Forums - MvC2: Sentinel Thread Show all 76 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- MvC2: Sentinel Thread (http://www.shoryuken.com/forums/showthread.php?threadid=55560) Posted by Brood on 02:24:2002 09:57 AM: MvC2: Sentinel Thread Hey everyone. I usually see alot of Magneto and Ironman threads but there are rarely any Sentinel threads. I was hoping to get together a bunch of die-hard Sentinel fans or people who just want to pick him up and have them all contribute to one good thread, because personally I think Sentinel is the best character in the game =). Oh well, I hope this thread doesn't die in a day. Posted by anton on 02:24:2002 10:12 AM: rocket punch and super!!!! yes!!!! press start... good shit.. im out. Posted by MarkyMark on 02:24:2002 11:31 AM: Sentinel's a pretty versatile character, and I'd call him best if Cable wasn't in the game (not because Cable's best, but because Cable can so break up Sentinel's play, and everyone uses Cable). My favorite Sentinel teams are Dhalsim (B) / Sentinel (A) / Commando (B), and Spiral (A), Sentinel (Y) / Commando (B). Don't underestimate Dhalsim / Sentinel (A) . Posted by Brood on 02:24:2002 08:53 PM: quote: Originally posted by MarkyMark Sentinel's a pretty versatile character, and I'd call him best if Cable wasn't in the game (not because Cable's best, but because Cable can so break up Sentinel's play, and everyone uses Cable). My favorite Sentinel teams are Dhalsim (B) / Sentinel (A) / Commando (B), and Spiral (A), Sentinel (Y) / Commando (B). Don't underestimate Dhalsim / Sentinel (A) . True, Cable's play does break Sentinel up, but Cable with 2 meters or less gets raped by Sentinel in my opinion. Just make sure you've learned how to utilize unfly mode. As for Sentinel teams, I love Spiral / Sent / Commando, and I play alot of Zangief (a) / Ironman (a) / Sentinel (y). Never underestimate that team, Atomic Buster xx Proton Cannon xx HSF owns all. Posted by AZER on 02:24:2002 09:41 PM: quote: Originally posted by MarkyMark Sentinel's a pretty versatile character, and I'd call him best if Cable wasn't in the game (not because Cable's best, but because Cable can so break up Sentinel's play, and everyone uses Cable). Actually, Sentinel can fight against Cable if you know what your doing. Just stay right above Cable's head when attacking. Cable can't do much to you and most AAA will miss. If the AAA does reach you, then just un-fly or move back and un-fly. BTW, sup Brood? As for Sentinel teams, I just use Sprial/Sentinel/Cyclops and Sentinel/Storm/Doom. Posted by Brood on 02:24:2002 09:47 PM: I think he was just saying that Sentinel has a harder time against Cable because Cable's moves and AHVB can give Sentinel a harder time than other characters. Other than that, I think he was in Sentinel's favor. I've found that superjumping Frying Pans help control a Sentinel v Cable game as long as you don't do something stupid. Baiting them for the AHVB is always good with unfly mode. Having a good AAA like Commando always helps too. Posted by MarkyMark on 02:25:2002 03:24 AM: No, I'm saying that Sentinel is not a character you wanna play versus Cable. A solid Cable versus a solid Sentinel, of course depending on teams, should win. Cable's AHVB are NOT his only anti-Sentinel weapon. Cable can knock Sentinel out of the air via sj.HP, or via an assist, or via random grenades, etc. Cable can throw so much crap at Sentinel and keep him at bay, especially with the threat of AHVB, that Sentinel's only choices are to constantly fly-unfly and push Cable into a corner where Cable can't run as well. Ultimately, it's a bad fight for Sentinel unless Cable is assist-less. I'd rank the characters as such: 1) Storm 2) Sentinel 3) Cable 4) Magneto Posted by Raz0r on 02:25:2002 04:30 AM: Look at it through the perspective that they both have assists left. Cable/AAA can certainly stuff Sent/AAA. As said before, Sentinel's main problem against Cable is due to the fact that ALL of Cable's attacks stop Sentinel and can open him up for even worse punishment. Also, all of Sent's moves lag. Just about everything he does can be counter AHVB'd. Just read what Nun posted about Sent's c. or s. fierce against Cable. If Cable takes the hit, he can counter AHVB. A good assist to use when Flying with Sent against Cable is Doom's AAA, especially in the corner. Not only do they build an incredible amount of supers, but also chip the hell out of Cable. Another is using Commando because you can call him when you anticipate an AHVB coming when you are flying. They waste a precious level and you can continue to pound them if they run out of super meter. Posted by State of Nature on 02:25:2002 05:26 AM: This thread is off to kinda a slow start, so I thought I'd post some random basic sentinel things to get some people started. Assists: Sentinel Ground is one of the best assists in the game. It stuffs triangle jumps nicely (Magneto and Storm have trouble with it), not as easy to jump as other ground projectile type assists, chips alright, moves slowly, allowing for good follow ups. Also, super armor makes it harder to stuff than say, Doom AAA. One of the best assists for Wall of Swords trap too. Sentinel Projectile is not as good IMO, but can be fun to use in combos. it's fast and hurts, it's more combo oriented/assist punishing than Sent Ground, and isn't so hot for setting up traps or defending against rushdown. Dealing with assists: Sentinel is great at this. Anytime you bait an assist (unflying is good for this), you can HP, rocket punch, HSF, HP, Rocket punch. Ideally you don't want to combo this, so damage scaling won't take place and you do more damage. You can repeat this series as many times as you like depending on how many levels you have. it has the advantage that HSF covers lots of space, so it's often hard for the point character to get out of it while you punish the assist. Super use. The above mentioned sequence, HP>rocket punch>HSF, repeat, is a good assist killer, but can also be used for simple chipping. Hit the assist button when you hit HP to add more chip. Storm Proj and Spiral Proj are good for this, as are most projectile assists. The air super is pretty worthless, as it does about as much damage in an AC as does his rocket punch. Only use this if you want to switch out