[Newbie] Sentinel Thread - Q & A

Lockdown is when you bombard your opponent with attacks to a point where they cant do nothing at all except block.

Zoning and lock down are different.

You can do both with sent.

Zone out an opponent that really can’t do shit to you from full screen and lockdown opponents who have the ability to punish your moves…i.e. Cable.

zoning involves pieces of runaway, keepaway, and keeping them at a point where u can counter anything they do… magneto’s sj.hp is great at this. it has high priority, and it’s fast as fuck. if they try to get in on you, chances are, you’ll get a free fierce hit, and u can combo off of it if u can react fast enough

I c thx guy’s this helps :slight_smile:

is there a way to get sentinels launcher off ?

its hard as fuck to land one

rocket punch, xx hsf, dash, launch or snap

easiest way i know of… or storm’s or doom’s assist

cool

im currently using mag/sent/capcom u mainly use mag’s assist for kill assisting and locking down rite?

best advice in the entire thread IMO

the only combos a beginner needs is:
c.lk, s.lp, rp, hsf

launch, sj.lp, sj.lp, rp

f.lk, f.lk, dp rp

look into ways to control the screen and take away what the opponent has, utilizing ur c.fp, s.fp, f.fp, sj.lk, sj.lp, and f.lp in proper ways takes away just about every single area an opponent can get TO YOU from

Got a question about landing an unfly combo.

I’ve seen ppl land these…

(Fly) lk, Rk, (unfly) Rk, (land) Launch, or BB combo to HSF

(Fly) lk, Rk, (unfly) FP, (land) …

I’ve tried to land this combo, but it seems like the Rk, or FP from unfly don’t come out in time to hit the other player. Does sent need to be at a certain height to make sure it connects? It seems like my sent lands too fast.

For example, I can land (fly) lk, Rk, (unfly) lk. But not the Rk… T.T

Anyone know how to do this?

(btw, most of the time, i simply fly directly from the ground, I don’t superjump cancel to fly, if that changes the difference in flying height…)

How do you get the neutral for the fast fly combos?

i’ve tried and tried this shit but i belive my problem lies in getting the neutral for the FF combos so i wondered what you guyz do to get the neutral to register? do you let go of the stick like i do ?

also to hit the FF lk+assist of choice what fingers do you use ?

i would really appreciate your help and thanks in advance :slight_smile:

umm… i just let go of the stick and grab it again. </perverted sounding shit>

I used to have the same problem cyke. That whole leave the joy stick in neutral (IMO) doesnt work. I would try that all the time and nothing would happen. What i do which works perfectly is do: lk, full circle lk+hk, lk or what ever. instead of doing- qcb+kk, neutral- just bring the joystick all the way around to the front again doing a full circle. That works just fine for me and you can continue a fast fly combo with that. I hope that helps.

i don’t let go of the stick, i just move it towards the neutral position, and stick it upwards (upwards being my “tap”). shrug

as for the finger position for the buttons, i use my thumb to hit the lk, and my pinky for a2, or ring finger for a1, then proceed with the combo.

well… i forgot to mention that i can’t ffly on competition sticks… only p360s’ cuz when i let go, it sends the stick back to neutral. comp sticks are too… moblie… they fly around too much

?

what do you mean by full circle? like let’s say i press lk then start doing a Qcb but whitout stopping at b? press lk+hk when passing
around b then continue to forward and press lk+assist?
ponti: i’ll try your method too since i always let go of the stick.
hadouken king : p360’s are the best however … only one arcade in my country has it:( and there you don’t have time for solo practice… the rest of the arcades have fucked up extremly sensible sticks at which point you can barely dash in by pressing forward twice… you’ll have a 95% chance of getting a normal jump not to say that thecabinets are fucking small and you have to fights in your hands… for your space in the cabinet and for the actual match… well thanx for your help guyz :smiley: i’'ll keep practicing like hell until i finally get it for free :evil:

i think by full circle, he means HCB, cuz he said bring to forwards…

you can find your own strategies with sentinel. i know this sounds stupid but i mean…its what good players do. there are more strategies that could be found that good players probably haven’t tried because their strategy is pretty good.

