Marvel vs Capcom 2/Sentinel: Difference between revisions

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= Introduction =
{{MVC2 Character Intro|char= sentinel|full=Sentinel|short=STN|content=
== Story ==
The Sentinel is a character from the X-Men series by Marvel. Created by scientist and anti-mutant bigot Bolivar Trask to protect humanity from the 'mutant threat,' Sentinels are equipped with advanced A.I. and incredibly powerful attacks designed to combat specific mutant abilities.
 
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 hitting the next character coming in with an unblockable renders about 3/4 of the game's characters nearly unplayable.  He is God Tier, and one of the best characters in the game.
 
}}
{{ProConTable
|pros=
*'''Flight Mode:''' Sentinel flight mode is incredibly fast and evasive in the air while also being able to call assists. He can also cancel in and out of flight, opening up his pressure, mix, and combo game.
*'''Godlike Zoning:''' Heavy Punch lasers combined with drones are enough to make 80% of the cast completely miserable but adding in long limbs and flight allows Sentinel to control much of the screen. Hyper Sentinel Force and Rocket Punch allows conversions into big damage.
*'''Great Endurance:''' He takes 25% less damage from any incoming attacks, which gives him the most health out of any character.
*'''Super Armor:''' Possesses a single hit of super armor constantly on the ground, including during his idle animations.
*'''High Damage:''' His FastFly and ReFly combos allow him to deal a good 60% off a single combo with the right assist, in combination with his guardbreak and chip damage he can wipe teams off the map in seconds.
*'''Hyper Sentinel Force:''' One of the best DHC options for both huge damage and flexibility for both combos into and out of it. Also loops into itself on hit and safe on block.
*'''Chip Potential:''' Normals do chip damage on block, allows for a large amount of damage when combined with multiple flights and assists.
*'''Strong Assists:''' Yes, of course he also has some of the best assists in the game. Drones has strong neutral control and Rocket Punch is a strong combo assist.
|cons=
*'''Big Boy:''' Being the largest character in the game does have some drawbacks. Sent's big body means he takes extra damage and chip from moves like hailstorm. His large hurtbox also means he can have a hard time navigating around zoning, and he’s also so damn big that near every character has a standing infinite on him.
}}
{{Content Box|content=
<center><youtube>N2-L-SS5XG8</youtube></center>
}}
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Rocket Punch (Air OK)
*'''Down:'''{{qcf}} + {{lp}}
*'''Forward:'''{{qcf}} + {{hp}}
*'''Up:'''{{dp}} + {{lp}} or {{hp}}
*'''Retract early:''' {{b}} + {{lp}} or {{hp}}
;Sentinel Force
*'''Control:''' {{qcf}} + {{lk}}, Hold or release
*'''Carpet Bomb:''' {{qcf}} + {{hk}}, Hold to delay
;Hover (Air OK)
*{{qcb}} + {{lk}} + {{hk}}, press again to end
}}
|content2=
{{Content Box|header=Super Moves|content=
;Plasma Storm
*{{qcf}} + {{lp}} + {{hp}} (Mashable)
;Hyper Sentinel Force
*{{qcf}} + {{lk}} + {{hk}}
;Hard Drive (Air Only)
*{{qcf}} + {{lp}} + {{hp}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Projectile Type
*Assist: {{lp}} Rocket Punch
*Counter: {{lp}} Rocket Punch
*Combination: Hyper Sentinel Force
;Type β - Launcher Type
*Assist: {{hk}}
*Counter: {{hk}}
*Combination: Hyper Sentinel Force
;Type γ - Ground Type
*Assist: {{lk}} Sentinel Force
*Counter: {{lk}} Sentinel Force
*Combination: Hyper Sentinel Force
}}
}}
 
= Colors =
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
 
[[Image:Mvc2-sentinel.png]]


