What is the main objective you should be trying to achieve in a sentinel vs sentinel battle?
Or rather, what are things that you should be trying to do and things you should prevent your opponent from doing? For example:
- Stay above the other Sentinel when both are flying or SJ
- Stay above the other Sentinel in stomp range able to unfly or avoid their assist
- Avoid staying in the corner.
You have the right idea, but it appears that application is the issue. Theoretically, it sounds easy to do, but in actuality the game is too fast to constantly apply these “rules”. You should aim for staying above; however, this is not the “best” or safest tactic. A sentinel that constantly holds up will be rocket punched (at least at higher levels). This is more applicable to a magneto/storm match up. Understanding range and what buttons to push when considering positioning of you and your opponent is hard. Baiting assists is also important. Counter-calling and punishing assists is important. Any edge helps. If you can get their assist to 50% while yours is at 80%, you can use that to your advantage. Still, its imperative to not make that your only objective. Punishing assists/attacking assists should come with the natural progression of the game. You shouldn’t place yourself in a position to be damaged for it, unless you deem it worthy to take that risk.
Even with this in mind, it all depends on your philosophy. Air-to-air battle isn’t everything in sentinel/sentinel battles. It’s the hardest part to become great at, but I think its smarter to learn how to zone from full screen with beam, fly, unfly beam, at first. You need to learn how to zone from the lowest levels flight mode i.e. beam, fly foward lk, unfly, land, jump lk, fly lk rh. Stuff like this makes you faster, its good lockdown, and it develops great habits. Bad habits differentiate sentinel players from good and great. The few bad habits you have allow you to live longer and win through control, patience, and execution. Sentinel battles are a marathon, as opposed to mag/mag sprints. When you’re full screen flight on flight, you don’t have to throw out a rocket punch. You can build meter or try and get close, but you have to be cautious. Aim for going above the other sentinel, but you don’t need to put yourself i nthat position. You can just zone the opponent full screen with beams and dashing (back mostly). Lockdown is important. You need great patterns that are virtually air tight. Or else you’ll get capcom’d and lose your momentum/positioning.
Is there any particular problem you’re having with the match-up? The objective for me is to not make a mistake and try to punish theirs. Aside from that, I usually try and zone out, unless I can tell that their defense is weak, then I rush hard, and usually take a few hits, but all in order to do more damage. Rushing also helps to set the tone for your offense and puts them in a more defensive stance. If they start to be more agressive you can lay off and punish with your aa.
imo
Question: Is the competitive scene nothing but Mags, Storms, Cables, and Sents?
nah. there are a lot of teams, but only about 10-15 viable tournaments teams.
imo