Sent vs Sent/CapCom, I fought mixup in a recent Gville tournament and surprised him a little bit, but 2nd match he found out what I was doing. :(

Also, you may want to start Storm when your fighting Magneto. Doom vs Magneto isn't as bad as it was a couple years ago. Doom/Sent can get a lot of shit in Magnetos way and pressure him pretty well. As long as Doom keeps the tempo of the match in his favore he'll be ok.

When to pick Doom/Storm/Sent

This team is the ANTI-Spiral. Doom's j.fp + drones keep Spiral at bay, and generally annoy her as she tries to get swords. This will turn into levels, and when you get levels you can go rush HER down. Remember one hit and it's over for Spiral. And if anyway your losing in this match-up get Spiral to teleport some how, then apa xx hail is instant, and catch her while she's comming out of the teleport.

Another time you should start Doom is against BH. Doom is also the counter to BH. Find out more here.
http://www.shoryuken.com/forums/showthread.php?threadid=23882

General Strategies Doom/Storm/Sent

A good way to start out the match is with a j.hk+Sentinel, although it's a little old, it still catches people off guard because it's just quick and high in priority. If they block it, you can air dash into a safe zone, and drop a photon. If it hits, and your lucky enough to be low enough to the ground, you can dash in and although roll able you can, OTG them for a combo.

For an opening move, I usually go for df.hk, or j.hk two of Doom's fastest moves.

A good zoning tactic with Doom/Sent is j.fp+Drones, then see what the other person does.

If they super jump, you can wavedash over to them for a little rushdown game, or throw ground photons to cover space. Which one you do is totally up to you, but some options are better against some other people.

Another good move for Doom/Sent is to j.hk+drones everywhere. This is espeically good since, if you have 2 meters. This means you can automatically fry the opponent if they try anything funny(like typhoon hail out of randomness) and then drones cover the ground while you fly around kicking everwhere. However, this isn't an abusable tactic if the opponent can get above Doom. Above Doom is the weak point of the j.hk, and the drones won't be in possition to cover. But this is easily solved by air dashing back.

Something I like to do with Doom/Sent is punish assist. Drones hurt a lot, and when facing someone like Sentinel or Magneto (who abuse their assist WAY too much.) Drones can come in and beat up or soften them up a little bit before getting them w/ APA xx Hail. If you don't have enough meter for apa xx hail, I'll usually settle for a standing fierce or kick launcher xx fly back, unfly, or just j.fp will do decent damage. Usually when people see their assist getting beat up, they'll try to get to you inbetween hits (Like when you kick launch an assist /\ lk, lk a person would try to hit you before you SJ). This is a big mistake on their part, because you can instantly APA xx Hail the assist (and if your lucky enough the point character too) :D

I'll stop here for now. Peace!

Blind-Side
04-10-2003, 06:06 PM
Supper long post!!!
'

But the only down side to s/s/d is the damn anit-airs!!! Ken,cyc,psy are hte most common.


but storm/sent and doom is mager chip damage!!!! just remember rush rush rush switch sides...rush!!!



but im a nub dont list'n to me >(

BshidoHEAT
04-11-2003, 01:56 PM
True BS, true.

There is a problem when Sent/Doom come in against Magneto/Cyc. Sent can't breack free worth shit, the same problem also applies to Mag/Cable. The reason is that Cycs comes in and annahilates Doom when called at the sametime, then Magneto comes with overheads making sure you can't get away. Even if you pushblock Magneto, Cyc gets you in blockstun so he can dash in and follow up again.

You can't really call Doom for defense either, because instant overheads are Doom's weakness. (as well as beams and inviciblity)

BshidoHEAT
04-12-2003, 12:29 AM
Since no one wants to reply (32 views and 1 reply the other was from me) I'll post some more strats and see what people think.

Doom/Sent/Storm vs MSP

Believe it or not... I love playing MSP. This team is probably the most popular team among Magneto users everywhere and rightfully so. Magneto has an assist that goes through everything making a clear path for him to rush through and pinning the opponent for some good rushdown, then he has the almost TOO EASY mode Psylock AAA. Factor in a bunch of nasty resets and setups... you've got a hell of a fight on your hands.

What order do you go with?
As stated in the post above, you can go w/ Doom/Storm if you think you can handle Magneto. Or you can runaway w/ Storm if you want. Either way preferable.

My Doom is much better than my Storm, so I go w/ Doom/Storm 90% of the time.

General Strategies

One thing is certian, Magneto wants to be all over Doom, but surpring enough Doom should do the same thing to Magneto! Doom though, has to dictate the pace of the match. This means Doom gets to rushdown when HE wants to, Doom can lay back and fire j.fp's when HE wants to.. and bait AAA's. The most dangerous option for Doom/Storm is the APAxxHail, which is effective on ANYONE! Bad news for MSP's, they tend to overuse Psy... and one oppertunity is all you need to fry the point or assist, temporarly hindering their ability to go easy mode, or defend easily against rushdown. This is where it gets nasty... Storm can come in and just make a mess out of things.

My usual gameplan w/ Storm is to rushdown.. A LOT. With Psylock nearly dead, the point character has no other option than to rely on their own defense. Now depending on the situation, you may want to A). Snap in the assist, B). Go for Storm/Sent 100% combo, or C). Triple Fierce combo into another setup to build meter for B).

A). This is pretty damn useful. Before the assist can recover their life, you can snap them back in and leave them hanging on a little bit of energy. I think this is recommended if you just built a meter, because 1) You can easily get 2 meters beating on the assist character. 2). You really mess up the order... so no temptest xx hail to save them.

B). Storm/Sent 100% combo is the normal Lightning Storm into HSF combo. Nothing really special about it, but 2 meters is needed. You can get that by doing C). 3x Fierce combo into setups for meter, or just running. I recommend doing this when Sentinel is good and ready. Usually Doom uses Sentinel a lot warding Magneto off, and he goes through alot. So it depends on you.

C). Triple Fierce combo into a setup. FYI a triple fierce combo is launch, fp ad.df fp, hk, it's usually used to punish assist while keeping the point character in check. You can also do this to point characters for decent damage, add in Sentinels drones when you launch, it makes for a good set up's.

