-------=====================================================------- --------========Marvel Vs Capcom FAQ : Sentinel v1.0=========------ ---------======== Compiled by Lemur-X, 4-9-2000 ========----------- --------=====================================================------ Index : 1: Intro/disclaimer/other BS. 2: Legend of keys 3: Overview of character 4: Normal attacks (standing & flying) 5: Special attacks & Supers 6: Introductory combos This faq was written for personal and private use. Feel free to distribute if desired, just make sure to give credit where credit is due. You may not alter the following and claim it as your own, or your knees belong to Guido…… Revision History : 4-9 Original FAQ completed ---------================ 1: Introduction =================----------- I first started playing the VS series w/ the advent of "X-Men vs Street Fighter"'s release on the Sega Saturn. Good Lord…….Now there was a game….And none of the followups have really shined as it did (IMO) up until "Marvel Vs. Capcom 2". The series of FAQs I'll be putting out will be related to all the funky, freakish, or 'Darkhorse' characters of the game. Characters people rarely use….and when they do use, use ineffectively at best. I'm doing this due to the fact that * every * single character in this game is very playable…..very…….And knowing this can give you quite an edge over people that would underestimate them…. ---------=================== 2: Legend ===================------------ Here's the legend of keys and terms used in the following FAQ. Attacks : Jab = Light Punch Fierce = Hard Punch Short = Light Kick Roundhouse = Hard Kick b = Back f = Forward d = Down u = Up B = Charge back for 2 seconds D = Charge Down for 2 seconds P = Punch K = Kick HCB = Half Circle Back (Roll controller from forward, to down, to back.) HCF = Half Circle Forward (Roll controller from back, to down, to forward) QCF = Quarter circle forward (Roll from down to forward) QCB = Quarter circle back (Roll from down to back ) OTG = Off the ground. Getting your licks in whilest they be Down for the count. Launcher = Any move which sends your opponent to the heavens. NOTE : All percentages given are from damage taken by Cable (a fairly balanced character). Your mileage may vary. ---------================ Sentinel ====================----------- Holy crap. Sentinel is a zoning monster if I have ever seen one. I've never used him in any prior games (I skipped X-men:COTA), so I can't comment on any improvements that Capcom may have made to him. But he's a freaking beast. With a directional projectile, 2 heat seeking specials, a 1 button projectile-beam, and super fast Supers, he's one character you'd best learn to fear if in the hands of a skilled player. Good stuff…… 1 : Super armor : Sentinel can takes 2 hits to stun and get trapped in a combo. Learn to use this to your advantage. That means he takes 1 extra hit to launch into the air if your opponent is going for a launcher from out of nowhere. That extra hit is usually MORE than enough time to bust out a nasty Super to interrupt your opponent's attacking spree. 2: Reach : Sentinel has the reach of Mr. Fantastic on crack. His Fierce punch alone does an instant cover of the length of the screen. And his 'Rocket Punch' was just MADE to keep annoying Wolverine/Cammy/Spider-Man players on the ground (like the bitches they are). Factor in the 'Drone' attacks, and he's got coverage to spare. 3: Strength : Sentinel is one of those players that WILL take you down to nothing within seconds if you don't watch your life meter. Not only do the greater majority of his attacks have reach, but they hit multiple times, and open up many opportunities for Super chains etc. 4: Fast Supers: For a big guy, he busts out his Supers mighty quick… His 'Plasma Ball' charges up in about 1 frame of animation, giving little time to block, and his 'Turbine' is just as quick in the air. But you can't be good at everything…. 1: Size : Sentinel is, simply put, nearly the largest character in the game. Make sure to cover his ass at all times. Beware Chun-Li and Guile players. With one opening, they will make mincemeat of you. Never jump over projectiles, as all it takes is a lucky kick to take you out of the air and out of the picture. 