= Moves List =
= Moves List =


== Normal Moves ==
== Normal Moves ==
==== Ground Normals ====
{{MoveData
|image= Sent_5LP_3.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= {{Lp}}
|data=
{{AttackData-MVSC2
|Damage= 6
|Startup= 9
|Active= 4
|Recovery= 12
|Guard= HL
|Special Property= None
|Cancel= Chain, Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Very slow for a jab.
}}
}}
{{MoveData
|image= Sent_5MP_2.png
|image2= Sent_5MP_4.png
|caption2=
|name= Medium Punch
|linkname= 5MP
|input= {{Mp}}
|data=
{{AttackData-MVSC2
|Damage= 6+3
|Startup= 7
|Active= 6(3)6
|Recovery= 29
|Guard= HL
|Special Property= None
|Cancel= Special, Super, SJ cancellable frames 17~33
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Massive range with a disjointed hitbox, fortunately it’s mostly used as combo filler.
}}
}}
{{MoveData
|image= Sent 5HP 11.png
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= {{Hp}}
|data=
{{AttackData-MVSC2
|Damage= 10+10
|Startup= 21
|Active= 39
|Recovery= 40
|Guard= HL
|Special Property= None
|Cancel= Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Fires a beam across the screen, active for a while. Whiffs on some smaller characters. Can randomly hit twice on 27th frame. Takes 6 frames for beam to hit edge of screen.
}}
}}
{{MoveData
|image= Sent 5LK.png
|caption=
|name= Light Kick
|linkname= 5LK
|input= {{Lk}}
|data=
{{AttackData-MVSC2
|Damage= 5
|Startup= 7
|Active= 2
|Recovery= 17
|Guard= HL
|Special Property= None
|Cancel= Chain, Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= His fastest normal and best abare option. Still slower than most of the roster’s jabs
}}
}}
{{MoveData
|image= Sent 5MK.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= {{Mk}}
|data=
{{AttackData-MVSC2
|Damage= 5
|Startup= 10
|Active= 3
|Recovery= 18
|Guard= HL
|Special Property= None
|Cancel= Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Mostly combo filler.
}}
}}
{{MoveData
|image= Sent_5HK_1.png
|image2= Sent_5HK_2.png
|image3= Sent_5HK_3.png
|caption3=
|name= Heavy Kick
|linkname= 5HK
|input= {{Hk}}
|data=
{{AttackData-MVSC2
|Damage= 18
|Startup= 13
|Active= 2, 2, 2
|Recovery= 35
|Guard= HL
|Special Property= Launcher
|Cancel= Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Sent’s main launcher. Chaining from this into an air combo can lead to huge damage off a BnB.
}}
}}
{{MoveData
|image= Sent_2LP.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= {{d}} + {{Lp}}
|data=
{{AttackData-MVSC2
|Damage= 6
|Startup= 8
|Active= 2
|Recovery= 16
|Guard= HL
|Special Property= None
|Cancel= Chain, Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Crouching jab, one frame faster than s.LP
}}
}}
{{MoveData
|image= Sent_2MP_1.png
|image2= Sent_2MP_2.png
|caption2=
|name= Crouching Medium Punch
|linkname= 2MP
|input= {{d}} + {{Mp}}
|data=
{{AttackData-MVSC2
|Damage= 6+3
|Startup= 13
|Active= 3(3)3
|Recovery= 28
|Guard= HL
|Special Property= None
|Cancel= Chain, Special, Super, SJ Cancellable 22~38
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Placeholder text
}}
}}
{{MoveData
|image= Sent_2HP.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= {{d}} + {{Hp}}
|data=
{{AttackData-MVSC2
|Damage= 10+10
|Startup= 16
|Active= 36
|Recovery= 39
|Guard= HL
|Special Property= 2nd hit unblockable
|Cancel= Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= st.HP but lower to the ground, also much faster. Would be risky to whiff if wasn’t for flight cancel. 7 frames to reach edge of screen. Unblockable in certain contexts.