good players break everything down. for instance, in a sent vs sent fight, if one sent is flying and one is on the floor, and the one flying is in f.lk range, if the one on the ground sj’s then fp’s, it will ALWAYS beat out the flying sentinel’s f.lk. i know that is little, and very detailed, but this is how good players are. they make a ton of lil sidenotes in their head (this beats this when this happens, etc etc) then apply them.

u know, i bet if somebody really wanted to, they could make sentinel a bitch by just learning when to call out what kind of drones. a lil trick my friend does is like spit fly with mag, then call rh drones, they don’t have time to rp you before being hit so they sj, by then my friend has started wavedashing, they fly forward over the drones, by then he is right with the drones, so a f.rh will get hit by drones, so most of the time they don’t do that (although its not all that bad), then he juss sj’s with lp into an ugly ugly fast fly.

to better answer everybody’s questions on sentinel strategy there isn’t a SET strategy. there are like lil things that work well against certain characters. (example would be s.fp on storm, stops her from doing hailstorm 95% of the time, even if she calls out assists) All of the lil things that work good, the players just keep in mind or anticipate that situation occuring.

i’ll just post real basic things real real real quick

storm - abuse s.fp when she is grounded, f.fp is your best bet if your trying to beat out a move of her’s, fast fly her if you see her open, if you are on the ground and know your going to get hit by a sj.fp…fly because it prevents the infinite and gives you unfly (another alternative is rh drones)…thas the basics against storm i can think of quickly…i dun feel like going into way way depth on anybody

mag - don’t do s.fp (u can, but ONLY in certain situations, so juss so so players should reframe from using until you understand when to use it) because he can dash under that and ggpo, the ol flying back fp beats the hell out of any a/d f normal magneto has, pushblocking is key (example, pushblock a multiple attack tri jump on the second hit, and if he dashes in, he gets launched if he tries to attack), sj.lk to fast fly on sj ad/f happy magnetos, unblockable his dumbass whenever there is an opportunity (make them get out of it)…thas 'bout it for now

sent - haha, this fight is kinda weird…basically there are two things you want to do…land your most damaging fast fly (use ur best gimmicks to land sj.lk), and/or chip him (so what if he jumps out of ur hsf, its still chipping, and u can chip him with storm-a too, yall know wut chips)…yeah…thats all this fight is about…oh yeah, another thing you can do in a sent vs sent fight is to focus ur attention on the assist, after you have beat up his assist, if you have half a sentinel left, your in good shape, cuz now you have sent/aaa and he has nothing

dun feel like posting cable strats, sent/cap is the only thing i think that can beat a good cable with any consistency

50mOrEcEnTz: i completely agree with wat ur saying about finding ur own strategy by experimenting, but i just wanted to know wat some ppl thought were some good basics and good strategies against certain characters etc… since there r obviously a lot o ppl who r A LOT better with sent than me i just wanted to see wat kinda tactics they recommend- once i give some different things a shot i’ll prob take watever i think is best and thatll b my strategy- but for now, there rnt any good sent players ive seen around here, so i gotta ask for help on the forums

ok, wow… i just tried your method, and my ffly combo rate went from 40% of the time to about 80% of the time i can pull it off perfectly. i lubbz this method

peace

I am glad my method helps. I would get so pissed that that neutral crap wouldnt work. And btw, if u r having trouble getting the assists to connect after fly mode try the 3 button fly mode. EX: instead of doing lk+hk fly, do lk+hk+assist fly.

Thanx alot. Your controller methods help alot. I can fast fly much easier now and its much more reliable. I was thinking to myself how can I fast fly with IM so easily and I cant do it with Sentinel. Because you gotta hold up so you can make that last u+hp connect in Im’s infinite or else you mess the combo up. So all I had to do was pretend I was playing with IM and voila! I got fast fly.

Damn I suck. So your saying to do s.roundhouse->sj.short then…

qcb.short+roundhouse(fly)->when you hit back from doing the qcb you roll the stick from db,d,df,f then continue the fast fly combo.

or

qcb.short+roundhouse(fly)->when you hit back from doing the qcb you go to ub,u,uf,f so it is a full circle?

So is the motion qcb,hcf back to foward like Hadoken King mentioned or is is 360 motion ending at foward.

thx alot

peace

SKJ