Fightning Storm/Psy

This duo is down right NASTY to fight against... one can hardly approach it w/o being very cautions. For this tough fight, I find that Sent/Doom do fairly well, just find a safe place to drop Doom, then back off because they'll probably be trying to ward Sentinel off with Psylock... after that use the approprate move for the situation.

If anyone wants to add more feel free.

BshidoHEAT
04-15-2003, 08:38 PM
Comments anyone?!? :confused:

BshidoHEAT
04-15-2003, 09:25 PM
A faveorite team among Cable players, team Scrub is one of the easiest teams to play, but one of the hardest to overcome.
Usually Sentinel will start, and then chip, trap, and build meter, for the ever so slick Cable. After that Cable does the samething, zone, trap and chip w/ the AHVB, and just generally be annoying overall.

I think this team is one of the hardest teams to beat w/ DSS, for one thing, it's one hell of a fight, especially vs Sentinel.

Starting out

Start out Storm for goodness sake! Storm/Doom can take on Sent/CapCom, against Sent/CapCom, I'd rushdown trying to plant Doom on Sentinel or just close enough so Doom takes out CapCom. After that Sentinel will be running not to be chipped by Doom.... RUSH HIM DOWN! You don't want Sentinel to make space... Storm will strive on having Doom take out CapCom, that means staying close and staying on top of Sentinel at all cost!
If you KNOW that Sentinel will die off a Lightning Storm xx HSF, then do it, Sent/CapCom pretty much demoishes Sent/Doom.

The 2nd match up should look like Sent/Doom vs Cable/CapCom.
Depending on how much levels Cable has, this fight can get very hard. What Sent/Doom has to do is get Cable in the corner, there its where Doom's assist will make a living hell out of everything, taking out CapCom, pressuring Cable.

How does one get Cable in the corner?

With time, and pressure and patience. Once getting rushed down, Cable usually jumps back and tries to fire his gun, then he'll call out Capcom or something... prepare for these moves... getting to Cable is hard enough, but he has no where to run when in the corner.. then CapCom can't help him anymore..

Sorry this is so short... I'm just trying to get this thread alive... no one wants to add anything :(

totalScrubPower
04-16-2003, 02:08 AM
actually, capcom can help Cable in the corner.

Watch out for captain commando assist. (Escpecially if he hits your assist!!!).

Watch out for cable's corner roundhouse throw. (It switches side, putting you in the corner, and allows cable to gain the upper hand).

MiXuP2.1
04-16-2003, 01:10 PM
It's a waste of time to post your good ish here ben, you "aint got paid!"

BshidoHEAT
04-16-2003, 05:06 PM
Originally posted by totalScrubPower
actually, capcom can help Cable in the corner.

Watch out for captain commando assist. (Escpecially if he hits your assist!!!).

Watch out for cable's corner roundhouse throw. (It switches side, putting you in the corner, and allows cable to gain the upper hand).

CapCom isn't so good when he's up against constant barrage of rocks, always plant Doom when you know Cable isn't going to dodge him, or when CapCom isn't going to blast him away.

Cable's rh throw... I haven't seen it used too much when Cables getting pressured (ie Rushed down), the only time I've seen it used is when Cable goes low once or twice, then he gets up again and throws.

Mixup... this isn't my 'big' surprise that I'm talking about. :p

Ajil
04-20-2003, 01:11 PM
wow i didnt know you played this team bshido. I am a fellow doom fan and I have been playing with this team recently. Hell i have been playing with a LOT of teams recently trying to beat remy martins msp. This team was working well for me, but i played it in this order, sent/storm/doom. Purely b/c i cant block magneto with any other character besides sent. Another team I like to run is doom/sent/cyc. All it takes is one lucky cyclops assisst and then sj lk lk super photons dhc to sentinel for big damage. IMO if you really want to run doom as something besides your last character he needs an anti air to back him up. Next time I make it out to florida we are going to have to have some doom on doom matches!

BshidoHEAT
04-20-2003, 05:26 PM
Originally posted by Ajil
wow i didnt know you played this team bshido. I am a fellow doom fan and I have been playing with this team recently. Hell i have been playing with a LOT of teams recently trying to beat remy martins msp. This team was working well for me, but i played it in this order, sent/storm/doom. Purely b/c i cant block magneto with any other character besides sent. Another team I like to run is doom/sent/cyc. All it takes is one lucky cyclops assisst and then sj lk lk super photons dhc to sentinel for big damage. IMO if you really want to run doom as something besides your last character he needs an anti air to back him up. Next time I make it out to florida we are going to have to have some doom on doom matches!

Sup Ajil?

Doom/Sent/Storm is one of my faveorite teams now. :p

Doom/Sent/Cyc is a good team, but APA xx HSF won't work on an assist of Storm's. She can jump out and infinite Sent :(

I believe Doom doesn't need an AAA to back him up, Sentinels asisst does fine, although when facing another Sentinel AAA is needed.

Doom vs Doom is a crazy match, I hate those :p

TheOne
04-22-2003, 04:58 PM
ok, I have a question.

It's really simple but what do I do when I have storm/sentinel/doom team. I usually have them in that order just so i can get the one kill combo down. But if there slower player is starting I start Doom first with sentinel second. What do I do with a magneto whos got psy aaa trying to rushdown my sentinel and his psy assist is knocking away doom all the time. I know about the fp and c.fp fly continue. ect. but the sticks/moves dont come out all the time. How do i stop magneto from rushing down sentinel?


Second.

When I have sentinel on point how do I stop a storm that the only thing she does is gain meter by running away and then drop her assist and do her hailstorm. I'm telling you this storm sucks and I beat it a shit load of the time but sometimes when I know the hailstorm is coming our I dash back from the assist do a c.fp at the same time she's going her qcf+lk cancel into hailstorm and the qcf+lk moves knocks my sentinel back and pretty much erases my c.fp that should knock storm out of the air and stop her from doing her hailstorm. again this works alot of the time but sometimes it doesn't? What am I doing wrong. The same when I'm using cyclops assist backing sentinel. But with cyclops I get above the psy aaa and send him out and he usually stops storm but what do you think.

