Wow, my understanding of damage scaling was broken… Or maybe it’s just that Sentinel is retardedly good. The new thing based off that I’ve been learning is:
/, ADF, hp, hk, /, (3hp /\ lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk)
With less than half a gauge to start the combo with I just repeat the parentheses, if I have one and a half gauges at the start it makes it into 2.
(drift slightly forward) / lk, mk, hk XX yoga Strike XX HSF, dash, launch, magic series, rocket punch, fierce, roundhouse (126 damage against Cable) (also sets up unblockable which I fail at for the last under 20 health.)
(drift slightly forward) / lk, mk, hk XX yoga Strike XX Proton Cannon (100 damage against Cable, can DHC into HSF for the kill.)
If by some miracle your opening air dash fierce hits them standing as opposed to trying to guard low you can go into the /\ lk xx ADF lk, mk, hk / repeat for 3 reps before the launch and off of a little les than a single bar of starting gauge you build enough to both yoga strike and DHC into the kill *Which at that point most of his good DHCs will kill since he’s already done around 80 damage.
Additional things to note.
If you can have drones hit near the time the original overhead hits they add significant damage and make linking the infinite or launch more relaxed.
If Cable’s next in line this shiz has a ton of hits and unfortunately gives a fair amount of gauge, and if you just DHCd in Sent this can end up as a pretty awful situation unless you’re really confident in your ability to deal with a fully loaded Cable.
Now for some more questions I have:
-
What’s the best way to get actual damage against flying Sent? I can hit with a fair amount of SJ hk and the like, but against him that’s not much, and even if I’m right 3 times getting hit by one capcom evens it out way too much for my liking?
-
Once Capcom’s baited what’s the safest way to do some damage to him? He seems to be the main thing that screws up both my Sim and Sent and with Sent I know I can at least rocket punch into HSF if I have the gauge to DHC into something to make HSF safe to super jumps, but with Sim I’m afraid to throw out anything for fear of the point character is going to take down a large chunk of my real life as opposed to me taking down a little of Capcom’s red?
-
I found that Sim with Anakaris throw type assist can do some really dirty strings so they seem fun together, but in the situation I’m normally DHCing into HSF, in my low tier alternative with Anak what’s good to DHC into for maximum damage, or better yet, a set up from my air combo which will give more time for DHCs into slower attacks?
Bonus:
Cyke on point with enemy cornered:
Hk, hk xx hurricane kick xx kick super xx Yoga Inferno XX HSF, dash, launch, magic series, rocket, HP, HK Kills Cable. ^.^
Thank you all in advance!