Tru dat, I guess the reason I wanted an anchor with a good horizontal and vertical assist was cause recently I had been struggling against super jumping opponents. I was playing against a wesker who just super jumped gunshot and teleported and I literally didn’t know what to do. I realize this is a bad match-up, but still, I really had no idea how to handle the situation. Same can be said for taskmasters and zeros who jump back projectile and in general jump back/super jump just screw me.
Any tips on handing the situation?
Oh and to add to that, how the hell do you guys deal with air throws? I keep getting air thrown, even when I know its coming and I try to tech, I usually just end up whiffing an :h:(a sign of me teching too early I guess). Can sents j. :l: punish people who try to air throw too much? I should prolly go re-read the post about the uses of sents j. :l:
I tend to anticipate air throws with a j. :l: . If it hits I follow up with j. and proceed with :s: into full combo, If I got meter, and j. :l: is blocked, then I proceed with Rocket Punch xx Hard Drive, or Option Select with j. :h:. That’s how I deal with it.
As for your first question, I also have a problem with super jumpers. The only thing I got going for me is to super jump as well and meet them with a j. . It lands, and it’s party time because I double jumb cancel into j. and :s:. Since all of Sentinels normals Neutralize medium priority and lower projectiles and some beams, I go haywire and attempt to strike the enemy like a pinata. If the opponent is slightly above your j. range, then cancel into Rocket Punch and hit-confirm into Hard Drive, or else observe your opponent to see if they try anything in reaction to Sentinel’s assault on their ass.
If you whiff a j. :h:, then I guess you tried to tech too early but you should cancel into Rocket Punch and Hard Drive out of there if necessary.
Thanks man, ill start throwing out more j. :l:'s and either chaining into or :h: depending on where the opponent is into :s:. I gotta ask though, if the j. :l: is blocked, why spend meter into a hard drive? Isn’t the j.:l: string safe on block? It seems pretty safe, and j. is +18 on block so I really don’t get why you would hard drive.
Ill try to start super jump throwing to counter the super jump spammers, but it does seem like sentinel gets screwed by super jump spam.
To be honest, he does get kinda screwed over super jump spam. My friend tends to do that a lot with Ryu and Akuma and beam super away. As for the j. :l: thing, it does work for most characters but then some characters like Morrigan and Akuma, will make you whiff and be punished.
Though, if you get it to hit, then Kudos to you if not then spend the meter if it is necessary for Sentinel to complete his mission lol.
Sentinel’s air to air game is nuts because projectiles get killed while you strike and either have to block you or take the hit and watch as their character dies in a few short hits with Dem Timberlands.
Hello fellow sent main perhaps you guys can help me with my sent air game. Heres how a typical game with me using sent goes
I use J.M it misses,then I use J.H it misses, I use J.H again and get air grabbed. Thats usually what happens in almost every game I play with sent lol <_<. I cant seem to bully my way in like other sent do so well. Any tips guys?
Yea raz0r pretty much summed it up. With sentinel, you never wanna whiff a normal in the air, thats why you always see dudes cancel there shit into flight or unfly. His normals have nasty recovery on whiff so try not to. But a very important point a friend told me was to just not hit a lotta buttons while your airborne(in general, but while were on specifics lets just focus on airborne). Activate flight, maintain proper spacing(i.e a distance where you can react to what they do) and see what they give you, if they try to air dash in, feed them a fly , unfly , if they try to come from under, :l: unfly :l: . But try to never go into auto pilot, my friend said this to me in regards to my ground game, but Im guessing it applies all around.
Oh and don’t go into a game trying to play like rayray, I was trying to do this, and it won’t work. Watch someone like f champ, he plays a very slow sentinel, he waits to see what the opponent is doing, and then he reacts. Against most of the cast, all it takes is one hit.
Something that’s been surprising some guys I play against is Fly :h: (verify hit-confirm) , unfly :h: or :s: then proceed into combo.
