more than likely because of how quick it is along with the fact that it has armor. it’s a nice button for kara grab setups
that’s dat new new for sentinel lol. I use it for people who are very aware of “guard break” setups. I use the to force the opponent to land then use :h:command grab very early essentially creating a “meaty” command grab as soon as they land. This and the Fake j.:s:into cr.
are my two most successful incoming mixups
okay i have a question for you concerning use of drones in incoming mixups. which version of drones do you use the most against characters that can teleport and air dash? i’ve tried :l: & but never :h:bombs. what advantages does bombs have over the other two?
another thing i’d like to ask is what’s a good mixup after fly/unfly in the corner?
Personally I go for either a cr.:l: into either a delayed cr. or a kara command grab. Other times if my opponent is notorious for upbacking, I just wait for them to jump back and airthrow the sucker.
I posted this in the combo thread earlier, but as an edit, here’s what I found:
[FONT=Helvetica]- Human Catapult :h:, j. , j.
, Double Jump j.
, j. :h:, j. :s:, st.
, st. :s:, j.
, j.
, j. :h:, :qcb: :s:, j. :l:, j. :l:, j.
, j.
, j. :h:, j. :s:, Rocket Punch :l:, Plasma Storm
Barely gets you at 752,000 damage (after Plasma Storm) with a high chance of dropping the combo on them.
If you do this:
- Human Catapult :h:, j. :h:, j. :s:, (slight delay, i.e. quick dash, walk, wait) st. :s:, j. :h:, :qcb: :s:, j. :l:, j. :h:, :qcb: :s:, land, st. :s:, j.
, j. :h:, j. :s:, Rocket Punch :l:, Plasma Storm
instead, the damage is significantly greater.
The damage done by using a Re-Launch combo after Human Catapult :h: (also works with :l: and versions) is greater (the damage post-super is 774,000) and the total meter gain is just slightly less (around 1.5 meters, no super, compared to 1.8 meters)
I’ll post specific damages and variations of his command grab combos soon![/FONT]
As an addition to my post about on fly mix-ups, if you have an assist like tatsu backing you up I think(haven’t tried it in an actual match yet lol, keep forgetting) you can hit them with an air :s: and then fuzzy them with a j.:l:. In my tests, it works on most characters, it doesn’t work on the people you’d think it wouldn’t work on(ammy, RR, joe, prolly and morrigan felicia and phoenix)
Btw, for any who missed it, these dudes posted another combo video [media=youtube]NvHn6KhEaYM[/media]! this time forcusing on our robot. So thats 2 cool combo videos in the span of a week from these guys and our boy in the hat honzo.
EDIT: Ray at bums house, naturally, robotic rape ensued http://www.twitch.tv/bum1six3/b/328460658
EDIT: To do list:
- Rework gameplay section
- Add infinite stuff
- Update incoming mix-up section
- Add opening match options(for all you crazy point sentinel players)
- Mention the double overhead(fly :l: unfly
)
- Add anti x-factor command grab.
This is a long post, but I hope you guys can give me adequate feedback. I’ll also be reposting this on the theory and feedback threads. I’ve put it in a spoiler tag.
Spoiler
We all can agree that Sentinel can use some buffs, correct? I had some ideas on what to do with our beloved Wackbot and here’s some suggestions:
-
First and foremost, Hard Drive needs to be repaired such that it sucks in the opponent to guarantee the final spinning knockdown, or make sure it lands its hits more consistently so that the opponent doesn’t fall out so easily.
-
Next up, he could use a slight increase in health. Would it be better if Sentinel had 1 million health or more? 1 mil seems like the right spot so he can be played with slightly less caution and not let him die in a simple combo.
-
Then the third thing would be to speed up his flight mode. Sometimes it can be hard to link a j.:l: after a flight canceled j.:h: on a grounded or aerial opponent that’s not in an air combo. It would be nicer if he could land a j.:l: after a flight canceled j.
in the air, effectively changing his flight start up from 17 frames to 13-14 frames (14 would make it a 1 frame link for j.:l: after fly j.
) It can also benefit his flight cancels for some of his important moves: cr. and st.
, cr. and st. :h: by making them slightly safer on block, since his block and hit frame data is horrendous. Not only would the frame data be sped up, but the movement in general could use a speed up, close to MvC2 levels.
