Marvel vs. Capcom 2
Sentinel FAQ v1.0
-------------------
Written & compiled by dragonkahn
November 24, 2000
Email: dragonkahn@yahoo.com


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  Table of Contents
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	1. Profile
	2. Overview
	3. Special Moves
	4. Hyper Combos
	5. Assist Types
	6. Strategy
	7. Combos
	8. Partner Recommendations
	9. Credits


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  1. Profile
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Real Name: ???
Height: varies
Weight:	varies
Place of Birth: ???
Occupation: ???

First Appearance: Uncanny X-Men #14

Superhuman Powers: ???

History: ???


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  2. Overview
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Sentinel is one of the most overpowered and cheapest (opinion of others, not
mine in particular) characters in the game. He is easy to learn and does not
take much skill to win with him. He's also the biggest character in the game,
taking up nearly 1/3 of the screen area.


Let's look at his strengths...

Keep-away - Sentinel is one of the better keep away characters in the game. He
	has 4 variations of projectiles, the fastest flight in the game, and an
	incredibly useful crouching Roundhouse to push your opposition away.
	Dashing or jumping in on this guy is suicidal.

The Surprised Element - Sentinel's normal attacks are somewhat slow, but thanks
	to Capcom's cancellation system, it can be cancelled into a fast
	special and then cancelled again into a fast super. There are so many
	times where I pull out an HP Beam, and then my opponent ducks under it.
	Then he tries to dash in, and then I quickly cancel into Rocket Punch.
	He eats it and then tries to jump-in, trying to avoid another Rocket
	Punch, and then I hit him again with an Upward Rocket Punch. Sentinel's
	attacks are fast enough that you need lightning-quick reflexes to block
	them. 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.

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. Juggernaut's Punch is also
	damaging but has a lot of lag at the end, making it too risky to pull
	out. Same with Strider's Parachute Bomb (the most damaging special in
	the game).

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, even from AHVBs (Air Hyper Viper
	Beams).


Now for his weaknesses...

Speed - Big guys are slow as hell, and Sentinel is a big guy. His jump speed is
	second to Anakaris, making him easily targeted for Guard Breaks. Once
	Sentinel is trapped in the corner by a melee character, there's pretty
	much he can't do. (If you want to know what the hell is a guard break,
	email me at dragonkahn@yahoo.com. Writing about Guard Breaks in this
	FAQ is like writing a novel :)

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. 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 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.


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  3. Special Moves
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Rocket Punch: QCF + P
---------------------
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. It if 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. The HP version goes horizontally straight while the LP version goes
downward at about 30 degrees. Always cancel into Hyper Sentinel Force if it
hits.

Upward Rocket Punch: F, QCF + P
-------------------------------
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.

Sentinel Force Swarm: QCF + LK
------------------------------
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. It you can control it right, it can prevent your
opponent from dashing or jumping in.


Sentinel Force Bombs: QCF + HK
------------------------------
Rating: ****-
Slow startup, can be a seen a mile away. Good for pressuring and chipping
opponent, can also block out fireballs. But extremely 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 @$$ kicked. You can
control where the Bombs can be dropped by holding down HK to release them at
the other end of the screen. If it's not held down, then they will be release
in the middle of the screen.


Flight: QCB + KK
----------------
Rating: ****-
Sentinel has the fastest flight in the entire game. It's so fast that he can
actually dodge most super jump attacks. Use this often if your opponent has bad
Anti-Air (i.e. Magneto, Sentinel :), Cable). Sentinel cannot block while in
flight mode.


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  4. Hyper Combos
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Plasma Storm: QCF + PP
----------------------
Rating: ****-
A good and damaging way to end ground combos. Mash the buttons for extra hits
and damage. This supers has very quick startup and little recovery time. If
your opponent blocks it, you are pretty much safe from counter attacks. The
only exceptions are fast dashers like Cammy and Magneto, who can block it,
dash-in, and attack in a split second.

Hyper Sentinel Force: QCF + KK
------------------------------
Rating: *****
Slow to connect but absolutely no lag. If they block it, then you are safe from
any attacks, even from AHVB. This super can be linked one-by-one by using HP
Beam or Rocket Punch in between them. I always waste my supers with this move.

Hard Drive: QCF + PP (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 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. It only does about
3 points of damage more (143 points in a total lifebar), to be exact. I'd
rather finish off with Rocket Punch instead and save my supers for my Hyper
Sentinel Force.


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  5. Assist Types
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Alpha
-----
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.

Beta
----
Launcher: s.HK
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 assists. Don't bother picking this one.

Gamma
-----
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. 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.


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  6. Strategy
===============================================================================

When fighting against Pixies, try to make it as hard as possible for them to
get near you. They do their damage upclose with a lot of hits and don't like to
stay far away from their opponents. Fortunately, Sentinel has the durability to
take all those hits and has all the tools to take down these kinds of guys.
When they try to dash-in, hit c.HK. This has amazing priority, since its range
is far and because of Sentinel's Super Armor. Once it hits, cancel into Jab
Rocket Punch xx Hyper Sentinel Force. If they try to jump-in on you, call out
Drone Bombs. Even if they do get a hit on you, the Bombs will still hit him,
preventing them from doing their combos on you. Works for dash-ins too. If they
super jump, jump up and knock them back down with HP. Always avoid corners,
especially against pixies. They'll turn Sentinel into a sitting duck once he's
trapped.

When fighting against beamers, try not to stay on the ground. You do not want
to be in their beams' line of sight (horizontally straight). Super jump and
activate flight mode. Try to stay directly above their heads since they have no
good Anti-Air. If they try to super jump up with you, knock them back down with
HP. If you suspect that an air Beam super is coming, dodge it. Sentinel is fast
enough to dodge it most of the time. 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.

When fighting against giants, stay away from them. There is no way they'll get
near you if you play a good keep away game. When they are far away, stay
grounded and throw Rocket Punches and Drone Swarms. If you see an opening,
Rocket Punch xx Hyper Sentinel Force. If they get close to you, throw Drone
Bombs. If they don't block it, it'll break their Super Armor, giving you a free
shot at him. If they do block it, hit them with c.HK xx Rocket Punch to push
them back out.

- 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, hit HK launcher and bust out your air combo.


Email me (dragonkahn@yahoo.com) if you want a vs. strategy against a particular
character.


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  7. Combos
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Legend
------
c. = crouching
sj. = super jump
j. = jump-in
s. = standing
xx = special/hyper cancel


- s.LP, s.LP xx Rocket Punch xx Plasma Storm
- c.HK xx Jab Rocket Punch xx Hyper Sentinel Force, (HP Beam xx Hyper Sentinel
  Force), repeat ().
- s.HK, sj.LP, sj.LK, sj.LP, sj.LK xx Rocket Punch, HP, HK (in the corner)


Email me if you got a good combo worth posting (dragonkahn@yahoo.com).


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  8. Partner Recommendations
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Cammy - She can utilize Sentinel's Ground assist fully 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 ground, 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.

Adamantium Wolverine - Surprisely, Wolverine can take full advantage of
	Sentinel's ground assist, too. Right when the Drone Swarm is about to
	hit the opponent, do Berserker Slash to "teleport" to the other side of
	the opponent. Now, he must block the Swarm by holding the other way. If
	they don't block it, you can proceed and do your air, or even ground,
	combo since the Swarm keeps them grounded on the floor.

Blackheart - When partnered with Blackheart, you get the Sentinel/Blackheart
	trap. Call out Blackheart's Anti-Air assist and do HP Beam xx Drone
	Swarm. Then HP 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.


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  9. Credits
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Thanks to...
------------
All the puny, little scrubs that I have crushed to get to where I am today.


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What ya think of my FAQ? Email me at dragonkahn@yahoo.com
I would luv to hear from ya


 2000 dragonkahn
Long Live the Dragon