the cr:m: doesn’t add that much damage but makes it safer to link rocket punch xx Plasma afterwards, but with the full hard drive link **[tiger knee rocket punch xx hard drive]x4-5 **i think you get about 40-50k more. i usually go all out and do the full rocket punch hard drive chain instead of doing cr:m: into rocket punch afterwards
Double overheads. Is it best to use j.HS, j.H unfly j.M, or j.H unfly j.H? And why?
It really depends on the opponent you’re facing.
j. :h: :s: works if you delay it on a push-block happy opponent. You’ll catch them dashing and get a full combo.
j. :h: fly :l:, :h:, unfly
or :h: works on turtles since you’re applying pressure to them and can condition them to get hit by cr. 
j. :h:, fly, j.
, unfly j.
works the best because if done correctly, ignores push-block and can hit the opponent from around 2/3’s screen distance, enough to dash up and land a st.
for a full combo.
2 questions:
-1. How does Sentinel feel about Tatsu? Is it a particularly good assist for him or are there much better options?
-2. What are Sentinel’s favorite assists/assist types?
RIF
187
Tatsu is arguably his best assist.
Jam Session, Missiles, and Lariat are probably his other preferred assists.
All of them give him space he needs to work.
something happened between me and a friend in some sets of marvel where i used jam session to guard break his wesker on incoming using jam session.
here it is:
http://www.youtube.com/watch?v=Mc-ea5QXVZo
Interesting. Is the throw not techable after an advancing guard? Seems easily replicated by most of the cast with quite a few assists.
thrilla
190
you can get a guard break with most–if not all–the cast without assists. sentinel, for example, can do a late j.S on someone blocking(doesn’t matter if the opponent is airborne or not), land, and then dash to negate the pushblock, into a throw. if you do it right, in training against a dummy set to break throws and advance guard, it won’t be able to tech the throw.
the only problem with practicing it this way is, the dummy(unlike a human) will never do a late pushblock.
I thought the throw was techable even if you guard break them, it’s just a little difficult.
thrilla
192
well, i know that the training dummy, with “throw escape” on, will not be able to tech it if done correctly. i also know that when i record the guard break, and then play it back on myself, i’m not able to tech it. however, i do remember reading somewhere that it might be a training room, CPU glitch. so i don’t know…
check out that guard break video by eviltoaster, if you haven’t already.
Supposedly, it’s techable. I believe RayRay said it’s techable, but yes, the CPU will never tech it if you do it on that 1 or 2 frames post pushblock.
Apparently, it is techable, but my guess is that it is fairly difficult to tech properly, unless you know the setup.
Gonna run a side team of assist tier characters (Dante/Sent/Strider)
I know it isn’t his favourite assist but it’s still a strong neutral assist behind a character that can protect it well enough, So, anybody have anything interesting with Sent + Vajra?
Perhaps you can get 2 Rocket punches at the end of a combo.
I believe that you can do: some combo, call vajra, Rocket Punch :l:, assist hits, Rocket Punch :l:, Plasma Storm.
I think it’s way better for resets since 1 reset will guarantee a dead character.
I’ll try and test out what I can get with Vajra assist.
Yeah you can get a double Rocket Punch combo which works exactly the same as it would with Spencer’s Horizontal Grapple assist, though it’s only slightly more damage
I figured someone might’ve had something interesting in training, but yeah have a go screwing around with some stuff in training if you can
Also, not just looking at Sent/Vajra for combos but for like general neutral, maybe some lockdown strings, something to keep the opposition grounded or similar. I only came up with the team idea about an hour before I had to go work yesterday so I haven’t had a chance to play with it properly
soo I have been having alot of trouble with Keeping pressure with Sent? Any tips?
soo I have been having alot of trouble with Keeping pressure with Sent? Any tips?
Solo or with Assists?
If you got assists, please list them.
As for solo play, if they turtle and stay cornered, then doing some delayed j.:h:, j. :s: does the trick to open them up, otherwise it’s better to bait out a pushblock and then dash up and get a free grab.
Dash up cr.:l: into command grab can work, but you want to buffer a super and/or a dhc in case it fails miserably. If they think that a command grab is coming, then a cr.
will open them up for a free combo.
There’s other stuff, but this is what comes up to mind at the moment.