Marvel vs Capcom 2/Sentinel: Difference between revisions

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= Introduction =
= Introduction =
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.


= Moves List =
= Moves List =


== Normal Moves ==
== Normal Moves ==
== Normal Moves ==
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|13 frames startup
|13 frames startup
|His dreaded unblockable.
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!Jumping Fierce
!Jumping Fierce
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|16 frames startup
|16 frames startup
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=== 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 ==
== Special Moves ==
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<h4>Sentinel Force: QCF+K</h4>
<h4>Sentinel Force: QCF+K</h4>
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 of you (hold the button to cause them to bomb across the screen).
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 of you (hold the button to cause them to bomb across the screen).
<br>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.
<br>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.
 
<h4>Flight Mode: QCB+KK.</h4>
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.
 
=== 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.


<h2>== Super Moves ==</h2>
== Super Moves ==
<br><h5>Hyper Sentinel Force (HSF):</h5> QCF+KK<br>
<br><h5>Hyper Sentinel Force (HSF):</h5> QCF+KK<br>
Note: Can be comboed into and out of, especially with bread-and-butter HP X Rocket Punch<br>
Note: Can be comboed into and out of, especially with bread-and-butter HP X Rocket Punch<br>

Revision as of 14:34, 15 October 2011

Introduction

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.

Moves List

Normal Moves

Jab 2 hits. 8 frames startup
Crouching Jab 7 frames startup
Jumping Jab 5 frames startup
Strong 2 hits. 6 frames startup
Crouching Strong 11 frames startup
Jumping Strong 6 frames startup
Fierce 19 frames startup
Crouching Fierce 13 frames startup His dreaded unblockable.
Jumping Fierce 9 frames startup
Short 5 frames startup
Crouching Short 8 frames startup
Jumping Short 5 frames startup
Forward 8 frames startup
Crouching Forward 10 frames startup
Jumping Forward 7 frames startup
Roundhouse 10 frames startup
Crouching Roundhouse 10 frames startup
Jumping Roundhouse 9 frames startup
Downforward Roundhouse 10 frames startup
Snap (standing Roundhouse) 4 frames startup
Tag 16 frames startup

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

Rocket Punch (RP) (ground or air): 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 as an anti-air with Z+punch, though it's not very useful outside of air combos

Sentinel Force: QCF+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 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+KK.

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.

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.

Super Moves


Hyper Sentinel Force (HSF):

QCF+KK

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

Plasma Storm- QCF+PP

This is a less useful super, though if it connects, it can be very damaging. See Bread-and-Butter Combos

Hard DRIVE (AIR ONLY)- QCF+PP

Note: 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

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)

Assist Moves

ALPHA: Projectile

Low 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: Launcher

Launcher. This is a nearly useless assist when faced with his ground and projectile assists. Just don't use it.

GAMMA: Ground

Drone Force. This is a great super 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

Advanced Strategy