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== Special Moves == | == Special Moves == | ||
{{MvC3MoveListHeader}} | |||
Probably Sentinel's single most used special move in the game, due to his bread-and-butter hp>RP. | {{MoveListRow | Rocket Punch | ||
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. | | qcf + p | ||
<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 as an anti-air with Z+punch, though it's not very useful outside of air combos | | | ||
| airok 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. | |||
<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 as an anti-air with Z+punch, though it's not very useful outside of air combos | |||
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). | }} | ||
{{MoveListRow | 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). | |||
<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. | <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. | ||
}} | |||
{{MoveListRow | Flight Mode | |||
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. | | qcb + lk + hk | ||
| | |||
| airok Repeat to end. 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. | |||
}} | |||
{{MoveListFooter}} | |||
== Super Moves == | == Super Moves == | ||
{{MvC3MoveListHeader}} | |||
{{MoveListRow | Plasma Storm | |||
| qcf + lp + hp | |||
| | |||
| [[file: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. | |||
}} | |||
{{MoveListRow | Hyper Sentinel Force | |||
| qcf + lk + hk | |||
| | |||
| Note: Can be comboed into and out of, especially with bread-and-butter hp X Rocket Punch. | |||
}} | |||
{{MoveListRow | Hard drive | |||
| qcf + lp + hp | |||
| | |||
| aironly 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 | |||
}} | |||
{{MoveListFooter}} | |||
== Assist Moves == | == Assist Moves == | ||
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= The Basics = | = 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 | |||
<br> | |||
<br> | |||
(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 | |||
<br> | |||
<br>launcher>sj.lp>sj.short>sj.strong>sj.mk>rocket punch | |||
<br> | |||
<br> | |||
(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 | |||
<br> | |||
<br> | |||
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. | |||
Revision as of 00:15, 23 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.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
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
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
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.
Super Moves
Assist Moves
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.