"Resistance is Futile!" - Sentinel Combo Thread

i’ve only practiced the the infinite from all sides for a few hours a couple days ago and even though it’s not hard at all i’m beginning to think it’s not worth the time anymore seeing as how i tried the infinite once on a friend of mine’s dormammu and it dropped…so sad ><

oh well at least every other sent combo i do is meter efficient! :slight_smile:

So I fucked around and I managed to get a decent series of Plasma Storms with my team assists. I managed to get in 4, but I didn’t bother showing it because it kills any character in the game with just 3 off of essentially standard sentinel confirm. The only thing is that if you meet someone in an Air to Air you can only do the MODOK follow-up because of the jump S groundbounce.

[media=youtube]tVsUsVDxpTc[/media]

The big thing is that it’s super practical, and you can use either the MODOK or the Dr. Doom portion, or both. You can also convert it into a Hard Drive loop at any point.

Damage varies depending on confirms. Usually ~1,200,000 damage with 3 plasma storms, ~1,000,000 million with 2 plasma storms. I ddidn’t mash in the video, so the numbers will be bout 80k lower there. If you launch with a raw S I’ve gotten around 1.3 million off 2 plasma storms with this combo.

:d::m: :s: j.:h: :qcb::s: j.:l: j.:h: :qcb: :s: j.:m: j.:m: j.:h: j.:s: dash backwards :a2: dash :qcf::l: :dp: :atk::atk: dash, jump (straight up) j.:s: dash backwards :a1: :qcf::l: :qcf::atk::atk:, :qcf::atk::atk:

[LEFT]:d::m: :s: j.:m: j.:h: :qcb::s: j.:l: j.:h: [FONT=Helvetica]:qcb::s: [/FONT]j.:m: double jump j.:m: j.:h: j.:s: dash, :d::a2: (additional wavedash doable if needed, though very difficult), :qcf::l: :dp: :atk::atk: dash, jump (straight up) j.:s: dash backwards :a1: :qcf::l: :qcf::atk::atk:, :qcf::atk::atk:[/LEFT]

[LEFT]:dp::h: :qcb::s:fly forward down :qcf::l::qcf::atk::atk::s: j.:l: j.:m: j.:m: j.:h: j.:s: :a2: dash :qcf::l: :dp: :atk::atk: dash, jump (straight up) j.:s: dash backwards :a1: :qcf::l: :qcf::atk::atk:, :qcf::atk::atk:[/LEFT]

Last combo: Doesn’t work ,but you can figure it out. dp.H near corner into relaunch loop.

In general, once you get to the OTG rocket punch you can use doom to lead up to 1-2 more plasma storms depending on meter and hitstun proation.

1 mill of a cr.:m:? Thats bonkers!!! I might have to stick hidden missiles in the back of my point sentinel team. Thanks for sharing this, ill add it to the sentinel guide.

On a separate note, anyone have tips for hitting the rocket punch after a mid-screen command grab consistently? Im tryna add it to my game but its not very consistent.

Thanks!

And yeah, it’s pretty simple once you learn the rhythm. Activate flymode as soon as possible, then hold forward for a bit. Do almost a quarter-circle-back from forward to down (so that you hit that down-forward for just a tad), then immediately do a qcf L for the launcher. You don’t have to be directly in the position when you input the qcfL, you sort of keep flying a bit before it actually comes out.

Just remember that the motions you should get in training mode are forward, down-forward, down, down-forward, forward, L

I apologize if I missed it but I did a search on the forums here and the youtube videos of the infinite but haven’t come across the notation for it. Anyone mind providing it for me? Thanks!

once you’ve landed a normal {air:m: or air:h:} close to the ground after a TAC (as you’ve seen in the videos) you do this, but there are other variations once you’ve studied the infinite a bit more:
repeat brackets x amount

[j:l: j:l: j:h: :qcb:+:s: j:l: j:h:] “take note that the last hit, jumping heavy must hit the opposing character as low to the ground as possible in order for the infinite to work and sometimes you might have to jump up and forward to get the correct spacing.”

that’s the one i can think of off hand. hopefully you once you’ve gotten this one down then you’ll be able to master the others since Sentinel has the easiest infinite of the current characters, besides Frank West of course lol

Awesome! Thanks for the fast reply.

Back to training mode.

