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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''Godlike zoning''' - even before you take Hyper Sentinel Force into account, Sent has tons of options to keep people away from him. He's got a long ranged Rocket Punch, he can summon drones to attack, and he even has a Heavy Punch that shoots a full-screen beam. | *'''Godlike zoning:''' - even before you take Hyper Sentinel Force into account, Sent has tons of options to keep people away from him. He's got a long ranged Rocket Punch, he can summon drones to attack, and he even has a Heavy Punch that shoots a full-screen beam. | ||
*'''Great endurance''' - He takes 25% less damage from any incoming attacks, which gives him the most health out of any character. | *'''Flight Mode:''' - Sentinel flight mode is way too fast, making him very mobile and evasive in the air while also being able to call assists. FastFly allows him to quickly cancel his overheads or lows into his oppressive air buttons for very solid damage, allowing his slow metal ass to mix (to great effect.) Canceling in and out of flight can also be used to make his slower normals and beams safer. | ||
*'''Fantastic range''' - his normals are all very long ranged because of how huge he is, to say nothing of his suite of projectiles. | *'''Great endurance:''' - He takes 25% less damage from any incoming attacks, which gives him the most health out of any character. | ||
*''' | *'''Fantastic range:''' - his normals are all very long ranged because of how huge he is, to say nothing of his suite of projectiles. | ||
*'''High damage:''' His unfly combos allow him to deal a good %70 off a single mixup, and even his weaker BnBs in combination with well-timed DHCs and his disgusting chip damage can easily wipe a character off the map in seconds. | |||
*'''Chip:''' The only character in the game who's normals do chip damage on block, pushing his average damage even higher and making his pressure even scarier. | |||
*'''Hyper Sentinel Force:''' very good super | |||
|cons= | |cons= | ||
*'''Very slow ground speed''' - Sent walks very slowly, and he has some startup lag on it before he's even able to move forward at all. He's better off using flight to maneuver or simply relying on his outrageous zoning ability to lock down the opponent. | *'''Very slow ground speed:''' - Sent walks very slowly, and he has some startup lag on it before he's even able to move forward at all. He's better off using flight to maneuver or simply relying on his outrageous zoning ability to lock down the opponent. | ||
*'''Polarizing matchups''' - While Sent is oppressive in his own right against large chunks of the roster, Cable and and Storm's strong zoning and chipping tools can force Sentinel to either play very passive or eat large chunks of damage. | *'''Polarizing matchups:''' - While Sent is oppressive in his own right against large chunks of the roster, Cable and and Storm's strong zoning and chipping tools can force Sentinel to either play very passive or eat large chunks of damage. | ||
*'''Huge Body''' - Being the largest character in the game does have some drawbacks. Sent's big body means he takes extra damage and chip from things like hailstorm. his large hurtbox also means he can have a hard time navigating around zoning, which can be an issue if he needs to make a comeback. additionally, he's so damn big that some characters have infinites that exclusively work on him | *'''Huge Body:''' - Being the largest character in the game does have some drawbacks. Sent's big body means he takes extra damage and chip from things like hailstorm. his large hurtbox also means he can have a hard time navigating around zoning, which can be an issue if he needs to make a comeback. additionally, he's so damn big that some characters have infinites that exclusively work on him | ||
}} | }} | ||
}} | }} |
Revision as of 02:48, 31 December 2021
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.
Strengths | Weaknesses |
---|---|
|
|
|content2=
}}
Character Summary
- Rocket Punch (Air OK)
- Down:
+
- Forward:
+
- Up:
+
or
- Retract early:
+
or
- Sentinel Force
- Control:
+
, Hold or release
- Carpet Bomb:
+
, Hold to delay
- Hover (Air OK)
+
+
, press again to end
- Plasma Storm
+
+
(Mashable)
- Hyper Sentinel Force
+
+
- Hard Drive (Air Only)
+
+
(Mashable)
- Type α - Projectile Type
- Assist:
Rocket Punch
- Counter:
Rocket Punch
- Combination: Hyper Sentinel Force
- Type β - Launcher Type
- Assist:
- Counter:
- Combination: Hyper Sentinel Force
- Type γ - Ground Type
- Assist:
Sentinel Force
- Counter:
Sentinel Force
- Combination: Hyper Sentinel Force
}}
Colors
First row: ,
, A1. Second row:
,
, A2.
Moves List
Normal Moves
Ground Normals
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 |
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 |
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. |
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 |
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 |
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 |
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 |
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 |
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. |
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 |
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 |
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
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 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8 | 8 | 3 | 22 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Placeholder text |
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 |
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 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8 | 9 | 4 | 28 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Placeholder text |
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 |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Template:Launcher | - | - | - | - |
Special Moves
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 The rocket punch can be chained from the lp>mp>short/hard RP or from |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Using
|
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
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. |
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 |
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Standing Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
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 Unblockable
His +
is unblockable in a certain situations. This can then easily be linked into most any combo, notably
+
(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.
The Basics
Beginner Overview
Advanced Overview
Bread-and-Butter Combos
xx Rocket Punch xx Hyper Sentinel Force. Can be repeated:
xx RP xx HSF xx
xx RP xx HSF, etc. This is a semi-infinite
(in air)>
xx
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.>sj.
>sj.
>sj.
>rp
(in corner) Any combo into HSF>Dash xx launcher>sj.>sj.
>sj.
>sj.
xx fly mode> fly forward>airthrow> fly forward>sj.
>sj.
>
+
>fly forward>airthrow>fly forward>sj.
>sj.
>
+
Fastfly: Launch > wait until sentinel is ABOVE character > xx fly xx joystick up xx sj.
>sj.
>
+
(if team has Captain Commando, you can press Assist+
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 >
, jump up
>
, fastfly
>
xx 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.