Okay, I’m testing the new Sentinel, umm, I know the juggle to Rocket, HSF doesn’t combo anymore. But, when I do his usual MS, jMHS, the jMH hits but the jS misses. I have to neutral jump him for the jMHS, which will put the enemy like a mile away from me rather then regular distance. I think it’s because of the new feature where character jump alot faster up during juggle launcer super jumps.

I’d hope so, if Sentinel isn’t doing at least 1 mil in X Factor, you’re doing it wrong.

Start doing a fly combo and you stop having this problem.

I have a problem with his fly combos online. I have to admit I didn’t play much online in vanilla, and I’m probably going to stop in this game, since my offline Sentinel has evolved beyond ABC combos.

On an unrelated note, I don’t think the following combo works in the corner anymore (nor mid screen)

[st.b/cr.b] > S, sj. C xx fly xx sj.a > sj.HK unfly >land> S > sj. b, double jump, sj.b, sj.c, sj. S.

Seems like HSD kicks in when I do my relaunch and the fall out of the combo before I can get the double jump. This character use to work on nearly everyone, including small characters, but can’t get it to work anymore.

Your notation is kind of confusing. But that combo still works. If you mean cr.m/s.m, S, sj.c xx fly, j.l j.h xx unfly (wait) j.h (land) S sj.m xx double jump j.m,h,s. I drop the last j.m for consistency though.

j.h xx fly j.l j.h xx unfly j.m xx double jump j.h j.s is very consistent and easy.

Yeah I know, but his unfly relaunch double jump combo was my favorite combo to do in the corner :frowning: . Oh well I guess I’ll make due. I’m really loving Racoons log assist to extend Sentinel’s combos. I think him and rocket racoon have really good synergy, and he helps Sent’s point game a lot.

I just said the unfly relaunch still works.

There is a video of this in the Sentinel combo thread like 3 posts above yours

I’m sure it does, but it seems more inconsistent. I don’t do inconsistent combos in match. My execution is way too ass to be going for the unreliable shit. Oh well maybe I’ll tighten that up.

Things are only as inconsistent as you make them, you don’t practice it consistently you won’t get it consistently. This is marvel, the combos are dead easy overall so just spend sometime in training mode to get an overall feel for the timing and you’ll be good. Plus its sentinel, the only difficult combo he ever had was taken out of the game so theres really no reason not to master his unfly combos.

His relaunch combo has no new problems in UMvC3. It is just as consistent as before, if not moreso because his fly got sped up I believe.

if you really want to make hsf connect after rocket punch you can use an assist. but you wont be able to get much after it since damage scaling is rough. i was only able to do another rocket punch xxx plasma storm.

OTG rocket punch xx HSF still works after a command grab, ground throw, or air throw.

S, j.BCS, L Rocket Punch xx HSF still works afaik.

Yeah but that’s not a useful combo. When you’re kinda close to the corner the HSF lets you continue a combo more easily after a command grab. Also some quick and dirty damage after a normal grab.

i started doing a L rocket punch xx hard drive in the air as a combo ender lately, you can’t get any more damage midscreen after an unfly combo other than an otg rocket punch that leads to nothing, and hard drive takes them to the corner mostly

i’m still not sure if thats worth a meter though, not that its at a premium. has anyone else started/has been doing this?

You should just end the combo with j.s and do an OTG tiger knee rocket punch xx hard drive midscreen. Rocket punch xx plasma storm ALWAYS works still, as does rocket punch xx hard drive.

The only time I do air combos into rocket punch xx hard drive is when I catch an assist because OTGs tend to drop assists. Also the opponent can’t interrupt me if I catch their assist and combo into hard drive.

the combo i do does makes the s do the flying screen animation, and rocket punch will not always hit because of the distance, let alone catching plasma storm

combo i do(always up to change if there’s a better one out there, looks like the relaunch combo might do fine)

-> skip the start <-

j. :l:
j. :m:/:l: (depends on the height of the character)
j. :m:
j. :h:
fly
f. :l:
f. :m:/:l: (depends on the height)
f. :m:
f. :h:
unfly
j. :m:
dj
j. :m:
j. :s:

instead what i’ve been doing is instead of unfly j.m i just do the rocket punch xx hard drive

See your fly combo is terrible. That’s why you have problems with spacing on the OTG.

j.:h: xx fly, j.:l: j.:h: xx unfly j.:m: xx double jump j.:h: j.:s: is easy, self-sufficient in terms of meter, and leaves you close enough to land your followup.

Sometimes you have to dash before a grounded rocket punch xx plasma storm. Do a button dash and then just input the move.

i dont really care about difficulty but i’ll try that one out instead. like i mentioned above i saw the relaunch combo and that looks a lot more damaging than either we posted so i’ll go with the hardest hitting one

i do a lot of unflying(since it gives you really long range limbs with no recovery) so i get a lot of stray hits that i convert into that combo

thanks!

S, wait, j.mmh, fly, j.lmh, unfly, j.m, double jump, j.mhs, L rocket punch, plasma

Thats the fly/unfly I use. Less hits, more damage.