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    Sentinel by dragonkahn

    Version: 2.0 | Updated: 09/12/01 | Search Guide | Bookmark Guide

    Marvel vs. Capcom 2
    Sentinel FAQ v2.0
    Written & compiled by dragonkahn
    Created on November 9, 2000
    Last Updated on September 12, 2001
    Email: dragonkahn@yahoo.com
      Table of Contents
    	1. Profile
    	2. Overview
    	3. Notable Normal Moves
    	4. Special Moves
    	5. Hyper Combos
    	6. Assist Types
    	7. Strategy
    	8. Combos
    	9. Partner Recommendations
    	10. Miscellaneous
    	11. Props and Credits
      1. Profile
    Real Name: ???
    Height: varies
    Weight:	varies
    Place of Birth: ???
    Occupation: ???
    First Appearance: Uncanny X-Men #14
    Superhuman Powers: ???
    History: ???
      2. Overview
    Sentinel is one of the most overpowered and cheapest characters in the game.
    And this has been proven in the tournament scene. He is a part of Duc Do's
    winning team of Spiral/Cable/Sent, the best player in the game during its
    heyday. He's also in the notorious team of Team Watts, which Alex Valle plays
    to near perfection. And now, he's a part of Justin Wong's team of
    Storm/Sentinel/Cammy, who is the current MvC2 World Champion. Overtime, many
    people have learned and utilized his Flight-Cancelling game. And eventually,
    what was once a lopsided losing battle against Cable, suddenly turn more
    favorable towards Sentinel. Granted, Sentinel still has a tough time against
    Cable, Cable doesn't dominate Sentinel like how it was before.
    Keep-away - Sentinel is one of the better keep away characters in the game.
    	It's not really like Doom and Cable's "Don't get near me!!!" keep away,
    	but more like "If you get close to me, I'll knock your ass back out!!!"
    	type of keep away. He has 4 variations of projectiles, the fastest
    	flight in the game, Flight-Cancelling, and higly-prioritized basic
    	attacks to push your opposition away. Dashing or jumping in on this guy 	is
    possible, but he'll find a way push you back out.
    Speed and Surprise - For a big guy, Sentinel has a pretty damn fast ground
    	both forwards and backwards. His Flight Mode is the fastest among the
    	game. He can fly back faster than most characters trying to move
    	forward. Sentinel's normal attacks are somewhat slow, but thanks to
    	Capcom's cancellation system, they can be cancelled into a fast special
    	and then cancelled again into a fast super. His attacks are fast enough
    	that you need quick reflexes to block them. Sentinel's rushdown is
    	nothing to sneeze at. He may dash in with a low attack, which leads to
    	a painful Hyper Sentinel Force combo. Or he may jump up suddenly and
    	perform a Stomp Combo on you with quick speed. His rushdown is quick
    	enough that you don't know whether to block high or low. You should
    	always be on your toes when playing against this guy.
    Reach and Priority - Sentinel can hit you with just about anything from across
    	the screen, and it'll hurt too. He also has Super Armor, which takes
    	him 2 hits to get stunned. So, he just might be able to sneak in an
    	attack even when you're hitting him. His jumping Fierce, Short, and
    	Roundhouse have mad air-to-air and air-to-ground priority, which makes
    	him arguably the King of the Skies.
    Damage - Sentinel is the most damaging and most durable character in the game,
    	hands down. He takes the least amount of damage, taking only 50% of
    	what Akuma takes. He also dishes out a lot of it too. All of his normal
    	attacks do chipping damage, even to Iceman. His Rocket Punch is the
    	most "useful" damaging special in the game IMO. Juggernaut's Punch is
    	also damaging but has a lot of lag at the end, making it too risky to
    	pull out. Strider's Parachute Bomb (the most damaging special
    	in the game) on the other hand, has no recovery time at the end, but
    	has laggy startup time, making it hard to connect.
