A combo I’ve started doing with my own team in the corner:
A1: Arthur / Dagger Toss or Fire Bottle Toss (maybe his other assist too, but I never use it)
A2: Haggar / Lariat
Adds a fuckton of damage for no extra meter.
I’ve managed to hit 850k with 1 bar, with the combo itself building 2 :razzy:
You can also just go straight into PHM after the heavy cat spike for stupid damage.
There are a bunch of other assists that can be swapped in for either of the above, though you may have to use M Spike instead of H Spike, or swap between Cat Punch and Slide followups. It’s just a matter of experimentation.
Doesn’t work with Tenderizer assist with Skrull, sadly, but it does work with Orbital Grudge, so thanks for this, I am gonna change his assist in my team. I also like it because it’s an easier confirm into PHM over 3M 2369L~M.
Edit: What combos do people use against Amaterasu? Amaterasu seems to have some funny hitbox things going on, such as not being able to follow a 236X~M into 5L. I’ve been messing around against him and it seems most of her main features are annoying to execute against Lassie.
Someone try out linking a s.L after M follow up for rolling buckler on Shuma Gorath. I don’t have a copy of the game, but it didn’t look like it was possible on him for the 7 or 8 matches I was doing it. Same for MODOK. Looking for a confirmation/refutation.
We should probably have a list of all the people we can’t hit 5L (s.L) on after Rolling Buckler > M, since it is important to note when we set up specific combos.
Frames you have to hit after slide vs a grounded opponent:
2 (4, 7, 12) MODOK
3 (5, 9, 14) Amaterasu
4 (6, 10, 15) Viewtiful Joe, Zero
5 (8, 11, 16) Everyone else (including Jill and Shuma-Gorath)
6 (9, 12, 17+) Captain America, Doctor Doom, Dormammu, Haggar, Iron Man, Thor
7 (10, 13+, 18+) She Hulk
8 (11, 14+, 20) Sentinel
Brackets are values during X-Factor adjusted for relative speed.
For values I’m not sure about I’ve put the minimum value followed by +.
e.g. 4 means you can hit with :l:.
5 Means you can hit with :d::l: for a little more damage.
OTG into Roll whiff slide behaves differently so ignore the above for that.
Against MODOK you can go into:
(:l:), , :d:, :d::h:, :qcf::l:,
This pops him up as high as a normal character (5f) and lets everything work. You can only do a couple of moves before it though (e.g. :h:3, :dp:) or it won’t combo.
You can try starting with a straight :d::h:, :qcf::atk:, but it’s really inconsistent since the roll has to hit when MODOK is really low, and the roll will hit sooner or later depending on the distance. Doing the above string starting from point blank range (i.e. after spike, delta kick, dash, jump attack) ensures that you end up at the perfect spacing for it to work.
Pfft, gets no sympathy from me. At least now we might see more variation in streams and tournaments, pretty boring seeing Sentinel in 90+% of the teams.
Really, the nerf isn’t going to affect people who REALLY know how to use Sentinel. It’s going to affect all the people who put him on their team for nothing more than his ability to soak up damage and do the Drones assist.
I’ve seen too many big name tourney players (and god knows how many scrubs online) who put Sentinel on their team just for these reasons, and don’t actually bother to learn how to play him. It’s pathetic.
Anyone who knows how to pilot the mecha is gonna be fine. It’s the ones that put him on cruise control that are getting screwed - to which I say, screw 'em.