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Sentinel Basic Loop and Variations

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Uploaded by on Jan 3, 2011

Game: X-Men - Children of the Atom
Played on: FB Alpha 0.2.97.01
Date: Monday, January 03, 2011
Player 1: 127.0.0.1 (CAN)
P1 Character: Sentinel
Dummy/P2: Cyclops

A request from a buddy, who apparently can't figure this out. First video of mine of the new year, and the first time I've had a reason to record something myself in a little while. I first learned this combo after asking Batts a bit about comboing into Sentinel's fly/unfly cancel a long, long time ago. The only really practical places are after projectiles (c.MP, c.HP) or after HK. I was sort've dumb, forgot the examples Batts mentioned and improvised a little bit, yielding these. They may or may not be the same, and may or may not have better character specific versions.

This is not meant to be fancy. It's most character unspecific combo that Sentinel has and one of the cornerstones of his rushdown game. Any Sentinel player who can't yet perform this is going to have a rather hard match ahead of them, even versus the worst characters in the game.


Sentinel's basic juggle combo is:
[dash LK, c.HP, superjump, down+MP (to hover low to the ground), HK, rocket punch, HK]

This combo is effective on the majority of the cast (silence, Iceman players!) and technically constitutes an infinite. You keep the opponent in the air with the dash LK to missile, then low hover toward them and play kickball with their body.

Getting into it is pretty easy, setup stun or anti-air, then:
Dash MK (3-hit), MP Rocket Punch (Cyclops, Psylocke, etc)
Dash MK (3-4 hit), superjump, MP Rocket Punch, HK (Anybody but...)
Dash MK, MK, HP rocket punch (Sentinel or Colossus)

Against some cast members, however, you'll lose the combo occasionally after a while due to either being pushed too far or using the missile too early and generating a high launch, causing your low-hover HK to wiff. This is where variations come into the picture.

After c.HP, if you think you're being pushed too far, you can try one of the following variations to correct the distance:
QCB+3P (fly), QCB+3P (unfly), dash MK, superjump, HK, rocket punch, HK, HP
QCB+3P (fly), QCB+3P (unfly), dash MK, superjump, HK, rocket punch, HK
QCB+3P (fly), hover up toward the opponent, HK, QCB+3P (unfly cancel)

The first requires you to get your opponent high into the air, so that you land before HP causes them to bounce on the ground. The middle is the opposite; the lower the opponent is to the ground the greater the chance of success, just like the basic loop.


To actually finish the combo, you would normally use the super (for chip damage on large characters), go for a throw reset, or simply rocket punch them down to the ground, but those can be setup and executed any number of ways.

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Uploader Comments (IP19216801)

  • nice have you seen the hitboxes yet in this game?

  • @jedpossum13

    I saw that LUA script for CPS2 games on FBA-RR and MAME-RR, but never decided to try it out on COTA. I have a very good idea as to what the hitboxes look like, though, just by mental estimation over the years because most combos are character specific.

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