yeah i forgot to put the caption in the video lol
Ok cool ill see how many hits i can get in the lab later, thanks!
I actually just broke a million off of a command grab with a little tinkering. H Human Catapult j.H S st.S sj. M H S (call Nova assist B) L Rocket punch (Nova assist hits) L Rocket Punch xx Plasma Storm xx Super Nova.
You can get more by doing a relaunch combo before super and then DHC for a little over 1.1mil with only HALF A BAR needed.
I just want to say that Sent’s ground throw range is ASS. Is there anything to do about people that are in on Sent besides pushblock them? Throwing is perfect if they’re in throw range (inside of Sentinel) but not much leaves people there except blocked specials.
I’d suggest to try and get an air throw instead, or pushblock to get an opening on an over-zealous opponent and insta-TK Hard Drive, then you DHC if necessary.
Well his :l: command grab is 2 frames and has pretty respectable range, you could try throwing that out every now and then. But yea I usually just wait for an airthrow opportunity.
yeah especially if you’ve got xf3 on deck then you could tk rocket punch and do some swag combos
So Im curious, what purpose does sentinels j.:h: serve? Everytime I try to throw that shit out my ass gets airthrown. Im guessing Im doing it from a range where I shouldn’t be doing it so then I wonder what range is it useful at?
ever tried double jumping back j:h:? i do that whenever i’m facing a teleporter and they try to get behind me then end up getting air thrown themselves. plus it doubles for projectile stuffing
Stomp pressure when you get the enemy scared of up-backing.
Combo Starter
OS Air Throw Attempt/Projectile Stuffing
Stalling (j. :h: cancelled into FLY or do Air Rocket Punch x2, then FLY)
Aight ill try to implement these things in my game, with that said it definitely seems like his worst air normal. Which is kinda ironic considering-correct me if Im wrong-it was his best in marvel 2.
To me, his worst air normal has been his j. :l:. I can’t really find a good use for it. j. is easily his best, and j. :h: comes in at a good second.
Really? jL is pretty amazing considering it kinda covers his blind spot (under him) and its pretty fast (Sentinal terms). Plus it can be used for IOAs and just pressure in general. I personally think jS is his worst if that counts, only really good for confirming but other than that, it’s quite gimmicky.
I guess it’s just me then, I can’t seem to use j.:l: worth anything. I probably need to see more RayRay Sentinel, maybe I’ll get some new info. I really don’t use j. :s: much either, its uses are more for making a CORRECT READ (swat them up backers) and making a trade against the opponent, which usually ends up in Sent’s favor (unless you’re Doom/Dante)
Yea his j.:l: deters air throwers once they get into some of sents blind spots and at 6 frames its his fastest normal in general. Plus its really good to pressure and tick set-ups, but with that said his :s: is pretty underwhelming which once again is ironic considering it was considered his best normal when the game first launched. I only ever use it for his anti-pushblock set-up and when I mess up my unflies.
anybody ever tried doin j:h: j:s: on somebody in the corner? like just stomp n smack til they do something and then when they do you go late j:s: into command grab. it’s not a very practical setup but you can definitely get some practical damage off it lol
You get 800k to 1mil off a j.:h: in the corner. Party Time! I do this tactic occasionally but I delay both hits so a bad pushblock attempt turns into DEATH.
The only problem is if they push block the H they can punish you, and it doesn’t really open people up unless they “mash”. But who would against sent up close.
even then if they pushblock you can fly at that moment to cancel out the block for some j:l: setups afterwards