NEUTRALIZE! The Sentinel Guide (Last update 27/1/13: Check out the incoming mix-ups)

Okay, 900k has been cracked for 1 BAR SOLO, UNASSISTED, here it is:

FLY:h:, Un-FLY:h:, j. :h:, j. :s:, st. :s:, sj. :h:, FLY, j. :l:, j. :h:, Un-FLY immetiadte j. :h:, land, st. :s:, j. :m:, j. :h:, j. :s:, Rocket Punch :l:, Plasma Storm (MASH DEM BUTTONS)

Damage: 906,100 (perhaps a few hundred points more, but my mashing sucks)
Meter -Gain: around 20-25% meter-gain after super

So yea this video should help you with that [media=youtube]41Df9Dl323k[/media]

lol you quite proud of that one aren’t you? Ill add it to the combo section.

The combo gets even more damaging if you add an assist, (I used Nova) and I stretched it to 950k-ish

Of the two bnbs listed in the guide, which do you guys feel is the better one to learn if you play Sent anchor? I can do the 2nd one but am having trouble with the first one. Which is also the guide bnb. I can never get the 2nd j.H xx fly j.L link.

You don’t have to do the second fly link, you can simply go for :m: :m: :h: :s: and I think it actually does more damage but builds less meter. As for which combo is better for anchor sent I think it all depends on the situation, how much meter you have, which character you are comboing and if your willing to blow your x-factor early or later. I generally prefer the second combo since it isn’t height dependent, but when your on anchor you want every hit to result in a dead character and the second combo only kills 4 characters in the game(more if you tag on the hard drive but then your spending 2 bars and only building one).

So yea it really depends on the situation, if I have 3 bars and am comboing someone like zero/storm/magneto ill go for the second combo since ill still have 2 bars after its done and zero will be dead(unless his punk ass pops out of the hard drive like he often does). But if I have 2 bars and am comboing taskmaster/wesker, ill go for the second one(sans the second flight activation) since 2 hard drives + plasma storm does about 1.1.

Hope this helped.

Yeah thanks a lot, using this variation of the bnb is much more consistent. Meter gain won’t be such an issue because I’ll be playing him anchor. Thanks man!

My pleasure, always glad to be of help. On a different note, anyone here know condor missile? Don’t really follow japanese players but I was just watching some footage of his gamplay and his sentinel is on point(not literally on point, his sentinel is good I mean). Heres the footage Im watching, just started watching it and its pretty good so far [media=youtube]eNFlKGBSX9A[/media]

Condor Missile is one of my favorite players to watch, because his team is basically the same as mine except with Deadpool instead of Captain America and the positions of Sentinel and Iron Man switched. He has a really “basic” gameplan but does really well. Also its always fun to watch Iron Man players because they are so rare.

Yea thats a very good observation, his sentinel play is basic, he doesn’t do the crazy unflies like rayray, he just waits and pretty much lets his assists do the work for him but its very fun to watch. Picked up some good stuff from him.

The side TAC is what I was looking for, I’m a steal dat.

Actually tested it, any combo that has a second relaunch J.h, Fly, JLMHS does more damage than MMHS by about 10K or so. Negligible difference but you should always be going for the max you can that’s practical and it’s not that tough. And yeah like I posted earler after Opener, S, J. H, Fly, JH, Unfly, J. H adding St. M does more damage than S into the next part or St. H.

I can’t seem to add a st. :m: into the relaunch combo (except at the start) because then they occasionally pop out of the combo. Usually, it happens whenever is used a j. :s: before the initial launch as an opener (e.g. j.:h:, j. :s: ).

Have any of you had any luck consistently landing the j. :h:, FLY, j. :l: , :m:, :h:, :s: in the relaunch combo when using a ground bounce in the opener?

I wouldn’t even bother tbh, it actually does less damage and barely builds any more meter than the regular :m: :m: :h: :s: after the relaunch. Plus I it seems a hell of a lot less consistent to hit.

Hey Jak, funny seeing you here. Anyways, as you might know I’ve switched to Trish/Nova/Sent. (or a variation of that Nova/Trish/Sent). Unfortunately, this means that I’m running Sent last, so if shit hits the fan… I’m not a happy camper. But, I think the trade-off is worth it for the synergy that it gives both Trish and Nova. Anyways, back to the question at hand. I’m trying to figure out the most optimal combo working with Trish’s Unblockable setup. With Nova’s Overhead attack, and Sent’s only low move - it has to start with a Crch. Medium. With the lack of communication on the Sent Forum - I was wondering if the best combo to learn for that is simply his ‘Basic Combo’. Is this his only combo that can start with a low medium and not an fly/unfly overhead?