Sentinel, and you have them in an aircombo. Since it's in an aircombo, if you DHC to BHs Armageddon or Storm's Hailstorm, it will do nice damage, since they are high in the air for the DHC, and either super will do more damage. HSF is a safe way to DHC in Sentinel. In fact, you can even combo it after airsupers, like Storm's lighting storm in her 100% combo. If a HSF connects, you can either do the HP>rocket punch stuff, or you can dash immediately and launch with standing RH and aircombo. Runaway Sentinel: Not to be confused with air-rushdown sentinel. This involves using flight mode, AAAs, and your air attacks to keep your opponent at bay and frustrate them. Fly around (this is faster than many characters dashes) and call BH AAA or Capcom AAA when your opponent jumps after you. Use jumping fierce to keep them at bay if they are in front of you, and either short or Rh if they come up at a tighter angle below you. Follow up with rocket punch. You can charge some meter this way and frustrate your opponent, but it's a pretty ghetto game plan. Works well for beginners though. Also, be prepared to unfly in case your opponent has a good AAA that you can't outrun, or they try to hailstorm you down. Part of this gameplan is to bait your opponent into wasting super. Ghetto ground keepaway: Cr HP + BH AAA/proj assist, rocket punch, lk drones aimed at opponent if they jump, repeat. Do HSF when you need more space or they get near you. Very ghetto and risky against many characters, but it's another attack pattern that can be frustrating. Mix it up with other strategies for decent results. Stompometer sentinel. One of the most effective ways to play Sentinel. Have a good AAA like Capcom or Jin and go into flight mode. Stay on top of your opponent and tap short and rh to chip. When your opponent calls an AAA fly out of the way, unfly to block and then punish the assist, or take the hit and refly (fly again immediately) to stay on top of the opponent. Call your AAA when you think they will retaliate. If your assist or attack connects combo into an air-rocket punch. Aircombos. You should have 2 main opportunities for aircombos. The first is when you connect with a HSF, and the second is when you connect with your assist while stomping rushdown. In the first case, dash in, hit rh and an AAA, and then jump and do jab, short, strong, fwd, rocket punch. Or you can do the entire magic series and depending on your assist, tack on more hits, like a RH. In the second case, magic series ending in Rocket punch works. As mentioned earlier, rocket punch is a better AC ender than his airsuper, unless you have a DHC like Armageddon or Hailstorm lined up and you wanted to switch out Sentinel anyway. Guard break. Lk drones. Pause, cr. hp-rocket punch.hsf repeat or ac. Not the most advanced strats, but some basics to get the thread started. Posted by Brood on 02:25:2002 05:43 AM: You can't forget about ghetto Sentinel throw resets for scrubs. Those are classic. Haha. As for Cable vs. Sent, I think Cable wins as long as he has 2 meters or more. As far as character ranking goes.. Storm is probably the best character because of her ability to handle each opponent so well, but Sentinel can put up a fight against any character as long as you play him smart. Personally I like to play Sentinel as my second character for his DHC's. Like State of Nature said it can be used to combo right after Storm's Lightning Storm, but can also be used after connecting Doom's photon array in the air. Another thing to remember is Sentinel's throw priority is greatly enhanced in fly mode, I'm not sure why this is, but I think its true for most characters. Flying in and throwing works really well for those lame Runaway Storms throwing upwards Typhoons. Posted by GeekBoy on 02:25:2002 06:20 AM: Two quick notes: In the corner, always end air combos with DP rocket punch, then as you fall, do j.FP, j.RH, land, j.LK, j.FP (You can do the j.FP immediately, but wait until you can see the ground to do the j.RH) You can guard break with j.FP. After it's blocked, fly, and do j.LK, j.LK, DP rocket punch. Posted by Brood on 02:25:2002 08:01 AM: quote: Originally posted by GeekBoy Two quick notes: In the corner, always end air combos with DP rocket punch, then as you fall, do j.FP, j.RH, land, j.LK, j.FP (You can do the j.FP immediately, but wait until you can see the ground to do the j.RH) I don't like to do j. LK, j. FP at the end (unless i know it will kill them) because it takes UNFLY mode off. Usually I'll just end it with a standing FK or something like that. quote: You can guard break with j.FP. After it's blocked, fly, and do j.LK, j.LK, DP rocket punch. You can also throw out Sentinel drones, timing it so the last drone hits them coming out, but its very hard to do. Posted by MarkyMark on 02:25:2002 11:46 AM: I think Sentinel's Projectile assist is underrated, at least on this thread. Rodolfo Castro, who's gone down to SoCal twice within the past few months and won first, uses it. It's just a little more powerful than Commando's anti-air, but it's a lot more combo-friendly. Plus, you can alpha-counter into a Rocket Punch and cancel into HSF. Of course, it depends on your team... If you've got Spiral or Cable, I'd go with Ground type. I'd say that the main thing about a rush-down Sentinel is to constantly attack, no matter where your opponent is (unless they're Cable, of course). Throw limbs out where you think they might go, or to keep them from gaining any position that'll help them. Every time you throw an attack, cancel with either fly or unfly, and throw another attack, cancel it, etc. It's not quite as random as it sounds - it's more trying to beat your opponent to any position with an attack - and it's pretty safe (again, not against Cable). Of course, throw in assists . And there's nothing ghetto about Sentinel/Blackheart traps. (s.LP) c.HP + BH XX Drones, c.HP XX Flight, start poking. Yum. Also, I'm a fan of combos involving throws... Stuff like s.HK /\ 1234 XX Flight, call Commando and throw. That does about 60-75% damage. Another is, in the corner, s.HK /\ 1234 XX Flight, throw, f.LK + Commando, f.LK XX DP Rocket Punch, throw, f.LK + Commando, f.LK XX DP Rocket Punch. That's 100%+ on most characters. Posted by Ermacb on 02:25:2002 11:23 PM: I saw a guy in fly mode