Waffles ns (talk | contribs) |
Waffles ns (talk | contribs) (notation changed to icons) |
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Line 64: | Line 64: | ||
= Colors = | = Colors = | ||
First row: | First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | ||
[[Image:Mvc2-sentinel.png]] | [[Image:Mvc2-sentinel.png]] | ||
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|name= Light Punch | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= | |input= {{Lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= | |input= {{Mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= | |input= {{Hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 150: | Line 150: | ||
|name= Light Kick | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= | |input= {{Lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 173: | Line 173: | ||
|name= Medium Kick | |name= Medium Kick | ||
|linkname= 5MK | |linkname= 5MK | ||
|input= | |input= {{Mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 198: | Line 198: | ||
|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= | |input= {{Hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 221: | Line 221: | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input= {{d}} + {{Lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 245: | Line 245: | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input= | |input= {{d}} + {{Mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 268: | Line 268: | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input= | |input= {{d}} + {{Hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 291: | Line 291: | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
|linkname= 2LK | |linkname= 2LK | ||
|input= | |input= {{d}} + {{Lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 315: | Line 315: | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2MK | |linkname= 2MK | ||
|input= | |input= {{d}} + {{Mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 340: | Line 340: | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
|input= | |input= {{d}} + {{Hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 365: | Line 365: | ||
|name= Air Light Punch | |name= Air Light Punch | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= j. | |input= j.{{Lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 388: | Line 388: | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
|linkname= j.MP | |linkname= j.MP | ||
|input= j. | |input= j.{{Mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 412: | Line 412: | ||
|name= Air Heavy Punch | |name= Air Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
|input= j. | |input= j.{{Hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 435: | Line 435: | ||
|name= Air Light Kick | |name= Air Light Kick | ||
|linkname= j.LK | |linkname= j.LK | ||
|input= j. | |input= j.{{Lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 458: | Line 458: | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= j. | |input= j.{{Mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 481: | Line 481: | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= j. | |input= j.{{Hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 497: | Line 497: | ||
}} | }} | ||
}} | }} | ||
=== Universal Mechanics === | |||
{{MoveData | |||
|image= Sent_5HK_3.png | |||
|caption= Sentinel's universal launcher | |||
|name= Launcher | |||
|linkname= Launcher | |||
|input= {{df}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= {{launcher}} | |||
|Cancel= - | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
Line 506: | Line 531: | ||
|name= Rocket Punch | |name= Rocket Punch | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= {{Qcf}} + {{P}} / {{Dp}} + {{P}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 519: | Line 544: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= 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 | |description= 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 {{qcf}} + {{lp}} (which goes down between 45 degrees and 60 degrees. these are approximations, just demonstrating variation) / {{hp}} (which punches straight), or with {{Dp}} + {{P}} (which goes upwards at an angle and can be used as an anti-air) though it's not very useful outside of air combos. | |||
The rocket punch can be chained from the lp>mp>short/hard RP or from {{hp}} (hard RP) | The rocket punch can be chained from the lp>mp>short/hard RP or from {{hp}} (hard RP) | ||
}} | }} | ||
}} | }} | ||
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|name= Sentinel Force | |name= Sentinel Force | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= {{Qcf}} + {{K}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 545: | Line 570: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Using | |description= Using {{lk}} will summon mini Sentinels that you can control vertically with the joystick; {{hk}} summons slow-moving mini Sentinels that will bomb the area just in front of you (hold the button to cause them to bomb across the screen). | ||
