"Resistance is Futile!" - Sentinel Combo Thread

Yes it was the double/triple overhead with Sentinel. I remember watching it on the T13 stream. Also, the anti-X-Factor guard cancel with the Human Catapault :l: was amazing in his battle vs Joker.

Oh yea, the double overhead was vs nickcam so that would be in the archives for the last day http://www.twitch.tv/torontotoptiers/b/335585668 round 8:37:00ish, shit was mad sexy, gonna have to add that to the gameplay section of the guide. And yea the anti-x-factor command grab was sexy, its one of those things I’ve theorized for a while but always forgot to go for in the heat of the moment, glad to see it does work.

You gotta update the Guide. Stuff that needs info filling will be filled one way or another.

Yea been procrastinating on that, ill get on it this weekend barring any unforseen circumstances.

I was checking the Op, but I noticed that is kinda outdated, so I was wondering, what are Sent’s best combos? nothing “situation-specific”, just for example, basic cr.M confirm, or after throws or cmd grab midscreen etc.

thanks in advance

Check out the guide in my sig, the combo section covers almost everything and even has damage/meter build.

How does Sent’s TAC infinite work? Preferably the easiest possible version, if one exists.

Eh I was hoping this board wouldn’t be dead

TAC Down in or near corner, Fly DF, j.H xx Unfly, j.H (land), [j.L, j.L, j.H xx Fly, j.L, j.H xx Unfly, j.H (land)] xN

That’s his easiest variation. He has others but above is most reliable for a competitive setting imo

On the subject, I’m having trouble keeping his midscreen TAC inf going after 3 reps for some reason, maybe someone can help

Side/Down TAC, Fly DF, j.L, j.H xx Unfly, j.H (land), [jump forward, j.L, j.L, j.H xx Fly, j.L, j.H xx Unfly, j.H (land)] xN

Bolded is where I usually drop it. Between both j.Ls after the 2nd or 3rd rep, I have no idea why. Anybody know why it’s dropping?

The only reason it might drop is because you might have not delayed the final j.H enough. So the game recognizes that you landed and the combo drops. There’s almost no other reason why it might drop.

Odd since I almost never drop it outside the corner, and it appears I hit the j.H as low to the ground as possible each time but nothing. I think the jumping forward may be the problem since if I neutral jump midscreen it doesn’t drop (but obviously if I do that they fall out of range)

I just find it weird that only one dude on the previous page has ran into the same problem I have. I’ve adopted his solution for the meantime anyway

Do any of you guys use any of the TAC infinite variations like those that are on that one other thread in this sub-forum?

^ Nope.

Also st.L>cr.Mxx Fly > (input null) unfly j.LL> st.LMS > stuff is a combo. In case you cancel the cr.M to fly and immediately regret it.

I’m trying to see what types of assists can be used after a ground throw to get meterless combos, but so far, I only have Skrull Stone Smite assist, and Nova Centurion Rush.

Most beam assists don’t seem to last long enough to actually get a cr. :m: in before a launcher (since the launchers is slow)

I think I have a few of them listed in the guide(can’t remember off the top of my head, its been a while). But I think iron man repulsor blast, dante jam session(might be corner only) are two others. There aren’t a lot though, rocket punch takes so long to recover there aren’t a lot of assists that keep people in hit stun that long. The guide claims peekabo does it as well, but I spent months testing and could never get it to work.

You can also try to go for a faster normal after the assist, maybe a st. :l:(thank God emoticons are back) or :m:

st. :l: knocks them out of the combo (retarded I know), cr. :l: sometimes keeps them in the combo, st. :m: sometimes is not fast enough, and cr. :m: is also a bit slow sometimes. Though, it really depends on the assist that’s used. He seems to benefit from long hit stun assists for meterless pickups and bounce assists (Nova, Iron Fist lol, Super Skrull, Akuma, Ghost Rider, Nemesis lol) or just regular OTG assists (Bestker, She-Hulk).

Aside from specific assists, he generally needs meter to get pick ups off the ground.

I also had a request, what if we list all of the characters that Hard Drive is inconsistent on after an air grab/ground throw.

I know that: Wesker, Vergil, Tron are very inconsistent in being maintained in Hard Drive and fall out.

By inconsistent, I mean the last hit that causes the spinning knockdown doesn’t hit.

Yea, in general you usually just have to use the meter to convert. I play him on anchor now so I either have x-factor or bar so its rarely ever an issue. I think you listed most of the assists, although I wasn’t aware akuma allowed him to pickup. Have you tried this?

Well sentinel is probably the most inconsistent, if I delay my hard drive I can usually hit a lot of characters, but I can count the number of times sent hasn’t fallen out of my hard drive on one hand. But yea, we should try to create a list and ill add it to the hard drive section of the guide.

Finally, was going to post this video on the guide/video thread, but since I have the latest post in the both figured id just post it here. The first match is all you gotta watch, I really need to get the hang of doing(and converting off) them low altitude :m:'s, looks like a very amazing tool I’m completely neglecting.

http://www.youtube.com/watch?v=2ThstLCH3yI

I believe it was Akuma’s Overhead assist, not tatsu. The overhead causes a groundbounce on hit on an airborne opponent.

Oh ok, well there isn’t much of a reason to run that assist, especially since sent gets so much mileage off tatsu, but I guess its good to know. Turns out spencers armor piercer assist helps sent as well, check out this vid at about 14:00 http://www.youtube.com/watch?v=PS_V1NzeqS0 he uses it to get a full combo off an airthrow, no meter required and very little scaling.

EDIT: Good lord who is this guy? Dudes sentinel is on point(literally and figuratively lol), he always raw tags into sentinel after he kills a character and does some sick corner control with him.

Hyper Grav.

call hyper grav > rocket punch > cr.M

Hey people, So iv been wrestling for a while with what team to play since i was trying to make nova/spencer/dante work (or some arrangement of that) and it has very little neutral game. Weasel shot and jam session just dont do enough for Spencer and i suck at anchor dante. Since iv put SO much time into Dante I didnt have the heart to drop him and nova’s my best char.

My solution was to play nova/dante (weasel shot)/sent. Infrit proves the dankness of nova with drones as well as him, knives, and RayRay made me think wackbot isnt so wack.

My question for you guys is, are all the combos on the front page of this thread still whats tournament viable? idc about infinites really. They seem fine, i just dont want to relearn shit i could have done the right way the first time.

cheers