Marvel vs Capcom 2/Sentinel

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Sentinel

MVC2 sentinel art.png

Story

The Sentinel is a character from the X-Men series by Marvel. Created by scientist and anti-mutant bigot Bolivar Trask to protect humanity from the 'mutant threat,' Sentinels are equipped with advanced A.I. and incredibly powerful attacks designed to combat specific mutant abilities.

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 hitting the next character coming in with an unblockable 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
  • Flight Mode: Sentinel flight mode is incredibly fast and evasive in the air while also being able to call assists. He can also cancel in and out of flight, opening up his pressure, mix, and combo game.
  • Godlike Zoning: Heavy Punch lasers combined with drones are enough to make 80% of the cast completely miserable but adding in long limbs and flight allows Sentinel to control much of the screen. Hyper Sentinel Force and Rocket Punch allows conversions into big damage.
  • Great Endurance: He takes 25% less damage from any incoming attacks, which gives him the most health out of any character.
  • Super Armor: Possesses a single hit of super armor constantly on the ground, including during his idle animations.
  • High Damage: His FastFly and ReFly combos allow him to deal a good 60% off a single combo with the right assist, in combination with his guardbreak and chip damage he can wipe teams off the map in seconds.
  • Hyper Sentinel Force: One of the best DHC options for both huge damage and flexibility for both combos into and out of it. Also loops into itself on hit and safe on block.
  • Chip Potential: Normals do chip damage on block, allows for a large amount of damage when combined with multiple flights and assists.
  • Strong Assists: Yes, of course he also has some of the best assists in the game. Drones has strong neutral control and Rocket Punch is a strong combo assist.
  • Big Boy: Being the largest character in the game does have some drawbacks. Sent's big body means he takes extra damage and chip from moves like hailstorm. His large hurtbox also means he can have a hard time navigating around zoning, and he’s also so damn big that near every character has a standing infinite on him.

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Character Summary

Special Moves

Rocket Punch (Air OK)
  • Down:Qcf.png + Lp.png
  • Forward:Qcf.png + Hp.png
  • Up:Dp.png + Lp.png or Hp.png
  • Retract early: B.png + Lp.png or Hp.png
Sentinel Force
  • Control: Qcf.png + Lk.png, Hold or release
  • Carpet Bomb: Qcf.png + Hk.png, Hold to delay
Hover (Air OK)
  • Qcb.png + Lk.png + Hk.png, press again to end
Super Moves

Plasma Storm
  • Qcf.png + Lp.png + Hp.png (Mashable)
Hyper Sentinel Force
  • Qcf.png + Lk.png + Hk.png
Hard Drive (Air Only)
  • Qcf.png + Lp.png + Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Lp.png Rocket Punch
  • Counter: Lp.png Rocket Punch
  • Combination: Hyper Sentinel Force
Type β - Launcher Type
  • Assist: Hk.png
  • Counter: Hk.png
  • Combination: Hyper Sentinel Force
Type γ - Ground Type
  • Assist: Lk.png Sentinel Force
  • Counter: Lk.png Sentinel Force
  • Combination: Hyper Sentinel Force

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Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-sentinel.png

Moves List

Normal Moves

Ground Normals

Light Punch
Lp.png
Sent 5LP 3.png
Damage Startup Active Recovery Guard
6 9 4 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Very slow for a jab.


Medium Punch
Mp.png
Sent 5MP 2.png
Sent 5MP 4.png
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 - - -

Massive range with a disjointed hitbox, fortunately it’s mostly used as combo filler.


Heavy Punch
Hp.png
Sent 5HP 11.png
Damage Startup Active Recovery Guard
10+10 21 39 40 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Fires a beam across the screen, active for a while. Whiffs on some smaller characters. Can randomly hit twice on 27th frame. Takes 6 frames for beam to hit edge of screen.


Light Kick
Lk.png
Sent 5LK.png
Damage Startup Active Recovery Guard
5 7 2 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

His fastest normal and best abare option. Still slower than most of the roster’s jabs


Medium Kick
Mk.png
Sent 5MK.png
Damage Startup Active Recovery Guard
5 10 3 18 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Mostly combo filler.


Heavy Kick
Hk.png
Sent 5HK 1.png
Sent 5HK 2.png
Sent 5HK 3.png
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 - - -

Sent’s main launcher. Chaining from this into an air combo can lead to huge damage off a BnB.


Crouching Light Punch
D.png + Lp.png
Sent 2LP.png
Damage Startup Active Recovery Guard
6 8 2 16 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Crouching jab, one frame faster than s.LP


Crouching Medium Punch
D.png + Mp.png
Sent 2MP 1.png
Sent 2MP 2.png
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


Crouching Heavy Punch
D.png + Hp.png
Sent 2HP.png
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 - - -

st.HP but lower to the ground, also much faster. Would be risky to whiff if wasn’t for flight cancel. 7 frames to reach edge of screen. Unblockable in certain contexts.


Crouching Light Kick
D.png + Lk.png
Sent 2LK.png
Damage Startup Active Recovery Guard
6 9 3 20 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Sent’s main low, slow but gets the job done.


Crouching Medium Kick
D.png + Mk.png
Sent 2MK 1.png
Sent 2MK 2.png
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 - - -

Low hit-confirm.


