Sentinel Strategies/Tactics/Q&A Thread

Yes, you got it exactly right. That’s the combo.

However, the maximum damage I found on this Combo, if you want to spend 2 meters is the following:

[Sent] :h: CmdGrab > Tag in [Doom] “[st:h: (2) :s: > j:m: (1) FootFoot xx Dash Down]” x3 >
[land] st:h: (2) :s: + Drones Call > j:m: (1) FootFoot xx Dash Down [land]
j.:m: (2) FootFoot xx Dash down > [land] j.:h: Plasma Beam xx Air Photon Array xx Plasma Storm

1,175,000 k

That last j.:m: is tricky as hell though.
Edit: matter of fact, it’s so tricky, that FUCK that j.:m:

Dependent on your team, it may be best to hard tag and do a combo that DHC’s into Plasma Storm, since the max damage I’ve been able to get with ONE meter is 752k SOLO.

With an assist, he gets about 800K tops, because it largely depends on the assist. With a DHC, you’re getting at the VERY LEAST 950k, and in some instances you’re left even on meter.

hey guy is there any way i can get some more damage in on this combo without assist? reason i ask is because j.:s: is starting to piss me off lol

[media=youtube]Yy74TorxxmA[/media]

Im pretty sure you can relaunch of a j.:h:, try going for the relaunch combo instead, I think you should be able to get like 900k with 1 bar.

my 360 is off atm but what do you think notation would be?

j:h: unfly j:h: :s: j:h: fly j:l: j:h: unfly j:h: or something to that effect?

Pretty much, try that out.

Relaunch combo will always produce more damage than a magic series into fly/unfly. The difference being that fly/unfly post magic series ( :m: :m: :h: ) is generally easier/harder to drop than a relaunch combo.

Also, a j. :s: does allow for increased damage in a combo, but sometimes it does drop on occasion, just practice this combo in training mode (it’s my BnB):

This is landing it off a j. :h: (which most players I’ve played tend to smacked by my cleats cuz they know blocking is overrated)

j.:h:, j. :s:, quick dash, st. :s:, j. :h:, :qcb: :s:, j. :l:, j. :h:, :qcb: :s:, j. :h:, land, st. :s:, j. :m:, j.:h:, j. :s:, land Rocket Punch :l:, Plasma Storm

  • A couple of notes to point out -
  • Use the slight dash so that you launch them when they’re slightly lower from the ground bounce. If you immediately launch, the Relaunch portion usually gets whiffed around the unfly. So either dash (important to make it work Midscreen) or just delay the launch)
  • When you launch them the first time, you wanna do the j. :h: immediately so you can let them drift down.
  • When you do the unfly j. :h:, you want to press the :h: immediately because delaying it causes them to flip out as you land
  • On the second launch, j. :m:, j.:h:, j. :s: seems to scale Plasma Storm a bit less than adding another 1-2 j. :m:'s

The damage is at 880k, I’m sure it’s more but I need to check out the damage again today. I’ll edit the post with the damage value.

okay here’s the combo i was doing compared to your bnb Jones:

#1 (653,600)
[media=youtube]3TA0xyblZaE[/media]

#2 (660,500)
[media=youtube]DOzKBM9NBRw[/media]

Sorry about that Bloo, I was counting the damage AFTER the SUPER. The combo I always tend to do is the one in the second video.

Adding in more :h:'s before the groundbounce makes the damage higher, and also makes it harder.

Using Plasma Storm at the end is what gets me the 880k (Solo, practical, I get 894k by doing a j. :h:, land immediate j.:h: , j.:s: at the beginning)

Using Nova B or Magneto B assist, I’m getting 930k-ish AFTER PLASMA STORM.

EDIT: By removing the last two :m:'s in the first video, you get 877k after Super. Somehow, it appears that doing :m:'s in general tend to scale the combo in damage. Although, sacrificing some damage (10-12k) in exchange for about 10% more meter makes it worth it (unless you getting that KO)

ah okay does sentinel have any more damaging combos without assist for one bar?

From what I can think of, not much really. Assists are what help him crack over 900k no problem. The only things that I found that do around the amount of damage (usually around 30k less at most) are variants of the fly/unfly combo, and doing a very extended air series (though only very reliable on the corner).

I’m still looking for things to max out damage, the only thing I got also is removing the :m:'s from his relaunch combo altogether, but it makes it kinda hard to land the whole combo, mainly because j.:m: hits them at a high angle compared to j.:h:.

Still, I was hoping he would’ve had a wall-bounce available.

Btw, what characters are you using (besides Magnus)?

are you talking about with sentinel or just in general?

Ironman, Doom and that’s about it because those are the only characters i’m proficient with at the moment.

Doom helps you get double Plasma Storms for an easy 1-1.1 mil by calling him as you land, you then do Rocket Punch into Plasma Storm, then the last few missiles should hit, allowing for another Plasma Storm. I can’t really say much about Iron Man, sadly I don’t use him.

Thanks! I keep forgetting to call missiles when i do my combos with sent so that was a welcomed reminder lol

Maybe a weird question, but does a point Sent have any game with Rapid Slash assist? Been workin on a Mag Doom Vergil squad and was thinkin about swapping missiles for drones, but Rapid Slash Sent would have to be hella dangerous to make such a thing worth it. But in theory it could be pretty good. The pushback for keepaway, a ground sweeper for while flying around in the air, confirmations with jS when the Slashes connect. Possibly even relaunch potential from calling RS before an OTG L-rocket punch? Dunno if that works, just thinkin out loud.

ive got nooooooo problem stickin w/ Doom, but since Mag is the point, Sent must at least be considered <shrug>

i think you can plink dash then jump up and catch them with a j:m: j:s: into whatever or maybe calling drones while you call the rapid slash assist to get a combo off of that

also, this is for that one dude asking about anchor sent stuff
[media=youtube]asI8ftgGxRM[/media]

I don’t think so, it doesn’t seem like an optimal sentinel assist. He can’t really get anything off it to the best of my knowledge although in the corner and in incoming characters it should be pretty effective.

At about 45 seconds into your video, is that a punish for people who mash exchange during your combos? Because if it is, God bless you, I’ve been searching for a way to punish people who mash during my combos for a while now.

I have a pretty simple question, What are the requirements for in the corner ogg rocket punch into hyper sent force into re launch? i notice most the time i do it my opponent just pops out haha

It has to be early in the combo, if there are too many hits prior to the HSF the opponent will just pop out.