Some re-launch goodness. Haven’t really read the thread so I don’t know if combo’s similar have been posted or whatever.
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Some re-launch goodness. Haven’t really read the thread so I don’t know if combo’s similar have been posted or whatever.
[media=youtube]joTT8k-If_0[/media]
[media=youtube]cR9KpXxA0JI[/media]
So I think the best way to use Wesker assist in a combo with Sentinel is literally just launcher, bcs, relaunch, bcs again.
Also midscreen tk l rocket punch xx hard drive is much better than hsf because it will carry to the corner and you can link cr.m rocket punch xx plasma storm.
What’s the best combo I can do after the DHC glitch? I play magneto on point so corner only combos are fine.
All I see people do is M, launch, mmhs. I tried the regular fly/unfly combo but i couldn’t connect the H after double jump. At this point sentinel DHC glitch barely does more damage than magnetic tempest into plasma storm.
Edit: I slipped in a fly after the air mmh and it barely did any damage. so just hypergrav, hsf, m, s, mmhs, rocket punch did 430,700, with the fly abc it did 444,100.
Someone please update this thread with fly combos.
[SIZE=3][FONT=Tahoma]I’ve made a team combo video for the team Spencer, Wesker, Sentinel. It includes a lot of practical stuff and a fair amount of flash including juggles from Maximum Wesker, DHCing Bionic Arm to Wesker’s counter to continue comboing and multiple tag in combos. Enjoy.[/FONT][/SIZE]
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Here is a DHC into Hulk corner combo that does exactly 1,256,000 dmg:
:s: j:h: :d::db::s: f:l: f:h: :d::db::s: j:h: land :s: j:m: j:m: j:h: :d::db: :s: f:l: f f:h: f:s: land :d::df::f::l:RP xx :d::db::atk::atk:(HSF) c:m: xx :d::df::f:RP xx :d::df::f::atk::atk:(Plasma) DHC into :d::db::atk::atk:(Gamma Quake)
Does 1,256,000 if you DHC on the last hit of Plasma Storm (hit 48 in the combo). It’s actually easier than it sounds. the hardest part is the fly cancel after the relaunch.
can u post a video of that or link of someone doin that? Cuz my one of my teams is hulk storm sent atm.
also does anyone know of a video of the air exchange to sentinal where he does that long ass rocket punch flight combo?
From AndyOCR’s youtube:
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Team: Sent (drones), Jill (arrow kick), dante (jam session)
midscreen
:d:, :s:, (air) , , :h:, :s:, (ground):a1:, :qcf::l:, (dash), :s:, (air) , :h:, :s:, (land, dash optional), :a2:, :qcf::l:, :qcb::2p:
Does around 850 - 950 for 1 meter.
Relaunch into Wolverine death.
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Fanatiq lost his losers bracket match at EVO because he’s still doing Sesame Street combos with Sentinel. In the third game of the set, both players down to their last character, Fanatiq tags Flocker with an air-to-air j.M, j.S into j. MMHS, L-Rocket Punch, Plasma Storm. If he had done a fly/unfly/double jump combo into Hard Drive loops, that would have been the game. Fanatiq is so good, I was sure he’d place top 8, but he got eliminated because he’s too lazy to spend 15 minutes in training mode with Sentinel.
Moral of the story: every Sentinel player needs to learn the more advanced combos in this thread. He can easily do 1 million damage with 3 bars by himself, there’s no reason to use pre-release combos anymore. Seeing this in top level play is inexcusable imo.
Are there any tricks to doing the relaunch combo mid-screen. I can do it very consistently in the corner, but when I do it midscreen, the opponent to too far for :s: to relaunch.
When you launch and do j.H xx fly, j.L, j.H xx unfly pause longer before you do the follow-up (falling j.H), allowing them to drop closer to the ground.
If there are too many hits before the launch this pause will not be possible.
EDIT: I mean to say that you should unfly, but pause before you actually hit the j.H while falling. The closer to the ground your j.H hits, the more time you have to connect his launcher again.
Stylish Light combo. Tacked on EvilToasterofFP’s Dante-A ender for extra Lights/damage/style.
214S, j.L, j.L>214S, j.L, 5L>5M>S>sj.L>sj.L>sj.M>sj.H>214S, j.L>j.L>j.M>j.H>j.S, 236L>214A+A, S+Dante-A, sj.L>sj.L>sj.S, 236L>236A+A
Flight, j.LL, Unfly, falling j.L, st.L, st.M, Launch, sj.LLMH, Fly, j.LLMHS, Land, OTG Rocket Punch, HSF, Dante-A+Launch, sj.LLS, OTG Rocket Punch>Plasma Storm.
Corner only.
Approximately 812K, slight positive meter gain.
Easily optimized for damage and still looks bad-ass. But I like this combo mainly for the gratuitous usage of Lights.
Optimized (but less original…) Version for serious play:
[Relaunch]
214S, j.L, j.L>214S, j.L, 5L>5M>S>sj.H>sj.214S>sj.L>sj.H>214S, j.H, S, sj.M>sj.M, dj.M>dj.H>dj.S, 236L>214A+A, S+Dante-A, sj.L>sj.L>sj.S, 236L>236A+A
Approx 960K, slightly less than half of a bar positive meter gain.
Super awesome. And considering you’re in the corner to begin with, very easy.
Ok so I’ve been doing basic flight combos for far too long and wanted to level up my shit but I have a few questions:
For sents unfly double jump air series blah blah blah combo I can never seem to get the 2nd to come out after the unfly, he just drops to the ground. Any idea why this might be happening?
For sents unfly :h: land :s: relaunch combo, its not very consistent for me cause sometimes sent is too high up in the air, is there any way to avoid this from happening? So far I’ve noticed it depends on how I start my combo i.e if I start with like a cr. it works, but if I start with a frying pan Im usually too high.
Finally the 2nd combo posted by onslaught2000 is absolutely delicious but it seems to deal with 2 things I have issues with, the relaunch in questions #2 and :l: links after rocket punches. Is it worth it to learn this combo? Its very unique and I love me some unique combos but if its too difficult then ill just stick with the regular relaunches.
I wont mind learning all 3 of these combos so I can adjust on the fly depending on how high I am and such so if anyone can give me execution tips for all 3 I will greatly, greatly appreciate it.
Thanks man, I figured out what I was doing wrong with combo 1, this is slightly embarrassing but it would seem I wasn’t double jumping, I was holding up as opposed to pressing it and as such he wasn’t canceling the with a jump.
For combo 2 ill try to delay the :s: after the frying pan, don’t know why that didn’t cross my mind before, and I guess ill just keep practicing combo 3 till I get the timing down. Its corner only though right?
Well, you figured out the problem so it’s all good.
Yeah, it’s corner only.
[Edit] In the video, vs. wolverine, he uses M Rocket Punch. Wolverine falls relatively fast so it’s fine, but vs. people that don’t fall as fast, such as Cap. A, I found L Rocket Punch to substitute just fine. Vs. the standard relaunch, it does anywhere from 50K to 20K more.
Wow that Onslaught2000 combo is sick. I pulled it off a few times today in training mode. Anyone know if you can fly at the end to add more hits?
Edit: I couldn’t get the fly hits to connect. Maybe not enough hitstun.
Hi So I really want to learn the sentinel flight combos and I am having some trouble. So after I enter flight I sometimes connect the two j. lights but then I cant hit the j. medium as they drop too far. Also sometimes I just completely miss the j. l and they fall to the ground. Any advice on getting these flight combos down.