    Lag and Recovery - For a guy that's bigger than Juggernaut and Hulk, Sentinel's
    	pretty darn fast, in terms of execution. All of his supers have little
    	or no lag whatsoever. If your opponent blocks any of your supers, you
    	can be sure that you pretty much safe from counters, even from AHVBs
    	(Air Hyper Viper Beams).
    Size - Sentinel is the biggest character in the game, covering nearly 1/3 of
    	the screen area. Anything you throw at him will most likely hit him,
    	even when he's crouching. Sentinel is huge prey to the Doom/Blackheart
    	trap. His size is prefect for combos since any attack will most likely
    	hit him. Crossovers are the worst nightmares for Sentinel players.
    Anti-Air - None of Sentinel's ground moves, whether it be normal, special, or
    	hyper, will hit your opponent when he's in the air. As long as he's in
    	the air and Sentinel is on the ground, he is perfectly safe from
    	Sentinel's attacks. Most players will cover this weakness by pairing
    	Sentinel with a high-hitting Anti-Air assist, such as CapCom AAA or
    	Cammy AAA.
      3. Notable Normal Moves
    standing Fierce
    Rating: ****-
    This is Sentinel's one-button beam. Does only 2 hits max and has long recovery.
    It'll miss most crouching opponents but it can prevent him from jumping up. If
    your opponent manages to completely dodge the beam, cancel it out into Drone
    Swarm or Flight Mode and fly backwards. Use this move after Hyper Sentinel
    Force so you can juggle your opponent for another one. This is Sentinel's
    quickest move from far range, so this should be used frequently.
    crouching Fierce
    Rating: ****-
    Same as standing Fierce, except that it hits crouching opponents. Alternate
    between standing and crouching to throw your opponent off.
    jumping Fierce, Short, Roundhouse
    Rating: *****
    These three basic air attacks is what makes Sentinel the King of the Skies.
    Combinations of these attacks will give Sentinel air-to-ground control. His
    Fierce a.k.a. "The Frying Pan" is Sentinel's best air-to-air attack. It has mad
    priority and reach, and will knock your airborne opponent back down to the
    ground. His Short and Roundhouse attacks a.k.a. "Stomps" is used to pin and
    keep your opponent to the ground.
    standing Roundhouse
    Rating: ***--
    This is Sentinel's only launcher, a.k.a. "The Big Boot". It's impossible to
    connect with it from a ground combo, but can be connected after Sentinel lands
    from an air combo (OTG). It also has a long recovery time, giving your opponent
    enough time to block it, dash-in, and combo. It can be used as an unreliable
    Anti-Air, though, using it against jump-ins.
    crouching Roundhouse
    Rating: ****-
    This is Sentinel's sweep move. I use this move a lot when I'm rushing down with
    Sent. Surprisingly, not that many people use this move. It's a good move to try
    to pressure your opponent. What I do is rush in with crouching Roundhouse,
    quickly cancel into Flight, and then pull off Short, Roundhouse. If it
    connects, then downwards Rocket Punch. If it doesn't, then just Flight Cancel.
      4. Special Moves
    Rocket Punch: D, DF, F + any punch
    Rating: ****-
    This move is Sentinel's Bread and Butter; it does a whole lot of damage, comes
    out really fast, and can be done in the air. If it completely misses your
    opponent, though, it leaves Sentinel wide open because his hand needs to
    retract back to his arm. Recovery time depends on the distance the hand
    travels. Also, treat his Rocket Punch as an extension of his body, not a
    projectile. If your opponent attacks it with a fireball or whatever, then it'll
    hurt Sentinel, even though he's all the way across the screen. The Fierce
    version goes horizontally straight while the Jab version goes downward at about
    30 degrees. Use Fierce version for long range and Jab version for close range.
    And always cancel into Hyper Sentinel Force if it hits or Plasma Storm if you
    are close enough and have only one super.
    Upward Rocket Punch: F, D, DF, F + any punch
    Rating: **---
    A Rocket Punch that goes 30 degrees upwards. Not really reliable because it
    completely misses grounded opponents, and leaves Sentinel wide open for a
    dash-in. Not really good Anti-Air, either. More useful in the air though.