}}
}}
{{MoveData
|image= Sent_2LK.png
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= {{d}} + {{Lk}}
|data=
{{AttackData-MVSC2
|Damage= 6
|Startup= 9
|Active= 3
|Recovery= 20
|Guard= L
|Special Property= None
|Cancel= Chain, Special, SJ, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Sent’s main low, slow but gets the job done.
}}
}}
{{MoveData
|image= Sent_2MK_1.png
|image2= Sent_2MK_2.png
|caption2=
|name= Crouching Medium Kick
|linkname= 2MK
|input= {{d}} + {{Mk}}
|data=
{{AttackData-MVSC2
|Damage= 6+3
|Startup= 12
|Active= 2(9)2
|Recovery= 28
|Guard= L
|Special Property= None
|Cancel= Special, Super SJ cancellable 22・42
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Low hit-confirm.
}}
}}
{{MoveData
|image= Sent_2HK_1.png
|image2= Sent_2HK_2.png
|image3= Sent_2HK_3.png
|caption3=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= {{d}} + {{Hk}}
|data=
{{AttackData-MVSC2
|Damage= 6+6+6
|Startup= 12
|Active= 2(9)2(4)2
|Recovery= 36
|Guard= L
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Placeholder text
}}
}}
==== Air Normals ====
{{MoveData
|image= Sent_j.LP.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{Lp}}
|data=
{{AttackData-MVSC2
|Damage= 5
|Startup= 6
|Active= 4
|Recovery= 16
|Guard= H
|Special Property= None
|Cancel= Chain, Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Somewhat mediocre horizontal range, but a disgusting vertical hitbox makes up for it. Great for swatting away people right below you.
}}
}}
{{MoveData
|image= Sent_j.MP.png
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= j.{{Mp}}
|data=
{{AttackData-MVSC2
|Damage= 8
|Startup= 8
|Active= 3
|Recovery= 22
|Guard= H
|Special Property= None
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Placeholder text
}}
}}
{{MoveData
|image= Sent_j.HP_1.png
|image2= Sent_j.HP_1.png
|caption2=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{Hp}}
|data=
{{AttackData-MVSC2
|Damage= 18
|Startup= 12
|Active= 4
|Recovery= 34
|Guard= H
|Special Property= Flying screen
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Huge disjoint, basically creates a moving impenetrable wall in front of Sent.
}}
}}
{{MoveData
|image= Sent_j.LK.png
|caption= CHA CHA!
|name= Air Light Kick
|linkname= j.LK
|input= j.{{Lk}}
|data=
{{AttackData-MVSC2
|Damage= 5
|Startup= 6
|Active= 5
|Recovery= 21
|Guard= H
|Special Property= None
|Cancel= Chain, Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Makes up for jLP’s lacking horizontal range, stomps on any opponent beneath you.
}}
}}
{{MoveData
|image= Sent_j.Medium_Kick.png
|caption= DESMOND!
|name= Air Medium Kick
|linkname= j.MK
|input= j.{{Mk}}
|data=
{{AttackData-MVSC2
|Damage= 8
|Startup= 9
|Active= 4
|Recovery= 28
|Guard= H
|Special Property= None
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Thank fucking god this normal is regulated to combo filler.
}}
}}
{{MoveData
|image= Sent_j.HK.png
|caption= Hittin' u with the Sicily!
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{Hk}}
|data=
{{AttackData-MVSC2
|Damage= 15
|Startup= 11
|Active= 5
|Recovery= 23
|Guard= H
|Special Property= Flying Screen
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= jLK but trades speed for double the range.
}}
}}
=== Universal Mechanics ===
{{MoveData
|image= Sent_5HK_3.png
|caption= Sentinel's universal launcher
|name= Launcher
|linkname= Launcher
|input= {{df}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= {{launcher}}
|Cancel= -
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