-
Another problem that he has is dealing with opponents under him. A possible solution would be to make his air normals much faster (perhaps XF 1-2 speed, which averages at 15% speed). Another solution would be to extend the area of the hitboxes (hitspheres), especially those of air :l: and air :h:.
These are some of his biggest problems that should be addressed. The following list is simply buffs that can increase his effectiveness on point.
-
It would be nice if he had the ability to have chip damage for air normals. Meaning if he gets you pinned down in the corner (which usually only happens after a kill), he could get some of his old stomp pressure from MvC2. Frank West has chip normals, why can’t Sent have them?
-
Give utility to Standing Rocket Punch
and : h: along with their air variants. Why not give those moves a wall bounce (for air
and st.
versions of Rocket Punch), while giving air and ground :h: Rocket Punch a hard knockdown effect?
-
On the topic of Rocket Punch, why not also change the :l: version of Rocket Punch into a soft knockdown; The grounded version of it can stay exactly as is, so he doesn’t get an easy mode Hyper Sentinel Force, but the air one will get the soft knockdown to guarantee Hard Drive hitting the opponent, even after a long combo, since a short TAC after a semi-long combo from a teammate will always flip them out before the super, resulting in Sentinel dying.
-
Make Rocket Punch flight cancellable. Meaning he can get assist-less and meterless pickups after throws of all kinds, granted that the combos themselves probably won’t be very long, but at least he can get something that does not requre meter.
-
Increase the untechable time of his air throws. This is done to help him get any followup or remain neutral after a successful air grab, especially at double jump height and above.
-
Allow Hard Drive ignore advancing guard. (It will keep its frame disadvantage -5 and recovery until grounded, to prevent him from getting air thrown every time he tries one to escape pressure and not get him killed for his defense).
-
Restore Hyper Armor status in st. :s:. (Note: This is mainly to aid GCYoshi with landing raw S on the opponent). It was his only response to Zero’s Pizza cutter and Morrigan j.:s:, but now it’s gone. :sad:
-
Remove the “invisible wall” that occurs whenever you throw/air throw/command throw
or :h: the opponent across the screen and are unable to dash up for a combo.
These things are merely for a nice bonus but would not really be necessary.
-
Give 1 hit of armor to Drones assist.
-
Sentinel Force L and M versions do not go away if Sentinel is hit on point.
-
Increase the minimum damage scaling of his normals and specials to 15% (up from 10%)
-
Decrease the hitstun scaling of st. S and both his st. and air
Spoiler
-
"Hard Drive needs to be repaired"
Yes -
1 million health
Yes -
Then the third thing would be to speed up his flight mode.
Yes -
extend the area of the hitboxes (hitspheres), especially those of air :l: and air :h:.**
Maybe too much with an already faster flight mode (assuming he also travels faster)** -
It would be nice if he had the ability to have chip damage for air normals. Meaning if he gets you pinned down in the corner (which usually only happens after a kill), he could get some of his old stomp pressure from MvC2. Frank West has chip normals, why can’t Sent have them?
Maybe? Depends on how it is handled. -
Give utility to Standing Rocket Punch
and : h: wall bounce // hard knockdown effect?
Disagree. The game has enough special state-causing moves as it is. -
:l: version of Air Rocket Punch into a soft knockdown
Brings back the long Sentinel TAC-combos. It’s GREAT for me, but I’m pretty sure capcom took that out on purpose. -
Make Rocket Punch flight cancellable.
Nooooooo. Rocket Punch has to be punishable in some way or people would be shooting it out willy-nilly. -
Increase the untechable time of his air throws.
Yeah. it sucks getting a good air grab (not like Sentinel OSs with anything, all throws are meant to throw) and not being able to otg them because you were “too high”, which is actually not high at all… -
Allow Hard Drive ignore advancing guard.
Already does ignore advancing guard. However the defender will ALWAYS get stuck in the pushblock animation and that’s what allows him to stay in front of sentinel. There’s no way to change this, I believe. -
Restore Hyper Armor status in st. :s:.
His armor sucks as it is, so why the fuck not. I agree. -
Remove the “invisible wall” that occurs whenever you throw/air throw/command throw
or :h:
God yes…
These things are merely for a nice bonus but would not really be necessary.