and then called commando and he made a guard break or something. Is that unfly mode or how you do the unfly???? Posted by Brood on 02:26:2002 03:02 AM: quote: Originally posted by Ermacb I saw a guy in fly mode and then called commando and he made a guard break or something. Is that unfly mode or how you do the unfly???? Unfly mode is a semi-glitch in the game that allows Sentinel to block or perform a move after cancelling his flight. When you get hit by a move that knocks you on your back and instantly snaps you on to your feet, unfly mode is activated. This is by far Sentinel's most useful trick when going up against Cable. Be cautious not to cancel unfly mode. It can be cancelled if you Fly and Cancel Fly too many times, or if you normal jump. Posted by Brood on 02:26:2002 03:08 AM: quote: Originally posted by MarkyMark Also, I'm a fan of combos involving throws... Stuff like s.HK /\ 1234 XX Flight, call Commando and throw. That does about 60-75% damage. Another is, in the corner, s.HK /\ 1234 XX Flight, throw, f.LK + Commando, f.LK XX DP Rocket Punch, throw, f.LK + Commando, f.LK XX DP Rocket Punch. That's 100%+ on most characters. Even though those Sentinel throw combos are easily techable they are still fun to do. You can do Sentinel throw combo variations with all sorts of assists too. Launch, sj. 1234 rockepunch, pause, wk x2 coming down, land+Call Spiral Projectile, jump, throw... that should hit them into the knives which will give you ample time to relaunch and do all sorts of crazy shit in the air. Same works with Zangief ground type assist and Doom AAA. These combos really don't work on advanced players though. Posted by GeekBoy on 02:26:2002 06:05 AM: Sentinel's 100% links with AAAs (off Storm DHC of course) Cammy AAA = After HSF, dash, launch, call Cammy, sj.FP XX FP Rocket Punch (Change to DP Rocket Punch in corner) Cyclops AAA = After HSF, dash, launch, call Cyke, sj.FP XX Fly, Short, Short, DP Rocket Punch Commando = Same as Cammy Magneto = After HSF, dash, launch, call Magneto-a, sj.FP XX Fly, fly downwards, Short, Short, DP Rocket Punch (ROWTRON!) (In corner) c.LK, s.LK, Rocket Punch XX HSF, dash, launch, magic series, fly, throw, sj.LK, call Commando, sj.FP XX DP Rocket Punch Posted by Brood on 02:26:2002 10:08 AM: quote: Originally posted by GeekBoy Sentinel's 100% links with AAAs (off Storm DHC of course) Cammy AAA = After HSF, dash, launch, call Cammy, sj.FP XX FP Rocket Punch (Change to DP Rocket Punch in corner) Cyclops AAA = After HSF, dash, launch, call Cyke, sj.FP XX Fly, Short, Short, DP Rocket Punch Commando = Same as Cammy Magneto = After HSF, dash, launch, call Magneto-a, sj.FP XX Fly, fly downwards, Short, Short, DP Rocket Punch (ROWTRON!) (In corner) c.LK, s.LK, Rocket Punch XX HSF, dash, launch, magic series, fly, throw, sj.LK, call Commando, sj.FP XX DP Rocket Punch Most of the time you don't even need an assist or go through all that.. they usually die after DHC HSF, Launch, sj. Magic Series, unless you play another Sentinel or big character. We've been discussing alot of Cable vs. Sentinel but what about Sent vs. Doom? How do you think he fares against him? Personally I think Sent / Commando does best against him, but well placed ground and air photon arrays give him some trouble. Posted by Foomyjin on 02:26:2002 02:14 PM: First off, that Nun stuff is nonsense. That's only if Sentinel leaves a gap before a rocket punch or HSF. The only circumstance that you would leave a gap in is if you are punishing an assist and trying to UNcombo them for more damage (lazer, pause, RPxxHSF repeat). The thing is though... If your playing a good cable you can bait out the ahvb in that very exact situation. Say Cable in that situation has a mediocre amount of levels (2-3)... If you catch an asssit with lazerxxHSF which is autoconnect and non AHVBable (unless Cable is in the air from a super jump or normal jump and can AHVB through the first set of drones with invinceable frame of his AHVB). As long as cable blocks or is hit by the lazer, the first part is free. Then, after the HSF is done, and the assist is being juggled... Do stand lazer, but instead of pausing and rocket punching and getting AHVBed by a cable that takes the hit... do Lazerxxflyxxunfly. Cable will try to nail you with the AHVB, and then you can laugh at him. What this also does is discourages Cable's from trying that trick again, so if the same situation comes up in the match just mindbreak him and do the uncombo and laugh at him as Cable sit's there hopeless... Just another thing I'd like to say. Some people think that Cable/Sent/Commando can shut down Sentinel with a specific pattern... This is call drones, super jump gunxxgrenade, fall down gun, land, repeat. To this I say... YOU'RE AN IDIOT. All Sentinel has to do is super jump with Cable, block the gun, fly... if Cable trys to AHVB him, unfly, if not, you have a free trip to fly in on him and mindbreak him accordingly. More later Posted by IcarusDownworks on 02:26:2002 08:09 PM: From what I have seen (which isn't much) and from talking to Row about it personally, the Sent Projectile assist is used (at least on his team) more for punishing assists than anything else. The example is say Rodolfo's Magnus is going up against a BH with the Commando assist. Magneto rushes BH down and as soon as he sees CapCom come out he calls for Sent, those RPs do some pretty nice damage and force the opponent to be smart when calling assist. The super armor helps too, if you call Sent everytime you see the opponent's assist come out, it will hit SOMETHING probably 75-80% of the time. When I asked Ro what he uses the Proj assist for he said something like, "It's mostly to punish assist that are trying to get my rushdown off of them." Good stuff. Posted by Spider_Sting on 02:26:2002 08:58 PM: Yup this is true. Cammy on Justin wong's team is supposed to be called to knock out the assist DURING the time the assist is attacking while sent-a is used to attack the assist WHEN IT IS TAUNTING (finished attacking), If I remember correctly... Basically Sent-G is supposed to help your Rushdown as it provides some cover and makes it easier to tri-jump and do crossups while Sent-A is supposed to help your rushdown by killing those Pesky AAAs. The onl thing is with some AAAs LIKE CAMMY, she goes too