you know to be honest with you i was thinking of trying at least 5 variations of santhrax 2012 and two of them having Sent on point.
here are the shells that i’m working on at the moment(feel free to add some constructive criticism because i’m still learning a lot about playing Sentinel as a point character similar to how Sanford ran his back in mvc2);
Sentinel(drones)/Doom(missiles)/Dante(jam); i really like this composition simply because of how well the orders can change. we all know how sent with missiles works and vice versa but with jam session, to me it makes lockdown situations midscreen and corner a bit interesting for sentinel. my reason for having sentinel on point is that i feel he’s too much of a liability on anchor when it comes down to it, especially for match ups like vs lv2 Wesker +assist, anchor wesker, wolverine point, magneto point with drones, hawekeye matches and shit like dante/vergil + assists are just fuckin dumb. Theoretically Sent with two assists can fuck up anything, but missiles and jam session i think may be some of his best assists to work with in order to just shutdown people.
2)Storm(whirlwind)/Sentinel(Drones)/Dante(Jam); good synergy here with point storm along with drones and jam session working well with controlling her neutral game. storm is obviously good with drones (Dios X) and adding dante to the equation, i feel makes her job locking down people in the corner alot easier with her fuzzy guard setups and decent incoming mix up options. dhcs in either order are amazing and a thc is ridiculous with million dollars just adding on more damage to ice storm and/or hsf. dante on point with this team is a lot better i think because of a simple shot loop into million dollars into ice storm does very well.
Sentinel(drones)/Magneto(emd)/Dante(Jam); good shell of sent + beam and jam session to add to the lockdown, but most people would prefer mags on point for the superior movement and setups that he can do with drones/jam. i like his order because it gives Sent a better chance against the teleport match up which usually consists of characters like dante, vergil, wesker, or strider with a beam assist to cover the horizontal zone. Sentinel with a beam assist is still pretty good I think because on his own, Sentinel can do close 850k and with jam session or emd, up to a minimum of 900k for one bar. all about preference i think.
4)Doom(Plasma)/Sentinel(Drones)/Ironman(Repulsor); again doom with drones is pretty nuts and can offer some good keep away for a majority of the match. plus, one j:s: from doom can lead to a kill seeing how easy and efficient dooms combos are midscreen. corner game incoming mix up with doom + repulsor is almost as retarded as magneto +repulsor or spencer +repulsor and can also lead to another kill provided you’re able to guard break efficiently. dhc into hsf brings it back to Sent being on point but with a somewhat fast beam assist to help get in on a character against the teleport/derp match ups. not to mention the tac potential from any of these characters can lead to some big damage.
5)Storm(whirlwind)/Sentinel(drones)/iron man(repulsor); similar reason for team #4 but with higher mobile point character.
Other than for aesthetic I see no reason to play storm in a game where magneto is as good as he is. I do like team #4, but not sure how I feel about ironman anchor, don’t know enough about the character so he might be better than I give him credit for, but it doesn’t look like it.
Also, how do you guys do low altitude 's right out of a fly cancel? I always go down slightly before I hit and as a result sent is too low to the ground and the whiffs. Its one of his more useful tools that Id really like to add to my game.
No what I mean is if you activate flight, and wanna do a quick unfly , how do you do it to ensure it always comes out and isn’t too low. Yea usually I do the series your talking bout, but sometimes I wanna drop a quick for people who think they have me figured out, but whenever I try Im too low to the ground and the just whiffs.
Btw, there’s a new house of crack stream with some nice sentinel footage, and I updated the quite. I changed the video section a little, added a section for pages that post consistent footage of a particular sentinel player that way Im not just flooding the section with house of crack footage.
Just remember: if you’re facing someone who can low-block with a low height (like Frank West), you have to be careful since they can kind of avoid the command grab attempt and avoid the Bolts also.
Otherwise, this really works fine with practically everyone. My only other gripe is that you gotta learn Strange
Dr strange and sentinel on the same team? Seems interesting, although I feel like strange would get more out of sent than the other way around, plus sent seems like the better anchor overall.
Sentinel’s st.H/cr.H is probably one of my favourite normals in the game. I always wanted to make a point Sentinel team that could recreate the MVC2 style of Sent spit xx rocket punch lockdown chip patterns. You can kinda do it with Missiles but they leave too many gaps where you have to stop spitting on people and instead resort to flight j.b’s to keep people out which isnt that threatening. I really wanted to make a team that could potentially keep people in perpetual st.H, cr.H xx L/M drones blockstun and chip damage so bolts seemed like the best choice.
The only problem is you’re gonna get you’re shit pushed in beginning of the round unless you have Haggar or akuma assist.
I think the closest thing to a repeatable loop is cr. H + Missiles xx H Drones (Air Raid)
Cr. H to force the opponent into either crouch/block stun, missiles to attempt a pre-emptive catch on the super jump, air raid to force block stun/catch recovery on tracking teleporters or wave dashing. Usually, if they super jump over cr. H, missiles forces them back to the ground. If they eat the cr. H and get put in block stun, missiles will extend the stun. In both cases you can usually get out an M Drones (diagonal up version) pretty safely, either due to the push back of air raid or extra stun of missiles. From there you can probably do it again. Though I can’t really tell if the sequence is actually good, or if my opponents just aren’t that good at responding to it.
Yea its just not possible in this game, you gotta remember there were no real teleport characters in marvel 2, teleports in general was kinda ass in that game. But in this game you can’t be spitting while calling an assist that stays out as long as bolts with characters like vergil and wesker on the prowl, your just begging to lose both characters. Least with missiles they come back down and could potentially break the combo, but even then its not really safe.
Here’s a video from waaaaaaay back with champ running sent/doom and he runs it to great effect, and I guess he kinda runs it like an old school sent team so there might be hope [media=youtube]CBfdkl_s7QI[/media]
EDIT: Damn that vids makes me wanna play sent on point now lol.
What exactly is required to recreate the effectiveness for the retro Sentinel onslaught? Would you prefer lock down / is that why doom is used or would one rather claim his lock down comes from prolonged air bred hazards?
Given lime length of the assist / assist out-time into consideration I would say Skrull would be the better off choice due to him staying out long enough for a full s.h c.h m.rp hsf given you call assist in between s.h and c.h even after c.h it still flows however with hit detoriation as Skrull hits more times than doom and doom has a far more better adjustable lock down due to him sending them from anywhere grounded.
Bolts have this weird gap for me but it may just be my timing.
Me personally am hating the whole doom/ sent team idea although I did it hella times in mvc2 but I’m pretty sure other assists can be used that will not only be beneficial to sentinels small chip combos/ but to over all team synergy & dhc capability.
I’m an mid-Skrull player and I don’t feel in any way should anything but stone smite be used as his assist although I did have discussion about this in kl’rt’s forum and nasty agreed that although you can set up unblockables as vipers/ firebrands and others but still leaves him as a liability and you also loose inferno.
Thats the point though, you can’t recreate the effectivness of marvel 2 sentinel, thats why this sent is generally considered less effective than his marvel 2 counter part. However, in spite of this there are a number of assists that improve his effectiveness, repulsor blast, tatsu, and hidden missiles to name a few.