== Special Moves ==
== Special Moves ==


<h4>Rocket Punch: QCF+P</h4>
{{MoveData
Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP.<br><br>
|image= Sent_j.LP.png
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.  
|caption= Pretend this is Rocket Punch
<br>The rocket punch can be chained from the lp>mp>short/hard RP or from hp (hard RP)<br> SECONDARY NOTE: this can be used as an anti-air with Z+punch, though it is not very useful.<br>
|name= Rocket Punch
|linkname= Placeholder
|input= {{Qcf}} + {{P}} / {{Dp}} + {{P}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Written as 'RP' further into this article.
Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP. This move can be done with either {{qcf}} + {{lp}} (which goes down between 45 degrees and 60 degrees. these are approximations, just demonstrating variation) / {{hp}} (which punches straight), or with {{Dp}} + {{P}} (which goes upwards at an angle and can be used as an anti-air) though it's not very useful outside of air combos.
 
The rocket punch can be chained from the lp>mp>short/hard RP or from {{hp}} (hard RP)
}}
}}
 
 
{{MoveData
|image= Sent_j.LP.png
|caption= Pretend this is Sentinel Force
|name= Sentinel Force
|linkname= Placeholder
|input= {{Qcf}} + {{K}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Using {{lk}} will summon mini Sentinels that you can control vertically with the joystick; {{hk}} summons slow-moving mini Sentinels that will bomb the area just in front of you (hold the button to cause them to bomb across the screen).
 
{{lk}} 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. {{hk}} Sentinel Force is harder, and is best used with an assist that pins the opponent vertically such as Blackheart. {{hk}} also is a good way to stop crossup rushdown if they use superjumps to come in at you.
}}
}}
 
 
{{MoveData
|image= Sent_j.LP.png
|caption= Pretend this is Flight Mode
|name= Flight Mode
|linkname= Placeholder
|input= {{Qcb}} + {{lk}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= 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.
}}
}}
 
 
== Hyper Combos ==
 
{{MoveData
|image= Sent_j.LP.png
|caption= Pretend this is Plasma Storm
|name= Plasma Storm
|linkname= Placeholder
|input= {{Qcf}} + {{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= 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.
}}
}}


<h4>Sentinel Force: QCF+LK</h4>Another great move. This is particularly effective against jump-ins and rushdowns. Dash in after connecting for a decent combo.


<h2>== Super Moves ==</h2>
{{MoveData
<br><h5>Hyper Sentinel Force:</h5> QCF+KK<br>
|image= Sent_j.LP.png
Note: Can be comboed into and out of, especially with bread-and-butter HP X Rocket Punch<br>
|caption= Pretend this is Hyper Sentinel Force
<h5>Plasma Storm- QCF+PP</h5>This is a less useful super, though if it connects, it can be very damaging. See Bread-and-Butter Combos
|name= Hyper Sentinel Force
|linkname= Placeholder
|input= {{Qcf}} + {{lk}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Written as 'HSF' further into this article.
Note: Can be comboed into and out of, especially with bread-and-butter {{hp}} XX Rocket Punch.
}}
}}


<h5>Hard DRIVE (AIR ONLY)- QCF+PP</h5> Note: This move is one of the more useless of the supers in combos. It's very situational, unless used for (little)extra damage in a combo.<br><br>


==Bread-and-Butter Combos==
{{MoveData
|image= Sent_j.LP.png
|caption= Pretend this is Hard Drive
|name= Hard Drive
|linkname= Placeholder
|input= j.{{Qcf}} + {{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Air only. 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 ==


= The Basics =
== Variable Assists ==
{{MoveData
|image= Sent_j.LP.png
|caption= Type α
|name= Projectile Type
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= {{lp}} Rocket Punch. Variable counter is also {{lp}} Rocket Punch. Variable Combination super is Hyper Sentinel Force.


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.
}}
}}<br>
{{MoveData
|image= Sent_5HK_3.png
|caption= Type β
|name= Anti-Air Type
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Standing {{hk}}. Variable counter is also Standing {{hk}}. Variable Combination super is Hyper Sentinel Force.


Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.
}}
}}<br>
{{MoveData
|image= Sent_j.LK.png
|caption= Type γ
|name= Ground Type
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= {{lk}} Sentinel Force. Variable Counter is also {{lk}} Sentinel Force. Variable Combination super is Hyper Sentinel Force.


= Advanced Strategy =
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.
}}
}}<br>




{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]
[[Category:Sentinel]]
[[Category:Sentinel]]

Latest revision as of 00:45, 5 October 2024

Story

The Sentinel is a character from the X-Men series by Marvel. Created by scientist and anti-mutant bigot Bolivar Trask to protect humanity from the 'mutant threat,' Sentinels are equipped with advanced A.I. and incredibly powerful attacks designed to combat specific mutant abilities.

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 hitting the next character coming in with an unblockable renders about 3/4 of the game's characters nearly unplayable. He is God Tier, and one of the best characters in the game.

