Launch, fk, ad.df lk, lk - dash under, then do a cross up tri jump fk/fp, go on from there.
Or, dash under, fk throw (aim down), cross them up or go high-low.
Another reset, this one in the corner, do a few reps of the infinite, then go lk, lk, ad.df lk. Only one lk, then fk throw and continue. A lot of people don’t expect a throw to come so abruptly, they’re waiting for 2 lks.
Another good one is the Jose Garcia reset. Which is:
Launch, fk, ad.df, lk, lk, land - then sj lk, ad.df to the other side, lk, dash under and launch back up into another fk, ad.df etc. combo.
As for MSP vs Sent; It matters heavily on what assist Sent has. Much of the time Sent is paired up with Capcom/Cyke for an AAA. For those, it’s quite hard to rush a run away sent that has one of those assists. You want to super jump forward if he has capcom, and try to land directly on sent with a fp->fk. Try to save your airdash until after you block the bolt from capcom. Once you’re able to land a good hit on sent, either inifinite him/ unmashable tempest him/ or better yet, snap the assist in.
Easier route: Kill the assist. Beat the shit out of whoever the assist is. If sent is flying while you and the assist is on the ground, dash up to the assist and launch, fp, fp, fk. Hit it with all fierces. Once you’ve beat it up enough, chances are Sent won’t call him out for a little while. So that gives you more room to get on him, meaning go for a snapout. All you really need is two lks, either on a grounded sent or an airborne one.
x b 4 t M a N x: I’m not too informed on the supposed unblockable. From what I hear, the very last frame of the c.fk animation is supposed to be unblockable - it messes with the other chars block or something. Not sure if it’s much use either, since if you want to superjump cancel out of a sweep, you’d have to sj in the middle, not the very end where the unblockable frame is supposed to be.
kcfantasyboi: Wavedash. Even though BH is somewhat easy to rushdown, he can still give headaches. If the BH player is an inexperienced one, he’ll simply sj demons, airdash then demons again. Try to cross him up when he’s landing, or play a high->low game. If he’s not a newb, he’ll be much more cautious when sjing. Try to trick your opponent with a double or even triple triangle jump (if the first is blocked). And if he does inferno -> HOD for chip, pushblock the inferno, then simply jump out of the HOD and attack him. I’m guessing he tries to trap with storm and Inferno. If so, just superjump and ad. forward and land on them. Double snap and kill storm.
For Storm? Play like you would every other Storm player - on the ground. Trying to chase after her, whether you’re mag or using storm also, is definately a bad idea. Her fp and fk have insane priority, meaning trying to jump up at her usually ends with a facefull of lightning. Go for throws and cross ups when she hits the ground, and always watch out for Capcom. If capcom hits you + hail = ouch.
Note: every team that has capcom in it - Snap him in. Capcom is a huge hole in a lot of teams. Most players rely on their first two chars to win, and if cap comes out, usually resort to a corridor + super. Don’t give him a chance to do that, but conversely, don’t blindly run into a corridor in your attempt to kill him.
Well, If you have any more questions, or if some part I wrote is too vague for you, just post again and I’ll help out.