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
Thanks Dazed. I had a feeling that what it was. I also think I wasting time trying to fly close when it doesnt look like it needs to be that close. Ill practice it some more. Nice find BTW! 
Damn, that’s a really useful skill to learn. I usually don’t like XF 3 only techniques but since this is sent were talking about here it’ll definitely come in handy.
As an aside, I saw this video of ray running sent on point for the first few matches, some nice matches for anyone interested.
Ugh…I like how he’s able to create really solid block stringsthat can also convert to full combos on hit. I cant really do that with Nemesis. I use rocket shot assist. I guess Sent could do it with clothesline rocket assist since it causes wallbounce. But then Nemesis is vunerable. With Hulk I could kinda do it with Gamma Wave, but timing is tight. AA Gamma Charge is also possible, but its pretty hard since you gotta fly up back and get the right spacing. Gamma charge is pretty solid, but I dont run that assist. I need to watch more of the footage though. I just watched the first few matches.
I’ve used a lot of sent and hulk, and a moderate amount of nemesis.
I can safely say none of them offer Sentinel the same types of confirms and blockstrings that a good lockdown assist offers. My pressure with Jam session is much better than my pressure with Shopping Cart, and my pressure with shopping cart is MUCH MUCH better than my pressure with gamma wave / rocket.
I think trying those same offensive pressure strings with anything short of a decent lockdown assist is pretty much asking to get poked out(by things like vergil sH, etc) or airthrown, and that you’re better off staying back with the usual mid range poking game. He really gains a lot of power on point with a decent lockdown, and can combine his mid-range-ish pokes with assists that double as blockstrings and hitconfirms, to go into closer pressure with jL, unfly normals, low/throw, etc.
That, combined with jam session’s usage for incoming mixups, fullscreen confirms with THC, safety DHC, HSF->DT->Air Trick crossup, and other perks makes me pretty convinced that Dante is his best support.
I like beam assists for a little help, here and there, but they’re more of a defensive/zoning tool, IMO, and don’t really supplement him as much as an assist that has more active frames.
Yea that’s why I still believe the best point sentinel team is sentinel/dante/akuma. Gives him horizontal and vertical coverage, allows him to flight cancel confirm of most of his normals and still produces a decent shell if(more likely when) sentinel gets killed. I still play it every now and then in casuals but my dante is hot garbage so I keep it to the minimum.
Finally finished my latest combo video featuring Hulk/Nemesis/Sentinel! The Giants have returned!
Well, I finally finished my latest combo video. “PUT ME IN COACH!”, my Sentinel combo video is finally up for your viewing pleasure!
https://www.youtube.com/watch?v=OBRabEkuHlQ
Im not sure if this is new…I know I’ve seen this from from a TAC infinite but never mid combo…Anyway, if you side or down exchange low enough to the ground, Sentinel will stay on screen instead of switching to the next slot, resulting in some interesting follow up options.