    Drone Swarm: D, DF, F + Short
    Rating: ****-
    Summons 3 drones that goes across the screen. Each drone requires one hit to
    stop, so it takes 3 hits (or a beam) to completely stop the swarm. You can
    control the height of its flight by pushing down to make it go lower or pushing
    up to make it go higher. If you can control it right, it can prevent your
    opponent from dashing or jumping in on you. This move is also used as
    Sentinel's Guard Break. *See Strategy section for his Guard Break.
    Drone Bombs: D, DF, F + Roundhouse
    Rating: ****-
    Has slow startup and can be seen a mile away. But good for pressuring and
    chipping your opponent; can also block out fireballs. But its most useful for
    stopping dash-ins and jump-ins. They may get a hit on you but once the Drone
    Bombs are out, they hit your opponent even if Sentinel's getting his ass
    kicked. You can control where the Bombs drop by holding down Roundhouse to
    release them at the other end of the screen. If it's not held down, then they
    will be released in the middle of the screen.
    Flight: D, DB, B + both kicks
    Rating: *****
    Perhaps, the most useful move in his arsenal. Flight is to Sentinel like
    Air-dashing is to Magneto. He has the fastest flight in the entire game. It's
    so fast that he can actually dodge most super jump attacks. Other than
    mobility, Flight has another use...Fly-cancelling. Sentinel can pull off laggy
    basic ground moves relatively safe. If he sees that the opponent has an
    opportunity to retaliate, all Sentinel has to do is quickly cancel into Flight
    Mode and fly back or cancel into Flight Mode and immediately cancel out of
    Flight Mode. Also, when Sentinel is flying, if he sees something that will
    potentially hit out of the air (i.e. opponent DHC into Storm's Hailstorm),
    Sentinel is quick enough to quickly cancel out of Flight and he'll be able to
    block. Use and abuse this as often as possible. Flight is a major part of his
    game as I've mentioned before.
      5. Hyper Combos
    Plasma Storm: D, DF, F + both punches
    Rating: ****-
    A good and damaging way to end ground combos. Mash the buttons for extra hits
    and damage. This super has very quick startup and little recovery time. If your
    opponent blocks it, you are pretty much safe from counter attacks. Although,
    I'd rather waste my supers on Hyper Sentinel Force.
    Hyper Sentinel Force: D, DF, F + both kicks
    Rating: *****
    This is one of the best supers in the game. Has absolutely no lag afterwards
    and is a good super to DHC into. If they block it, then you are safe from any
    kind of punishment afterwards, even from Cable's AHVB. This super can be linked
    one-by-one by using Fierce Beam and/or Rocket Punch in between them.
    Hard Drive: D, DF, F + both punches (in air)
    Rating: **---
    Although, it may seem to be a good super, at first, because you can link it
    after an air combo, but look at the damage. No thanks to Capcom's Damage
    Reduction system, an air combo finished off with Hard Drive does just a little
    bit more damage than the same combo finished off with a Rocket Punch. Don't
    with this super.
      6. Assist Types
    Projectile: Jab Rocket Punch
    Rating: ***--
    A decent assist because of it's massive damage, but can be a seen a mile away,
    giving your opponent plenty of time to block. Ground type is better.
    Launcher: standing Roundhouse
    Rating: *----
    The worst of Sentinel's assists. Sentinel just comes in and gives the "Big
    Boot", which launches your opponent in the air. You can air combo after this,
    but is unreliable because it doesn't interrupt or "outprioritize" a lot of
    other attacks or assists. Don't bother picking this one.
    Ground: Sentinel Force Swarm
    Rating: *****
    The best of Sentinel's assists. Sentinel summons 3 drones that goes across the
    screen. This is good for helping you dash-in or chip turtlers. It also stops
    Rushdown characters such as Magneto from triangle jumping in on you. Each drone
    requires one hit to stop, so it takes 3 hits (or a beam) to completely stop the
    swarm. If they get hit by it, they stay grounded on the floor, so you can combo
    after the last drone hits them.