high, and you'll have to know the EXACT moment to call in Sentinel to punish Cammy. Sent-A can also be used in combos as Magneto's c.lk + Helper, C.mk xx hyper grav connects with Sent-A with the rocket punch taking a chunk of life off. Posted by Brood on 02:27:2002 12:57 AM: quote: Originally posted by Foomyjin First off, that Nun stuff is nonsense. That's only if Sentinel leaves a gap before a rocket punch or HSF. The only circumstance that you would leave a gap in is if you are punishing an assist and trying to UNcombo them for more damage (lazer, pause, RPxxHSF repeat). The thing is though... If your playing a good cable you can bait out the ahvb in that very exact situation. Say Cable in that situation has a mediocre amount of levels (2-3)... If you catch an asssit with lazerxxHSF which is autoconnect and non AHVBable (unless Cable is in the air from a super jump or normal jump and can AHVB through the first set of drones with invinceable frame of his AHVB). As long as cable blocks or is hit by the lazer, the first part is free. Then, after the HSF is done, and the assist is being juggled... Do stand lazer, but instead of pausing and rocket punching and getting AHVBed by a cable that takes the hit... do Lazerxxflyxxunfly. Cable will try to nail you with the AHVB, and then you can laugh at him. What this also does is discourages Cable's from trying that trick again, so if the same situation comes up in the match just mindbreak him and do the uncombo and laugh at him as Cable sit's there hopeless... FOOMY IS ELITE! Haha. Sup bro? Mindcrushing owns. Nice Sentinel tactic. We on for ECC7? quote: Just another thing I'd like to say. Some people think that Cable/Sent/Commando can shut down Sentinel with a specific pattern... This is call drones, super jump gunxxgrenade, fall down gun, land, repeat. To this I say... YOU'RE AN IDIOT. All Sentinel has to do is super jump with Cable, block the gun, fly... if Cable trys to AHVB him, unfly, if not, you have a free trip to fly in on him and mindbreak him accordingly. More later Sentinel can't really be shut down with a specific pattern. A good Sentinel will always find a way around things. There is no one trick to beating Sentinel, just as there is no one trick to beating characters like Magneto, Storm, Cable.. that's why they're top tier characters. Posted by Foomyjin on 02:27:2002 05:58 AM: quote: Originally posted by Brood FOOMY IS ELITE! Haha. Sup bro? Mindcrushing owns. Nice Sentinel tactic. We on for ECC7? Sentinel can't really be shut down with a specific pattern. A good Sentinel will always find a way around things. There is no one trick to beating Sentinel, just as there is no one trick to beating characters like Magneto, Storm, Cable.. that's why they're top tier characters. YES! ECC7 is gonna be hoppin when team GHB reforms in full effect har har har ;P Haha, we gotta take a kodak of all of us GHB peepz and show it off to da bitches in SiM that remember us heh. I couldn't agree with what you said more. There is always a way to get around what your opponent is doing and always a way to win. That's why I hate Tekken and other stupid fighters that leave me hopeless when I'm like... being juggled for all my life and shit. I'm like... put me down bitch!!! At least in Marvel you can mash out, roll away, call an assist, unfly, AHVB that shit... do something so that you aren't left hopeless. IMO, Cable isn't too bad a match up for Sentinel. What I find my Sentinel doing now is after baiting cable's level with unflight etc, I hover over his head... I call out a ground assist (Storm horizontal typhoon) to occupy the ground, stop assists from working and slow the game down. If anti air does come out, I'm usually crossing up cable so much, sentinel dodges. If not, I just unfly, block, then fly again. I'll start poking right above his head with random jabs... once cable trys to super jump up and try to poke me out of flight, he takes the jab I'm throwing out, then another jab, and then a rocket punch. The reason why this works is if the jabs are wiffing, he can't push block you away. From there... I either unfly if Cable has levels, throw if I'm in corner (Corner throw/aa rape), or continue with the tactic if Cablhe 0-2 levels. They key to playing Sentinel is to just stay in unflight for as long as you can so you can play him fearlessly. Openings will come up, and if you're quick NOTHING can hit you. Flawless flight cancelling Sentinel is very fearful, and you can intimidate your opponent to the point he breaks after flight canceling hail/AHVBS/Infernos/Photons. Even after all that good flight sentinel, landing and going for low short is critical to keep your opponent guessing. This also creates more openings for flight canceling blocked normals and try for high/low tricks. EX: You do HSF... The opponent has a 50/50 chance of guessing if you do jump short, roundhouse, RP, or Dash in Low short, stand medium, RP, HSF. Even if he does guess the low attack correctly, you can buffer anything that's been blocked to flight mode to go for a quick stomp, stomp, RP combo. You can even call an assist and jump over them to cross up... Sentinel is too fuckin' good I tell you. BTW: Sentinel owns Doom. Sentinel can fly below/above him according to Doom's position, dodge any photons with ease, and punish with two hit rocket punch chains constantly. It's not even a fair fight unless Doom has Blackheart. peace Posted by hayato15 on 02:27:2002 06:24 AM: [QUOTE]Originally posted by Foomyjin If you catch an asssit with lazerxxHSF which is autoconnect and non AHVBable (unless Cable is in the air from a super jump or normal jump and can AHVB through the first set of drones with invinceable frame of his AHVB). d. HP, HSF is safe. If you do HP, HSF, cable will crouch and AHVBs you. Just another thing I'd like to say. Some people think that Cable/Sent/Commando can shut down Sentinel with a specific pattern... This is call drones, super jump gunxxgrenade, fall down gun, land, repeat. To this I say... YOU'RE AN IDIOT. All Sentinel has to do is super jump with Cable, block the gun, fly... if Cable trys to AHVB him, unfly, if not, you have a free trip to fly in on him and mindbreak him accordingly. There's no pattern against Sent, but your idea doesn't works. If you fly and Cable tries to AHVB you eat AHVB(you can't unfly on reaction ,unfly has more frames than the AHVB startup). So you have to predict his AHVB and unfly befoer it. If you guessed right(unfly if needed or don't if not) cable wastes a meter or you get close. If you guessed wrong, you eat AHVB or some block damage. Cable still has the advantage, even because he can still GB you if you block the AHVB by unflying. Posted by Dasrik on 02:27:2002 08:57 AM: quote: Originally posted by hayato15 There's no pattern against Sent, but your idea doesn't works. If you fly and Cable tries to AHVB you eat AHVB(you can't unfly on reaction ,unfly has more frames than the AHVB startup). So you have to predict his AHVB and unfly befoer it. If you guessed right(unfly if needed or don't if not) cable wastes a meter or you get close. If you guessed wrong, you eat AHVB or some block damage. Cable still has the advantage, even because he can still GB you if you block the AHVB by unflying. This is not true. Unfly doesn't have frames of startup; I've witnessed this myself in a tournament setting (Viscant v. someone I can't remember - Viscant was in the midst of flying and doing the frying pan, Cable flies up, AHVB, freeze frame on the frying pan, when the frame is done, Sentinel is blocking.) Posted by Brood on 02:27:2002 09:58 AM: quote: Originally posted by Foomyjin They key to playing Sentinel is to just stay in unflight for as long as you can so you can play him fearlessly. Openings will come up, and if you're quick NOTHING can hit you. Flawless flight cancelling Sentinel is very fearful, and you can intimidate your opponent to the point he breaks after flight canceling hail/AHVBS/Infernos/Photons. Even after all that good flight sentinel, landing and going for low short is critical to keep your opponent guessing. This also creates more openings for flight canceling blocked normals and try for high/low tricks. EX: You do HSF... The opponent has a 50/50 chance of guessing if you do jump short, roundhouse, RP, or Dash in Low short, stand medium, RP, HSF. Even if he does guess the low attack correctly, you can buffer anything that's been blocked to flight mode to go for a quick stomp, stomp, RP combo. You can even call an assist and jump over them to cross up... Sentinel is too fuckin' good I tell you. BTW: Sentinel owns Doom. Sentinel can fly below/above him according to Doom's position, dodge any photons with ease, and punish with two hit rocket punch chains constantly. It's not even a fair fight unless Doom has Blackheart. peace I like what you said about having to play Sentinel fearlessly against Cable. It's true. You have to play fearlessly but at the same time, cautiously. Make sure not to put yourself in a position to get AHVB'd. Always keep on Cable with whiffing shorts, and when you have him pinned down against a corner add a few stomps in. If he tries to superjump out of the corner, its frying pan time. To be honest, Sentinel doesn't have that hard of a time against Cable, his biggest problem is trying to catch up to him when he's running away like a bitch. If you can make him slip up once its over for Cable. My prefered assists for Sentinel are Doom AAA, Storm Proj, and Commando AAA all which can be very useful in handling Cable (or anyone) even from midscreen, but you have to mix it up high and low attacks and with quick flying cross ups and make sure your ass is covered. Baiting the AHVB is easier than you think, mostly because MOST Cable users see they have meter and become so intent on using it that they forget their game plan. Anyway, keep the posts coming. Sentinel is the greatest. P.S. Matt! Teach me how to use Storm, my shit is uberghetto. Posted by Foomyjin on 02:27:2002 02:00 PM: quote: Originally posted by hayato15 d. HP, HSF is safe. If you do HP, HSF, cable will crouch and AHVBs you. I know this, I should have said crouching lazer and not just... lazer I guess. My fault for assuming quote: There's no pattern against Sent, but your idea doesn't works. If you fly and Cable tries to AHVB you eat AHVB(you can't unfly on reaction ,unfly has more frames than the AHVB startup). So you have to predict his AHVB and unfly befoer it. If you guessed right(unfly if needed or don't if not) cable wastes a meter or you get close. If you guessed wrong, you eat AHVB or some block damage. Cable still has the advantage, even because he can still GB you if you block the AHVB by unflying. [/B] Yes you can unfly on reaction. Unless Cable is like inches away from sentinel when he activates the AHVB (practically inside sentinel's body with the gun). So you don't need to predict it, so you don't have to look like an idiot unflying every time Cable jumps up to a flying sentinel. Cable doesn't have the advantage if you unfly, because he can't guard break you from unfly. You can just unfly to block AHVB... Then when it's finished start flight mode again. If cable jumps up to mess with you again... UNFLY AGAIN and block that shit. too good. fo0 Posted by Jonstar! on 02:27:2002 09:43 PM: With Sent.. What would you do when ur playing bh/doom? spiral/sent? strider/doom? cable/psy? doom/bh? Posted by MarkyMark on 02:27:2002 10:20 PM: quote: Originally posted by Jonstar! With Sent.. What would you do when ur playing bh/doom? spiral/sent? strider/doom? cable/psy? doom/bh? Versus Blackheart/Doom, try to get above Blackheart, and hope to have an assist that'll take care of Doom (Storm, Cyclops, Ken). Versus Spiral/Sent, do a lot of c.HPs. They cut through knives and will put an end to the trap. This is a really good match-up for Sentinel. He beats Spiral like Spiral beats Cable. Versus Strider/Doom, have either Cyclops or Ken again, try to break up the trap, and hit Strider a few times. He'll die. Cable/Psy is one of the Cable teams that Sentinel has a better chance with, since Psylocke can't hit Sentinel if he's flying mid-to-high levels. But watch out, 'cause she'll hit any flying kicks meant for Cable, and Cable will get free hits on you. Just make sure you keep your assists pressuring, and hopefully countering Cable's. Doom/Blackheart is difficult. Do a c.HP to hit Blackheart if Doom's doing the trap (jump-back.HP + BH, super-jump, Photons). Sentinel's wave dash is fast enough to get under Photons in the air. Posted by Brood on 02:27:2002 11:20 PM: quote: Originally posted