I’ve searched threads and watched a lot of tournament videos, and this is something I’ve never seen any Sentinel player do or mention. If it has been brought up, or if it’s just stupid, let me know.
Everyone knows the basic j.s -> launcher into air combo, but I wanted to find a way to do as much damage as possible before launching. So I came up with this little combo:
j.s -> j.l -> j.l -> j.m -> M Rocket Punch -> j.l -> j.m -> launcher
But hit stun sucks really bad on Sentinel so I just put Hard Drive on the end of j.m now instead of launching.
The combo did get me thinking though. I mean, it does around 550-600k with the super, and is low to the ground which leads to nice throw mixups, etc. It could get even better throwing some assists in.
Here’s some stuff I’ve been thinking about. I’m terrible at this game, so this is me trying to bounce my ideas off people that are better. Let me know what you think:
Ending the combo at j.m and not using hard drive puts the opponent in air recovery which you can follow up with an air throw. Or if you’re very lucky and catch them trying to tech the throw or just randomly pushing buttons, you can do a corner loop with j.l -> j.m -> j.h -> land -> j.l -> j.m -> j.h. I leave off the last j.h and hit j.s for the ground bounce though.
Also, another slightly tricky thing is if you replace the last j.m of the combo with a j.h, it will wiff allowing you to reach the ground much faster. Here you can call a low assist and j.l to try for an unblockable setup. It’s best to use H Rocket Punch for this so you have more time to get in position.
You can also create a ground roll state if call an assist like Magneto’s disruptor at the same time as you hit the j.l after the rocket punch. I’ve been trying to use this to create command grab options, but I haven’t messed around with it too much.
Now, out of the corner you can do j.s -> j.l -> j.l -> j.m -> double jump -> j.l -> j.l -> j.m -> rocket punch -> hard drive to do decent damage and take a character to the corner from anywhere. If you leave out the rocket punch to super you can land and wave dash under for a cross up, or if you replace the last j.m with a j.h to wiff and land faster you can jump and do a really quick air throw.
That’s about it for now. I think Sentinel mixups are pretty powerful because he hits so hard and it makes people afraid to guess the wrong way. On the other hand, he already gets so much damage off of a j.s that it seems almost pointless to bother with it. Let me know what you guys think.
This is also my first post, be nice please.