TheOne
04-22-2003, 05:11 PM
Also

When doom is on point and I have sentinel and storm as my 2 other characters how do I beat magneto with doom on point. What are some tips. Do I do alot of fp in the air with sentinel assist? Play runaway? What, I think magneto has to much of a advantage over doom? But what are some tricks when playing against a "overaggressive" magneto who brings out his assist all the time.

What I do now that works some of the time is just anytime magneto gets near me I bring out sentinel and that kind of stops magneto, but when magneto is at a standstill waiting for the sentinel ground type to clear what moves can I do to him to "rush him down"

Sometimes I rush in and try for a c.lk, c.lk combo and he always ducks, and sometimes I rush in while he expects a c.lk move i jump in the air fast and hit roundhouse into super which messes him up. that works some of the time but not always. Should I do more of this?

Also, should storm be my second assist so that when I get introuble in the air and mistime a super that I can DHC into her or when I catch a assist and hit them with a super and DHC into hailstorm for more damage. Or is Sentinel as a DHC just as damaging as a storm DHC? Sometimes when I do a doom combo in the air, DHC into HSF launch, ect it almost kills them like it does on a combo from storm to sentinel? But tell me what you think!!

BSHIDOHEAT- I'd really like your opinion also along with eveyone elses

BshidoHEAT
04-22-2003, 08:09 PM
NOTE: I had a really good reply going, but since the nazi ass Cannons put this 4 min rule I got that stupid message, and when I came back ALL MY SHIT WAS GONE. Sorry about that man.

Anyway... most stuff about Sent/Doom you can find in the Sentinel specific area, there is even a thread about it ;)

Doom vs Magneto you can find in the Doom vs God Tier link in my sig.

Sometimes I rush in and try for a c.lk, c.lk combo and he always ducks, and sometimes I rush in while he expects a c.lk move i jump in the air fast and hit roundhouse into super which messes him up. that works some of the time but not always. Should I do more of this?

Also, should storm be my second assist so that when I get introuble in the air and mistime a super that I can DHC into her or when I catch a assist and hit them with a super and DHC into hailstorm for more damage. Or is Sentinel as a DHC just as damaging as a storm DHC? Sometimes when I do a doom combo in the air, DHC into HSF launch, ect it almost kills them like it does on a combo from storm to sentinel? But tell me what you think!!

Yea, mix up the instant overhead with cross up triangle jumps (normal jump rushdown w/ Doom is deadly) make Magneto block the wrong way :evil:

APA xx HSF does way more damage than APA xx Hail, and you also get better chance at launching them and killing them with APAxxHSF. But like I said to Ajil, if your frying Storms assist, Storm can jump out and infinite Sentinel! (same probably goes for Magneto)

Sorry for this half ass reply :bluu: fucking 4 min rule.

Ajil
04-28-2003, 04:28 AM
when I said lucky cyclops assist. I was referring to whenever your assist hits them you get a big combo on their point character. I found out the hard way about dhcing into hsf against storm. Now as for doom vs mags. This is just a hard matchup. if my opponent starts with mags, i put doom third. If you have storm second, you can always just build meter until you can dhc storm in(preferebly while your opponent is airdashing or attacking). Doom vs storm is a much easier matchup for me. Whenever she is above you and coming down, super jump up with lk lk and if that hits then super. dooms sj lk beats a lot of moves out. More later, I'm tired.

BshidoHEAT
04-28-2003, 10:27 AM
when I said lucky cyclops assist. I was referring to whenever your assist hits them you get a big combo on their point character. I found out the hard way about dhcing into hsf against storm. Now as for doom vs mags. This is just a hard matchup. if my opponent starts with mags, i put doom third. If you have storm second, you can always just build meter until you can dhc storm in(preferebly while your opponent is airdashing or attacking). Doom vs storm is a much easier matchup for me. Whenever she is above you and coming down, super jump up with lk lk and if that hits then super. dooms sj lk beats a lot of moves out. More later, I'm tired.

Doom vs Mags, some people make it out too hard on themselves... you have 3 supers!!! If Magneto is jumping all over your head Roman Candel that shit. It's not photon's but i'll get the job done, and it does a decent amount of damage. Doom vs Storm is easier ;)

MiXuP2.1
05-01-2003, 04:14 PM
Just runaway and C.fk that shit:p :o :p

BshidoHEAT
05-04-2003, 09:05 PM
Originally posted by MiXuP2.1
Just runaway and C.fk that shit:p :o :p

Runaway... but it sucks against most CapCom teams where he can just stick you with a Captain Corridor... it's useful against a lot of other people though... (runaway from Cable is just too good)

Unblockable is great....

dsfh
06-01-2003, 07:27 PM
sup, i play doom/storm (i vowed id never play sentinel so i dont) so i have some q's to bump this thread.

- vs. magneto - the magnetos i play like to sj xx airdash forward, which usually is out of the reach of normal jump fierce, drones, and sj.fierce. what do you do against that? cuz once hes a half screen away, he can get in real quick.

- what i hate about ground photons is that it brings your opponent above dooms head, which is his weakest area. uh i dunno random comment.

- i play storm/doom/cyclops and wanted to know some of your storm/doom tactics. i like to normal jump xx airdash forward and drop doom as storm flies by. that bitch is fast. then high/low/throw game. my question is what to do after they block doom, cuz most of the time i totally brainfart and end up getting hit by aaa.

50mOrEcEnTz
06-02-2003, 09:46 AM
Originally posted by dsfh
sup, i play doom/storm (i vowed id never play sentinel so i dont) so i have some q's to bump this thread.

- vs. magneto - the magnetos i play like to sj xx airdash forward, which usually is out of the reach of normal jump fierce, drones, and sj.fierce. what do you do against that? cuz once hes a half screen away, he can get in real quick.

- what i hate about ground photons is that it brings your opponent above dooms head, which is his weakest area. uh i dunno random comment.

- i play storm/doom/cyclops and wanted to know some of your storm/doom tactics. i like to normal jump xx airdash forward and drop doom as storm flies by. that bitch is fast. then high/low/throw game. my question is what to do after they block doom, cuz most of the time i totally brainfart and end up getting hit by aaa.

i don't play storm/doom all the time but if you keep them in constant block stun when they won't have a chance to call an anti air out in the middle of ur rocks. there is like two waves of rocks, so lets say the first wave hits, you have to hit them with storm inbetween when the first wave hits and the second wave hits, if you leave them even a LITTLE window then yes, an anti air will come out. somebody correct me if im wrong?

