Marvel vs Capcom 2/Sentinel: Difference between revisions

From SuperCombo Wiki
m (→‎Normal Moves: notation update going forward)
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|image= Sent_5LP_3.png
|image= Sent_5LP_3.png
|caption= A mace, to your face.
|caption= A mace, to your face.
|name= 5LP
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= 5LP
|input= s.LP | 5LP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 76: Line 76:
|image2= Sent_5MP_4.png
|image2= Sent_5MP_4.png
|caption2= They HAD to give him Dhalsim normals, he needs it
|caption2= They HAD to give him Dhalsim normals, he needs it
|name= 5MP
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= 5MP
|input= s.MP | 5MP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 99: Line 99:
|image= Sent 5HP 11.png
|image= Sent 5HP 11.png
|caption= Close your mouth son!
|caption= Close your mouth son!
|name= 5HP
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= 5HP
|input= s.HP |5HP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 122: Line 122:
|image= Sent 5LK.png
|image= Sent 5LK.png
|caption= THAT KNEE WAS DISRESPECTFUL
|caption= THAT KNEE WAS DISRESPECTFUL
|name= 5LK
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= 5LK
|input= s.LK | 5LK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 145: Line 145:
|image= Sent 5MK.png
|image= Sent 5MK.png
|caption= All knees should pop out
|caption= All knees should pop out
|name= 5MK
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= 5MK
|input= s.MK | 5MK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 170: Line 170:
|image3= Sent_5HK_3.png
|image3= Sent_5HK_3.png
|caption3= My knee can explode too, you know
|caption3= My knee can explode too, you know
|name= 5HK
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= 5HK
|input= s.HK | 5HK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 193: Line 193:
|image= Sent_2LP.png
|image= Sent_2LP.png
|caption= Your knees are weak, old man
|caption= Your knees are weak, old man
|name= 2LP
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= 2LP
|input= cr.LP | 2LP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 217: Line 217:
|image2= Sent_2MP_2.png
|image2= Sent_2MP_2.png
|caption2= Streeeeeetch
|caption2= Streeeeeetch
|name= 2MP
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= 2MP
|input= cr.MP | 2MP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 240: Line 240:
|image= Sent_2HP.png
|image= Sent_2HP.png
|caption= ...guaranteed to BLOW YOUR MIND
|caption= ...guaranteed to BLOW YOUR MIND
|name= 2HP
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
|input= 2HP
|input= cr.HP | 2HP
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 263: Line 263:
|image= Sent_2LK.png
|image= Sent_2LK.png
|caption= footsies
|caption= footsies
|name= 2LK
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
|input= 2LK
|input= cr.LK | 2LK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 287: Line 287:
|image2= Sent_2MK_2.png
|image2= Sent_2MK_2.png
|caption2= Dhalsim footsies
|caption2= Dhalsim footsies
|name= 2MK
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
|input= 2MK
|input= cr.MK | 2MK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 312: Line 312:
|image3= Sent_2HK_3.png
|image3= Sent_2HK_3.png
|caption3= This robot hates your knees
|caption3= This robot hates your knees
|name= 2HK
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= 2HK
|input= cr.HK | 2HK
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 335: Line 335:
|image= Sent_j.LP.png
|image= Sent_j.LP.png
|caption= Stick around.
|caption= Stick around.
|name= j.LP
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
|input= j.LP
|input= j.LP
Line 358: Line 358:
|image= Sent_j.MP.png
|image= Sent_j.MP.png
|caption= I said, stick around.
|caption= I said, stick around.
|name= j.MP
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= j.MP
|input= j.MP
Line 382: Line 382:
|image2= Sent_j.HP_1.png
|image2= Sent_j.HP_1.png
|caption2= ...waiting for the hammer to fall
|caption2= ...waiting for the hammer to fall
|name= j.HP
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
|input= j.HP
|input= j.HP
Line 405: Line 405:
|image= Sent_j.LK.png
|image= Sent_j.LK.png
|caption= CHA CHA!
|caption= CHA CHA!
|name= j.LK
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
|input= j.LK
|input= j.LK
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|image= Sent_j.Medium_Kick.png
|image= Sent_j.Medium_Kick.png
|caption= DESMOND!
|caption= DESMOND!
|name= j.MK
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= j.MK
|input= j.MK
Line 451: Line 451:
|image= Sent_j.HK.png
|image= Sent_j.HK.png
|caption= Hittin' u with the Sicily!
|caption= Hittin' u with the Sicily!
|name= j.HK
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
|input= j.HK
|input= j.HK

