X-MEN NEXT DIMENSION (XBox VERSION) MOVELIST FOR Sentinel Alpha VERSION 1.0 BY: Santiel J. Creekmore EMAIL: santielcreekmore@hotmail.com Copyright 2005 Santiel J. Creekmore This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. ______________________________________________________________________________ VERSION HISTORY ______________________________________________________________________________ Version 1.0 This is the initial version. Date: 11th of March 2005 ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ 1. Legend 2. Sentinel Alpha 3. Movelist A.Throws B.Counters C.Jumping attacks D.Crouching attacks E.Pop up attacks F.Special attacks G.Supers H.Aerial Strings I.Standing Strings J.Combos 4. Strategy 5. Credits ______________________________________________________________________________ 1. LEGEND ______________________________________________________________________________ qcf = press quarter circle forward on the directional pad (press down, down-forward, forward), qcb = press quarter circle back on the directional pad, (press down, down-back, back), hcf = press half circle forward (press back, down-back, down, down-forward, forward), hcb = press half circle back (press forward, down-forward, down, down-back, back), b = press back on the directional pad f = press forward on the directional pad bf= press back then forward quickly on the directional pad uf = press up-forward on the directional pad ub = press up-back on the directional pad bb = quickly press back then back again on the directional pad ff = quickly press forward and forward again on the directional pad lk = press light kick or kick#1 hk = press heavy kick or kick#2, lp = press light punch or punch#1, hp = press heavy punch or punch#2 fall half-way = means allow yourself to fall about half-way to the ground after an airseek air seek = hold up on the directional pad during the on-screen "Air Seek" message. Get-up attack = hold hp or hk after a knockdown (doesn't work after counters) Power transfer = hold L and press either the "X", "Y", or "B" button to transfer power to the appropriate super level. If you are Player 1(Player 2) then the "X" button corresponds to level 1(level 3), the "Y" button corresponds to level 2(level2), and the "B" button corresponds to level 3 (level 1). When performing a combo that requires power transfers, perform the power transfer during the start of the previous super to save time For example Psylocke's "Shadow of Death" combo below requires the use of two level 3 supers. Press f+lp+hp to do Psylocke's level 3. As the level 3 animation begins perform the power transfer to level 3. This will prepare you for the second level 3. stun = moves that temporarily leave an opponent open bounce = moves cause an opponent to bounce on the ground and leaves the open to attack taunt = press either lk+hp, f+lk+hp, d+lk+hp, b+lk+hp, or d+lp+hk throw = press lp+lk, or white button air throw = press lp+lk or white button while you and the opponent are airborne Air Counter = press hk+hp or black before any air to air and air to ground attacks Low Counter = press d+hp+hk or d+black button against any normal or special low attack Punch Counter = press f+hp+hk or f+black before any normal or special standing punch attack Kick Counter = press b+hp+hk or b+black before any normal or special standing kick attack / = or, i.e. moves or buttons can be interchanged + = and, with ( ) = helpful comments that follow a particular move in a combo [ ] = group all moves in brackets together Strings = a sequence of attack button presses that general require no timing to for the character to success connect all hits. Strings should be pressed quickly. Strings generally don't do a great deal of damage (<25% damage). Combos = a combination of strings, supers, pop up attacks, counter attacks, throws, and/or specials that require some timing to complete. Combos generally do a great deal of damage(>25% damage). ______________________________________________________________________________ 2. Sentinel Alpha ______________________________________________________________ ______ History:Created by noted anthropologist Bolivar Trask, the first Sentinels were lumbering, semi-humanoid robots tasked with the apprehension or elimination of mutants. Although Trask's principal field of expertise was anthropology, he also demonstrated considerable talent in the areas of biophysics, cybernetics, and robotics. Trask's young son, Lawrence, developed precognitive abilities. Trask embarked on a privately funded anthropological study of the rapidly increasing, worldwide emergence of genetically empowered individuals. He became convinced that these mutants, the first of a newly evolving race, would use their powers to dominate the world and enslave mankind. Trask eventually founded a small group of researchers, led by himself and his now-adult son, to compile evidence that mutants posed a threat to humanity. Drawing on his considerable fortune, Trask hired a large team of cyberneticists, roboticists, and engineers to realize his designs for the ultimate solution to what he perceived as a global dilemma. Trask publicly revealed the existence of the Sentinels during a live, televised