The properties of Sentinel’s Hyper Sentinel Force is pretty interesting. Once the flash goes off, he is guaranteed 3 waves of drones. Even if he is hit, the waves of drones will go through. I was a bit bored and did some testing on how other hypers would interact with HSF. I apologize in advance if I don’t know the official names for the hypers… anyways here is the list!
Marvel
-Captain America-
Hyper Charging Star: Effective midscreen or close range.
Final Justice: Effective midscreen or close range.
Hyper Stars and Stripes: Useless/ Minor Trade.
Captain America has two hypers that do well against HSF. Hyper Charging
Star and Final Justice. They do decent at mid-range but from full screen the invincibility of both hypers will wear off and Cap will get smacked by the last wave. Hyper Stars and Stripes has invincibility in the beginning but will get smacked out by the second and third wave.
-Deadpool-
Happy Happy Trigger! [Ground]: Useless.
Cuttin’ Time: Effective at close range.
4th Wall Crisis: Useless.
Deadpool has Cuttin’ Time to deal with HSF but must be done fast! If done to late, it will hit him out of it. His other hypers are not that useful against HSF. Luckily super jumping and doing his Happy Happy Trigger in the air can be useful if you actually hit his head.
-Doctor Doom-
Photon Array [Ground]: Minor negation.
Sphere Flame: Useless / Minor Trade at the end.
Doom Time: Effective at close range only.
Photon Array can negate some waves depending on the distance but will usually get hit by the last one. Doom Time is only effective at close range. Sphere Flame doesn’t do much except on the way down.
-Dormammu
Chaotic Flame: Useless / Minor Trade.
Stalker Flare: Useless.
Dark Dimension: Effective at all ranges and travels fast.
Dormammu’s only direct Hyper answer is Dark Dimension. Because of the invincibility and fast speed of the hyper, it will hit Sentinel anywhere he is grounded once HSF is activated. Dorm’s beam hyper will only trade if the first wave isn’t in front of Sentinel. If the drones are in front of Sentinel, the drones WILL protect him and there will be no trade. Stalker Flare may kill some drones but it won’t get them all, thus one will hit Dormammu and canceling the effect.
-Hulk-
Gamma Tsunami: Average Trade.
Gamma Quake: Useless / Minor Negation.
Gamma Crush: Best used from close range. Can be used from full screen.
Hulk has a great answer to HSF in the form of Gamma Crush. It can be done from fullscreen but its better to do it in front of Sentinel’s face. Gamma Tsunami can negate some waves and just trade with Sentinel with the last wave. Loses effectiveness the closer you are to Sentinel. Gamma Quake isn’t effective because of the timing. The falling rocks may stop a drone or two but for the most part they will still combo Hulk.
-Iron Man-
Proton Cannon: Useless.
Iron Avenger: Effective at midscreen or closer.
Iron Man’s only answer to HSF is an Iron Avenger at Midscreen or closer. The closer the better. Proton Cannon doesn’t do a damn thing if the first wave is in front of Sentinel. The drones will blast through unharmed hitting Iron Man out of his Proton Cannon. Iron Avenger’s invincibility does not last too long if done from full screen and the last wave will hit him out of it.
-Magneto
Magnetic Shockwave: Effective at ALL ranges.
Magnetic Tempest: Minor Negation depending on rocks.
Gravity Squeeze: Effective post-flash.
Magneto is decently equipped to deal with HSF. All the shockwaves will blast through the drones and hit Sentinel. Damage depends on the distance. This can be done at reaction, as Magnetic Shockwave has some invincibility. Magnetic Tempest isn’t that great and only negates the drones if a good chunk of the rocks are out on the screen. Gravity Squeeze will only hit post-flash. Magneto can still get hit pre-flash so be careful if you do this in front of Sentinel’s face.
-MODOK-
Hyper Psionic Blaster: Useless.
Hyper Battling Ram: Useless.
Killer Illumination: Only effective at close range.
For MODOK, the only way to punish a HSF is through Killer Illumination. His other options don’t do well. Hyper Psionic Blaster doesn’t get the chance to trade because the bottom drone will hit him out of it. Even if it powered up to 9 levels of understanding, the bottom drone will hit MODOK and stopping the hyper from hitting Sentinel.
-Phoenix-
Phoenix Force [Regular]: Useless.