Thanks :slight_smile:

I think his basic combo is the only combo sentinel has that isn’t a fly/unfly, he used to have a rocket punch relaunch but that got taken out due to the rocket punch hit-stun nerf. I would recommend learning the fly/unfly though, it’ll make your combos more self sufficient, and since your starting your combo with a cr.:m: it’ll be heavily scaled so you might as well go for the meter.

As for anchor sentinel, yea thats never an enviable position, but personally I think the first thing you need to do is get rid of that mindset. We see sentinel comebacks on an almost daily basis so he is definitely doing something right, I think I posted a number of anchor sentinel videos so check those out to see some of the do’s and don’ts of anchor sent. Also learn his guard break, when your in the anchor position that can prove exceptionally useful. I found a really easy way to practice the guard break(in case you have issues practicing it, I know I did at first), set the dummy to all block and push-block, take them to the corner use the :l: command grab comboed into a snap back, then you can practice it on the incoming character.

I know that Sentinel can do stuff as an XFactor - it’s just not a great position to be in. I’d need to do a LOT of studying. I guess the good thing about my team is that I go for an unblockable then my team order switches which allows for Sent to not be played only with XFactor. Also, I’ve got Peakaboo for him… which is nice. What I meant was starting from a fly/unfly overhead not simply a combo that has fly/unfly in it. So what I meant was that using a low unblockable combo I’d have to use [details=Spoiler] “any basic opener into st.:s: air :h::qcb::s: pause :l::h:* unfly pause falling :h: land, pause, :s: air :h: flight air :l::m::h::s:** rocket punch plasma storm*
*835,200 damage(depends on opener) 5 percent meter gain” [/details] *The good thing about this combo is that Trish’s combo to set it up + Round Harvest’s chip should TOD any character in the game. Although it doesn’t build as much meter as the Wesker/Doom combo, - it should be self sufficient with this combo.

I’ve got a lot to learn with this team. I’ll take any help I can get in terms of practicing - thanks.

Yea thats pretty much the combo you should be going for, I doubt any character can survive that. But if they take the hit from the round harvest Im not exactly sure just how much you can do(what with HSD and all) your gonna have to test that out yourself unfortunately.

On a side note, Im having a bit of a character crisis, I used to run trish/sent/akuma but I don’t feel the team is optimized for trish so Im considering switching to either dorm/sent/akuma or doom/sent/akuma, which do y’all think is a better choice?

GOOD shit infrit. He made the robot look downright scary. Champ was so afraid to press buttons against him. I love it. It proves to you that its not about the character, its about the person controlling the character. You see ppl flocking to zero and vergil and strider etc, all the top tiers, cus they want to do as little work as possible. And then you got ppl saying “santinaaal is asss.” Well infrit proved, a good player can overcome matchup strengths, weaknesses, etc.

infrit (and fchamp too) have been putting IN work with their teams, and it shows. So stop playing characters you think are good cus the characters dont play themselves. Pick 2 characters you really like and then pick a 3rd thatll help make your team as cheap as possible. I love this game. Theory thread drives me crazy though.

Damn dude. i see what you did there.

lol I actually don’t think he was trying to do that, but it was a nice pun none the less.

And @fernando: Im with you brother, I rarely ever go to the tier thread anymore because them boys are just not open minded at all and never take tourney results and shit like that into consideration at all.

Finally, two things, one house of crack was streaming last night and rayray was in attendance, heres a link http://www.twitch.tv/bum1six3/b/324329092 but there is more footage on bums twitch page(hopefully ray runs some point sent). Secondly, how do you guys land with sentinel? I have some serious issues landing sometimes, for example when my sentinel comes in and I either don’t feel like hard driving to safety or I don’t have meter, I usually double jump(to avoid the mix-up) then fly over them. Issue is after this I always struggle with landing, I either just get airthrown before I can make enough space or I get crossed under on my way down or some shit. I tried :h: unfly :h: and truth be told I don’t see the point of this string because sent can get air thrown in between the :h:'s. Im trying to implement :l: unfly :l: now or maybe :l: unfly :h: so maybe the answer lies in either of those strings.