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Sentinel TAC Tutorial

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Uploaded by on Aug 16, 2011

A lot of people wanted some more info on the Sentinel combos I do in matches, so here's a breakdown.

Some basic tips not exactly covered:

1.) How big the combo is when you go into TAC doesn't matter. TAC's have no hitstun deterioration until you hit the ground; even if you drop the combo, and managed to pick it back up via reset, there's still no HSD until you land. However, after you land, the HSD kicks in in full, and at extremely high HSD levels, Sentinel can't combo after Rocket Punch at all. This is actually why the first TAC in my putting it together combo leaves a few hits out. It was at the maximum for the OTG RP to work when I landed.

2.) If I do drop it in a match, I usually opt to do Hard Drive(Chip), DHC into Devil Trigger, and mix them up on the way down(Left / Teleport+Assist / Anti Air sM). But really, it's no more difficult than any other "tricky combo".

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Uploader Comments (ProzacStylings)

  • Hey after the first L rocket punch how do you make sure the jump L straight after connect????

    Sometimes it does but most time it don't. Is there a visual cue you can use??

  • @rookie1405

    If it's dropping because they're too low, you need to delay the initial jL -> jH -> M RP more. If they're just flipping out, you just need to keep the timing crisp. It's not thaaaat tight.

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All Comments (7)

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  • The worst change to UMvC3: The rocket punch change. :*(

  • that last combo you did was nice

  • can you put the notations in the description its hard to catch em on vid

  • @ProzacStylings Thanks for that, yeah I kept rushing the jL. I can do up to the fly part now. slowly getting there lol

  • Thanks for the vid! The a dj aac fly part and the delayed magic series in the end helped me out the most. Without those bits, I'd have to take out the second preflight rocket punch for consistency. Now I can always style!

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