View Full Version : General tips against Sentinel?
JSN723
06-01-2007, 12:30 AM
I noticed that I have the most trouble against smart Sentinel players who zone and use Sentinels attacks to their maximum range potential. Considering Ironman isnt the fastest guy out there, I can barely ever close the range without eating an assist or a boot in the air. So yeah, any tips on this matchup?
sealhunta
06-01-2007, 09:58 PM
have a good AAA and play defense if u have the win, if ur loosing still play defense until u see an opening and exploit it.
when sent gets stomp happy, normal jump U+HP and then infinite his ass.
if he's high in the air and u land a hit go straight into the unfly infinite and if u are a master bring him down to the ground and ground infinite him into the corner and proton cannon him. ironman has this special infinite on sent that is like a 20 fierce combo (Damage scaling kicks in so u just go into the regular infinite) learn that.
if ur in the air and he is chipping or HSFing ur assist, use smart bombs to cover ur assist so that doesnt happen.
try using capcom/cyck/psylocke anti air assist
tech master
06-02-2007, 06:41 PM
umm, if a sentinel is stomp happy you're going to eat cleats every time you normal jump U+HP. IM has to do the U+HP on his way down. my sent alone can stomp a good three times in a second.
oh its also important to let us know what your team is and or specific teams you're looking for strats against. IM's game play change's a lot considering who he has on his team.
the trick is to know sentinels game. don't play his game, make him play yours.
If sentinel is high flying, and you're under him. try and time a sj.U+HP. his whip isn't part of his hitbox so take that to advantage. try and land the hp as far away as possible.
if you're above him then throw out lk's to try and initiate the combo. he's most likely gonna have Capcom so lk's are better for you to recover fast enough to block the AAA.
if sent is flying low, try tiger knee unibeams. you could also tri square jumping (make sure you dash right when you're at a height high enough to avoid frying pans) and get a lp, U+HP.
if he's playing the keep away or mouthbeam game then sj.smart bombs. he can either sit and block/eat the smart bombs or he can SJ and block, or SJ and attack you. you recover fast enough from the smart bombs to hit him with a HP or somethin. you could also fly and call out an assist, particularly capcom works well in that situation.
don't always smart bomb if he's HSF'ing your assist because you might eat a storm DHC right after. i'd rather fall in with a HP if possible.
try applying pressure to the sent by doing nothing and when you get close maul him with light kicks. for spit happy sentinels just bunny hop in and if they try to unfly on the way down from the normal jump hit j.lp,upfierce and inf, if they dont fly land with two light kicks and do any infinite set up that doesnt invlove down or forward fierce.
master the air to ground, its the best thing you can possibly do on sentinel when you get the hit, fuck air infinite going up, if you get a hit with IM on anyone do that air to ground and kill their ass with that proton (if they have less than half health normal air infinite helps lol)
keep him grounded as much as possible and bait assist and punish or keep them out and maul his ass. more to come
JSN723
06-06-2007, 05:32 PM
I see... cool thanks, these seem like good tips. Also, for the person who was asking what team i use with IM, its usually IM/Cable/Doom or IM/Cable/something else like capcom/tron/psylocke/ken =P
JSN723
06-06-2007, 05:35 PM
umm, if a sentinel is stomp happy you're going to eat cleats every time you normal jump U+HP. IM has to do the U+HP on his way down. my sent alone can stomp a good three times in a second.
oh its also important to let us know what your team is and or specific teams you're looking for strats against. IM's game play change's a lot considering who he has on his team.
the trick is to know sentinels game. don't play his game, make him play yours.
If sentinel is high flying, and you're under him. try and time a sj.U+HP. his whip isn't part of his hitbox so take that to advantage. try and land the hp as far away as possible.
if you're above him then throw out lk's to try and initiate the combo. he's most likely gonna have Capcom so lk's are better for you to recover fast enough to block the AAA.
if sent is flying low, try tiger knee unibeams. you could also tri square jumping (make sure you dash right when you're at a height high enough to avoid frying pans) and get a lp, U+HP.
if he's playing the keep away or mouthbeam game then sj.smart bombs. he can either sit and block/eat the smart bombs or he can SJ and block, or SJ and attack you. you recover fast enough from the smart bombs to hit him with a HP or somethin. you could also fly and call out an assist, particularly capcom works well in that situation.
don't always smart bomb if he's HSF'ing your assist because you might eat a storm DHC right after. i'd rather fall in with a HP if possible.
Oh and as far as teams I play against that give me trouble.. well, im not that great, but Magneto/Sentinel/whatever else gives me the most i believe, i guess santhrax as well?
tech master
06-06-2007, 10:54 PM
sentinel is real good with a magneto assist. so try and take out magneto at the beginning of the match. try starting the match with a j.lk+doom, j.lp.
if he jumps in the air, then just continue with the infinite. if he blocks or is crouching, then he has to keep on blocking because of dooms rock. immediately tri-jump straight down with two LK's. its weird, sometimes it will do a glitchy effect and the opponent will switch sides on you a couple times.
IM's air dash is really unique, even though its really slow it can cross up in the weirdest ways. your game plan is to try and trap the character between you and the rocks. during the rocks you can get a good two tri jumps, this is where you need to take advantage.
don't get predictable with cable AAA's because IMs lack in speed can lead to your assist getting punished in some nasty ways.
now against sentinel, your assists with that team arent all that great. when you have openings, try and pin him between you and doom like i said. otherwise, follow the tips we gave in the original posts.. where im/cable/doom really shine with IM on point is in the corner. play it safe, sentinel is very good at dodgin those assists.
try and bait sentinel in the corner. his height makes him eat a shitload of rocks and chip. if sentinel is AAA'less and he's stuck in the corner then kneedive xx FLY + DOOM, knee dive xx fly the shit out of him! seriously! he'll eat at least two or three doom calls (a shit load of chip) before he does some risky shit to get out of it. if doom hits, you can either unfly, or land from the knee dive to infinite. or you could try fly, kneedive + doom, smart bombs, land, close hp xx fly+doom, kneedive etc to mix it up.
even if sent has an AAA in the corner, if its not invincible then most likely both characters will eat rocks. you really just gotta play really safe against sent because of his air mobility and flying characteristics. run away and wait for him to get close and try and get those lk's off.
santhrax is the same too, you gotta play a little more safe. one key is to get the lead early, because the last thing you want is a runaway storm. sentinel isnt as bad because you have cable. a runaway sent will obviously eat hyperbeams all day. if he plays the "stay right above cable" shit, then call doom to counter commando and try and catch sent with a j/sj.lp, hp xx AHVB.
JSN723
06-07-2007, 01:00 PM
thanks ^_^
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