do anyone know any 100% combos on sentinel after getting the infinite on him? i just cant kill the damn bastard after landing my infinite since he just dizzies out.
the closest i can get is
infinite, call sentinel ground assist into ouro, ouro ends, infinite for a few reps, lp, mp, hp xx legion dhc into photon array.
the best i can do with sentinel behind strider is infinite into lk, mk, hk xx legion dhc immediately into hsf and go from there.
too bad sentinels corner unblockable doesnt work on sentinel.
orbs, infinite into drones, orbs again, end with infinite. Thats basically a dead bot.:wasted:
infinite for a while, combo drones, activate orbs, orbs end, infinite for a while, c.fp, sj.lp, sj.lk, sj.lp, delay sj.lk, delay sj.fp, otg rh, jupfwd late RH crosses up. Even if the cross up is blocked, s.lp+doom, s.lk, s.lp, s.fp, s.rh activate.
does anyone know why sometimes Sentinel will dizzy out after 70ish hits and other times get his ass kicked for up to 90 or so? I’ve even had him dizzy out after 50-60, weirddd. Like I’ll connect my first ouro @ the same spot close to the beginning of the time , infinite till corner, call drones, ouro again and sometimes he’ll be in there for the whole duration of ouro and other times he’ll spin out a few seconds after I activate again.
You would think that spit would be absorbed by the other sents super armor but you have to remember that the game is forgetting that the spit is there. He goes into some super armor animation but he still can’t block and the RP combos.
Well, the reason it work is the same reason why any super armor breaking combo works. It combos. so you won’t be able to escape. You can’t 100% Sentinel by doing infinite to corner, drones, reorb. He’ll dizzy everytime. I’ve tried a lot of things, but nothing is really a guarentee. Sometimes if I catch Sentinel with Orbs, I’ll wavedash him to the corner, reorb, tag into Doom, and do the Doom infinite until I gain enough meter, photons xx Orbs again. I don’t do this all the time, sometimes I set up throws, sometimes I set up safe cross ups, it all depends on who I’m playing against and what team they have their sentinel on.
i wasnt going to post until you did but its true. Only thing is that you and me both know that sentinel is done once doom is tagged out, its the most annoying thing to get hit by, it fuckin hurts =(
after spending hours in training mode, i finally got the sentinel corner unblockable on sentinel, but its wierd.
most of the time, he’ll just absorb the laser (since he cant block) and block the rocket punch xx hsf but the other times, the super armor doesnt kick in and he eats the beam, which i think is two hits into rp into hsf.
i’m thinking you have to do the unblockable up closer against sentinel than any other character?
sentinel must die. with him dead, a huge burden has been lifted against your opponent.
most damaging thing you can really do is connect orbs, infinite until about 40 hits, call Sent drones, reactivate, tag into doom, launch into photon combo, DHC into orbs or HSF depending on the order your originally had. The infinite into the second round of orbs can usually take off around 70-80% life meaning you can pretty much kill sentinel there with the proper management of your hits. But I usually don’t like to go through that because when my strider lands an infinite, chances are he is HOT and I’d want to keep him in with as much meter as possible.
What I’ll usually do is before the knockup from the second round of orbs, I’ll just go jab strong fierce, slight pause, fierce>roundhouse into animal or dp slash(blocked) and call doom (forcing Sentinel back into lockdown), reactivate, call Doom again asap. By then Sent will be around 5-10% health, forcing him to either die or counter out. If he dies, i’ve got first initiative on the incoming character and can usually build another bar and reactivate by the time they can do anything. If he counters, I’m in perfect position to fuck up whoever comes in and pressure them in the corner (and possibly snap sent back in if i so desire)
Or sometimes i’ll just stop the infinite and throw into assist. If i throw into drones, launch into quick combo, resume lockdown. If i throw into doom, animal into orbs to resume lockdown.
This is all of course my personal preference. Do whatever works best for you.
Edit:
Or i just launch into the full magic series then what I do from there depends on what they have for an assist. No instant start anti air means i just continue to lock them down. If they have an instant start anti air, I’ll bait it with a double jump, let it fly under me, then call doom, then lockdown again.
idk if that lockdown works on a team with cyclops as an AAA … simply because if they counter into cyclops. he pretty much counters doom clean and then he can qcf + lk, roundhouse which might put u in guardstun then he can double jump and run etc… etc… ive seen this one assist mess up clocks lockdown. that is considering that the player u are playing against is good and knows wat he is doing!
There are some tricks a strider player can do to avoid this. A pretty simple one is to trap sandwhich style. When the opponent alpha counters, the alpha takes place towards strider. Since you’re trapping sandwhich style, meaning that doom is on one side while strider is on the other, cyke AA will come out towards strider. If you simply block when the alpha counter happens, doom will hit cyke alpha counter in, in the ass for free. Even if strider gets hit, doom will still win that battle for you granted that you sandwhiched early enough. If the opponent decides to get wily and try to AC, super, DHC, doom can win that scenario too against any character in the game granted that the doom rocks are in a position to do so.
There are a few other tricks but for starters, that should be fairly simple to abuse.
proper distancing fucks cyke up when he counters during that string. I like to keep a little gap while doing this. I’ve usually activated by then so if he counters, Cyke is mine. A little dash back before doing animalXXorbs usually does the trick. Or if i want to play it safer, I go into that last option I posted. Obviously your tricks are going to vary depending on who you play and what team they’re using. At this point in time, I’ve got something for everyone I’m playing.
this is what works for me. IMO the timing is pretty lenient so you don’t have to follow this exactly.
input the jump lk mk as quickly as you can. Positioning wise the jump lk should hit around sentinel’s waist and the mk should hit his chest.
Slight pause, then HP. this should hit him around the head area, and finish off with Hk on your way down. Now I think the most important thing is the timing after the hk, make sure when you rejump ( I just hold up fwd the whole time) that the lk mk immediately follows RH. When Sentinel starts to get pushed too far away you should call drones( If you have Sentinel) @ the same time that you do lk, finish the rep, then wavedash as the drones are hitting Sentinel, continue infinite.