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|Projectile: [[file:lk.png]] Rocket Punch || Hyper Sentinel Force | [[file: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. | |Projectile: [[file:lk.png]] Rocket Punch || Hyper Sentinel Force | [[file: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. | ||
|Launcher: [[file:hk.png]] || Hyper Sentinel Force | [[file:hk.png]] | [[file:launch.png]] Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it. | |Launcher: [[file:hk.png]] || Hyper Sentinel Force | [[file:hk.png]] | [[file:launch.png]] Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it. | ||
|Ground: [[file:lk.png]] Sentinel Force || Hyper Sentinel Force | [[file:lk.png]] Sentinel Force | This is a great | |Ground: [[file:lk.png]] Sentinel Force || Hyper Sentinel Force | [[file: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. | ||
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Revision as of 20:32, 25 May 2018


Introduction
THANK GOD FOR THE ROBOT.
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
Jab | 2 hits. | 8 frames startup | |
---|---|---|---|
Crouching Jab | 7 frames startup | ||
Jumping Jab | 5 frames startup | ||
Strong | 2 hits. | 6 frames startup | |
Crouching Strong | 11 frames startup | ||
Jumping Strong | 6 frames startup | ||
Fierce | 19 frames startup | ||
Crouching Fierce | 13 frames startup | His dreaded unblockable. | |
Jumping Fierce | 9 frames startup | ||
Short | 5 frames startup | ||
Crouching Short | 8 frames startup | ||
Jumping Short | 5 frames startup | ||
Forward | 8 frames startup | ||
Crouching Forward | 10 frames startup | ||
Jumping Forward | 7 frames startup | ||
Roundhouse | 10 frames startup | ||
Crouching Roundhouse | 10 frames startup | ||
Jumping Roundhouse | 9 frames startup | ||
Downforward Roundhouse | 10 frames startup | ||
Snap (standing Roundhouse) | 4 frames startup | ||
Tag | 16 frames startup |
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
The rocket punch can be chained from the lp>mp>short/hard RP or from hp (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
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.
Super Moves
Assist Moves
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.