MVC2 sentinel art.png
Strengths Weaknesses
  • Flight Mode: Sentinel flight mode is incredibly fast and evasive in the air while also being able to call assists. He can also cancel in and out of flight, opening up his pressure, mix, and combo game.
  • Godlike Zoning: Heavy Punch lasers combined with drones are enough to make 80% of the cast completely miserable but adding in long limbs and flight allows Sentinel to control much of the screen. Hyper Sentinel Force and Rocket Punch allows conversions into big damage.
  • Great Endurance: He takes 25% less damage from any incoming attacks, which gives him the most health out of any character.
  • Super Armor: Possesses a single hit of super armor constantly on the ground, including during his idle animations.
  • High Damage: His FastFly and ReFly combos allow him to deal a good 60% off a single combo with the right assist, in combination with his guardbreak and chip damage he can wipe teams off the map in seconds.
  • Hyper Sentinel Force: One of the best DHC options for both huge damage and flexibility for both combos into and out of it. Also loops into itself on hit and safe on block.
  • Chip Potential: Normals do chip damage on block, allows for a large amount of damage when combined with multiple flights and assists.
  • Strong Assists: Yes, of course he also has some of the best assists in the game. Drones has strong neutral control and Rocket Punch is a strong combo assist.
  • Big Boy: Being the largest character in the game does have some drawbacks. Sent's big body means he takes extra damage and chip from moves like hailstorm. His large hurtbox also means he can have a hard time navigating around zoning, and he’s also so damn big that near every character has a standing infinite on him.

Character Summary

Special Moves

Rocket Punch (Air OK)
  • Down:Qcf.png + Lp.png
  • Forward:Qcf.png + Hp.png
  • Up:Dp.png + Lp.png or Hp.png
  • Retract early: B.png + Lp.png or Hp.png
Sentinel Force
  • Control: Qcf.png + Lk.png, Hold or release
  • Carpet Bomb: Qcf.png + Hk.png, Hold to delay
Hover (Air OK)
  • Qcb.png + Lk.png + Hk.png, press again to end
Super Moves

Plasma Storm
  • Qcf.png + Lp.png + Hp.png (Mashable)
Hyper Sentinel Force
  • Qcf.png + Lk.png + Hk.png
Hard Drive (Air Only)
  • Qcf.png + Lp.png + Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Lp.png Rocket Punch
  • Counter: Lp.png Rocket Punch
  • Combination: Hyper Sentinel Force
Type β - Launcher Type
  • Assist: Hk.png
  • Counter: Hk.png
  • Combination: Hyper Sentinel Force
Type γ - Ground Type
  • Assist: Lk.png Sentinel Force
  • Counter: Lk.png Sentinel Force
  • Combination: Hyper Sentinel Force

Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-sentinel.png

Moves List

Normal Moves

Ground Normals

Light Punch
Lp.png
Sent 5LP 3.png
Damage Startup Active Recovery Guard
6 9 4 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Very slow for a jab.


Medium Punch
Mp.png
Sent 5MP 2.png
Sent 5MP 4.png
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 - - -

Massive range with a disjointed hitbox, fortunately it’s mostly used as combo filler.


Heavy Punch
Hp.png
Sent 5HP 11.png
Damage Startup Active Recovery Guard
10+10 21 39 40 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Fires a beam across the screen, active for a while. Whiffs on some smaller characters. Can randomly hit twice on 27th frame. Takes 6 frames for beam to hit edge of screen.


Light Kick
Lk.png
Sent 5LK.png
Damage Startup Active Recovery Guard
5 7 2 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

His fastest normal and best abare option. Still slower than most of the roster’s jabs


Medium Kick
Mk.png
Sent 5MK.png
Damage Startup Active Recovery Guard
5 10 3 18 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Mostly combo filler.


Heavy Kick
Hk.png
Sent 5HK 1.png
Sent 5HK 2.png
Sent 5HK 3.png
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 - - -

Sent’s main launcher. Chaining from this into an air combo can lead to huge damage off a BnB.