Crouching Heavy Kick
D.png + Hk.png
Sent 2HK 1.png
Sent 2HK 2.png
Sent 2HK 3.png
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

Air Light Punch
j.Lp.png
Sent j.LP.png
Damage Startup Active Recovery Guard
5 6 4 16 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Somewhat mediocre horizontal range, but a disgusting vertical hitbox makes up for it. Great for swatting away people right below you.


Air Medium Punch
j.Mp.png
Sent j.MP.png
Damage Startup Active Recovery Guard
8 8 3 22 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Placeholder text


Air Heavy Punch
j.Hp.png
Sent j.HP 1.png
Sent j.HP 1.png
Damage Startup Active Recovery Guard
18 12 4 34 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying screen Special, Super - - -

Huge disjoint, basically creates a moving impenetrable wall in front of Sent.


Air Light Kick
j.Lk.png
Sent j.LK.png
CHA CHA!
Damage Startup Active Recovery Guard
5 6 5 21 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Makes up for jLP’s lacking horizontal range, stomps on any opponent beneath you.


Air Medium Kick
j.Mk.png
Sent j.Medium Kick.png
DESMOND!
Damage Startup Active Recovery Guard
8 9 4 28 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Thank fucking god this normal is regulated to combo filler.


Air Heavy Kick
j.Hk.png
Sent j.HK.png
Hittin' u with the Sicily!
Damage Startup Active Recovery Guard
15 11 5 23 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen Special, Super - - -

jLK but trades speed for double the range.

Universal Mechanics

Launcher
Df.png+Hk.png
Sent 5HK 3.png
Sentinel's universal launcher
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Launcher - - - -



Special Moves

Rocket Punch
Qcf.png + P.png / Dp.png + P.png
Sent j.LP.png
Pretend this is Rocket Punch
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 Qcf.png + Lp.png (which goes down between 45 degrees and 60 degrees. these are approximations, just demonstrating variation) / Hp.png (which punches straight), or with Dp.png + P.png (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.png (hard RP)


Sentinel Force
Qcf.png + K.png
Sent j.LP.png
Pretend this is Sentinel Force
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Using Lk.png will summon mini Sentinels that you can control vertically with the joystick; Hk.png 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.png 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.png Sentinel Force is harder, and is best used with an assist that pins the opponent vertically such as Blackheart. Hk.png 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.png
Sent j.LP.png
Pretend this is Flight Mode
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

Plasma Storm
Qcf.png + Lp.png + Hp.png
Sent j.LP.png
Pretend this is Plasma Storm
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.


Hyper Sentinel Force
Qcf.png + Lk.png + Hk.png
Sent j.LP.png
Pretend this is Hyper Sentinel Force
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 Hp.png XX Rocket Punch.


Hard Drive
j.Qcf.png + Lp.png + Hp.png
Sent j.LP.png
Pretend this is Hard Drive
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

Projectile Type
A1 // A2
Sent j.LP.png
Type α
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Lp.png Rocket Punch. Variable counter is also Lp.png 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.


Anti-Air Type
A1 // A2
Sent 5HK 3.png
Type β
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Standing Hk.png. Variable counter is also Standing Hk.png. 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.


Ground Type
A1 // A2
Sent j.LK.png
Type γ
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Lk.png Sentinel Force. Variable Counter is also Lk.png 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.


The Unblockable

D.png + Hp.png is unblockable under certain conditions. The crouching laser is a 2 hit move and the last few frames of the move are lacking the correct guard triggers. That means the attack will be unblockable if and only if you hit late on those last frames. If you hit the opponent with any earlier parts of the move (ie they are already in block stun) or there is another move on screen for them to block, D.png + Hp.png will be blocked as normal.

Some common situations to land this are incoming opponents from a snap/death, opponents getting up from knockdown, or opponents falling down from either jumping or after getting hit by Captain Commando AAA. The scenario where opponents are getting up is the best way to guarantee the unblockable (if timed right of course). This can then be easily linked into a combo, notably D.png + Hp.png (unblockable), RP, HSF.

Standard setup for unblockable in the corner: Launch, sj.LP, sj.LP, sj.HP Rocket Punch, (delay) sj.HP, sj.HK. If timed right, this should cause a forced roll and set up a chance for the unblockable (HK should just barely hit as you land).

The Basics

Beginner Overview

Advanced Overview

Bread-and-Butter Combos

Hp.png xx Rocket Punch xx Hyper Sentinel Force. Can be repeated: Hp.png xx RP xx HSF xx Hp.png xx RP xx HSF, etc. This is a semi-infinite

(in air)Lk.png>Mk.png xx Lp.png 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.png>sj.Lk.png>sj.Mk.png>sj.Mk.png>rp

(in corner) Any combo into HSF>Dash xx launcher>sj.Lp.png>sj.Lk.png>sj.Mk.png>sj.Mk.png xx fly mode> fly forward>airthrow> fly forward>sj.Lk.png>sj.Mk.png>Dp.png + P.png>fly forward>airthrow>fly forward>sj.Lk.png>sj.Mk.png>Dp.png + P.png

Fastfly: Launch > wait until sentinel is ABOVE character > Lk.png xx fly xx joystick up xx sj.Lk.png>sj.Mk.png> Dp.png + P.png (if team has Captain Commando, you can press Assist+Lk.png 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.png>Hk.png, jump up Lk.png>Hk.png, fastfly Lk.png>Hk.png 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.

Advanced Strategy

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