Has anyone been able to break 1 Mil with only 1 bar?
I made a combo video featuring my team, if anyone is interested.
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I never got why people were so slow to pick this up. It was one of the first combos i saw with sentinel when the game first came out so it was a no brainer to hop on it and it payed off for me at UFGT7 :D.
I was checking the sentinel forums bored looking for videos and stopped in here and idk if its already been posted and the OP never was updated so if it has been just ignore it. My favorite combo off a frying pan is j.s, m, s, sj, h, fly, m, h, unfly, m, dj, h, s into whatever as your otg or replace with an aerial exchange, does pretty decent damage with a two bar otg finisher. Nice mix of can’t miss practicality and meter/damage i find helpful in tournaments.
The combo gets harder if you start with a ground bounce. What you want to do is: a) hit sj.:h: as early as possible, b) cancel into flight as fast as possible, c) hit fly:l: as low as possible, d) unfly as fast as possible.
Other than that, I currently use s.:h: before the relaunch and it works perfectly for me. might do more damage though due to scaling issues. Hope that helps, some more experienced Sent player should double-check though.
Question. Does anyone know if i can do a basic bnb with Sentinel and rocket punch into Trish’s peekaboo assist? i know it will hit but will it only hit or will it trap them?
After launch hit j.H as fast as possible. Don’t rush your fly-cancel, as you have to wait for the opponent to drop a little bit anyway. After flight wait as long as you can before hitting air L and H. After unflying pause before hitting falling air H. Pause again after landing and launching with S.
It’s really easy if you know the timing. It took me a while to figure out, but I’ll happily help out those who need help.
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I don’t recall ever seeing command grab -> super jump before, so here it is.
I rarely use st. M to start combos so I tried doing this in the lab starting with cr. M.
Damage Scaling with cr.M is so harsh that the combo does about 100k less damage when you start with cr M. instead of st. M.
So lameee…
Use St. M more, St. M is Sent’s most underrated move. That shit is really good.
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Yeah, I totally thought of this like a minute after I posted the other video.
Really? Is it like faster than Cr. M? Maybe I should use it more…
That’s pretty sick… do you know any good command throw setups? How many startup frames does the H Version has?
I think it becomes active a little slower than Cr. M but it’s alot safer if spaced properly, better for anit air IMO, an dit doesn’t hurt HSD and Damage scaling as much as Cr. M.
That :h: one has 10 frames of start-up, so its much slower than the :l:(which starts up in 2 frames), but allows for much more damage and the slower start-up helps when your ticking with cr. :l:'s.
As for the question about st. and cr. , cr actually starts up a frame quicker, but is active for a very very long time which is a real issue if you whiff it.
Interesting… thanks for the advice guys
They’ll hit the trap and then pop out, it won’t trap them(or maybe theres a way to make it trap them that I haven’t found yet).
On a different note, so I recently lost a tournament where I had wesker in a combo with sentinel, had trish in the back and had 2 bars on deck. I did j.:s: st. :s: j. :h: fly :l: :h: unfly jc :h: :s: into rocket punch, plasma storm, max voltage and it didn’t kill him, I then proceeded to choke it up, lost the game and was eliminated from the tourney. My question is, knowing the tools I had at my disposal, was there anyway I coulda done 1 mill? I heard the rocket punch loop doesn’t work on wesker so what other options would I have had? Please and thanks.
Did you have XF up? I’ll usually be more than glad to blow XF with Sent if I get a hit on Wesker, Wolverine, Spencer or some other problem character (provided there’s no Phoenix in the back), rather than risking dropping a combo or it barely leaving them alive. I don’t really need it to comeback with my team, so I’ll be more than glad to use it any good chance I get.
The only exception is when I have a lot of meter and have them in the corner (which tends to happen a lot with Sent), since my team super does like 500~600k and leaves enough time to follow up with another super if they’re still alive (I don’t think I’ve ever had to do that, but in theory I might need it for like…Tron/Hulk/Thor I guess)
Nah I didn’t, I used it to kill his dante and vergil. All I had was sentinel, trish and 1 bar(I built the 2nd in the combo)
You can do 1 mill off of a j.S pop. Here is the combo:
j.:s: :s:, j.:h: xx fly j.:l: j.:h: xx unfly j.:h: :s:, j. j.:h: j.:s:, tk Rocket Punch :l: xx Hard Drive, c. xx Rocket Punch xx Plasma Storm
If you fully mash Plasma Storm and get all the hits of Hard Drive you will get just over 1 million. If you start with j.:h: j.:s: it’s almost 1.1 million. Mid-screen you don’t always get all the hits of Hard Drive so if you want to be damn sure to kill Wesker loop a second tk Hard Drive before finishing with c. xx Rocket Punch xx Plasma Storm. The c. at the end is so late in the combo that it barely affects damage scaling if you take it out. I leave it in because it’s so active it will always pick them up, making the combo more reliable.
This combo also qualifies for 1 million damage for 1 bar if you’re counting 1 bar as the net amount of meter used.
I dunno why people throw that early s. into their combos, it hurts damage scaling pretty badly.
I’m excited for Darksim’s command grab combos. For some reason I never thought to super jump after the command throw. Does anyone have anything good off of L command grab? The best I’ve got is to start with L Rocket Punch into HSF then launch. It gets in the 700’s I think. It’s really not that great.
700 is nothing to sneeze at off of a cmd grab for one meter.