-
Give 1 hit of armor to Drones assist.
No -
Sentinel Force L and M versions do not go away if Sentinel is hit on point.
No -
Increase the minimum damage scaling of his normals and specials to 15% (up from 10%)
Already does damage -
Decrease the hitstun scaling of st. S and both his st. and air
Not sure I understand.
There, gave my opinion on it. I agree with about half of it.Sentinel should never be as good as a point character as you’re fully suggesting because of how good Drones and Plasma Storm are as an assist and DHC. IMO.
Yea some of the stuff you’re suggesting is just… a little too much, armor on drones assist? Come on son. But yea, some of those things are necessary, a better hard drive, either more health and universal super armor(to make him less susceptible to instant overheads). But overall I think sentinel was designed through and through to be a support character, that’s why almost every good thing you can mention about sentinel has to do with what he brings to a team as opposed to his competency on point(assist, DHC, cross over counter, TAC infinite, etc). I still run him on point every now and then, but I’ve come to terms with the idea that he isn’t meant to be a magneto.
When you gonna update more stuff?
I made some minor updates, added some new videos, updated the incoming mix-ups with some new stuff but overall I haven’t really discovered anything worth updating in a very long time.
Damn, I wanna find some nice combo extensions for Sentinel, but I really can’t get jack squat, but…
Using Taskmaster Horizontal Arrows assist, I’ve been able to reliably land Hard Drive for ALL 12 hits and catch them with the cr. afterwards. Unfortunately, I can’t seem to get anything else off of the assist, except a hitconfirm if I ever need it, but the damage on that is ASS.
Anyone got some nice extensions for Sentinel combos with anyone?
I use Nova and Tasky, but I feel that Task doesn’t give much of an extension and it’s Nova instead.
Well I use Nem Rocket Shot assist for a couple of purposes…
-
If I land a grab on the opponent, I can call Nem Rocket Shot assist and TK rocket punch. Rocket causes soft knockdown, so I do a jM on the way down and catch them with either a cM or sM and launch them for an air series for extra damage before using meter.
-
In XF2, after at the end of you combo, you can land 2 rocket punches before going into super or to just kill without meter.
I also use Hulk’s Gamma Wave or AA Gamma Charge assists.
Gamma Wave:
At the end of my combo, if I’m in the corner, I can call Gamma Wave assist and do Sentinel Force L. When the opponent is getting juggled by drones, you can jH and either Rocket Punch or S if haven’t already used the ground bounce. If you do ground bounce them with jS, you can cM and launch them and cancel into TK Plasma Storm, if you do it right, you can land another Plasma Storm. (Or a cM before the 2nd Plasma Storm if you wanna get greedy. :P)
AA Gamma Charge:
At the end of the combo you can TK Rocket Punch and go into Hard Drive. If you land the last hit that cause the spinning state, you can cM and call AA Gamma Charge when the second hit of cM lands. AA Gamma Charge sends the opponent into air, and you just hold up so you can jump and catch them with a jS if you haven’t used your ground bounce. Then you can do another cM into Plasma Storm.
Yea he doesn’t have much for combo extentions probably because his normals have so much hitstun degradation on them. Only thing I’ve ever seen is maybe getting one extra cr. / rocket punch in your combo. Haven’t been able to find much else.
Hello, I’m working on a new team Taskmaster(horizontial arrows),Sentinel( Rocket punch),Akuma(tatsu) and was wondering if there any players that have videos that use Sentinel and Akuma pairing that I can learn from
Only one I can think of is Knives.
One thing’s for sure, just watch a lot of Knives and get some ideas from there. The cool thing is that you get hit confirms with cr. + tatsu if you fly cancel beforehand or if you let it rock.
Thanx for the info…kinds sad there is only one person to watch, but that marvel
Yea, the only person I can think of knives. There was this dude in the UK I believe that played sentinel/zero/akuma but I can’t remember his name for the life of me. You could ask one of the UK boys to see if they remember.
As for footage it’s very small. Also Fanatiq used Sentinel/Akuma a couple of times, so there’s something else, but those two specifically is a bit of a stretch.
I’m trying to pick up Akuma for myself, but I’m still trying to work on his neutral game and getting in.
I even have a Sentinel hit-confirm/combo with tatsu assist.