Marvel vs Capcom 2/Sentinel: Difference between revisions

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Revision as of 02:13, 9 September 2021

Marvel vs Capcom 2Mvc2 logo.gif
Marvel vs Capcom 2#IntroductionMarvel vs Capcom 2#CharactersMarvel vs Capcom 2/Game MechanicsMarvel vs Capcom 2/TiersMarvel vs Capcom 2/StrategyMarvel vs Capcom 2/MiscellaneousMvC2HeaderButtons.png

Introduction

MvC2sentinel.png

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.

Mvc2-sentinel.png

Moves List

Normal Moves

  • 5LP:
Damage 6 Sent 5LP 1.png Sent 5LP 2.png Sent 5LP 3.png Sent 5LP 4.png Sent 5LP 5.png Sent 5LP 6.png
Super Jump Cancellable Yes
Magic Series Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage ???
Frame Count 4 4 4 4 4 4
Simplified 8 4 12

Placeholder text

  • 5MP:
Damage 6+3 Sent 5MP 1.png Sent 5MP 2.png Sent 5MP 3.png Sent 5MP 4.png Sent 5MP 5.png Sent 5MP 6.png Sent 5MP 7.png Sent 5MP 8.png
Super Jump Cancellable 17~33
Magic Series No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ???
Frame Count 6 6 3 3 3 16 5 5
Simplified 6 6 3 3 29

Placeholder text

  • 5HP
  • Startup
Sent 5HP 1.png Sent 5HP 2.png Sent 5HP 3.png Sent 5HP 4.png Sent 5HP 5.png Sent 5HP 6.png
Frame Count 1 11 2 2 2 2
Simplified 20
  • Active:
Damage 10+10 Sent 5HP 7.png Sent 5HP 8.png Sent 5HP 9.png Sent 5HP 10.png Sent 5HP 11.png Sent 5HP 12.png Sent 5HP 13.png Sent 5HP 14.png Sent 5HP 15.png Sent 5HP 16.png
Super Jump Cancellable Yes
Magic Series No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ???
Frame Count 3 3 3 3 3 3 3 3 3 12
Simplified 39
  • Recovery
Sent 5HP 17.png Sent 5HP 18.png Sent 5HP 19.png Sent 5HP 20.png Sent 5HP 21.png Sent 5HP 22.png
Frame Count 3 3 2 14 6 12 4 2
Simplified 40

Placeholder Text. Can hit 5HP twice randomly at frame 27.

Frames Advantage Cancel Block Hitbox Notes
Standing
Lp.png C HL
Sentinel s.lp.png
Chipdamage.png
Mp.png HL
Sentinel s.mp.png
Chipdamage.png
Hp.png C HL
Sentinel s.hp.png
Proj.pngChipdamage.png
Lk.png C HL
Sentinel s.lk.png
Chipdamage.png
Mk.png C HL
Sentinel s.forward.png
Chipdamage.png
Hk.png C HL
Sentinel s.hk(1).png
Sentinel s.hk(2).png
Sentinel s.hk(3).png
Chipdamage.pngLaunch.png
Crouching
Lp.png C HL
Sentinel c.lp.png
Chipdamage.png
Mp.png C HL
Sentinel c.mp.png
Chipdamage.png
Hp.png - HL
Sentinel c.hp.png
Proj.pngChipdamage.pngUnblockable.png
Lk.png C Low.png
Sentinel c.lk.png
Otg.pngChipdamage.png
Mk.png C Low.png
Sentinel c.lk.png
Sentinel c.forward.png
Otg.pngChipdamage.png
Hk.png KD - Low.png
Sentinel c.lk.png
Sentinel c.forward.png
Sentinel c.hk.png
Otg.pngChipdamage.png
Jump
Lp.png -/- - High.png
Sentinel j.lp.png
Chipdamage.png
Mp.png -/- - High.png
Sentinel j.mp.png
Chipdamage.png
Hp.png -/- - High.png
Sentinel j.hp(1).png
Sentinel j.hp(2).png
Chipdamage.pngAircombofinisher.png
Lk.png -/- - High.png
Sentinel j.lk.png
Chipdamage.png
Mk.png -/- - High.png
Sentinel j.forward.png
Chipdamage.png
Hk.png -/- - High.png
Sentinel j.hk.png
Chipdamage.png


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

Name
Command
Damage
Special Properties (glossary)
Rocket Punch
Qcf.png + p
Airok.png 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.png (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

Sentinel Force
Qcf.png + k
Using short will summon mini Sentinels that you can control vertically with the joystick; roundhouse summons slow-moving mini Sentinels that will bomb the area just in Front.png of you (hold the button to cause them to bomb across the screen).


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.

Flight Mode
Qcb.png + Lk.png + hk
N/A
Airok.png 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.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Storm
Qcf.png + Lp.png + hp
Mash.png 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
Note: Can be comboed into and out of, especially with bread-and-butter Hp.png X Rocket Punch.
Hard drive
Qcf.png + Lp.png + hp
Aironly.png 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

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngProjectile: Lk.png Rocket Punch
Hyper Sentinel Force
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.
Beta.pngLauncher: Hk.png
Hyper Sentinel Force
Hk.png
Launch.png Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.
Gamma.pngGround: Lk.png Sentinel Force
Hyper Sentinel Force
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.

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.

Advanced Strategy

Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (New Pages)
Storm
Sentinel
Magneto
Cable
Cyclops
Captain Commando
Juggernaut
Akuma
Dan
Silver Samurai
Venom
Thanos
Amingo
Characters (Updating)
B.B.Hood
Blackheart
Dhalsim
Ryu
Iron Man
Omega Red
Characters (Old Pages)
War Machine
Psylocke
Strider
Tron Bonne
Spiral
Doctor Doom
Hulk
Servbot
Anakaris
Hayato
Colossus
M.Bison
Morrigan
Ruby Heart
Sakura
Ken
SonSon
Zangief
Felicia
Cammy
Chun-Li
Guile
Charlie
Jill
Mega Man
Jin
Captain America
Gambit
Iceman
Marrow
Rogue
Sabretooth
Shuma-Gorath
Spiderman
Wolverine - Bone
Wolverine - Claw
Roll