Marvel vs Capcom 2/Sentinel: Difference between revisions

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== Special Moves ==
== Special Moves ==
<h4>Rocket Punch: QCF+p</h4>
Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP.<br>
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.
<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 s an anti-air with Z+punch
<h4>Sentinel ForceQCF+lk</h4><br>Another great move. This is particularly effective against jump-ins and rushdowns. Dash in after connecting for a decent combo.


<h2>== Super Moves ==</h2>
<h2>== Super Moves ==</h2>

Revision as of 21:17, 15 February 2007

Introduction

Moves List

Normal Moves

Special Moves

Rocket Punch: QCF+p

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 (hard RP)
SECONDARY NOTE: this can be used s an anti-air with Z+punch

Sentinel ForceQCF+lk


Another great move. This is particularly effective against jump-ins and rushdowns. Dash in after connecting for a decent combo.

== Super Moves ==


Hyper Sentinel Force:

QCF+KK

Note: Can be comboed into and out of, especially with bread-and-butter HP X Rocket Punch

Plasma Storm- QCF+PP


Hard DRIVE (AIR ONLY)- QCF+PP

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.

Assist Moves

The Basics

Advanced Strategy