"Resistance is Futile!" - Sentinel Combo Thread

All of the tournament viable stuff is located mostly in the Sentinel guide thread. Aside from that, the stuff from page 5 until now contains the more optimal and relevant stuff.

Say, does Sentijamal do anything well with Tron behind him? I want to run Haggar/Sent/Tron as a big body team (Have my reasons for wanting Sent 2nd), but I’m not sure what to do with him on that team after Haggar dies.

Tron almost does not bring anything to the team herself. Sentinel just gets to zone a bit more liberally with the boulder and just allows him to get a slight assist extension using the fire or whatever.

Nemesis is a better upgrade for Sentinel because his launcher slam assist is good for combo extension (including throws) for sacrificing your ground bounce. The rocket launcher assist allows for Sentinel to land all 9 drones of HSF in the corner (and near corner), while allowing Sentinel to zone the enemy.

X-Factor stuffs:

When in XF2 or higher, you can speed up your kill speed off a cr. :m: by doing:

cr. :m:, FLY, j. :l:, j. :h:, UN-FLY, falling j.:m:, double jump j. :h:, j. :s:, st. :m:, :s:, j.:m:, j.:m:, j.:h:, FLY, j. :l:, j. :m:, j. :m:, j. :h:, j. :s:, dash up Rocket Punch :l:
This does (1,086,200 damage in XF2,** 1,231,100** in XF3)

Which does both more damage and kills faster than this:

cr. :m:, :s:, j. :h:, FLY, j. :h:, UN-FLY, j. :h:, :s:, j.:m:, j.:m:, j.:h:, FLY, j. :l:, j. :m:, j. :h:, j. :s:, dash up Rocket Punch :l:
This does (1,039,000 damage in XF2, 1,177,600 in XF3 ; not enough to pop Spencer without spending meter :frowning: )

The thing is, is that you can add a cr.:l: in the first combo after the j.:s: ground bounce before you launch for some extra damage (XF2 is 36,500, and XF3 is* 41,600*) which is enough to kill 1.1 mil characters in XF2 and 100% the cast meterless in XF3

Or you could unfly after the second flight series for an unfly :m: double jump :m: again for even more damage (for 105,000 extra damage in XF2 and 119,000 extra damage in XF3)

(Note: you could always use meter in simpler combos but you’ll screw yourself afterwards when there’s the chance that your XF runs out and now you’re meterless and this works for all characters with over 950k health, since those characters with 950k health and below get killed by simpler combos and are much harder to tag in standard cases)

Using XF1 is a completely different story since you’ll most likely burn meter because you got a happy birthday and will have assists to guarantee the kill, but you’ll almost never use XF 1 since you’ll have all your tools available and is better used by the other characters on your team.

Wow, haven’t posted her(or anywhere on this new SRK) in a while. Anyway, just stopped by to share some minor stuff I found by mistake while messing around with training mode today. So sentinel paired with spencer straight grapple gives him an almost full screen rocket punch off a connected spit, I’m sure almost everyone knows this. The issue with this is you need meter or x-factor to make anything off that, and mid-screen all you can get is a HSF. Well turns out if you can sentinel drones after spit the zip-line pulls them right into the drones and sentinel recovers with enough time to get a basic combo. Its about 600-700k for one bar, not bar considering its a combo off a full screen normal.

This isn’t game breaking stuff or anything but it can definitely come in handy, I’ve seen knives hit a lot of spits comboed into spencers grapple so this isn’t an unpractical set-up by any means. The only down side I can think of is you’re committing to drones so that could technically come back to bite you in the ass if you’re opponent finds a way around them.

Something that all Sentinel players should learn is to make the most out of your hitconfirms, including those that happen during the unblockable cr. :m: + assist.

Quick question, what’s the easiest normal to kara with into Human Catapult?

The easiest one to kara with depends on the situation:

Did you use a move to put them in blockstun?

  • If so, then you kara the :h: version.

Did you intentionally whiff in front of your opponent, such as a j. :m: or j. :h:?

  • Then kara the :l: version.

For the most part, you want to kara the :h: version almost all of the time.

Also, if you block something, such as helm breaker in the corner, you should be punishing with Human Catapult :l: instead of a normal grab. It has more range, deals more damage, and scales the damage and hitstun less.

hey, this old (sweeped the forum a bit and found nothing)? found it the other day after I got pissed sent can’t rp-harddrive from a slightly high airgrab.

http://www.youtube.com/watch?v=7tME2MzMc0Y&

Any way to consistently get flight mode after the grab?