Viper-G-Dawg
06-11-2003, 02:29 PM
DAMN-YO! DOOM!

I just fell in love with using this guy because NOBODY EVER expects a dude to pull out Dr. Doom. You know, the computer usually sucks with him. But when I pulled him out of the bag, along with Mag & Cable, people were getting pretty damn annoyed when I started flying around shooting beams. That multi-faceted purple one is icing on the cake!

And you can take that to the bank!:cool:

--END--

BshidoHEAT
06-14-2003, 08:40 PM
Sorry I haven't really updated this page, it seemed like no one really cared... but I'm really glad that you people have questions. ;)

Originally posted by dsfh
sup, i play doom/storm (i vowed id never play sentinel so i dont) so i have some q's to bump this thread.

- vs. magneto - the magnetos i play like to sj xx airdash forward, which usually is out of the reach of normal jump fierce, drones, and sj.fierce. what do you do against that? cuz once hes a half screen away, he can get in real quick.

- what i hate about ground photons is that it brings your opponent above dooms head, which is his weakest area. uh i dunno random comment.

- i play storm/doom/cyclops and wanted to know some of your storm/doom tactics. i like to normal jump xx airdash forward and drop doom as storm flies by. that bitch is fast. then high/low/throw game. my question is what to do after they block doom, cuz most of the time i totally brainfart and end up getting hit by aaa.

vs Magneto
sj.lk, or his sj.lp will do, and if you get above him sj.hk is good. BTW, I'm telling everyone this... USE THE ROMAN CANDLE AGAINST MAGNUS!!!!!! I hardly see anyone using it, Candle xx Hail is decent damage... enough not for Magneto to be so hasty in his attack. Find out more in the Doom vs God Tier disscussion.

ground photons
Yup, right above his head is the opening of that move. But you can also use that knowledge to your advantage. Like you do a ground photon on Cyc or someone they sj and double jump to avoid being hit. They'll have to come down on your head. Good thing you have the ROMAN CANDLE SUPER to make sure they pay for attacking to early. Also, you recover fast enough to ground cross them with the c.fp. ;)

Storm/Doom
I dunno if what 50morecents said is true (sounds like it though) but Storm/Doom is a good basic playing team. Get to them, drop Doom proccede to mindlessly rushdown. Another good tactic is to bait out an anti air then right next to it drop Doom. Doom's rocks will juggle whatever assist it is and it will leave the other person out for an attack.

Hope this helps ;)

NerenatwaH
06-14-2003, 11:02 PM
I'd like more emphasis put onto why this team has no counters. I see Sent/Cyc, Mag/Cyc, Cable/Cyc as perfect duo's to counter this team.

I honestly think Sent/anyone kills this team. There's no AAA to get him out of the air, meaning none to keep him from stomping on you. These days Doom vs Sent is just like Spiral Vs Sent, they don't beat sent. Also Sent w/ no AAA vs a Sent w/ AAA is the same thing. And when you're in the corner it's all over.

BshidoHEAT
06-15-2003, 12:04 PM
yeah, I was going to get to that part... when I said no counters I ment it like Cable vs Sentinel terms. No straight up counters.

Sent/Cyc is defintely a good counter to this team, but yet Storm can just runaway, hell Storm can just run away from most of those teams you named...

But of course it varies to person to person. ;)

Dasrik
06-17-2003, 07:09 PM
I can't reasonably see taking on Sentinel with Doom/no AAA. Sentinel drones help a little bit but not much. The best thing you have in this fight is superjump short x2. If that hits, go right into super/hail or HSF. Doom's jump short beats some things that it looks like it has no business competing against coming up. Try it.

BshidoHEAT
06-17-2003, 07:18 PM
Originally posted by Dasrik
Try it.

I've tried it, it sucks.
I got tired of people stomping on Doom and now I start Storm which is really a lot better :lol:

of course this is against Sentinel, against other people it works wonders.

Juicy G
06-18-2003, 06:29 PM
Imo against team scrub I like to use sent/storm/doom and just go for rush-down.I don't want to waste my storm on sent(much more useful against cable of course)and use doom for cleanup/stalling.

BshidoHEAT
06-18-2003, 07:18 PM
Originally posted by Juicy G
Imo against team scrub I like to use sent/storm/doom and just go for rush-down.I don't want to waste my storm on sent(much more useful against cable of course)and use doom for cleanup/stalling.

Sent/Doom vs Sent/CapCom isn't pretty, I'd rather have Storm/Doom. Sent/Doom vs Cable/CapCom isn't that bad.

Devil X
06-19-2003, 08:39 AM
sent/doom is not so bad vs sent/comm even though you will eventually lose the battle youll still do some damage on sent/com before your next fighter comes in. cable/com on the other hand......lol. doom owns sent :p :lol: nah but seriously, he does have tricks up his sleeve with doom/sent vs sent. if your doom has two meters and if youre ever both in the air and the other sent is in flight mode, do photon air, let that idiot sent fly over it. then DHC to HSF. the screen will immediately drop and theyll get hit by photon array then hit by drones and you can follow up with another set of fierceXX rocket punch whatever. that shit is extremely hard to cancel and block in fact ive never seen it done since photon array is instant and the screen instantly drops the opposing sentinel down into the pink shit.

Juicy G
06-19-2003, 12:13 PM
Originally posted by BshidoHEAT


Sent/Doom vs Sent/CapCom isn't pretty, I'd rather have Storm/Doom. Sent/Doom vs Cable/CapCom isn't that bad.

it's not bad really.the more aggresive sent wins the match.and i much rather waste my sent on a another sent then just waste energy with my storm against a duo she really HATES.

BshidoHEAT
07-02-2003, 08:11 AM
Originally posted by Juicy G


it's not bad really.the more aggresive sent wins the match.and i much rather waste my sent on a another sent then just waste energy with my storm against a duo she really HATES.

Please post some strats! I really don't have any against Sent/CapCom vs Sent/Doom :o...........