2: Slow Jump : Sentinel doesn't jump, so much as hover. Only jump when absolutely necessary, or if you're going for a block damage 'Rocket Punch' or similar zoning move. 3: Recover/Vulnerability : Both of his 'Drone' attacks have quite a recovery time, and his hand during the 'Rocket Punch' is vulnerable to attack. Use caution when laying it on thick. ---------================ Normal Attacks ================------------- Standing Jab : Very good range. Hits 2 times/low on a full second- connection hit. =) Standing Short: Incredibly weak range. Second hit is a nice push-away move with good range. Standing Fierce : It's an instant beam projectile. Needless to say, incredible range, but the width is lacking. Sometimes connects for 2. It has absolutely shitty recovery time…..BUT you can cancel out of it into a 'Rocket Punch' or 'Drone' attack. Standing Roundhouse : 2-frame startup. Incredible range, and it launches….(it's his only normal launcher =/). Use frequently. Ducking Jab : Nice range. It's a clone of his standing Jab. Ducking Short : Short range. Fairly quick. Second hit is a shoving sweep with NICE range. Ducking Fierce : Same as standing Fierce. Only…umm….ducking. Ducking Roundhouse : Good range, but in order to get any noticeable damage, it must be started close since it connects 3 times. Jumping Jab : Travels nearly straight down. Nice range. Good move to use in order to surprise opponents as you travel directly above them. Jumping short : LONG range. Travels at a 45 degree angle downwards across about 50% of the screen. Great poke move! Jumping Fierce : Good range. Very quick startup. Swats enemy away in mid-air. Jumping Roundhouse : Consider it a jumping Short with a much more inclined angle and more damage. ---------================== Special Moves ====================--------- Rocket Punch: QCF, P (in air) : Great damage for such a fast move. Jab makes it travel downwards at a 45 degree angle (croucher killer) and the Fierce lets loose a horizontal blow. Excellent move and decent combo ender. Upwards Rocket Punch : F, D, DF, P (in air) : Rocket Punch that travels 45 degrees upwards. Nuff said. Drone Swarm: HCF, Short : Same damage as a 'Rocket Punch' if all 3 hits connect. VERY slow recover/setup time. Use only on jumpers. Drone Bomb: HCF Roundhouse : Extremely slow recover/setup time. I have found little use for this except for pressuring idiots in corners. Flight : HCB, KK : Fly fat-ass! FLY! ---------================ Super Attacks ==================--------- Plama Ball : HCF, PP : Super-fast startup. The perfect Combo ender. About 30% damage. Deceivingly short range. Drone Fleet : HCF, KK : Fairly fast charge-up. Does about 30% damage. Can combo out of if it connects at short range…. Turbine Charge : HCF, PP (in air) : Must be done in the air. Very fast startup. Only 25% damage. Great combo ender. --------================Elementary Combos================----------- I've decided to not put a slew of "True" combos in this section due to the fact that there's so damn many……Instead here are some of the more reliable/simple combos and pressure tactics… 40% 11-hitter : (close) Standing Jab, Standing Jab, 'Plasma Ball'. 50% 5 hitter : Standing Roundhouse, Jumping Jab, Jab, Short, Upwards Rocket Punch (distances nicely.) Does the same damage as a 'Turbine Charge' would as a finsher, and less risk of missing! =) 60% 15-hitter : (very close) Ducking Roundhouse buffered into 'Drone Fleet' upon first hit. 'Plasma Ball'. Laugh. --------==================== Assist Modes=================------------- Assist Type A : Sentinel jumps in with a downwards 'Rocket Punch'. Assist Type B : Sentinel jumps in with a Standing Roundhouse launcher. Assist Type Y : 'Drone Swarm' flies in. Nice. ----------===================== Thanks ==================-------------- Special thanks to : Derrick and Chris for playing such a whorish keep away game with Morrigan and Sakura. Without you I would not have to resort to using people you don't know how to anticipate. >=D Mtn Dew : For filling my veins with enough caffeine to kill a small elephant. Capcom : For advancing the Vs series yet again! Submissions? Mail em to lemurx@drunkenlemur.com This and other FAQs are up for grabs at http://www.drunkenlemur.com