debate on the alleged mutant menace with Professor Charles Xavier -- secretly the telepathic leader of the heroic band of masked, mutant adventurers known as the X-Men. The Sentinels were programmed to protect mankind from mutants, but cold logic led them to conclude that they could best accomplish this aim by seizing control of society from the imperfect humans they considered to be their inferiors. One of the Sentinels attacked and kidnapped Trask during the debate, countermanding his orders. The Alpha Sentinel, Master Mold, attempted to force Trask to construct more of its kind, so as to facilitate the androids' conquest of the human race. Training a thought-reading probe on the ape-like X-Man called the Beast, Trask realized that not all mutants would inevitably use their powers to subjugate humanity. Finally grasping the magnitude of the evil he had wrought, the scientist sacrificed his life to destroy Master Mold. Following Bolivar Trask's death, his son spearheaded construction of the Mark II Sentinels. Wrongly blaming the X-Men for his father's fate, Larry Trask targeted the outcast adventurers for capture and imprisonment. When the medallion that suppressed Trask's powers was removed, the Sentinels realized that he was a mutant and declared their autonomy. In effect, they had become their own masters. The Sentinels computed that the best way to halt human evolution was to destroy the sun, the source of most mutation- inducing radiation on Earth. While orbiting their target, however, they concluded that they lacked the means to destroy it. The Sentinels returned to Earth to implement a new set of tactics, but were put down by the Avengers. Earth's Mightiest Heroes deactivated or destroyed most of the robotic executioners. Trask died during the battle. The U.S. government took ownership of the Sentinel plans following Trask's death, and Dr. Steven Lang was placed in charge of a federal investigation into the origin of genetic mutation. Unknown to his employers, Lang's objectivity was skewed by a fanatical, irrational distrust of mutants. He used his position to acquire Trask's designs and notes, then sought financial backing from the Hellfire Club, an elite social organization of the world's wealthiest and most powerful figures. In pursuit of its goal of world domination, the Hellfire Club provided Lang with funds to construct new Sentinels and an orbital space station -- not knowing that he intended to terminate every mutant abducted. Unfortunately for Lang, his first captives were the X-Men. The heroes escaped their bonds, and destroyed Lang's Sentinels and space station. After the terrorist organization called the Brotherhood of Evil Mutants attempted to assassinate Senator Robert Kelly, the president inaugurated the secret and illegal operation known as Project Wideawake to apprehend and detain genetically empowered individuals. The government contracted Shaw Industries to construct Sentinels in secret -- unaware that the company's owner, Sebastian Shaw, was himself a mutant. Without the government's knowledge, Shaw used the Sentinels to attack the X-Men in his role as leader of the Hellfire Club. The next Sentinel threat would originate in an alternate future where the mutant-hunting robots reigned supreme. Nimrod, a state-of-the-science Sentinel, traveled back in time -- emerging in the present to hunt mutants as he had in the future. The X-Men neutralized Nimrod, but his technology merged with that of Master Mold. The amalgamated android battled the X-Men, who were able to defeat the robot only by forcing it through the dimensional portal called the Siege Perilous. The magic of the Siege Perilous would allow any entity that passed through it to be reborn as a new being. Nimrod returned in humanoid form as Bastion and began to integrate Sentinel technology into unsuspecting humans. These sleeper agents were unaware of their programming, awakened only by mutant activity. Privately re-establishing the Sentinel program, Bastion received government sanction to commence Operation: Zero Tolerance. Commanding a hidden army of Sentinels, he ransacked and razed the X-Men's mansion, downloading Xavier's extensive computer files on mutants around the world. Bastion used this information to systematically attack and capture the X-Men and their associates. The android ultimately was destroyed, but the X-Men found it difficult to locate and deactivate all the humans he had transformed. The mutant heroes could not attack these cyborg Sentinels in wanton fashion, as they were victimized humans -- a weakness on which Bastion likely had counted. The latest mutant-hunting androids, the product of a shadow-ops program, assimilate automobile and aircraft components, machine parts, and building materials to keep pace with genetic mutation. As humankind inches toward extinction, the Sentinels gather in secret enclaves throughout the world -- waiting to pounce on an unsuspecting mutant population. Tidbits: Sentinel Alpha is extremely powerful. He is the only character that can dispense an opponent in only 5 hits. His short combos, major tremor (qcb+hk), Power Up(lk+hk), and super armor allow him to pull off quick, easy victories. Use of his super