by MarkyMark Doom/Blackheart is difficult. Do a c.HP to hit Blackheart if Doom's doing the trap (jump-back.HP + BH, super-jump, Photons). Sentinel's wave dash is fast enough to get under Photons in the air. Difficult? Hardly. Doom's j. HP doesn't phase Sentinel much, all Sentinel has to do is block BH, wavedash under the beams.. call Commando to put pressure on Doom and start putting pressure on Doom in the air. If Doom can't get airborne against Sentinel.. then Sentinel/AAA owns Doom/BH, especially in the corner. Posted by hayato15 on 02:27:2002 11:40 PM: Originally posted by Foomyjin I know this, I should have said crouching lazer and not just... lazer I guess. My fault for assuming I thought you knew it, just posted to avoid confusion. Yes you can unfly on reaction. Unless Cable is like inches away from sentinel when he activates the AHVB (practically inside sentinel's body with the gun). So you don't need to predict it, so you don't have to look like an idiot unflying every time Cable jumps up to a flying sentinel. Cable doesn't have the advantage if you unfly, because he can't guard break you from unfly. You can just unfly to block AHVB... Then when it's finished start flight mode again. If cable jumps up to mess with you again... UNFLY AGAIN and block that shit. too good. fo0 I think I never saw unflight on reaction, but if you and dasrik said so... I think I'll start a thread about it. Cable CAN GB unflight mode. I think Gneghis told me this, and I have done it myself. Now if Sent flies again then unflies another time, he might get another action(avoiding the GB), but I'm not sure. since Sent is at blockstun, Cable will probably catch him just when he's starting flight out of it, so no time to unfly again. This is theory fighter now, so I'll try it before going any further. But Dasrik and Foomyjin, are you really sure about the instant unflight mode? I'm asking because Spiral never gets her noramls AHVBed, always teleporting out of it. And at Sent fights, even at big tourneys, I see Sent getting his kicks and HP AHVBed all the time. Also, what's teh move that you call frying pan? Posted by Brood on 02:28:2002 02:48 AM: Frying Pan is his Air FP. And Unfly mode can't be GB'd, but like you said I'll try it out before I say anything else. Posted by Brood on 02:28:2002 09:46 AM: It wouldn't make sense that you could GB out of unfly because when you're in unfly mode.. when you cancel flight you're in superjump mode, so you can block after. Because being in superjump mode allows you to do multiple moves at once, you can block, attack, or do whatever you want without having your guardbroken. Posted by MarkyMark on 02:28:2002 10:57 AM: quote: Originally posted by Brood Difficult? Hardly. Doom's j. HP doesn't phase Sentinel much, all Sentinel has to do is block BH, wavedash under the beams.. call Commando to put pressure on Doom and start putting pressure on Doom in the air. If Doom can't get airborne against Sentinel.. then Sentinel/AAA owns Doom/BH, especially in the corner. I don't think Sentinel has time to wave dash under the Photons if he's taken the time to block Blackheart. Plus, when in the air, Doom has tools for Sentinel. Just a jab punch, or his fierce at long ranges will knock Sentinel out of flight (and the fierce is just nasty looking - hit-hit-hit-hit-hit!). If Doom has another AAA on his side (Commando or something to help out Blackheart when he's on point), Doom can set up pretty well and cause ruckus. Posted by MarkyMark on 02:28:2002 11:01 AM: quote: Originally posted by hayato15 Originally posted by Foomyjin But Dasrik and Foomyjin, are you really sure about the instant unflight mode? I'm asking because Spiral never gets her noramls AHVBed, always teleporting out of it. And at Sent fights, even at big tourneys, I see Sent getting his kicks and HP AHVBed all the time. Yeah, we're sure unfly is that quick. Sentinel can be in flight, and a Magneto/Storm duo can do their famous DHC and Sentinel can unfly on reaction to seeing the DHC. Posted by MagStormIronMan on 02:28:2002 02:09 PM: quote: Originally posted by hayato15 I think I never saw unflight on reaction, but if you and dasrik said so... I think I'll start a thread about it. But Dasrik and Foomyjin, are you really sure about the instant unflight mode? I'm asking because Spiral never gets her noramls AHVBed, always teleporting out of it. And at Sent fights, even at big tourneys, I see Sent getting his kicks and HP AHVBed all the time. Also, what's teh move that you call frying pan? [/B] It's true It's true sentinel can i've played Foomyjin and i've seen him play others it makes know since to me on the timing but it makes me feel Sentinel is one of the best characters if not the Best. I've seen him block all types of ish that i could of swore u wouldnt have enough time to get out of flight mode. ne ways enough of the accolades toward Foomyjin.(Spamn mind breaking) Foomy you have to teach me the timing I've been waiting for a Sentinel thread Posted by Brood on 03:01:2002 01:31 AM: quote: Originally posted by MagStormIronMan I've been waiting for a Sentinel thread Well you got your wish! Foomy and Brood are gonna own shit up with elite Sentinel powers, come ECC7. Team GHB all the way, but Matt, we're kicking Ramon out on account that he's a goober. Oh YES! And I verified it.. fly canceling to blocking has no startup time. Today a scrub tried to AHVB me and used unfly at the time Cable's super started and blocked it. Ugh, why does Sentinel have such a hard time with Cammy? Her low tier ass gives Sentinel such a hard time, not that Sentinel can't hang.. but he has to be very careful. Posted by lilsdsk8er on 03:01:2002 02:55 AM: remember that to master sentinel, u must master flying with him... flying and traps. Posted by MagStormIronMan on 03:01:2002 02:30 PM: quote: Originally posted by Brood Ugh, why does Sentinel have such a hard time with Cammy? Her low tier ass gives Sentinel such a hard time, not that Sentinel can't hang.. but he has to be very careful. IMO cammy really isnt low tier but she does have the speed and tools to beat Sentinel. I'm not a top sentinel user but i would say the one thing u dont want to do when playing against cammy is stay on the ground. Though she seems to force u to the ground try not to stay there. She can do