UMVC3/Sentinel/Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

2M > 5S sjc. j.5H xx 214S, j.5L > j.5H xx 214S (unfly), j.5H, land, 5S sjc. j.5M jc. j.5M > j.5H > j.5S, land, 236L xx 236XX (700,000 damage for 1 bar and builds 1 bar of meter).

Sentinel's standard BnB route. After the flight cancel, delay j.5L as late as possible in order to give the opponent time to drop lower, or the relaunch will not work.

Throw (Into Corner), 236L xx 214XX, 5S sjc. j.5M > j.5M jc. j.5M > j.5H > j.5S, land, 236L xx 236XX (644,000 for 2 bar, builds ~0.9 bars of meter.)

Done early enough in a combo, Sentinel can combo Rocket Punch into Hyper Sentinel Force. This works anywhere, but Sentinel can only launcher afterwards if done near the corner. Besides normal throw, this route also works off any command grab.

Throw (Midscreen), j.2369L xx j.236XX, land, 5M > 5S sjc. j.5M > j.5M jc. j.5M > j.5H > j.5S, land, 236L xx 236XX (638,000 for 2 bar, builds ~0.9 bars of meter.)

Alternate throw conversion route that deals slightly less damage but works anywhere on the screen.

j.5M (air-to-air) > j.5H xx 214S, j.5L > j.5H xx 214S (unfly), j.5M jc. j.5M > j.5H > j.5S, land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, j.2369L xx j.236XX, j.2369XX, 2M xx 236M (902,000 for 2 bars of meter. Builds ~1.5 bars of meter.)

Sentinel excels at converting air-to-air hits into big damage by using the ground bounce property of j.5S. This combo also demonstrates how Sentinel can use Hard Drive at the end of combos instead of Plasma Storm in order to perform additional followups, including looping into itself. Sentinel can do this at the end of almost any combo, if it has meter to spend.

X-Factor Combos

5H > 2H xx 236M xx 214XX (X-Factor Activation) 214S, fly forward, j.5S, land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236L xx 236XX (938,000 for 2 bars of meter, builds ~1.1 bars of meter).

X-Factor canceling Hyper Sentinel Force allows Sentinel to follow up behind the drones and continue to attack. This route is particularly useful if Sentinel catches an assist with 5H beam or a random Rocket Punch, as Sentinel can reliably convert it into a kill.

Sample Team Combos

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TAC Infinites

(Corner Down TAC Hit) xx 214S, fly down-forward, j.5H xx 214S unfly, j.5H, rejump [j.5L > j.5L > j.5H xx 214S, j.5L > j.5H xx 214S unfly, j.5H, rejump] x99, 236XX

(Corner Up TAC Hit) xx 214S, 214S unfly, j.5H, rejump [j.5L > j.5L > j.5H xx 214S, j.5L > j.5H xx 214S unfly, j.5H, rejump] x99, 236XX

(Corner Side TAC Hit) xx 214S, 214S unfly, j.5H, rejump [j.5L > j.5L > j.5H xx 214S, j.5L > j.5H xx 214S unfly, j.5H, rejump] x99, 236XX

(Midscreen Side TAC Hit) xx 214S, fly down-forward, j.5L > j.5H 214S unfly, j.5H, rejump [j.5L > j.5L > j.5H xx 214S, j.5L > j.5H xx 214S unfly, j.5H, rejump] x99, 236XX

Sentinel has relatively simple and reliable TAC infinite routes, and was famously the first character to perform a TAC Infinite in a tournament setting. Falling j.5H causes a huge amount of hitstop, making the rejump timing quite lenient, and Sentinel can use its flight mode to manipulate positioning from any TAC hit.


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor