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=== Super Attacks === | === Super Attacks === | ||
'''Plasma Storm''' - D,DF,F + 3P (ground only) | |||
Mash to charge longer and repeat the motion to fire another, up to three total. It's best use is as a situational guard cancel anti-air, or in a corner combo. Because the recovery is long, this is best done if doing so would kill the opponent. Mashing it has little use since pushback will kill the combo, only real use it has is as a fake out/mindgame to new players(with low health) not used to it. Overall, your meter is best kept for tech hitting and flying. | |||
== The Basics == | == The Basics == |
Revision as of 05:15, 19 February 2007
Introduction/Summary
Once thought of as far and away the best character of the game, Sentinel is still very strong but far from unbeatable. Sentinel controls space very well and is a threat from almost anywhere on the screen. With float and fly cancels, he also moves through space pretty well. His downsides are being the biggest/tallest target, an OTG penalty (only if you don't roll), and a blockstun trap in flight.
Ground Chain: Weak Start
Normal Jump Chain: Kick to Punch (any)
Super Jump Chain: Zig Zag 2
Tech hit type: Counter Throw
Weight Class: Super-Heavy
Moves List
Normal Moves
Special Moves
Rocket Punch - D,DF,F+ Punch (ground and air)
LP - Downward angle
MP - Straight ahead
HP - Upward angled
Drones - D,DF,F+ Kick (ground only)
LP - Row of 3, controlled by directionals
MP - Column of 3, controlled by hitting attack (they try to home in on opponent if you tap)
HP - Carpet Bomb, the longer HK is held, the farther the go (slow).
Drones' are good for space control, defense (HK immediate release if a jumpin is anticipated, depending on the opponent), and in some cases combos.
X-Special
Flight - D,DB,B+ 3P (ground and air, same command to unfly)
You can cancel any normal with flight, and any flying normal with unfly. When in Flight mode, you have your 2-attack normal jump chain and Rocket Punch which you can do for as long as you are flying. When you unfly, you have normal jump restrictions (2-attack NJ chain + 1 special) and fall straight down. If you have the meter however, you can fly again. You do gain meter when in flight mode.
- Blockstun trap warning* - In this game, you can block while flying, but it's proven to be a mixed blessing. If you are flying too low to the ground (about the height where most character's jabs can put you in blockstun) and in the corner, you can be kept in blockstun forever. If the character has a chipping jab, they can wear you down to nothing and then kill you easily. This is pretty easy to avoid, but the worst case scenario would be you get throw in the corner without the meter to tech.
Super Attacks
Plasma Storm - D,DF,F + 3P (ground only) Mash to charge longer and repeat the motion to fire another, up to three total. It's best use is as a situational guard cancel anti-air, or in a corner combo. Because the recovery is long, this is best done if doing so would kill the opponent. Mashing it has little use since pushback will kill the combo, only real use it has is as a fake out/mindgame to new players(with low health) not used to it. Overall, your meter is best kept for tech hitting and flying.