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Monday
Feb072011

HYPER COMBOS

PLASMA STORM - QCF+2ATK (282k)

With the nerf to sentinels rocket punch, this is the hyper you will be ending your combos with more often than not. It doesn't have much utility outside of being a combo ender, but at 337,400 damage and ~200,000 minimum amount of damage, its a darn good combo ender. With that said, it does have some utility, it can be used to protect your assist if your opponent fires a full screen projectile thats slow enough for plasma storm to start-up before it reaches your assist(like hyper sentinel force for example).

HARD DRIVE - QCF+2ATK (275k) - AIR ONLY

Sentinel gathers his friends and flies across the screen in a straight line. Frames 1-70 invincible, causes spinning knockdown that ignores hitstun decay. No, thats not a typo, this move actually have 70 frames of invincibility. Arguably sentinels best hyper(if not the best lvl 1 in the game) this move is simply bonkers. If it connects, its allows for sentinel to go into a full combo for a nice amount of damage, allows sentinel to avoid most incoming character mix-ups entirely. Paired with the ability to air x-factor and this hyper is simply amazing and a reason for sentinel players to always try to have at least one bar of hyper available. Plus once you learn to tk your hard drives all of a sudden you can punish even ground based attacks with a hard drive. And I haven't even gone into the advantages of using it as a combo ender, while it doesn't give you the damage plasma storm or HSF gives you, what it loses in damage, it makes up in position. Any combo ended with a hard drive will leave the opponent in the corner, the optimal position for sentinel, plus if you have the meter and execution you can loop hard drives in the corner until your either run out of meter or your opponent runs out of health, but if done properly, with 4 bars sentinel can kill anyone in cast thanks to his hard drive. Be careful with your hard drive use though, some characters can punish hard drives(anyone with a fast full screen attack) and if you perform one while your opponent is cornered your ass is gonna get punished hard. Plus, if your opponent doesn't get picked up properly you could potentially be in for some serious punishment.

 

HYPER SENTINEL FORCE - QCB + 2ATK (306k)

Sentinel snitches on the opponent sending three waves of three very high priority wall of drones. HSF has an interesting property in that its completely disjointed(like hail storm) i.e., hitting sentinel will not stop the drones from coming out once the hyper has started, making this an amazing DHC hyper. Be warned though, random full screen HSF are not safe in the slightest, your opponent can super jump over it and punish sentinel right as the drones are finishing their rounds. In spite of that, if used properly this is a very very useful hyper, for one its one of the few ways sentinel can combo of his throws and he gets a very easy combo afterwards. Plus it makes for a very nice AA if you see your opponent jump over one of your spits and is within range to punish you, it will often trade but since the hyper is disjointed the drones will continue to hit the opponent while sentinel recovers and proceeds to lay down an ass whooping on the fool hardy opponent. Thanks to the nerf to his rocket punch though, sent can no longer combo into his HSF whenever he pleases, it has to be done really early in a combo, and even in some cases the opponent might be too far for it to combo. Some assists allow sentinel to combo into it at the end of long combos, but at the moment spencer slant shot and chuns lightning legs are the only ones I know off. This hyper is an amazing assist killer. Pairing it with full screen DHCs like Shinku or XF + do it again can easily kill assists from full screen. If you see the point character get tagged with HSF, you can XFC and mosey on over there for an easy confirm into an easy death combo. 1 bar and XF into death off a full screen punish is a nice trick to have up your sleeve. Also obviously good to do in happy birthday situations.

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