Plasma Storm Loop
[media=youtube]BslfudbqObc[/media]

This is kind of hard, and my s button is broken, but it’s neat. I’m not sure if it works late combo, but if you somehow combo into his ground bounce on the ground with an assist, you can actually fly-unfly jm, crouching medium, s, plasma storm loops. You have to do it really fast.

[media=youtube]_00cJtEDq4U[/media]

I accidentally didn’t put like one throw combo in, other than that I’m pretty sure I got most stuff.

Also I’m linking jak d ripr’s distilled guide on Iplaywinner http://iplaywinner.com/sentinel-mvc3 , it is meant to be more accessible than his srk one so its easier for the newbies.

Yell at me for things I did wrong

The Sentinel command grab in the corner combo is hella useful. I think it does the most damage doing the relaunch combo using the :h: command grab as a starter than doing a ton of :m:'s

EDIT: Using a ton of :m:'s grants you around 1.8 meter gain (without super), unfortunately, against short characters, and some medium characters, doing the :m:'s combo:

  • Human Catapult :h:, j. :m:, j. :m:, Double Jump j. :m:, j. :h:, j. :s:, st. :m:, st. :s:, j. :m:, j. :m:, j. :h:, :qcb: :s:, j. :l:, j. :l:, j. :m:, j. :m:, 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. :m:, 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 :m: 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!

TAC Infinite tutorial. It goes over 5 variations in slow motion with transcripts & tips.
[media=youtube]NvHn6KhEaYM[/media]
It also has basic moves and canvasses his B&B tools. Have fun clicking dem buttons!

what is the timing for the rejump for his midscreen tac infinites.

i can do his neutral rejump tac down infinite fine in the corner, but i can’t seem to do rejump that ends in u/f

The hardest part is delaying the very first Unfly H while you’re setting up the loops so the kick hits at the latest possible moment before you land. If you watch the midscreen ones in slow motion you can click on the transcript to watch the timing over and over for that part.
Once you get into the loops it’s not so bad, you just hold up forward to start the next loop, and Unfly H is back to normal timing as fast as you can do it.

So, not sure if this is better/newer than going straight j. H, j. S off the command grab for some of you, but here’s my variation for comboing after H command grab:

[grab–>launched], flight, j. MH xx unfly, j. H, land, S, j. H xx flight, j. LH xx unfly, j.H, land, S, j. MM xx double jump, j. MHS

Useful if you want/need to save the ground bounce (i.e. Hidden Missile extensions). The only part that is a bit annoying is going into flight straight off command grab and timing the j. MH right.

This thread seems a little “jumpy” as far as how to find good stuff. Is there anywhere that has updated sent. info on combos that are categorized by like solo, relaunch, fly, assisted, x factor, etc?

Yea, the guide in my sig. I tried to keep the combos as up to date as possible but it doesn’t have the infinites in there. Im gonna update it more in september when Im back in school(the internet there is more consistent).

Also, how do you guys hit the double plasma storm? Personally getting the first storm is easy(jump cancelled :s:, no problem) but I can’t get the timing for the second one down, is there any indicator you guys use to get the second?

as i stated a few months ago, i couldn’t do the midscreen infinite with the u/f l rejump and i still couldn’t.

however, i found an easier way of doing it and this works on all characters afaik. i haven’t tested in on the raccoon, but it works on arthur.

anyways get the part where u do j.l, j.h, fly, j.h, unfly. from there, [neutral jump, j.l, j.l, j.m, double jump forward, j.l, j.h, fly, unfly j.h] xn

the only tricky part is you have to delay the j.h as long as possible after the unfly.

I just had to share this!!

Credit of these videos goes to KaneBlueRiver (the Hulk, Haggar, Sentinel guy from SB:A)

Getting a ToD from a :h: Human Catapult from fullscreen with X-Factor LEVEL 1

[media=youtube]DqThz5f-N9s[/media]

There’s also a :m: Jump Loop from an :h: Human Catapult in the corner with real good damage and best of all, METER GAIN

[media=youtube]evEtwZAw-Yo[/media]

The command grab one is real good to know, makes his command grab a lil bit scarier mid-screen. Wish he didn’t have the meter at maximum so we could have some idea of how much bar the jump loop builds. Btw, is the jump loop possible on everyone?