Sentinel is a beast in MvC2. A high-level Sentinel stomping on the opponent and then unblockabling the next character coming in renders about 3/4 of the game's characters nearly unplayable. He is God Tier and one of the best characters in the game.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
5LP 5LP
A mace, to your face.
Damage
Startup
Active
Recovery
Guard
6
9
4
12
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, SJ, Super
-
-
-
Placeholder text
5MP 5MP
They HAD to give him Dhalsim normals, he needs it
Damage
Startup
Active
Recovery
Guard
6+3
7
6(3)6
29
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, Super, SJ cancellable frames 17~33
-
-
-
Placeholder text
5HP 5HP
Dynamite, with a laser beam...
Damage
Startup
Active
Recovery
Guard
10+10
21
39
40
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, SJ, Super
-
-
-
Placeholder text. Can randomly hit twice on 27th frame. Takes 6 frames for beam to hit edge of screen.
5LK 5LK
THAT KNEE WAS DISRESPECTFUL
Damage
Startup
Active
Recovery
Guard
5
7
2
17
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, SJ, Super
-
-
-
Placeholder text
5MK 5MK
All knees should pop out
Damage
Startup
Active
Recovery
Guard
5
10
3
18
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, SJ, Super
-
-
-
Placeholder text
5HK 5HK
My knee can explode too, you know
Damage
Startup
Active
Recovery
Guard
18
13
2, 2, 2
35
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
Launcher
Special, SJ, Super
-
-
-
Placeholder text
2LP 2LP
Your knees are weak, old man
Damage
Startup
Active
Recovery
Guard
6
8
2
16
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, Super
-
-
-
Placeholder text
2MP 2MP
Streeeeeetch
Damage
Startup
Active
Recovery
Guard
6+3
13
3(3)3
28
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, Super, SJ Cancellable 22~38
-
-
-
Placeholder text
2HP 2HP
...guaranteed to BLOW YOUR MIND
Damage
Startup
Active
Recovery
Guard
10+10
16
36
39
HL
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
2nd hit unblockable
Special, SJ, Super
-
-
-
Placeholder text. 7 frames to reach edge of screen. Unblockable in certain contexts.
2LK 2LK
footsies
Damage
Startup
Active
Recovery
Guard
6
9
3
20
L
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, SJ, Super
-
-
-
Placeholder text
2MK 2MK
Dhalsim footsies
Damage
Startup
Active
Recovery
Guard
6+3
12
2(9)2
28
L
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, Super SJ cancellable 22・42
-
-
-
Placeholder text
2HK 2HK
This robot hates your knees
Damage
Startup
Active
Recovery
Guard
6+6+6
12
2(9)2(4)2
36
L
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
-
-
-
-
-
Placeholder text
j.LP j.LP
Stick around.
Damage
Startup
Active
Recovery
Guard
5
6
4
16
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, Super
-
-
-
Placeholder text
j.MP j.MP
I said, stick around.
Damage
Startup
Active
Recovery
Guard
8
8
3
22
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, Super
-
-
-
Placeholder text
j.HP j.HP
...waiting for the hammer to fall
Damage
Startup
Active
Recovery
Guard
18
12
4
34
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
Flying screen
Special, Super
-
-
-
Placeholder text
j.LK j.LK
Kicking your can all over the place
Damage
Startup
Active
Recovery
Guard
5
6
5
21
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Chain, Special, Super
-
-
-
Placeholder text
j.MK j.MK
I believe I can fly
Damage
Startup
Active
Recovery
Guard
8
9
4
28
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
None
Special, Super
-
-
-
Placeholder text
j.HK j.HK
What the hell are we fighting for
Damage
Startup
Active
Recovery
Guard
15
11
5
23
H
Special Property
Cancel
Adv. Hit
Adv. Guard
Adv. Pushblock
Flying Screen
Special, Super
-
-
-
Placeholder text
The Unblockable
His cFP is unblockable in a certain situations. This can then easily be linked into most any combo, notably cFP (unblockable), RP, death combo. There are two parts to this move: only the first part is unblockable. If they wake up or land on the second part, they cannot block it. Wake-up into it is the guaranteed version: learn this. Them coming onscreen into it (as in after one character dies) IS blockable but only if they block as soon as you start the move. If they're already blocking or forget to do this, it's unblockable and they should be dead if you do your job.
Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP. This can be done with either lp, which goes down between 45 degrees and 60 degrees (approximations, just demonstrating variation) or hp, which punches straight.
The rocket punch can be chained from the lp>mp>short/hard RP or from (hard RP) SECONDARY NOTE: this can be used as an anti-air with Z+punch, though it's not very useful outside of air combos
Sentinel Force
+ k
Using short will summon mini Sentinels that you can control vertically with the joystick; roundhouse summons slow-moving mini Sentinels that will bomb the area just in of you (hold the button to cause them to bomb across the screen).
Short Sentinel Force is pretty easy to use, although it's tricky to combo afterwards because you can't use Hyper Sentinel Force while mini-Sentinels are on screen. Roundhouse Sentinel Force is harder, and is best used with an assist that pins the opponent vertically such as Blackheart. RH also is a good way to stop crossup rushdown if they use superjumps to come in at you.
Flight Mode
+ + hk
N/A
Repeat to end. You can't block in flight mode, but you are way more mobile and can call assists if they come near. This is your bread and butter. Fly and show them your boots of love or your frying pan of justice. If your Sentinel doesn't fly, you're going to get killed.
Mash buttons for more damage. This is a less useful super, though if it connects, it can be very damaging. See Bread-and-Butter Combos.
Hyper Sentinel Force
+ + hk
Note: Can be comboed into and out of, especially with bread-and-butter X Rocket Punch.
Hard drive
+ + hp
This move is one of the more useless of the supers. The best use for this super is as a DHC (such as the hailstorm), or his his launcher xx sj.lp>sj.lk>sj.lp xx HD
Assist Moves
Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Projectile: Rocket Punch
Hyper Sentinel Force
Rocket Punch
This is primarily used for rushdown play and as a combo-starter for many air combos, including some infinites. Recommended for rushdown and high-pressure play UP CLOSE. Don't send this assist out randomly, as it will leave Sent open for massive combos.
Launcher:
Hyper Sentinel Force
Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.
Ground: Sentinel Force
Hyper Sentinel Force
Sentinel Force
This is a great assist for pressuring and chipping enemy characters. Being a 3-hit assist, it will also neutralize many opposing assists if used earlier. Also something to note, since the drones hit some time apart and keep your enemy stunned for a moment, it creates a great opportunity to rush in and start a combo, also giving you time to decide what to do, since it gives you such a larger window than his projectile assist. Use it if you plan to keep-away, chip, or trap enemies. Widely used in crossups and traps.
HP xx Rocket Punch xx Hyper Sentinel Force. Can be repeated: HP xx RP xx HSF xx HP xx RP xx HSF, etc. This is a semi-infinite
(in air)short>rh xx light rocket punch. This is his bread-and-butter stomp combo that does 1/3 damage on some characters, and without the rocket punch is used for pressure
(in corner) Any combo into HSF>Dash xx launcher>sj.lp>sj.short>sj.strong>sj.mk xx fly mode> fly forward>airthrow> fly forward>short>forward>upwards rocket punch>fly forward>airthrow>fly forward>short>forward>upwards rocket punch
Fastfly: Launch > wait until sentinel is ABOVE character > lk xx fly xx joystick up xx lk > mk > dpRP (if team has Captain Commando, you can press Assist+lk for much extra damage)
Fast Fly
Normally when you enter into Fly mode, there is a (vulnerable) pause for activation. However, you can can cancel this and immediately get the ability to attack, defend, etc. To do this, after you fly return to neutral, then select a direction and press an attack button.
Easy fast fly combo: jump in LK HK, jump up LK HK, fastfly LK HK Rocket Punch. (7hits)
Normally when you end fly mode you can't attack nor block(!). To get unfly mode you need to get hit in the air by any non-knockdown move. You then enter into unfly mode (until you normal jump or use it 5-7 times). This is extremely useful for fast stomping.