easy air throws or just quickly jump and hit u. I know when i am Cammy i want to keep him from flying and i do the same ground combo over and over cuz sent cant do much against it. THats and combo to QCB+HK, HP sentinel cant jump out of this he cant continue to block and he cant duck. just my opinion Posted by Brood on 03:01:2002 05:54 PM: quote: Originally posted by MagStormIronMan IMO cammy really isnt low tier but she does have the speed and tools to beat Sentinel. I'm not a top sentinel user but i would say the one thing u dont want to do when playing against cammy is stay on the ground. Though she seems to force u to the ground try not to stay there. She can do easy air throws or just quickly jump and hit u. I know when i am Cammy i want to keep him from flying and i do the same ground combo over and over cuz sent cant do much against it. THats and combo to QCB+HK, HP sentinel cant jump out of this he cant continue to block and he cant duck. just my opinion The best thing you can do is stay on the ground and do Hp's and c.HP's and cancel them into flight. I think if Cammy gets too close you have to fly and bat her away and watch out for KBA. This fight is harder for Sentinel but he still owns her if you put pressure on her. To be honest I haven't fought too many good Cammy's, so I don't know much about this. Posted by Th3 0N3 on 03:01:2002 06:06 PM: 3 throws wit Sent!?? I Heard dat u can throw up to three time in the air with sent, I can't seem to get it, i 've done 2 and always reach near the third one but something always goes wrong.. can some 1help meeh wit this one!? Posted by Sentinels Force on 03:01:2002 06:30 PM: quote: Originally posted by MarkyMark I don't think Sentinel has time to wave dash under the Photons if he's taken the time to block Blackheart. Plus, when in the air, Doom has tools for Sentinel. Just a jab punch, or his fierce at long ranges will knock Sentinel out of flight (and the fierce is just nasty looking - hit-hit-hit-hit-hit!). If Doom has another AAA on his side (Commando or something to help out Blackheart when he's on point), Doom can set up pretty well and cause ruckus. Well tell u the truth sentinel owns doom.When doom attempts to go for the doom blackheart trap as soon as dooms super jumps and blackheart is coming out c.fp flight fly under him and go under him and call commando assist.And if he keeps on doing the jump back fp and blackheart tactic as soon as he calls blackheart super jump push block and start flying if he attempts to super jump fp u can easily maneuver around that shit and is he attempts photon or photon super just go up and lk lk,commando rocket punch.And pretty much when u get on his ass they cant do much even with cyclops or commando anti air.With cammy maybe only if u get to close but either from that when he attempts to call anti air into super just fly upwards back ull fly up right past the super unless u hesitate.And as for blackheart doom just stay on him and he is dead and if blackheart is trying to chip with doom assist u stay on the ground or fly on top of him ur choice.When ur on the ground just do standing fp and ull hit both chracters and if u have bars kill doom standing hp hsf hp stall a little rocket (reset) hsf.Two bars should kill any assist except sentinel itll take like four bars four sentinel.And the reset is safe if they cant duck the rocket punch and if they can and dont manage to jump out u kill thier assist.Well thats about all i have to say at the moment well laterz. And also to answer ur question there is no way too throw three times there is only one character who can do that and thats cammy.U can do a combo with two of her fierce punch throws and then her killer bee assault super at the end her grab thats about it. Posted by Devil X on 03:01:2002 06:43 PM: quote: Originally posted by Brood It wouldn't make sense that you could GB out of unfly because when you're in unfly mode.. when you cancel flight you're in superjump mode, so you can block after. Because being in superjump mode allows you to do multiple moves at once, you can block, attack, or do whatever you want without having your guardbroken. that is TOTALLY FALSE. he can be guard broken in unfly mode, when sentinel cancels his fly he is in NORMAL JUMP, not superjump. if you dont believe me try this. Sentinel (unfly mode) , superjump RH, fly, short, roundhouse, fly cancel, short+assist on your way down. the assist will come out because youre considered normal jump on the way down, i do that string alot calling BH or commando. Posted by Brood on 03:01:2002 10:56 PM: quote: Originally posted by Devil X that is TOTALLY FALSE. he can be guard broken in unfly mode, when sentinel cancels his fly he is in NORMAL JUMP, not superjump. if you dont believe me try this. Sentinel (unfly mode) , superjump RH, fly, short, roundhouse, fly cancel, short+assist on your way down. the assist will come out because youre considered normal jump on the way down, i do that string alot calling BH or commando. Ah thats right then. My bad, don't know what I was thinking there. >_< But it doesn't matter anyway because you can fly cancel and fly again. East Los Pimp? Where in East Los? I'm in East Los too. Posted by powerful on 03:02:2002 05:02 AM: quote: Originally posted by Brood Ah thats right then. My bad, don't know what I was thinking there. >_< But it doesn't matter anyway because you can fly cancel and fly again. East Los Pimp? Where in East Los? I'm in East Los too. But follow me here. AHVB only loses to instant stuff, like spiral's teleport and IM's DHC. Now, if Cable GBs you, you might fly(1 frame, I think)but then you'll have to unfly which will take another frame. So, if cable does the second AHVB right(just when the Sent's block stun ends), Sent will be able to get into fly mode(1 frame) but will get AHVBed before being able to block it(2 frames). Now, if Sent can cancel any normal into unflight, how can Cable ever beat him now? Posted by Brood on 03:02:2002 05:44 AM: quote: Originally posted by powerful But follow me here. AHVB only loses to instant stuff, like spiral's teleport and IM's DHC. Now, if Cable GBs you, you might fly(1 frame, I think)but then you'll have to unfly which will take another frame. So, if cable does the second AHVB right(just when the Sent's block stun ends), Sent