Funny thing is, is that if fly :h: gets blocked I got options (except teleporters) I could continue with unfly :h: or delayed unfly or on unsuspecting foes I do Air Rocket Punch :l: and it seems to hit most of the time and I could go to an air Crack Factor combo and kill off the other player.
Also, how do I deal with Vergil, he’s the guy I despise with a passion. His Derpy Teleports when I’m in the air and in flight cause my attacks to whiff. Any suggestions? The only thing I can do is hope Taskmaster is not dead because he rapes Vergil for free!
What I do is a lot of :h: drones, he can’t teleport into you or he will get blown up by the drones and you get a free combo, so yea I play real patient like, spit cancelled into :h: drones. I don’t fly against vergil because he is one of the few character whose normals outrange sentinels, but overall I don’t have a lotta experience against vergil tbh. Only advise I can give is more bombs.
Thats a good question, I personally don’t use the command grab as much since whiff pretty much equals death against a lotta characters. But one set up I use is on incoming characters, I call trish(peekabo), run my side switching mix-up, and if they manage to block it, I reward them with a command grab. That and the unfly :l: tick into command grab are pretty much the only two I’ve been using, I’ve been focusing more on ways to make my attempts safe, but so far haven’t found anything.
I usually just go for throws since 1. they are relatively safer 2. They are 1 frame(makes a good punish on shit sent can’t regularly punish) and 3. You can combo off em any where on screen. I really think they should give him armor on his command grabs so the only way to escape them would be up back.
Playing some team clockwork… came up with this
[media=youtube]TRw4e6UNhHk[/media]
Does a little more than 1 million if you mash correctly. It builds like 1.6 meters, but mostly it has super stylin points. Works midscreen but you gotta do some dashes and stuff.
True dat, I actually gotta start implementing that to my game as well. But Im looking for set-ups that don’t require meter, like assists that allow me to make my shit safe. Ironically drones is one of the best assists for this, but for obvious reasons sentinel can’t use no drones. Maybe flirt with hidden missiles again, I can see if leading to some free command grabs, especially in the corner.
One thing I do is Jam Session, jump j.L, command grab. This isn’t that safe though because if they jump I whiff and possibly die. I should probably start doing HSF to keep me safe. Never thought of that.
Your not the first person to tell me that either, I currently play trish/sentinel/akuma, because when i tried hidden missiles it really didn’t work for me. Most of the time it was breaking up my own combos, but I guess its cause I hadn’t learnt how to adapt to them on the fly. Doom is the better character, and hidden missiles deals with characters who hide in the top right corner of the screen, but I really do wanna learn akuma and I think him and sent have some untapped synergy. But then doom also comes with plasma beam for match-ups where I need a little extra horizontal control, plus it covers the whole screen. But then tatsu allows me to combo off my cr. cancelled into flight and my j.:h: cancelled into flight as well.
Decision, decisions…
Yea same here, and apparently you can option select it so you don’t even have to react to the whiff.
I enjoy playing Sentinel on point quite a bit and tend to run him with Deadpool (Quickwork).
One of my setups is to fly, call the quickwork assist and do one of the following:
If it hits, continue my combo as planned
If the opponent tries to chicken block, go for a throw
Unfly and go for the command grab if I see him blocking low
What normally happens is either the fly H or the quick work hits and the combo continues, but there are occasions where the opponent manages to block the low and I get a command grab.
I do believe DeadPool + Doom or DeadPool + Dante are his two best options for teammates when played on point. The benefits with Dante are pretty well known, but Deadpool offers unblockables and to combo into HSF, Rocket Punch, Plasma Storm.
I JUST wish he was much faster or had better recovery on his moves, OR had the HP back. He’s still solid.
Hidden missles does what tatsu cannot though. Missles effectively allows him to freely approach the skies while creating pressure and allows way more options for keepaway. Plasma storm xx sphere flame also does way more damage. In your team, akuma might be better because of assist variety for trish but in general, missles is by far the best assist for sentinel.