{{lk}} 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. {{hk}} Sentinel Force is harder, and is best used with an assist that pins the opponent vertically such as Blackheart. {{hk}} also is a good way to stop crossup rushdown if they use superjumps to come in at you. | |||
}} | }} | ||
}} | }} | ||
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|name= Flight Mode | |name= Flight Mode | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= {{Qcb}} + {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 582: | Line 607: | ||
|name= Plasma Storm | |name= Plasma Storm | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= {{Qcf}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 605: | Line 630: | ||
|name= Hyper Sentinel Force | |name= Hyper Sentinel Force | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= {{Qcf}} + {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 618: | Line 643: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Note: Can be comboed into and out of, especially with bread-and-butter | |description= Written as 'HSF' further into this article. | ||
Note: Can be comboed into and out of, especially with bread-and-butter {{hp}} XX Rocket Punch. | |||
}} | }} | ||
}} | }} | ||
Line 628: | Line 654: | ||
|name= Hard Drive | |name= Hard Drive | ||
|linkname= Placeholder | |linkname= Placeholder | ||
|input= | |input= j.{{Qcf}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 665: | Line 691: | ||
|Adv. Guard= Placeholder | |Adv. Guard= Placeholder | ||
|Adv. Pushblock= Placeholder | |Adv. Pushblock= Placeholder | ||
|description= | |description= {{lp}} Rocket Punch. Variable counter is also {{lp}} Rocket Punch. Variable Combination super is Hyper Sentinel Force. | ||
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. | 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. | ||
Line 689: | Line 715: | ||
|Adv. Guard= Placeholder | |Adv. Guard= Placeholder | ||
|Adv. Pushblock= Placeholder | |Adv. Pushblock= Placeholder | ||
|description= Standing | |description= Standing {{hk}}. Variable counter is also Standing {hk}. Variable Combination super is Hyper Sentinel Force. | ||
Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it. | Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it. | ||
Line 713: | Line 739: | ||
|Adv. Guard= Placeholder | |Adv. Guard= Placeholder | ||
|Adv. Pushblock= Placeholder | |Adv. Pushblock= Placeholder | ||
|description= | |description= {{lk}} Sentinel Force. Variable Counter is also {{lk}} Sentinel Force. Variable Combination super is Hyper 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. | 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. | ||
Line 720: | Line 746: | ||
== The Unblockable == | == The Unblockable == | ||
His | His {{d}} + {{hp}} is unblockable in a certain situations. This can then easily be linked into most any combo, notably {{d}} + {{hp}} (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 = | = The Basics = | ||
<youtube>MHQFvaX9IVs</youtube> | <youtube>MHQFvaX9IVs</youtube> | ||
==Bread-and-Butter Combos== | ==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) | (in air){{lk}}>{{hk}} xx {{lp}} 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 | ||
<br> | <br> | ||
<br>launcher>sj.lp>sj. | <br>launcher>sj.{{lp}}>sj.{{lk}}>sj.{{mk}}>sj.{{mk}}>rp | ||
(in corner) Any combo into HSF>Dash xx launcher>sj.lp>sj. | (in corner) Any combo into HSF>Dash xx launcher>sj.{{lp}}>sj.{{lk}}>sj.{{mk}}>sj.{{mk}} xx fly mode> fly forward>airthrow> fly forward>sj.{{lk}}>sj.{{mk}}>{{Dp}} + {{P}}>fly forward>airthrow>fly forward>sj.{{lk}}>sj.{{mk}}>{{Dp}} + {{P}} | ||
<br> | <br> | ||
<br> | <br> | ||
Fastfly: Launch > wait until sentinel is ABOVE character > lk xx fly xx joystick up xx lk > mk > | Fastfly: Launch > wait until sentinel is ABOVE character > {{lk}} xx fly xx joystick up xx sj.{{lk}}>sj.{{mk}}> {{Dp}} + {{P}} (if team has Captain Commando, you can press Assist+{{lk}} for much extra damage) | ||
== Fast Fly == | == 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. | 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 | Easy fast fly combo: jump in {{lk}}>{{hk}}, jump up {{lk}}>{{hk}}, fastfly {{lk}}>{{hk}} xx Rocket Punch. (7hits) | ||
<youtube>fGcfOl2ePrU</youtube> | <youtube>fGcfOl2ePrU</youtube> |
Revision as of 16:33, 19 September 2021
Story
The Sentinel is a character from the X-Men series by Marvel. Sentinels are robots designed to hunt mutants. They can fire laser blasts from their palms specifically designed to damage mutants.
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 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.
Strengths | Weaknesses |
---|---|
|
|
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 | |
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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
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.