[Newbie] Sentinel Thread - Q & A

yeah, you’re prolly right…

as far as the light characters go… it WILL, IF!!! you do it fast, and after you ffly again do lp instead since the hitbox goes higher… but it’s not worth it…

is it cheap to beat an opponent with the unblockable? he called me a cheapo after i beat him…

this is what happened:
i managed to lower all his 3 chars health to 1/4(where the CPU says “danger”) then i snapped his assist and i go for the unblockable xx rp. I ko’ed the snapped char then i do the unblk again and ko’ed him then i unblk again on his last char… he was very mad at me after the match…

http://www.sendspace.com/file/3zzk1i

Honestly, Sentinel is just so broken. Probably wouldn’t be too difficult to throw in an early EM Disruptor to catch the people who take the hit.

With the grab its kinda weird. Animation wise if sent grabs and throws u quick you can get a combo anywhere on the screen except while flying going out of the screen.

If the grab lasts a few seconds you won’t recover with enough time to combo anything.

after the combo you didn’t need to super after the unblockable, you could’ve done c.hp, fly, lk + capcom, hp, dp rp, and it would’ve killed him saving you the meter.

My unblockable isn’t 100%, as much as I would like it to be so, and my corner stomping hasn’t progressed to the point where I can always keep them in block stun long enough for Cap to get out.

is there any new sentinel stuff this year?

where can i download mvc2 matches for 2006 & 2007? Especially matches with sentinel in it… tnx

I have some questions about sent:

Are there any good combos with strider eagle assist?IF it is what is it?

Are there any good combos with Doom AAA assist?If so…plz list them(or the best ones).

How do I do the double rp punch combo mid screen?

What is the easiest way for learning a ff combo?Is there special method for learning them?

i have just started playing with sent. when i first started playing MvC2 i just thought he was really strong and slow but he is really strong and fast and can control the air but i do play on pad so its still a little hard to do at the arcade but i would like to know a good guard break and i like to grab in the conner from time to time to reset the damage if they tech is there anything that i could do. plz help

I have a question about sent, I seen a vid where a player was flying and he did a lk, hp on another sent that was standing, but the wierd thing is he was able to unfly in between the hp, i guess you can say he was falling from the sky while hitting the opponent with hp and then he was able to continue with a ground combo, i tried to do the unfly into combo myself, but i guess i dont know what im doing, because i am not able to re-emulate it, anyone know how to do it?

I got a newby question about one of sent’s aircombos.

It’s the one where he goes

hk ^ lk,mk, fly, lk, mk, hp rocket punch.

Everytime I do the fly my lk never connects even when I press the buttons really fast, I even mash the lk for it to come out faster but I can never get it to connect after I fly. I don’t get why it isn’t connecting, is there a specific timming you have to do in order to make the lk connect after you do fly?

For fast fly combos you need to let the stick go into neutral after the fly before continuing the combo. This is described in detail in a thread somewhere around here. Anyway, that means that if you’re holding the stick forward, back or whatever after you input the command for fly, nothing will combo. It’s not really about hitting the buttons faster. You need to get the timing down.

Also, there’s not much advantage in doing the combo you wrote since the damage is only marginally higher than a combo without the fly and you need good execution to land it consistently.

Don’t do sj.lk sj.mk before flying, unless it’s on Sentinel. The mk usually brings them up too high for f.lk to hit. If you’re at close range, do sj.lk sj.mp FF f.lk, or at far range sj.lk FF f.lk.

To fast fly:

  1. Buffer the qcb during the pre-flight attacks (i.e. do qcb while you’re pressing lk or lk mp and press KK as soon as the attack hits.)
  2. From b (joystick direction), move the stick directly across the center to f. This counts as moving the joystick to neutral. Press lk (and assist, if any) at the same time the stick hits f.
  3. Finish combo.

Note: Moving the stick to f through neutral cancels the recovery time of flight. Also, the f counts as the f in a dragon punch motion if you do it fast enough, which is nice for fast fly combos ending in a dpRP.

e.g. sj.lk sj.mp FF f.lk+CapCom f.hp xx dpRP - when you move the stick to f, do a qcf while you’re pressing f.hp and press hp again. An upward RP should come out. If it doesn’t, do it faster, or just settle for doing an unbuffered dp motion.

Why does sentinel recover faster than everyone else?

Recover faster from what?

Okay, for me when doing the rom against Sentinel I have to do it faster to keep the hits going. I don’t get leway like I do against normals or pixies, it seems he recovers out of each hit faster than others…

because he is so heavy, he falls out faster.

Ah, so they automatically flip out when they reach a certain height, Sentinel just reaches it faster?

no its more like sentinel falls at a faster speed then regular characters but it reall should be easier to rom him. i can only rom sentinel i am not fast enough to rom anyone else on an arcade stick This is why u can AHVB x 5 sentinel with cable cuz he falls so fast he stays at the perfect hieght for AHVB and never goes too high