Phoenix Force [Dark]: Useless.
Phoenix’s Hyper doesn’t much against Sentinel. It doesn’t trade because the top drones will eat most if not all the damage once it reaches Sentinel. The bottom drone will knock her out and the rest of waves will combo. The “projectile” part is most of the body minus the tip of the wings… which is what misses the bottom drone.
-She-Hulk-
Emerald Cannon: Useless.
Taking out the Trash: Useless.
Road Rage: Effective at close range only.
She-Hulk doesn’t have many options against HSF aside from Road Rage. Even if you somehow get the first hit off with Emerald Cannon, when she tries to jump back she will get hit by the other waves.
-Spider Man-
Maximum Spider: Useless / Minor Trade.
Crawler Assault: Useless / Minor trade.
Ultimate Web Throw: Useless.
For Spidey, he has no answers for HSF when it comes to hypers. Maximum Spider is invincible when he goes to the wall but after that he will get hit by the drones. Same goes for the limited invincibility with Crawler Assault. Ultimate Web Throw requires Sentinel to be in the air so this doesn’t apply at all.
-Storm-
Lightning Storm: Useless / Minor trade.
Hailstorm: Decent trade if done at post-flash/airborne.
Elemental Rage: Effective at most ranges [spacing dependent/button dependent]
Lightning Storm does not protect her from the drones as they will blast into her. Hailstorm is tricky to time against HSF. If she actually manages to go airborne and is already in post-flash mode, the drones WILL hit her but her Hailstorm will continue to hit Sentinel. The drones will not be destroyed from the hailstorm. Elemental Rage has some interesting properties! It summons a little ice spike which can negate one wave of drones. Because of this, it can push throw the first wave and hit Sentinel. It will put her in an auto-combo mode which will make her immune to the other drones. Another thing to note is that depending on which button you press, determines the placement of the Elemental Rage “ice spike”. So you can even punish Sentinel from full-screen if the :h: is used!
-Super Skrull-
Skull Torch: Useless.
Inferno: Effective at close range once the flame sphere starts.
Death Penalty: Range dependent but effective if chosen correctly.
Super Skrull can answer HSF in two ways. With Inferno, it must be done early enough so that he is engulfed in flames. The flames themselves shield Super Skrull as well as damage Sentinel. Death Penalty avoids the drones completely if you hit Sentinel’s head. If he misses however, he will get hit by the last wave. Skull Torch doesn’t do anything.
-Thor-
Mighty Tornado: Useless.
Mighty Thunder: Useless / Minor trade.
Mighty Punish: Effective close range only.
Thor’s only option to punish HSF is his hyper grab. Mighty Tornado does not protect Thor from the drones. Unlike Magnetic Shockwave, Mighty Thunder doesn’t do anything versus HSF. It will do a minor trade at the end. Same goes for Mighty Tornado if done early. A couple of hits upfront before getting hit by the drones.
-Wolverine-
Beserker Barrage: Useless / Minor trade at close range.
Fatal Claw: Useless / Minor trade.
Weapon X: Effective at close range.
Beserker Speed:: Useless.
When it comes to hyper vs hyper, Wolvie’s options is limited. The only thing he can do is use Weapon X at close. His other options may do a minor trade before getting hit by the rest of the drones.
-X-23-
Weapon X Prime: Effective from anywhere!
Rage Trigger: Useless / Minor trade.
Silent Kill: Not good for punishes.
X-23 ties with Magneto in having one the best hypers to deal with HSF. She is COMPLETELY IMMUNE to all drones as she runs by to hit Sentinel when she uses Weapon X Prime. Rage Trigger will hit him a bit before getting smacked by the other waves. You can actually get hit OUT of Silent Kill pre-flash and losing all 3 of your bars.
-Taskmaster-
Legion Arrow [Straight and Grounded: Time dependent. Will sometimes hit Sentinel twice if the arrows start to spread as they are shot, destroying the drones.
Legion Arrow [Slant downward and Air]: Time dependent. Will destroy the top two drones and the rest of the arrows will hit Sentinel.
Aegis Counter: Useless.
Depending on how many arrows begin to spread once he shoots will determine if they will penetrate Sentinel as well as protect Taskmaster from the drones. Aegis Counter does nothing against HSF.