Shut up! - The Sentinel Thread

Are the bombs (qcb+H) useful?

@Mecurial: Well, that is interesting indeed, ill need to look into that when I get my hands on a copy of the game, but I can’t for the life of my figure out why that would be happening.

@Alysipher:

  1. s.:s:, j.:h:, fly, :l:, :h:, unfly, :m:, :h:, :s: land rocket punch plasma storm. Its his most consistent Bnb since the relaunch is hard to hit if you start the combo with an air :s: . I learn both just because I like some variety in my combos, but if your only gonna learn one learn this. Once you have it down packed learn how to tk rocket punch hard drive. Very useful tool to have.

  2. Off a human catapult you can just do st. :m: :s: into anything pretty much.

  3. Well if you hit a j. :m: go into a double jump :m: :m: and your still outta range, then you can either go for rocket punch hard drive(if you have the meter obviously) into w/e follow up, or(and Im just theory fighting here) you could try to activate fly and go into a full fly combo, but if your too far for the :S: you’ll prolly be too far for the :l:

  4. I do believe there is some spacing dependant stuff on the fly unfly combo, but I can’t remember what it was exactly, if I can find time ill check it out for you.

Yes they are, they are the only drones that don’t disappear when sent is hit, so they can behave like a ghetto combo breaker for sent. Don’t revolve your offense around them, but they can bolster your keep away if your trying to cover sent and your assist

[FONT=Helvetica]I don’t have the game yet (for another month) so I can’t test for myself, but does anybody know if Akuma’s Tatsu assist and/or Sentinel’s Drones assist create true blockstrings on their own? I’ve received different answers from different places, so I’d like to just know once and for all. Thanks![/FONT]

Who are some good point characters that can also protect Sentinel when I call Drones, For as godly as the assist is I find he’s out there far too long or I don’t have means to protect him. I was thinking of building a team around a ???/Sent/Dorm (Dark Hole or Purification for backing up Sent?) shell and having trouble finding a point guy that fits. Just about anyone can benefit from his assist so I figure that isn’t too much of an issue. Should I maybe consider going Dorm/Sent/??? instead? I feel he’s optimal second so I want to avoid placing him anchor. Any help is appreciated, thanks.

Im not a 100 on tatsu, but Im sure drones aren’t a true block string, the opponent can still be crossed up whilst blocking it. I think the same is the case for tatsu but I wouldn’t bet on it since Im yet to test it.

Well any character with a move that covers solid horizontal space works well, so anyone with a good projectile comes to mind first and foremost(Ironman, magneto, doom), then character with teleports come next since they can call sent and teleport behind the opponent and make sent pretty much unhittable(vergil, strider, dormammu). Finally you have characters who can hover in that top right corner of the screen making sent calls invisible like firebrand, trish, and storm.

As for your team, I would recommend dorm/sent/(any of the above), dorm benefits more from sents assist than the other way around, and now instead of looking for a good point who can cover drones, you can pick an assist that supports sentinel like tatsu/missiles/peekabo(what Im running)/jam session/any strong horizontal assist.

I’ve actually been playing around with Dorm/Sent/Akuma since I made that post and really like it just messing around in training mode. I really want to up my Sentinel game in general and hopefully something as busted as Tatsu should work. Thank you for your input regardless, I appreciate it.

My pleasure, akuma helps sent confirm his hits since you can do a cr. :m: assist call, flight and it gives you enough time to either go into a combo or mix-up. This way you don’t have to commit to a st. :s:. You can also do j. :h: assist call, flight and it once again gives you ample time to hit confirm. Im sure there are other tricks you can do with the pair, but these are the few I know.

I’ve actually grown to really like the Sent/Akuma shell more than my initial idea ha. This looks pretty dirty, I’m going to try and work on it and maybe experiment with other point characters just because.

So I was wondering, how do you do the sentinel set-up at 4:39 in this vid [media=youtube]v78TDyKTqsI[/media] The air throw set-up that knives, fanatiq and rayray use on incoming characters? Whenever I try, the bush block sends me too far away to hit the airthrow and I just get a j. :h:, obviously Im missing something Im just not sure what.

For that set-up, you have to do the S fairly early. You want to do it with the opponent as high as possible. Pause a little bit, then dash, becuase you don’t want the pushblock to affect the dash. Then jump and air grab. It’s easier to do in the corners and is fairly easy to practice. Just head to the training mode and set them to auto push block and keep snapping them in.

People keep telling me sentinel bomb assist is underrated, but I just don’t see it being better than drones in any combination. Is there any character or team who could possibly benefit more from bombs than drones?

Bombs can’t be interrupted

Pretty much summarizes the differences.

Some characters far better than others that do not have an easy time confirming off air hits.