      7. Strategy
    Blackheart - coming soon
    Cable - When fighting against Cable, try not to stay on the same level as he
    is. If he's on the ground, you should be in the air. If he's in the air, you
    should be on the ground. You do not want to be in his beam's line of sight
    (horizontally straight). Superjump and activate Flight Mode. Try to stay
    directly above his head. If he tries to superjump up with you, knock him back
    down with Fierce or Roundhouse. Or if you're too far away to hit him, then
    quickly deactivate Flight Mode, otherwise you'll eat AHVB. If you do dodge it,
    fly behind him and do the Hard Drive super. Pulling out Hyper Sentinel Force
    against beamers are OK since it has so little lag afterwards that even a AHVB
    can't get him. In turn, punish blocked beam supers with Rocket Punch xx Hyper
    Sentinel Force. Not really a good strategy against beamers, but hey, they're a
    pain in the @$$ for everyone.
    Cyclops - coming soon
    Doctor Doom - Sentinel should win this match. Flying Sentinel will give Doom
    major problems. Just try to stay at a higher level than Doom and keep him
    pinned to the ground with Stomp attacks. Try to telegraph his Air Photon Shots:
    superjump, cancel into Flight Mode, fly over and towards Doom, and hit him with
    Fierce. Do not try to wavedash under his Photon Shot; Sentinel's too big to
    avoid them. If playing against Doom/Blackheart, however, you best have a good
    AAA with you (i.e. CapCom or Cyclops AAA). Otherwise, Sentinel will lose badly
    to them.
    Magneto - Magneto will rape Sentinel, if not equipped with a proper assist. Try
    to keep Magneto away from you at all times. If he does get close to you, he
    will triangle jump and cross up all over you. You may not know how to block his
    rushdown properly, which will result in a free damaging combo for Magneto. To
    prevent this from happening, pushblock all attacks he tries on you to give
    yourself breathing room. Keep him clear across the screen with combinations of
    Fierce Beams, Drone Swarms, and Flight-cancelling. Do not throw random Hyper
    Sentinel Forces. Magneto will be be able to superjump out of it, airdash over,
    and punish you. Try to fly around. If he airdashes straight towards you, knock
    him back down with Fierce. If he superjumps up at you, knock him back down with
    Roundhouse. CapCom AAA will definitely help out your cause in the fight against
    Sentinel (Mirror Match) - It's all a matter of who gains control of the air.
    You will see a whole lot of flying and missed air attacks in Sentinel vs.
    Sentinel matches. Try to stay on a higher ground than his Sentinel. If you got
    quick fingers and reaction, try to dodge any laggy moves you he tries to throw
    out, and then fly over (or under, if more appropriate) and bust out c.lk, c.lk
    xx Upwards Rocket Punch. You and your opponent's assists also play a major role
    in this battle. Picking the right assist may ultimately lead to either victory
    or defeat. Ideal assists you should pick when fighting against other Sentinels
    are CapCom, Cammy, and Blackheart AAA. Psylocke and Doom AAA, among many
    others, are horrible in Sentinel fights. Two main things to keep in your head:
    choose wisely, and stay on a higher ground
    Spiral - coming soon
    Storm - coming soon
    Sentinel's Guard Break
    To do Sentinel's guard break, your opponent must appear in the corner. When his
    next character pops out, hit him with Sentinel Drone Swarm at the peak of it
    flight (you must activate the Swarm even before he comes onto the screen so
    that it'll reach to the end of the screen once he pops out). Once he blocks it,
    do a standing Roundhouse to launch him and bust out your air combo.
      8. Combos
    () = action done while standing, crouching, jumping, or superjumping (this is
         specified before the parentheses)
    xx = special/hyper cancel
    - fly (Short, Roundhouse xx Rocket Punch)
    - crouching Short, stand (Strong xx Rocket Punch xx Plasma Storm)
    - crouching Short, stand (Strong xx Rocket Punch xx Hyper Sentinel Force),
      standing Fierce and/or Rocket Punch xx Hyper Sentinel Force. Repeat last two
      moves if desired.