Revision as of 09:05, 12 September 2021

Story

The Sentinel is a character from the X-Men series by Marvel. Sentinels are robots designed to hunt mutants. They can fire laser blasts from their palms specifically designed to damage mutants.

The Sentinel that appears in the series has the model number COTA-94, debuting as a playable character in X-Men: Children of the Atom. It reappeared in Marvel vs. Capcom 2: New Age of Heroes, Marvel vs. Capcom 3: Fate of Two Worlds and Ultimate Marvel vs. Capcom 3. It is a secret assist character in Marvel vs. Capcom: Clash of Super Heroes.

Gameplay

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.

Strengths Weaknesses
  • Coming soon.
  • Coming soon.

Character Summary

Special Moves

Coming soon.

Super Moves

Coming soon.

Assist Moves

Coming soon.

MVC2 sentinel art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-sentinel.png

Moves List

Normal Moves

Light Punch
s.LP
Sent 5LP 3.png
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


Medium Punch
s.MP
Sent 5MP 2.png
Sent 5MP 4.png
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


Heavy Punch
s.HP
Sent 5HP 11.png
Close your mouth son!
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.


Light Kick
s.LK
Sent 5LK.png
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


Medium Kick
s.MK
Sent 5MK.png
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


Heavy Kick
s.HK
Sent 5HK 1.png
Sent 5HK 2.png
Sent 5HK 3.png
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


Crouching Light Punch
cr.LP
Sent 2LP.png
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


Crouching Medium Punch
cr.MP
Sent 2MP 1.png
Sent 2MP 2.png
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


Crouching Heavy Punch
cr.HP
Sent 2HP.png
...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.


Crouching Light Kick
cr.LK
Sent 2LK.png
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


Crouching Medium Kick
cr.MK
Sent 2MK 1.png
Sent 2MK 2.png
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


Crouching Heavy Kick
cr.HK
Sent 2HK 1.png
Sent 2HK 2.png
Sent 2HK 3.png
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


Air Light Punch
j.LP
Sent j.LP.png
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


Air Medium Punch
j.MP
Sent j.MP.png
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


Air Heavy Punch
j.HP
Sent j.HP 1.png
Sent j.HP 1.png
...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


Air Light Kick
j.LK
Sent j.LK.png
CHA CHA!
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


Air Medium Kick
j.MK
Sent j.Medium Kick.png
DESMOND!
Damage Startup Active Recovery Guard
8 9 4 28 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Placeholder text


Air Heavy Kick
j.HK
Sent j.HK.png
Hittin' u with the Sicily!
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.

Special Moves

Name
Command
Damage
Special Properties (glossary)
Rocket Punch
Qcf.png + p
Airok.png 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 Hp.png (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
Qcf.png + 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 Front.png 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
Qcb.png + Lk.png + hk
N/A
Airok.png 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.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Storm
Qcf.png + Lp.png + hp
Mash.png 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
Qcf.png + Lk.png + hk
Note: Can be comboed into and out of, especially with bread-and-butter Hp.png X Rocket Punch.
Hard drive
Qcf.png + Lp.png + hp
Aironly.png 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
Alpha.pngProjectile: Lk.png Rocket Punch
Hyper Sentinel Force
Lk.png 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.
Beta.pngLauncher: Hk.png
Hyper Sentinel Force
Hk.png
Launch.png Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.
Gamma.pngGround: Lk.png Sentinel Force
Hyper Sentinel Force
Lk.png 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.

The Basics

Bread-and-Butter Combos

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

launcher>sj.lp>sj.short>sj.strong>sj.mk>rocket punch

(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)


Unfly

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.

Advanced Strategy

Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief