[media=youtube]onwWTy7wR3Q[/media]
[media=youtube]zCGV10Dc_fY[/media]
[media=youtube]aAOOU1BEAmk[/media] Anyone else seen this match? Standard rayray stuff, but he had a hit confirm in the second or third match that was just amazing, I believe it was falling :h:, st.:h: fly up :l: unfly
cr.:l: :s: regular combo. Shit had me spazzing out in my room.
i just flipped my shit when i saw that confirm. i had a feeling rayray had some of that newnew for sentinel
EDIT:
here’s an ugly ass command grab combo. you can get double bubble or if you want full combo into vergil, then just omit the j:s: ender and go for rocket punch
[media=youtube]RBCigrU_jC4[/media]
here’s another ugly ass combo
[media=youtube]MlbklRQb4c8[/media]
damn… it really has been a while. here’s a little something i’ve cooked up since my internet was down.
[media=youtube]RXDBYuXDHNE[/media]
Can’t lie, the vide was a little disappointing, it got repetitive really quickly. I was hoping to see some sick tech or something. Good shit to you for producing more vids, just don’t wanna be one of those people who says something is awesome when they don’t feel that was about it.
thanks actually. i do have some sick tech in mind regarding sentinel. i’m just trying to find the most optimal sentinel point team right now so that i’ll be able to actually come out with a better video. btw did you have anything in mind for a sent video that i could elaborate more on?
EDIT: stuff like air-to-air conversions etc
Three big ones for the Robot are:
- Air-to-Air confirms (you just mentioned it, but super jump height most importantly)
- Random solo hit confirms (normal jump height and below, and grounded opponent)
- Assist (or assisted, aka, you AND assist hit at the same time) hit confirms (whatever assists you’d like)
All 3 of these can be combined to get out either the most damage (via re-launch combo) or by meter gain (via magic series, into flight series, into unfly)
There’s also some resets (like I do with Nova) after doing any combo into a Rocket Punch :l:.
I usually do the BnB until I land (from re-launch) then I do one of the following after Nova’s B assist hits 'em :
-
st. :l:, :qcb: :s: and fly up for an air grab into Hard Drive/HSF and combo for 450,000+ damage.
-
If they anticipate an air-grab, I do: st. :l:, :qcb: :s:, air :l:, air
, :s: (ground bounce) and combo from there.
-
Those with longer air throw ranges (usually swords/ Nova), I do st. :l:, st
, st. :s: and beat out their normal with armor/priority (tip range st. :s: )
-
For those not paying attention (similar to Magneto TAC reset), I do st. :l:, st. :s: and combo once again from a raw launcher.
-
For the block-happy people, I do st. :l:, :qcb: :s:, air :s: and then go for a guard break if they block correctly (air :s: is blocked, then you dash up and air grab for free)
-
TBA
Three big ones for the Robot are:
- Air-to-Air confirms (you just mentioned it, but super jump height most importantly)
- Random solo hit confirms (normal jump height and below, and grounded opponent)
- Assist (or assisted, aka, you AND assist hit at the same time) hit confirms (whatever assists you’d like)
All 3 of these can be combined to get out either the most damage (via re-launch combo) or by meter gain (via magic series, into flight series, into unfly)
There’s also some resets (like I do with Nova) after doing any combo into a Rocket Punch :l:.
I usually do the BnB until I land (from re-launch) then I do one of the following after Nova’s B assist hits 'em :
-
st. :l:, :qcb: :s: and fly up for an air grab into Hard Drive/HSF and combo for 450,000+ damage.
-
If they anticipate an air-grab, I do: st. :l:, :qcb: :s:, air :l:, air
, :s: (ground bounce) and combo from there.
-
Those with longer air throw ranges (usually swords/ Nova), I do st. :l:, st
, st. :s: and beat out their normal with armor/priority (tip range st. :s: )
-
For those not paying attention (similar to Magneto TAC reset), I do st. :l:, st. :s: and combo once again from a raw launcher.
-
For the block-happy people, I do st. :l:, :qcb: :s:, air :s: and then go for a guard break if they block correctly (air :s: is blocked, then you dash up and air grab for free)
-
TBA
Three big ones for the Robot are:
- Air-to-Air confirms (you just mentioned it, but super jump height most importantly)
- Random solo hit confirms (normal jump height and below, and grounded opponent)
- Assist (or assisted, aka, you AND assist hit at the same time) hit confirms (whatever assists you’d like)
All 3 of these can be combined to get out either the most damage (via re-launch combo) or by meter gain (via magic series, into flight series, into unfly)
There’s also some resets (like I do with Nova) after doing any combo into a Rocket Punch :l:.
I usually do the BnB until I land (from re-launch) then I do one of the following after Nova’s B assist hits 'em :
-
st. :l:, :qcb: :s: and fly up for an air grab into Hard Drive/HSF and combo for 450,000+ damage.
-
If they anticipate an air-grab, I do: st. :l:, :qcb: :s:, air :l:, air
, :s: (ground bounce) and combo from there.
-
Those with longer air throw ranges (usually swords/ Nova), I do st. :l:, st
, st. :s: and beat out their normal with armor/priority (tip range st. :s: )
-
For those not paying attention (similar to Magneto TAC reset), I do st. :l:, st. :s: and combo once again from a raw launcher.
-
For the block-happy people, I do st. :l:, :qcb: :s:, air :s: and then go for a guard break if they block correctly (air :s: is blocked, then you dash up and air grab for free)
-
TBA
Three big ones for the Robot are:
- Air-to-Air confirms (you just mentioned it, but super jump height most importantly)
- Random solo hit confirms (normal jump height and below, and grounded opponent)
- Assist (or assisted, aka, you AND assist hit at the same time) hit confirms (whatever assists you’d like)
All 3 of these can be combined to get out either the most damage (via re-launch combo) or by meter gain (via magic series, into flight series, into unfly)
There’s also some resets (like I do with Nova) after doing any combo into a Rocket Punch :l:.
I usually do the BnB until I land (from re-launch) then I do one of the following after Nova’s B assist hits 'em :
-
st. :l:, :qcb: :s: and fly up for an air grab into Hard Drive/HSF and combo for 450,000+ damage.
-
If they anticipate an air-grab, I do: st. :l:, :qcb: :s:, air :l:, air
, :s: (ground bounce) and combo from there.
-
Those with longer air throw ranges (usually swords/ Nova), I do st. :l:, st
, st. :s: and beat out their normal with armor/priority (tip range st. :s: )
-
For those not paying attention (similar to Magneto TAC reset), I do st. :l:, st. :s: and combo once again from a raw launcher.
-
For the block-happy people, I do st. :l:, :qcb: :s:, air :s: and then go for a guard break if they block correctly (air :s: is blocked, then you dash up and air grab for free)
-
TBA
Well if you know of any throw conversations that don’t require meter, maybe some cool reset set-ups, id love to see them.
Oh and co-jones really wanted you to hear what he had to say eh.
I have my latest installment of my Giants of Science CMV featuring my team of Hulk/Nemesis/Sentinel. For Sentinel, even though I have been playing this team for awhile, I feel that he is my most under developed character. Any players I should watch to improve my Sent? I watch a lot of RayRay’s Sent and Infrit when he used to play him, but anyone else I could watch and learn from? Anyways, enjoy! 
I love the x-factor combos with Sentinel.
What I completely did not know was that you have enough speed to do Flight, j. :h:, unfly, j. :h: before the launch. I’ll have to check if it could land in x-factor level 2.
As for your question, aside from Infrit and RayRay, there’s older videos of Rowtron to look at (he plays him on point most of the time, with the occasional anchor spot) and there’s Knives who has good neutral with him as well. If not look up for a japanese player (which I forgot the name of, but there’s a vid in the Sentinel guide thread).
I believe that guy’s name was Condor
There’s this other japanese sentinel I recently found, he plays spencer/dante/sentinel but he always raw tags him on point for the incoming mix-up(for some reason). I can never remember his name but I’m sure if you youtubed that team he would come up.
OOOOH yo I think I might have seen him on one of forgenjuro’s streams one day. Dude has the sickest incoming set ups with Sentinel i’ve seen in a while
So I got the idea for these combos from umvc3ing’s videos featuring Shuma. Basically if you are in the corner, you can do Sentinel’s normal S, jH, fly, jL, jH, unfly sequence, but you hard tag into Nemesis as soon as you can so that as soon as Nemesis recovers from the hard tag, you can link a S and do whatever you wish. You can also do this trick from a command grab with Sent in the corner. I couldn’t get this to work on small hit boxes though. I did it with Nemesis but I wouldn’t be surprised if this concept could be applied to other characters as well. 
Found this on the Youtubes. A way to connect an air Rocket Punch L if you forward throw an opponent from the peak of their normal jump height in XF3. There seems to be a lot of subtleties to the execution, Ive only been able to do it once so far. What do yall think?
http://youtu.be/7tME2MzMc0Y
Dazed
87
posted it in other thread and noone saw ha.
kk you know umvc’s mechanic of storing inputs for couple frames? buffer flight towards end of airgrab animation so it comes out asap