Crouching Light Punch
D.png + Lp.png
Sent 2LP.png
Damage Startup Active Recovery Guard
6 8 2 16 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Crouching jab, one frame faster than s.LP


Crouching Medium Punch
D.png + Mp.png
Sent 2MP 1.png
Sent 2MP 2.png
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
D.png + Hp.png
Sent 2HP.png
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 - - -

st.HP but lower to the ground, also much faster. Would be risky to whiff if wasn’t for flight cancel. 7 frames to reach edge of screen. Unblockable in certain contexts.


Crouching Light Kick
D.png + Lk.png
Sent 2LK.png
Damage Startup Active Recovery Guard
6 9 3 20 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Sent’s main low, slow but gets the job done.


Crouching Medium Kick
D.png + Mk.png
Sent 2MK 1.png
Sent 2MK 2.png
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 - - -

Low hit-confirm.


Crouching Heavy Kick
D.png + Hk.png
Sent 2HK 1.png
Sent 2HK 2.png
Sent 2HK 3.png
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 Normals

Air Light Punch
j.Lp.png
Sent j.LP.png
Damage Startup Active Recovery Guard
5 6 4 16 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Somewhat mediocre horizontal range, but a disgusting vertical hitbox makes up for it. Great for swatting away people right below you.


Air Medium Punch
j.Mp.png
Sent j.MP.png
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.png
Sent j.HP 1.png
Sent j.HP 1.png
Damage Startup Active Recovery Guard
18 12 4 34 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying screen Special, Super - - -

Huge disjoint, basically creates a moving impenetrable wall in front of Sent.


Air Light Kick
j.Lk.png
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 - - -

Makes up for jLP’s lacking horizontal range, stomps on any opponent beneath you.


Air Medium Kick
j.Mk.png
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 - - -

Thank fucking god this normal is regulated to combo filler.


Air Heavy Kick
j.Hk.png
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 - - -

jLK but trades speed for double the range.

Universal Mechanics

Launcher
Df.png+Hk.png
Sent 5HK 3.png
Sentinel's universal launcher
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Launcher - - - -



Special Moves

Rocket Punch
Qcf.png + P.png / Dp.png + P.png
Sent j.LP.png
Pretend this is Rocket Punch
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Written as 'RP' further into this article. Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP. This move can be done with either Qcf.png + Lp.png (which goes down between 45 degrees and 60 degrees. these are approximations, just demonstrating variation) / Hp.png (which punches straight), or with Dp.png + P.png (which goes upwards at an angle and can be used as an anti-air) though it's not very useful outside of air combos.

The rocket punch can be chained from the lp>mp>short/hard RP or from Hp.png (hard RP)


Sentinel Force
Qcf.png + K.png
Sent j.LP.png
Pretend this is Sentinel Force
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Using Lk.png will summon mini Sentinels that you can control vertically with the joystick; Hk.png summons slow-moving mini Sentinels that will bomb the area just in front of you (hold the button to cause them to bomb across the screen).

Lk.png 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. Hk.png Sentinel Force is harder, and is best used with an assist that pins the opponent vertically such as Blackheart. Hk.png 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.png
Sent j.LP.png
Pretend this is Flight Mode
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Hyper Combos

Plasma Storm
Qcf.png + Lp.png + Hp.png
Sent j.LP.png
Pretend this is Plasma Storm
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.png
Sent j.LP.png
Pretend this is Hyper Sentinel Force
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Written as 'HSF' further into this article. Note: Can be comboed into and out of, especially with bread-and-butter Hp.png XX Rocket Punch.


Hard Drive
j.Qcf.png + Lp.png + Hp.png
Sent j.LP.png
Pretend this is Hard Drive
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Air only. 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


Variable Assists

Projectile Type
A1 // A2
Sent j.LP.png
Type α
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Lp.png Rocket Punch. Variable counter is also Lp.png Rocket Punch. Variable Combination super is Hyper Sentinel Force.

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.


Anti-Air Type
A1 // A2
Sent 5HK 3.png
Type β
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Standing Hk.png. Variable counter is also Standing Hk.png. Variable Combination super is Hyper Sentinel Force.

Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.


Ground Type
A1 // A2
Sent j.LK.png
Type γ
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Lk.png Sentinel Force. Variable Counter is also Lk.png Sentinel Force. Variable Combination super is Hyper 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.




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