Juicy G
07-22-2003, 04:12 PM
Originally posted by BshidoHEAT


Please post some strats! I really don't have any against Sent/CapCom vs Sent/Doom :o...........
Damn just saw this.

the goal of Sent/doom vs. Sent/capcom is to build more meter and as LONG AS DOOM CONNECTS whenever you call him you should be able to do that.Getting on top of Sent/capcom is easy after that.Because you can either,Protect Doom with hsf.Or you can protect doom with frying pan(Just in case Sent goes after doom via the air).When i play team scrub with this team Doom almost never get to see point at all.other than to stall.But Yeah as long as you stay aggresive(sent can call capcom all he wants to but he's losing a hella lot more damage in the long run)

LoC)Chaos
07-24-2003, 07:23 PM
also what i do is wait till capcom comes out then call out drones... i think its the eziest way of gettin sentinel outta fly and then you do what you want after that.... but make sure that ure sentinel can contest w/ the other cuz if they batch a killer sent on you and you cant out sentinel , then its up to your doom and doom i think is weaker against sent... but theres good/bad sides to everything... i mean like quick SJ up w/ doom right into APA gets sent sometimes and then just make sure you call out sent and do ground pa when hes aired... just make sure he cant go over head in that transition period :D

j0rdan
07-31-2003, 11:29 PM
wats the best way to rush d0wn with d0oM....

i usually zone but thats boring....

s0rry im a nub...:D

BshidoHEAT
08-01-2003, 08:00 AM
Zone til they send out that anti-air, then you rush down for a little. Learn how to normal jump rushdown, that's hella faster than sj.rushdown.

dsfh
08-07-2003, 01:21 AM
quick up+roundhouse from the ground (jumping roundhouse) is a good thing to mixup with crouching jab/short rushes and normal triangle jumps. it seems to work more than you would think. sparingly at least.

Slave
09-11-2003, 07:24 PM
Bheat,

I appreciate the post, though I haven't been able to sit down and really read ALL of it yet. I love the info.

I'm looking to play Doom on point myself, as he is easily my best char. However, I want a tourny quality team, which means at least tier 1 and 2. I'm thinking about giving this team a shot, though Doom without a good AA is kinda strange to me. I started playing Spiral/Doom/Capcom and switched to Spiral/Doom/Cyke.

I like how Doom/Cyke play. What are your opinions? Maybe I could play Doom/Sent/Cyke? Anyways, thanks for the post.

-Rob

BshidoHEAT
09-13-2003, 12:16 AM
Originally posted by Slave
Bheat,

I appreciate the post, though I haven't been able to sit down and really read ALL of it yet. I love the info.

I'm looking to play Doom on point myself, as he is easily my best char. However, I want a tourny quality team, which means at least tier 1 and 2. I'm thinking about giving this team a shot, though Doom without a good AA is kinda strange to me. I started playing Spiral/Doom/Capcom and switched to Spiral/Doom/Cyke.

I like how Doom/Cyke play. What are your opinions? Maybe I could play Doom/Sent/Cyke? Anyways, thanks for the post.

-Rob

Doom/Cyc is coolio, I used to play Doom/Cyc a lot (specifically Doom/Storm/Cyc)

Doom/Cyc is solid, I don't think it can stand up against most of today's teams though (MSP, Row, Storm/Sent, Sent/Capcom) although if you have a good Cyc/Doom, you can seriously do some damage (chip from MOB, and Doom-AAA) works wonders.

Slave
09-13-2003, 05:56 PM
cyke to me, just compliments Doom so well. I understand what you mean about Scrub though, Cyke just doesn't seem to hit a twitchy fly sent when he's in close to me.

How does MSP/Row beat Doom/Cyke?

Also, I don't see how Storm/Sent beat it out either, since Cyke stops Storm from running, and I guess if Storm was on typhoon fly sent might be a problem, but I don't know.

And if you switched it up, and put Cyke on point with Doom, would those teams still give the Doom/Cyke combo problems?

And if I did play Doom/Sent/Cyke, how many of those problems would go away? Cyke compliments Sent and Doom so...

-Rob

Slave
09-13-2003, 06:23 PM
When I go home, I'm going to play Doom/Sent/Cyke a lot, and probably start practicing with doom/storm/sent, since I can't play Storm at all and don't want to use her untrained in the tourny.

When playing Doom, I have the following problems.

I dislike not having an anti-air, because without it, my Doom gets rushed down really easily.

Storm running away is a pain, since Doom has problems keeping up with her.

Cable. I fucking HATE cable since I play zone doom and not rushdown doom. Though this fight might be easier now that I've started wave dashing and learning to rushdown.

Sent/AAA is annoying if I don't have anti-air, but I'm generally packing Capcom or Cyke (I use to play Spiral/Doom/Capcom(or Cyke))

Now, with Doom/Sent, I'm trying to see how this compliments Doom. I guess it would with rushdown, but probably not with Zoning, since Doom is really open to air-to-air.

And Sent/Doom gives sent a bit more chip, but does Sent have Doom resets?

I really need to check out that Sent/Doom thread.

I'm sorry I seem so scrubbish, heh... I played all 2nd tier char's :P I never touched Sent/Storm/Cable or Mags just because I didn't like how they played. Stupid me!

-Rob

BshidoHEAT
09-15-2003, 10:52 PM
Originally posted by Slave
cyke to me, just compliments Doom so well. I understand what you mean about Scrub though, Cyke just doesn't seem to hit a twitchy fly sent when he's in close to me.

How does MSP/Row beat Doom/Cyke?

Also, I don't see how Storm/Sent beat it out either, since Cyke stops Storm from running, and I guess if Storm was on typhoon fly sent might be a problem, but I don't know.

And if you switched it up, and put Cyke on point with Doom, would those teams still give the Doom/Cyke combo problems?

And if I did play Doom/Sent/Cyke, how many of those problems would go away? Cyke compliments Sent and Doom so...

-Rob

Storm can bait out cyc and counter assist until you get enough meter to apa xx hail the assist. Not to mention Sent/AAA is a bitch to handle.

MSP can just dodge everything you throw, and/or bait it out. And nothing is free in this fight, you're Doom has to have a lot of tricks to make Magneto work.

Row, Sent-A is the counter assist that never dies. So while you try to ward off Magnus by sending Cyc out, it's an easy 10% of Cyc's health by counter assisting then depending on Magneto, he can fp, fk the assist while sticking it to Doom. So that's probably 30% or more from one time calling out Cyc! Not good.
Also Cable-B rips though Doom-B like nothing... :(

Switching it up to Cyc/Doom is good too, Doom's assist can be a pain in the ass to rush down against with the right characters (ie CABLE) but I don't know much about Cyc/Doom. I know Cyc is a solid character, but not many people use him well (Viscant said he can counter Sentinel I think, but that's Viscant :lol: ) s.hk + Doom is solid defenese against rushdown, plus MOB + Doom. Way too much chipping!

You might wanna ask a guy named KaiSing about Cyc/Doom, I heard he uses Strider/Cyc/Doom well.

When I go home, I'm going to play Doom/Sent/Cyke a lot, and probably start practicing with doom/storm/sent, since I can't play Storm at all and don't want to use her untrained in the tourny.

When playing Doom, I have the following problems.

I dislike not having an anti-air, because without it, my Doom gets rushed down really easily.

Storm running away is a pain, since Doom has problems keeping up with her.

Cable. I fucking HATE cable since I play zone doom and not rushdown doom. Though this fight might be easier now that I've started wave dashing and learning to rushdown.

Sent/AAA is annoying if I don't have anti-air, but I'm generally packing Capcom or Cyke (I use to play Spiral/Doom/Capcom(or Cyke))

Now, with Doom/Sent, I'm trying to see how this compliments Doom. I guess it would with rushdown, but probably not with Zoning, since Doom is really open to air-to-air.

And Sent/Doom gives sent a bit more chip, but does Sent have Doom resets?

I really need to check out that Sent/Doom thread.

I'm sorry I seem so scrubbish, heh... I played all 2nd tier char's :P I never touched Sent/Storm/Cable or Mags just because I didn't like how they played. Stupid me!

I don't play too much Doom/Drones anymore, (although it's still probably the OVERALL best assist for Doom, I play Doom/Rocket Punch)

With Doom uf+fp + drones is annoying, start out with that, then zone with the appropriate move.

Defending against rushdown with Doom is all about angles and what move to use. For example, if I see Cable comming down from SJ height, I'll move into possition where I can give him the good ol' nazi kick (df+fk) and if I have two levels, he's pretty much dead. This also works decently against Storm, her air fp is good enough to trade with the nazi kick on a consistent basis.
Against Magneto though, you're better off just defending if you don't have two levels already, his air fierces have huge hit boxes and lots of priority so even if you dash behind and try to launch chances are you're still gonna get hit.

A better option against Magneto is to use the roman candle super, get him to jump around and eventually he'll come down from SJ height to avoid stuff (ahem*drones*ahem) and hit you. Use the roman candle to stuff his shit, and cancel into Storm. (Speaking of Storm, Roman candle that bitch too if you can)

Against runaway Storm, it's NOT fun trying to catch her. But she can be caught. You have a couple options when she runs. Ground Photon's, super jump air dash up + fp (fly if you need too) or sj ad.f + lp, ground cross up. If you land an air fp, you'll activate a flying screen, rush her ass down :evil:. Also, keep her from random typhoon xx hail by jumping around with the fierce punch.

Don't try to zone Cable too much, he's a much better zoner than Doom (finger lazy won't work against Cable). Instead try to run from him (super jump air dash up xx yellow beam, that should make you float on top of the screen, you can do as many of these as you want too, it's pretty cool also you can xx photons if he gets near) or bait out his anti air and rush him! And remember, you can nazi kick his assist into photons xx hail or whatever, so it's just as deadly.

Now Sent/AAA is the tougest match Doom will have to face, this is the reason I switched to rocket punch. (Mainly) It's because people throw out CapCom/Cyc whatever assist pretty carelessly against Doom, so I counter assist until I get two meters and then I play carefully. Heck sometimes I don't even go for photons, electric cage or roman candle xx hail is good enough to make him stop calling them.

But Doom/Sent-G doesn't counter assist well, and the drones don't come into play as often because Sentinel can come down from the air whenever he wants and he has the pain in the ass air lk that beats out whatever Doom can throw. What I normally would try to do is to make Sentinel throw out a fierce move while I'm in position to sj.lp into a combo. This isn't as easy as it sounds, one has to be patient and block all the Sentinel crazy shit, and wait for the perfect time to strike and Sentinel also has his good buddy CapCom (in most cases) to back him up. An easier thing to do is go after his assist, but even that's hard because he has all the neccessary moves to cover them. (unfly fp, or lk, standing or crouching fp.... bah...) :bluu:

Sent/Doom resets, there some but at times it's not worth it due to damage scaling. If you reset with the rocks, Sentinels hits won't do as much damage. I play Sent/Doom very basic, no need to even attempt fast flies or fancy resets.

Don't worry about sounding scrubbish, we've all been there. It's just those that don't listen get the fury.

Slave
09-16-2003, 07:10 PM
Originally posted by BshidoHEAT


Storm can bait out cyc and counter assist until you get enough meter to apa xx hail the assist. Not to mention Sent/AAA is a bitch to handle.

MSP can just dodge everything you throw, and/or bait it out. And nothing is free in this fight, you're Doom has to have a lot of tricks to make Magneto work.

Row, Sent-A is the counter assist that never dies. So while you try to ward off Magnus by sending Cyc out, it's an easy 10% of Cyc's health by counter assisting then depending on Magneto, he can fp, fk the assist while sticking it to Doom. So that's probably 30% or more from one time calling out Cyc! Not good.
Also Cable-B rips though Doom-B like nothing... :(

Switching it up to Cyc/Doom is good too, Doom's assist can be a pain in the ass to rush down against with the right characters (ie CABLE) but I don't know much about Cyc/Doom. I know Cyc is a solid character, but not many people use him well (Viscant said he can counter Sentinel I think, but that's Viscant :lol: ) s.hk + Doom is solid defenese against rushdown, plus MOB + Doom. Way too much chipping!

You might wanna ask a guy named KaiSing about Cyc/Doom, I heard he uses Strider/Cyc/Doom well.


Cyke does counter Sent, but on a one on one basis. Cyke has a lot harder time when Sent has ANY assist what-so-ever. Psh!

I'm just trying to figure out, Sent/Cyke is solid, and Doom/Cyke is solid, but both have their weaknesses. However, Doom/Sent/Cyke might cover or change those weaknesses, since where Doom/Cyke is weak, doom/sent might be stronger, or hell, Sent alone might be able to take it.

Cyke on point would probably do better with rocket punch assist than drones.

That's another thing, what assists? Cyke on anti-air obviously. Doom on rocks? Maybe, but does he have to be? Why not photon or butter beam? And sent? It's a tough choice between drones (chipped, more block stun, more things in the way) and rocket punch (a quick beat that makes sent leave faster)


[/B]
I don't play too much Doom/Drones anymore, (although it's still probably the OVERALL best assist for Doom, I play Doom/Rocket Punch)

With Doom uf+fp + drones is annoying, start out with that, then zone with the appropriate move.

Defending against rushdown with Doom is all about angles and what move to use. For example, if I see Cable comming down from SJ height, I'll move into possition where I can give him the good ol' nazi kick (df+fk) and if I have two levels, he's pretty much dead. This also works decently against Storm, her air fp is good enough to trade with the nazi kick on a consistent basis.
Against Magneto though, you're better off just defending if you don't have two levels already, his air fierces have huge hit boxes and lots of priority so even if you dash behind and try to launch chances are you're still gonna get hit.

A better option against Magneto is to use the roman candle super, get him to jump around and eventually he'll come down from SJ height to avoid stuff (ahem*drones*ahem) and hit you. Use the roman candle to stuff his shit, and cancel into Storm. (Speaking of Storm, Roman candle that bitch too if you can)

Against runaway Storm, it's NOT fun trying to catch her. But she can be caught. You have a couple options when she runs. Ground Photon's, super jump air dash up + fp (fly if you need too) or sj ad.f + lp, ground cross up. If you land an air fp, you'll activate a flying screen, rush her ass down :evil:. Also, keep her from random typhoon xx hail by jumping around with the fierce punch.

Don't try to zone Cable too much, he's a much better zoner than Doom (finger lazy won't work against Cable). Instead try to run from him (super jump air dash up xx yellow beam, that should make you float on top of the screen, you can do as many of these as you want too, it's pretty cool also you can xx photons if he gets near) or bait out his anti air and rush him! And remember, you can nazi kick his assist into photons xx hail or whatever, so it's just as deadly.

Now Sent/AAA is the tougest match Doom will have to face, this is the reason I switched to rocket punch. (Mainly) It's because people throw out CapCom/Cyc whatever assist pretty carelessly against Doom, so I counter assist until I get two meters and then I play carefully. Heck sometimes I don't even go for photons, electric cage or roman candle xx hail is good enough to make him stop calling them.

But Doom/Sent-G doesn't counter assist well, and the drones don't come into play as often because Sentinel can come down from the air whenever he wants and he has the pain in the ass air lk that beats out whatever Doom can throw. What I normally would try to do is to make Sentinel throw out a fierce move while I'm in position to sj.lp into a combo. This isn't as easy as it sounds, one has to be patient and block all the Sentinel crazy shit, and wait for the perfect time to strike and Sentinel also has his good buddy CapCom (in most cases) to back him up. An easier thing to do is go after his assist, but even that's hard because he has all the neccessary moves to cover them. (unfly fp, or lk, standing or crouching fp.... bah...) :bluu:

Sent/Doom resets, there some but at times it's not worth it due to damage scaling. If you reset with the rocks, Sentinels hits won't do as much damage. I play Sent/Doom very basic, no need to even attempt fast flies or fancy resets.

Don't worry about sounding scrubbish, we've all been there. It's just those that don't listen get the fury. [/B]

Yeah, I'm a big fan of the roman candle too. Sent/Doom resets are only worth it if you can get it and the damage will make it worth it. If the damage isn't worth while, then I wouldn't bother. Though dropping doom in a position that forces them to block is good.

I don't think I nazi kick enough. :/

So you've basically brought up Doom has a hell of a time with all the top four :P Greeeat :P I still love Doom. He's got to have something. I need to dig through your Doom vs God tier post. That's what I'm doing right now, is compiling information on Doom/Sent/Cyke and I might even go Doom/Sent/Storm like you if the Cyke thing doesn't work out, though I'm hesitant to give up my anti-air.

HEY! On a side note, are you guys gonna have a tourny around new years, because I'll be home in Charleston, SC from Japan around then for two weeks and I'd love to come play with you guys.

-Rob

BshidoHEAT
09-16-2003, 07:26 PM
That's another thing, what assists? Cyke on anti-air obviously. Doom on rocks? Maybe, but does he have to be? Why not photon or butter beam? And sent? It's a tough choice between drones (chipped, more block stun, more things in the way) and rocket punch (a quick beat that makes sent leave faster)

Naa leave Doom on rocks, Cyc is A LOT better that way.

Yeah, I'm a big fan of the roman candle too. Sent/Doom resets are only worth it if you can get it and the damage will make it worth it. If the damage isn't worth while, then I wouldn't bother. Though dropping doom in a position that forces them to block is good.

Well, the point about resets is to unscale the damage, if you reset with the rocks (a rock takes of like what, 3-4 points of damage?) the rest of the moves aren't really worth it. Unless you're in the corner then Sentinel can get oogly boogly with throws and stuff.

I don't think I nazi kick enough. :/

Nazi kick with s.fp good fucking defense. Use those two moves often.

So you've basically brought up Doom has a hell of a time with all the top four :P Greeeat :P I still love Doom. He's got to have something. I need to dig through your Doom vs God tier post. That's what I'm doing right now, is compiling information on Doom/Sent/Cyke and I might even go Doom/Sent/Storm like you if the Cyke thing doesn't work out, though I'm hesitant to give up my anti-air.

No one has an easy time with the top 4. Doom suffers because he doesn't get much for free. But if you have a tight ass Doom, then you can definitely wreck house.

The thing I don't like about Doom/Sent/Cyc is that it is still pretty bad against Sent/CapCom.

HEY! On a side note, are you guys gonna have a tourny around new years, because I'll be home in Charleston, SC from Japan around then for two weeks and I'd love to come play with you guys.

I don't really know if I'll be around new years, it's still very far away, but I'd love to play sometime ;)

50mOrEcEnTz
09-16-2003, 08:04 PM
Originally posted by BshidoHEAT

The thing I don't like about Doom/Sent/Cyc is that it is still pretty bad against Sent/CapCom. the reason I don't like doom/sent/cyke is cause it negates the unblockable...i like being able to use the unblockable when doom is my last character, like....unblockable, cable-aaa, then launch, or unblockable+capcom, launch...shit like that i miss when i have cyke in there...

BshidoHEAT
09-16-2003, 08:17 PM
Originally posted by 50mOrEcEnTz
the reason I don't like doom/sent/cyke is cause it negates the unblockable...i like being able to use the unblockable when doom is my last character, like....unblockable, cable-aaa, then launch, or unblockable+capcom, launch...shit like that i miss when i have cyke in there...

Please clarafy you're post....
especially how you like to use Doom as the last character so you can combo in the unblockable with Cable-AAA....I'm kinda confused.... :confused:

Slave
09-17-2003, 06:13 AM
He means unblockable into capcom does massive damage. The doom last char thing was doom is in the team as an assist, but sometimes doom does have to come in.

Anyways, my game doesn't revolve around the unblockable so :P

if you call cyke early, then hit the unblockable, wouldn't Cyke still take them and you could super PA from it?

-Rob

PS: Sent/Capcom would be Cyke/Doom, remember? :P It would be ghetto as fuck!

BshidoHEAT
09-19-2003, 01:01 AM
Nope, Cyc doesn't OTG from the ground....CapCom and Cammy do. Luckly Storm's Projectile OTG's as well.

What I like to do if I'm in the situation where I'm playing Cable/Doom but my Doom is on point standing jab then go crouching fierce + Cable free AC.

It works for some strange reason ;)

Slave
09-20-2003, 08:43 PM
Ah, but if it OTG's shouldn't you technically be able to roll it every time?

-Rob

BshidoHEAT
09-20-2003, 10:23 PM
Originally posted by Slave
Ah, but if it OTG's shouldn't you technically be able to roll it every time?

-Rob

Yes, but people still get hit by Cable's dash in c.hk + capcom so it should be the same.

Slave
09-22-2003, 06:02 PM
So, either you're telling me to roll-whore, or that capcom gives off tons of damage for free.

J/k. I knew that.

Anyways, cyke can set up more combo's than Cap though, since you can connect Cyke off of pretty much any landed hit (Land a c.lk, call cyke, c.lk, combo off cyke)

And Cyke can outfight Capcom as the last char. I totally forgot what our conversation was about.

Cable still beats my team. I hates him.

-Rob

Slave
09-28-2003, 03:18 AM
Ok, so I went up to Alpha Station and played a little Doom/Sent/Cyke and got housed.

I switched it up to Doom/Storm/Cyke and still got beat on.

I then switched to Doom/Sent/Storm and started getting closer. I was actually able to fight back!

So the thing is, what are the basics with this team I need to learn, especially combo wise, because I just do really really basic combos and don't know sent's fly/unfly/fast fly combos.

-Rob

PS: Japanese sticks are wierd for marvel.

50mOrEcEnTz
09-28-2003, 05:56 AM
Originally posted by Slave
Ok, so I went up to Alpha Station and played a little Doom/Sent/Cyke and got housed.

I switched it up to Doom/Storm/Cyke and still got beat on.

I then switched to Doom/Sent/Storm and started getting closer. I was actually able to fight back!

So the thing is, what are the basics with this team I need to learn, especially combo wise, because I just do really really basic combos and don't know sent's fly/unfly/fast fly combos.

-Rob

PS: Japanese sticks are wierd for marvel.

sent is hindered in the fast fly area...just do the regular fast fly with assist combos and that will make them block typhoons or either block or sj up to sent over the rocks.

also, a little tidbit that i find helpful...is to always use the button assist glitch with this team. just about nothing beats out doom's c.lp, and if they block it, which most of the time they will, you can setup a block string that chips, and gets the tempo of the match in doom's favor right off the gun. EX: c.lp, c.lp+sent-y or storm-a, s.fp, ground photons....there, u chipped a little and they are at the other side of the screen...now fight...of course this is more useful against magneto and storm...u wouldn't want to do that against sentinel because you want to be close to sentinel...shit; against sent/cap you want to switch in storm/doom or sent/doom

Slave
09-28-2003, 09:36 PM
I was getting beat out of button switched doom lps by Ironman over here in Japan :/

Also, a jump back god-priority move would beat it. It can also get predictable. I dunno. I do like to button switch with this team though.

What are his basic assist combos?

I just do lp,lp,rocket

It's time to move up ya know? What's his basic fly combo?

And what's that tri-angle dashing infinite storm has? I've seen two reps done, so it might not be an infinite but whatever right?

Doom's the only char I actually know how to play out of that team. :/

-Rob

BshidoHEAT
09-28-2003, 10:01 PM
A few things I like to do when I button switch to Doom.

1. df.hk- if it hits, you can end an AC with regular photons to make them block on the way down. (launch /\ magic series, ad.uf lk, lk photon's) and it builds decent meter.

2. u.hk - instant overhead, pretty old catches people off guard though.

3. s.lp, d.hk + Storm's assist - pretty cool, good during the game too, especially on Sentinel.

4. 2P + B - a good way to start the match of you know someone (like Magneto) is gonna start off with an low attack.

50mOrEcEnTz
09-29-2003, 03:50 AM
Originally posted by Slave
I was getting beat out of button switched doom lps by Ironman over here in Japan :/

Also, a jump back god-priority move would beat it. It can also get predictable. I dunno. I do like to button switch with this team though.

What are his basic assist combos?

I just do lp,lp,rocket

It's time to move up ya know? What's his basic fly combo?

And what's that tri-angle dashing infinite storm has? I've seen two reps done, so it might not be an infinite but whatever right?

Doom's the only char I actually know how to play out of that team. :/

-Rob u can always try and use the double rocket punch fast fly...

launch, sj.lp, sj.lp, fly, f.lp, f.lp rp, f.lk, f.dp rp

Slave
10-07-2003, 04:11 PM
What about with storm? What's her infinite? I saw a really low triangle dash thing that looked like an infinite, but was only typically done in reps of two.

The Sent fly combo is the shit I'm looking for. The advanced B&B's ya know?

-Rob