armor allows his controller to break an opponents combo and initiate devestating juggles. All of his moves (even supers) are enhanced by his Power Up (lk+hk) by 50%. So his Death Hammer which normally does 6500 points of damage will now statch off 9750 points of your opponents life. The effective use of the Power Up alone is enough to to easily rip a hole in the best XND opponent. ______________________________________________________________________________ 3. MOVELIST ________________________________________________________________________ ______ A. Throws: 1p+1k Binary Head Bunt b+1p+1k Sentinel Choke Slam 1p+1k while airborne Earth Direct B. Counters: Big Swing (Punch counter) RagDoll Toss (Kick counter) Gut Punch (Low counter) Drop Kick (Air counter) C. Jumping Attacks: lp hp lk hk D. Crouching Attacks: d+lp d+lk d+hp d+hk E. Taunts: lk+hp Disapproval E. Get-up Attacks: Bash hold hp F. Specials: Elbow Smash f+lp(bounce) Hammer b+hp(knockdown) Death Hammer bb+hp(knockdown) Double Hammer qcf+hp(knockdown) 'Out of My Way' f+lk Gut Buster ff+lk Higher Ground b+hk(bounce) Jaz Knee bb+hk(bounce) Dashing Fist ff+lp(knockdown) Dashing Fists ff+hp(stun) Binary Orbs qcf+lp Ankle Flip d, release d, hp(launch) Low Mutant Massacre qcb+lp(max damage on 8th hit) followed by: Critical Mass lp (launch) High Mutant Massacre qcb+hp(max damage on 8th hit) followed by: Critical Mass hp (launch) Minor Tremor qcb+lk(knockdown) Major Tremor qcb+hk(launch) G. Supers: Ground Pound d+lp+hp(level 1, launch) Air Death Hammer lp+hp(level 1, while airborne) Hyper Beam lp+hp(level 2, knockdown) Macabre Mash b+lp+hp(level 3, launch) followed by: Extension lp followed by: Extension lp followed by: Extension lp followed by: Extension lp followed by: Critical Mass hp (launch) Power Up lk+hk (level 3) Mutant Massacre f+lp+hp (level 3, launch) Dial-A-Combo f+lk+hk(level 4, launch) H. Aerial Strings: lp, lp, lk, throw lp, lp, hk, throw lp, lp, lk, hp lp, lp, hk, hp lp, lp, hp I. Standing Strings: lp, lp, lp(stun) lp, hp(knockdown) lp, lp, hp(knockdown) lp, lp, ff+lp(knockdown) lp, lp, f+hp, hp lp, lp, bb+hp, qcb+lk lp, lp, bb+hp, qcb+hk lp, lp, qcf+hp lp, lk, qcb+lk lp, lp, hk(stun), hk(knockdown) b+lp, lp, lp(stun) b+lp, hp(knockdown) b+lp, lp, ff+lp(knockdown) b+lp, lp, f+hp, hp b+lp, lp, bb+hp, qcb+lk b+lp, lp, bb+hp, qcb+hk b+lp, lp, qcf+hp b+lp, lp, hk(stun), hk(knockdown) lk(stun), lk(knockdown) lk, ff+lp(knockdown) lk, qcf+hp(knockdown) hk(stun), hk(knockdown) f+hk, lp, lp(knockdown) f+hk, hp(knockdown) d+lp, d+lk, d+hk(stun) d+lp, d+hk, d+hp d+lp, d+hk, hold d, release d, press hp J. Combos: ***I gave each combo a name (I can do this since they are my own). If you have any trouble finishing them just email me. Meanwhile I will add more notes to them. I also put new ones on the XBox Messageboards at www.gamefaqs.com*** Sentinel Alpha's "T7": Do a Power Up with lk+hk(optional). Now press b+lp, lp, hk(stun). Juggle opponent with hp (stun), hp, hp(stun), hp. Dash in and press d+lp+hp. Finish with the Disapproval (lk+hp) taunt! Sentinel Alpha's "33rd": Do a Power Up with lk+hk(optional). Now press qcb+hk, qcb+hk(juggle opponent), qcb+lp(juggle opponent), b+lp+hp, lp, lp, lp, lp, hp, taunt! Sentinel Alpha's 'Mutant Threat Termination': Do a Power Up with lk+hk. Now press, qcb+hk, qcb+hk, qcb+hk, f+lp+hp, taunt! Sentinel Alpha's 'Universal Overkill': Power Up with lk+hk(optional). Now press qcb+hk, qcb+hk, qcb+hk, hp(stun), hp. Dash in and press b+lp+hp, lp, lp, lp, lp, hp. Once the level 2 finishes do a Ground Pound (d+lp+hp) and close out with a gut buster (ff+lk). Sentinel Alpha's '512': Power Up with lk+hk. Now press d+hk(stun), ff+hp, d+lp+hp, ff+lk. Sentinel Alpha's 'Mobile Detention': Press lp, lp, hk(stun), f+lk+hk. Jump for the air throw finish. Sentinel Alpha's 'Extermination Tactics': Power Up with lk+hk. Now press b+hk, b+hk, d+lp+hp, ff+lk! Sentinel Alpha's "Extreme Prejudice": qcb+hk, qcb+hk, qcb+hk, uf+lp, lp, lp, lk, land, f+lk+hk, air throw. ______________________________________________________________________________ 4. STRATEGY _______________________________________________________________________ Against the "Super Armor Group"(Juggernaut, Sentinel A, Blob): These guys are slow and tend to counter much more than any of the other characters. Attempt stuns with quick one hit to mininmize the possibility of being countered. Avoid hitting them in the back (unless they are performing an attack) as this will result in a counter about 85% of the time. Start combos with a stun. Use a throw whenever possible. Against all Others: Use the super armor to initiate damaging juggles. Be sure to abuse the throw since the first hit of your opponent's combo will get absord by your super armor. Block their offense and counter them. Learn their patterns and attack with stuns. Don't hesitate to trade blows since Sentinel is very capable of ending the match with less than 6 hits. ______________________________________________________________________________ 5. CREDITS ________________________________________________________________________ Thanks to: http://www.marveldirectory.com Activision Inc. for such a great game. www.gamefaqs.com for posting FAQs for gamers.