For example:

Spencer, Wesker, and Wolverine are three examples who benefit off of drones. If the opponent is caught by the drones in the air, all three characters can confirm off of the air hits into their BnB (Spencer can just do jumping M,H,S, and the launch for an air combo, Wesker can air loop into launcher, and Wolverine can drill claw into dive kick)

However, Rocket Raccoon and Viewtiful Joe tend to have more difficulties converting from stray drones into a combo (Joe has to position himself for red hot kicks and RR has lackluster air normals). They benefit more from bombs because the bombs carry the opponent away you (or towards if you cross them up). Also it OTGs, and is one of the few OTGs that Jill benefits from.

It’s heavily based on what your team needs, but for the most part, Drones will find much more utility. Bombs are more specialized but is still a great assist.

imo, there isn’t a single situation/team where bombs are better than drones, they are easier to combo off of, stay out longer, and just generally control the screen a lot better. The only two things bombs has on drones is 1. They don’t disappear when sent gets hit, and 2. They otg. If you play properly, you can cover sent so 1. isn’t a factor and the assist comes out too damn slowly to be used as an effective otg.

On a completely unrelated note, what mix-ups do you guys use on incoming characters with sentinel? My main mix-up at mid-screen is, call peekabo and cross under right as they are coming in, unfortunately I don’t have an alternate for this “mix-up” and as such it can’t really be called a proper mix-up. If anyone can think of an alternative ill greatly appreciate it. I know with wesker you can keep crossing under to make them unsure of which side your gonna be on, but sentinel seems a little too big for that.

The second one, that Im currently working on is j. :s: dash air throw. Anyone whose watched knives knows all about this mix-up(and its alternatives) plus I think with my team(trish/sentinel/akuma) if trish is available, a peekabo paired with sents armor will punish mashers. The third one that I’ve known for a while but have never bothered adding to my repertoire is flight, assist call hover over the incoming character. It is apparently an ambiguous mix-up(paired with the right assists of course) and leads to a free combo for our boy sentinel.

A forth I literally just saw a few seconds ago, is flight, meaty :m:, unfly kara command grab. I saw it in this vid at 1:17:12ish. Im guessing you can go for an alternative where you dash up cr. :m:/air throw once people start up backing your command grabs. I believe those are the 4 incoming character mix-ups I know, if any of y’all know any other ones please share.

Oh and one last thing, I recently saw on a couple of streams magneto and wolverine punishing people who mash :s: during their combos with a hyper grav and drill claw respectively. I’ve been theory fighting but can’t for the life of me come up with a way sentinel can do the same, I figure it’ll have something to do with the frying pan and probably flight mode but nothing comes to mind. Ill try some shit out next chance I get at playing some casuals but if anyone comes up with anything before that could you please share. Thanks.

Bombs are good when Sent is on point because they don’t go away when he gets hit and because they often hit behind him. Call bombs against Vergil. Vergil will teleport behind you and you’ll get a free combo off of the bombs.

For incoming mixups I often do dash under :m: and dash under c.:m:. c.:m: has armor forever and a hitbox that will hit people who are above/behind Sent. However, if you place these mixups poorly you can get ruined. I should learn the j.S one that Knives and Fanatiq do since it covers attempts to fly/airdash/double jump away and can overcome pushblock if done correctly.

Is anyone using tk flight j.L as a fast overhead? Done correctly tk flight immediately puts you at minimum flight height and combined with j.L it’s about as fast as command overheads like Spencer’s. Unfortunately it is hard to work into a solo offense since Sent’s normals aren’t jump-cancelable.

Nah, I read about it in the guide and had absolutely no idea what they were talking about. Add to that the fact that I suck balls at tking(ironic considering I’ve been playing cammy for 2 years now) and that I don’t believe I’ve ever seen anyone use it in an actual match and I was like w/e, got bigger things to worry about. Maybe sometime down the line, when I’ve gotten the hang of the tk rocket punches ill give it a go.

Does anyone else think Sent with Doom missiles is one of the few viable point sent teams? The amount of space you can control with that setup is ridiculous and hidden missiles helps Sent just not get hit by air throws and such.

I’m running Doom/Dorm/Sent right now but I’m considering playing around with it in reverse order to level up my Sent play.

I believe that Hawkeye may be one of the only characters who can consistently break this setup with Missles and Sentinel. I’m not too sure how teleporters do against this setup because you can Hyper Sentinel Force their ass and get free combo if near corner.

Otherwise, I like the setup… Too bad I’m not good with Doom or else I would be rocking this guy instead.

I definitely think hidden missiles is one of sents favorite assists, its funny cause that was a week 1 mvc 3 tactic that is still strong to this day. The question I wanna ask though is how do you guys feel about plasma beam for sent? It doesn’t seem to work very well, but maybe its because I was trying to use it like disruptor. It just seemed to slow to combo off of like you would with disruptor but maybe Im overlooking something about the assist so I figured why not ask.

Ill prolly give him and hawkeye a try when next I get the chance. At the moment at least, I feel my sentinel is nowhere near good enough for me to run sentinel and akuma on the same team. Maybe in a few months, but not yet so ill try out a couple of other assists and see how they work with sent.

^You should stick with akuma assist imo. Tatsu is another one of those few assists that really help sentinel because of the way it helps you confirm off of cr.b really well.