with sentinel u can do a normal jump infinite straight from the rom, and to keep him at the perfect height do normal jump lp lk mp mk land nj. lp lk mp land nj lp lk mp mk land nj. lp lk mp land etc… do the whole combo slower then regular and its fun on sent cuz u can go back and forth between romming and regular jump infiniting.
It needs to be [j.lp j.d+lk j.mp j.mk].
yeah my bad i thught he would already assume that since he knows how to rom
The nj infinite and the ROM have nothing in common except going up and down. If I was learning the nj infinite, I wouldn’t know the lk was the downward one.
to all peeps that’re havin’ a hard time on ff…
if you feel like you’re not fast enough when doing ff combos, try this:
launch, sj.(then hold d)lk, fly, lk
what happens is that, if you held d, you only need to roll the joystick to back…
this makes you cancel sj.lk to fly faster without really doing the fly command very fast…
thanks imma try that, but i think the most common problem someone would have is canceling the flight mode start up by putting the stick to neutral in one fluid motion
you can try this:
ex: launch, sj.(hold d)lk, (roll stick to b)+KK, then fwd + lk
it’s like doing iori’s “kuzu kaze” in kof… imagine doing “qcb,f” while pressing KK then lk.
for the uf direction, i release the stick once i’m done with the KK part of flight then i go to uf.
sorta new to MvC2, so i dont know all da lingo when i was searchin through the thread. I.E: OTG and such Mag/Sen/Cab is meh squad and i think my sent is the only one that needs to get better.
I got the stomp patterns/lockdown/unfly kinda down, but the fastfly is kickin my ass, tough to do, any basic combos using fastfly i can do fellaz?
the only combo i’m still having trouble executing is sent unfly:
hk, ^, lk, ff, lk + magneto assist, hp, land, mouthbeam, rp, HSF
You put the unfly in right after you do f.lk+Mag. So the frying pan that comes after is in sj mode.
whoops, you’re right. it’s not the order of things to do that’s getting me, it’s the execution; i just can’t do it quite yet. but then again, fast fly didn’t come easy either.
I just learned fastfly and i need to know some good combos with it and if i can get that one combo with capcom as aa assist that would be cool
Thx
what i do is fly and then i let go of the joystick and that automatically puts it back to netural then press direction + attack
just make sure u keep ur hand very close to the joystick so ur not like fiddle-ling around and looose control
that “one” is probably sj.lk ff.lk(+call capcom)mk xx rocket punch.
don’t you mean HP not mk, HP is adds alot of damage to it, and better positioning for a “possible” lk follow up into mk then rp.
Maybe it’s just me, but in order for the f.lk+CC f.hp dpRP to be 100% consistent, I have to start it from sj.lk sj.mp, not sj.lk alone.
I would like to know how to get an extra RP, too. Seems like they end up way too high after the dpRP.
Alright, so I’ve learned the c.lp, s.hk, magic series xx rocket punch. I can do the s.fp xx fp rp xx hsf for ever. Where should I focus my attention now with Sent in order to step my game up?
c.lp s.hk doesn’t combo unless you’re juggling (or God forbid, OTGing) off something like HSF. But in those situations, it’s much better to just go for s.hk.
Also, sj.lk sj.mp RP is more reliable than magic series RP.
Make sure you’ve perfected c.lk s.mk lpRP xx HSF.
When you say reliable do you mean that “In any situation its better to do then magic series?”
Also, I notice a bunch of sent players will from a standing position fly xx un-fly, c.FP several times over and over and over. Is that just like fast flying practice or is there any other reason why they do it?
Pretty much. I never do magic series with Sentinel.
Keeps the opponent from dashing in on the ground, and prevents Storm from doing Hailstorm. It’s also good as a mix-up against another Sentinel. Like any tactic, however, there are drawbacks - the main one being that you’re vulnerable to tag-ins.