You can snap back after plasma storm, cr.m, or hyper sentinel force. It depends on how the combo starts.
Usually if the opponent is playing pheonix or whatever you just want to snap the bitch in as soon as possible so they don’t gain more meter.
You can snap back after plasma storm, cr.m, or hyper sentinel force. It depends on how the combo starts.
Usually if the opponent is playing pheonix or whatever you just want to snap the bitch in as soon as possible so they don’t gain more meter.
My optimal Sent combos, when I try to go hard in matches -
Midscreen:
jh::s:, s:s:, j:h: xx Fly, j:l::h: xx Unfly, j:m:* xx Double Jump, j:m::h::s:, land, wavedash**, L RP xx HSF, dash, s:s: + :a1:(Jam Session), j:m: xx Fly, fly forward, f:s:, land, TK L RP xx Hard Drive, land, c:m:, :a2:, s:s: xx Jump Cancel Flight, f:s:, land, taunt*, L RP xx Plasma Storm
I’m foggy on the damage, but it’s a lot. More can be tacked on with Dash Back cH + Assist on rollup. Chips out, and catches hard tags for a full combo.
Corner:
j:h::s:, s:s:, j:h: xx M RP, j:l: xx Double Jump, j:m::h: xx Fly, j:l::h::s: — The rest is the same, but do j:m::h::s: during Jam Session, instead of fly shenanigans.
Will likely update this with youtube examples later on.
My personal “optimal Sent combos”. I’ve come to find it’s just easier to leave the Fly part out of his Jam Session Relaunch extensions.
My recording software got a little funky with the first combo, but you know what’s going on.
[media=youtube]bstbRltEnEI[/media]
I’m having trouble pressing taunt in time because its on the side of the stick
Edit: hit 1,000,000 with 1 meter, no xfactor, no dhcs… combo is whack
Made my last Sentinel Combo video. It goes over a combo that starts Sentinel and exchanges around to still get the full Sentinel exchange combo off.
Same deal as last time I also created short videos of each segment in the video to help people learn it. Enjoy!
[media=youtube]58eBUos4y4E[/media]
Thanks man, but it seems they’ve taken those combos out of ultimate since the hitstun nerf on rocket punch seems a tad bit severe. So these combos will become obsolete in a two days. Oh well, least my unfly combos are still in there.
I’m really sad about the the huge loss of not being able to use rocket punch in combos. Why u no let me play good sentinel capcom
Well I mean its not that big of a loss, those combos were kinda situational if Im not mistaken. What really upsets me is the RP nerf makes comboing of throws mid-screen seemingly impossible(we might find a work around down the line)
It’s a big loss to me! The satisfaction of landing one in a match was just phenomenal. For me, it’s more of a mental loss because having those kinds of combos for my characters makes me really strive to keep playing them and experimenting with them for hours. Not being able to use rocket punch in a combo beyond like 5 hits removes a lot of cool combo potential which is rather upsetting. If I wanted to play a big fat target with very little combo potential, I’d player hulk >:(. I don’t like them messing with the robot like they’ve done. Hopefully, there is some new technology.
In that case I certainly see what you mean, Im still in shock that not only did they not give sentinel buffs, they thought he needed nerfs. Maybe there is something they know that I don’t. Oh well he hopefully some new tech is discovered with him, plus he still has really sexy fly/un-fly hit-confirms.
Rokmode, at least now you’ll really be into learning hard drive loops in the corner…
True say, crap Im gonna have to hit up training mode and get the hang of those tk rocket punches.
HSF combos are still in effect…This is with literally 5 minutes of lab time…Using Ironman Unibeam.
Fly :h:, Unfly, :h:, :s:, j. :l:, j :h:, Fly,:h:, Unfly, :s:, j , j , j :h:, j :s:, :l: Rocket Punch, :a1:, Hyper Sentinel Force, Rocket Punch, Plasma Storm
1+ million damage. It looks like he will really benefit from assists that hold people in place. Unibeam, Dark Hole, etc…
He seems to have some tricks up his sleeve with RR’s log trap.
Fly :h:, Unfly, :h:, :s:, j. :l:, j :h:, Fly, :h:, Unfly, :s:, j , j , j :h:, j :s:, :l: Rocket Punch, :a1: (Log Trap), cr , :s:, j. :h:, Hard Drive
The final j. :h: seemed to be a bit tough to link sometimes depending on how many hits the cr. had in it.
Fly :h:, Unfly, :h:, :s:, j. :l:, j :h:, Fly, :h:, Unfly, :s:, j , j , j :h:, j :s:, :l: Rocket Punch,:a1: (Log Trap), cr , :l: Rocket Punch , Plasma Storm
His speed boost is really obvious and it makes his Fly/Unfly combos much easier to land.
Edit: Forgot the rocket punches…dur
So given the huge Rocket Punch stun nerf, has anyone managed to come up with anything good off a corner exchange?
Best I could come up with so far has been:
:l: , double jump, :h:, fly, :l: :l: :h: :s:, :a1:, :l: Rocket Punch, Plasma Storm
for up exchange, take out the first :l: on down exchange
Which I’m fine with, since it’s a lot more consistent and less character-specific than the old exchange and still hits for 950~1000k, but I’d still like to hear if anyone’s managed to come up with something better (mostly for better meter-building).
Why the hell are you putting in all these lights? Why don’t you start with a base like j.h xx fly j.l j.h xx unfly j.m xx double jump j.h j.s? That works fine off a down TAC.
The first :l: makes the combo more consistent and hits nearly all characters with the exact same timing (and I’ve actually changed to :l: :l: instead of :l: , since that can whiff on certain characters, like magneto, for reasons that are beyond me).
The rest is to build more meter. I do it off a full Doom combo on my team, so the damage scaling makes the actual damage of the TAC not matter as much; at that point I just want as much meter as I can squeeze out of it. 6 air normals on the one you posted vs. 11 on the one I’m doing. The way I’m doing it right now it currently hits for ~1M damage (if you mash all of plasma storm) and is positive by 0.5 meter after a DHC to Sphere Flame, so the extra scaling isn’t really a big deal.
I don’t know if this has ever been posted before, but I’ve never seen anyone else do it, so with level 2/3 x-factor: :d:,:s:, sj.:h:, fly, f.:h:, unfly, sj.:h:,:s:, sj.,:h:,:s:, Rocket Punch xx Plasma Storm.
It worked in vanilla, but I never bothered posting it because it was somewhat pointless. You could shove a s. in before the relaunch because the three sj.:h:'s in a row gets the opponent really low to the ground, but I don’t know if it’s character specific or not and I’m far to lazy to test it. Either way, it kills everyone. It also looks really cool.
Note that I didn’t actually test it in level 2 x-factor, but it worked in vanilla so I’m going to make assumptions.
It could probably also be done off of a frying pan if you wait for them to fall and go straight to :s:, I guess.
Does this combo on still work? (second one in the video)
http://www.youtube.com/watch?v=KVWUPgurd0c&feature=player_detailpage#t=16s
Haven’t had a chance to test it out yet.
Yeah, you can still do that. For the most part, anything without Rocket Punches works like it used to.