Hey so I’ve been implementing the snap back in response to an opponent x-factor guard cancelling one of my normals and it’s working pretty well so far. However it tends to happen when I’m midscreen and I don’t know of a way to combo off it yet. So I was wondering if any of y’all knew of a way to combo off a mid-screen snap back with x-factor still available? I tried x-factor cancel dash up cr. :m: but it wasn’t very consistent so I’m not sure what to do.

I’ll find you something.

This is midscreen what you’re looking for so I’ll see what I find.

Thanks man, really appreciate it.

Here’s something for the meantime.

If you land the snapback and XFC, you cannot : dash up cr. :m:, j. :m: (because you’re too far to land any consistent damage, dash up jab (both kinds tends to fail unless near corner)

The only reliable option is to snapback, XFC and quickly dash up and st :m: will always catch them.

I say to dash up quickly is because if you dash late, then st. :s: will whiff.

Here’s the most consistent combo found solo with at least XF2. (I haven’t tried XF3 just yet):

Snapback, X-Factor, dash up st. :m:, st. :s:, j. :h:, :qcb: :s:, j. :h:, :qcb: :s:, j. :h:, land, st. :s:, j. :m:, j. :h, j. :s:, Rocket Punch :l:, Plasma Storm (or assists and extensions what-have-you)

This deals 1.2 mil solo, but you can add a couple of j. :m:'s by doing j. :m:, j. :m:, double jump j. :m: or ( :h: depending on spacing), j. :s:

The extra :m:'s bring up the damage to 1.3+ million and regardless of whatever combo you choose, this thing builds its own bar. Omitting the super altogether nets you about 900k+ (I don’t remember the exact number, but I’ll retest this again later and post the numbers) after the Rocket Punch :l:.

This is fairly consistent against all medium sized characters (used Dante/Vergil/Nova/Taskmaster as tests) guaranteed against large characters (Sentinel, Hulk, Haggar, Tron lol) somewhat consistent against smaller characters (Strider (somewhat consistent depends on speed of your dash), Zero (most consistent), Rocket Racoon (kinda consistent, but a simple ABC combo kills him outright), Amaterasu (fairly inconsistent))

The overall meter gained from doing this is anywhere from 0.5 meters gained (post super and snapback assuming they need to take all that damage) to about 1.5 meters (no meter used but still counting the meter spent on the snap back).

I’m trying to land dash up cr. :m: but it’s inconsistent that the character won’t get soft knockdowned or not.

Godbless bro, next time I get my hands on a console ill try that out.

More Good Stuffs:

If you’ve ever had a moment when you have X-Factor on deck and you get a j.:h:, Rocket Punch :l: but don’t want to do Hard Drive in fear that the last hit will miss and cause you to potentially get punished, I have a real good confirm that will guarantee a dead character (unfortunately, it uses X-Factor)

Here’s the combo:
j .:h:, Rocket Punch :l:, Air X-Factor, j. :m: double jump :m:, j. :h:, j. :s:, st. :s:, j. :m:, j.:m:, j.:h:, j. :s:, Rocket Punch :l:, Plasma Storm

This thing does roughly 1 mil in X-Factor level 1!!

The good thing about this confirm is that you can play around it to your liking, such as omitting the extra j.:m: when you double jump and go straight to j. :h:, or when you launch them you can also get a :qcb: :s:, j. :l:, j. :m:, j. :h:, before the final j. :s: to land some more damage and meter.

With X-Factor 2 and above you can actually style some more and not waste meter at the end for Plasma Storm too!

I’ll post more specifics another time though, so I could get hard numbers for damage and meter gained.

FINALLY got a console, stick and a copy of the game so ill start posting more frequently again. Gonna test out those combos you posted ASAP.

I haven’t been able to properly test stuff either on console, but I’ll make do with the Vita edition

On doom height characters(standing) I got 906k solo with this dumb robot: fly, j.H,unfly j.H,jump, j.H, j.S, st.S,sj, j.H, fly, j.L, J.H, Unfly, j.H, st.S, sj, j.M, j.H, j.S, rocket punch L into plasma.

Not truly usefuly, but fun nonetheless.