    - standing Roundhouse, superjump (Jab, Short, Strong, Forward xx
      Rocket Punch)
    - (in the corner) crouching Short, stand (Strong xx Rocket Punch xx Hyper
      Sentinel Force), dash-in Roundhouse, superjump (Jab, Short, Strong, Forward
      xx Flight Mode), fly towards your opponent, Fierce throw, Short, Forward xx
      Upwards Rocket Punch, fly towards your opponent again, Fierce throw, Short,
      Forward xx Upwards Rocket Punch
    Email me if you got a good combo worth posting (dragonkahn@yahoo.com).
      9. Partner Recommendations
    Cammy - She can utilize Sentinel's Ground assist to its full extent with her
    	Cannon Drill. Call out Sentinel's assist and then Air Cannon Drill over
    	your opponent to the other side. Then dash-in on your opponent, while
    	the Drone Swarm is getting the other side. If it hits, you can combo it
    	off, since the opponent stays grounded, and launch him in the air for a
    	nasty air KBA combo. Magneto does have somewhat a similar stategy like
    	this, but not as effective as Cammy's.
    Any character with Teleport - Teleporters can also take full advantage of
    	Sentinel's ground assist, too. Right when the Drone Swarm is about to
    	hit your opponent, teleport to the other side of your opponent. Now, he
    	must block the Swarm by holding the other way. He may get confused or
    	may not be fast enough to know which way to block. It helps a lot if
    	you do your teleport move behind Sentinel. Since Sentinel's so big, he
    	can cover you up while you're doing the teleport. This makes it harder
    	for your opponent to know whether you're gonna teleport to the left or
    	right side, or not even teleport at all. Good teleporters that can do
    	this real well would be Spiral and Strider.
    Blackheart - When partnered with Blackheart, you get the Sentinel/Blackheart
    	trap. Call out Blackheart's Anti-Air assist and do Fierce Beam xx Drone
    	Swarm. Then Fierce Beam xx Drone Swarm. Call out Blackheart again and
    	repeat this process until your opponent chips to death or 'til you get
    	bored. It doesn't work quite as well on air dashers because they can
    	dodge Blackheart's Inferno in the air. There's also a hole where your
    	opponent can super jump and get close to Sentinel, but all you need to
    	do is dash back and proceed with the trap.
    Captain Commando - CapCom's Anti-Air assist provides Sentinel all the anti-air
    	he needs. It's one of the best assists in the game, and does a lot of
    	damage. Sentinel could just fly and keep calling out CapCom's assist to
    	annoy the hell outta the opponent.
      10. Miscellaneous
    - My favorite team: Spiral/Strider/Doom and Spiral/Storm/Cammy
    - My Money Teams: Spiral/Cable/Sentinel and Storm/Cable/Captain Commando
    - Team in experimental stage: Magneto/Cable/Cammy
    - My favorite character: Cammy
    - My favorite Top-Tier character: Spiral
    - The Unsung Hero/Heroine: Sonson
    - No respect for: BH/Capcom teams (geez, show some more skill, doods)
    - Mad props to: Magneto, Iron Man, and Strider/Doom players (Rock on.)
    - Arcades I go to: Burbank All-Amusement, SHGL
    - What I want: an all-black outfit for Strider and an all-white outfit for
      Spiral OH BOY!!! =O
      11. Props and Credits
    Props to...
    - Gen2000, stuc2k, striderhiryu827, sinawe358
    - Soo a.k.a. SooMighty for teaching me the Art of Mag Rushdown. Thank you,
      Sensei -_-
    - and to all the puny, little scrubs that I have crushed to get to where I am
    Credits to...
    - Marvel Enterprises for the Sentinel profile
    What ya think of my FAQ? Email me at dragonkahn@yahoo.com
    I would luv to hear from ya
    © 2000-2001 John "dragonkahn" Le
    Long Live the Dragon

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