will be able to get into fly mode(1 frame) but will get AHVBed before being able to block it(2 frames). Now, if Sent can cancel any normal into unflight, how can Cable ever beat him now? Why even put yourself in that position? Just stay on top of him. I guess you're right and all, but I've never had anyone GB my unfly because always stay on top of Cable. Posted by Sentinels Force on 03:02:2002 04:02 PM: Yeah that is pretty wierd but it does kind of make sense so i will test this out and see for myself laterz. Posted by Jonstar! on 03:02:2002 05:52 PM: How would you go about playing Cable/BH with sent? Posted by Brood on 03:02:2002 07:25 PM: quote: Originally posted by Devil X that is TOTALLY FALSE. he can be guard broken in unfly mode, when sentinel cancels his fly he is in NORMAL JUMP, not superjump. if you dont believe me try this. Sentinel (unfly mode) , superjump RH, fly, short, roundhouse, fly cancel, short+assist on your way down. the assist will come out because youre considered normal jump on the way down, i do that string alot calling BH or commando. But why is it.. that he can attack after unflying? He's not in either SJ or Normal jump mode, he's in unfly mode. He can do any action he wants. Posted by GeekBoy on 03:02:2002 08:24 PM: quote: Originally posted by Brood But why is it.. that he can attack after unflying? He's not in either SJ or Normal jump mode, he's in unfly mode. He can do any action he wants. Not true. If Sentinel isn't in UnFly mode when he unflies, he's technically in Normal Jump mode, regular flying is just a continuation of a normal jump action. When you're in UnFly mode, when you unfly, you're in a Superjump Mode. Posted by GeekBoy on 03:02:2002 08:33 PM: quote: Originally posted by Jonstar! How would you go about playing Cable/BH with sent? If you're playing Sent/AAA (my recommendation against this group is either Doom or Cyke), you can play a semi pacing game, just try to get upclose. BH has delay when he comes out, nail him with c.FP XX HSF (cancel to HSF to cover delay, you don't want to get AHVBed do you?) and dash in, sj.FP, fly, call assist, unfly, do some shit, from here in, try to get in with momentum, keep Cable in the corner, and if you have Doom, BH can't do squat against Doom's rocks. Bait out supers if you can via the c.FP XX Fly, unfly method if you can. Play patiently, but don't let him keep you away forever, punish his mistakes and try to push him into making mistakes. Posted by Brood on 03:02:2002 10:54 PM: DevilX, See.. Geekboy said it right.. HE IS in Superjump mode.. so that would mean he CANT be guardbroken in unfly mode. There is no way you can be guardbroken from unfly mode if when you unfly you're in superjump mode, you must have made a mistake. You got me all confused for nothing. Posted by sabretooth on 03:03:2002 06:46 AM: quote: Originally posted by GeekBoy Not true. If Sentinel isn't in UnFly mode when he unflies, he's technically in Normal Jump mode, regular flying is just a continuation of a normal jump action. When you're in UnFly mode, when you unfly, you're in a Superjump Mode. There's nothing to do with anything. What makes you think that you're in sj mode? When you cancel a regular flight, you're in "finish flying mode"or whatever, its the same as after doing a special at jump mode. You can block once at jump mode, you can't block after a flight. When you cancel unfly, you can attack, just like you can attack when you're at jump mode(LK, HK). You can call assist, just like jump mode. You can be GUARD BROKEN, just like jump mode. Just test it if you don't believe me. someone here has to have a DC. Posted by sabretooth on 03:03:2002 06:50 AM: quote: Originally posted by Brood Why even put yourself in that position? Just stay on top of him. I guess you're right and all, but I've never had anyone GB my unfly because always stay on top of Cable. So your Sentinel never ever got AHVBed? Hard to believe. Posted by Brood on 03:03:2002 06:55 AM: quote: Originally posted by sabretooth So your Sentinel never ever got AHVBed? Hard to believe. \ I know, he's good aint he? Lol nah. But.. I haven't been AHVB'd with Sentinel in a long time.. most of the time if they AHVB me with Sent im able to block, because unfly mode is so useful and staying on top of them so much helps. That's all. Didn't mean to come off wrong. Posted by blt on 03:05:2002 06:31 PM: foomy: the nun tactic is not garbage. even if the trap is done tightly. the key is to pushblock. it will allow you to take the hit from the fierce Posted by Foomyjin on 03:07:2002 03:32 PM: I'd just like to say that last night while playing against Luke at home... I flight Canceled from an AHVB while the gun was right next to my Sentinel, like pixels away from the gun being inside of him. I didn't flight cancel until after the flash of the AHVB either, prooving that if Sentinel can frame his move just right, he can get out of ANYTHING... ANYTIME.... as long as he is in unflight mode. You know your sentinel is good when people stop calling assists against you at the beginning of the match in fear of putting you in unflight mode. hahaha BTW: BLT, pushblocking the last part of the drones and taking the fierce beam in a tight trap is smart... till sentinel predicts you'll do that and does the fierce beam anyway, but instead of HSF he does flyxxunfly to recover in time to block the AHVB and STILL make Cable waste his level. YES I have done this, and MANY sentinel players do this tactic after low beam for recovery time. I'm not saying they do it in chipping situations, but I'm saying if people start to AHVB the tight trap, then I'm sure it won't be uncommon for Sent to just fly unfly after low beam in that situation. Cable is dumb... well... against sentinel anyway. Unless you kill someone with Cable, he isn't really a threat in my opinion. Everyone fights him easily now pretty much out of the top tier... (Mag, Storm, Sent, Ironman) Blackheart and Doom hold it down too for two guys that cable also thought he beat. The fact remains that all top tier have air dash or flight or both or fast dashes or other tools to help mobility and offense... Cable has none... Therefore he is crap and can't get much better or get advanced tactics like the other top tiers. Eventually Cable will be second tier... I mean come on... He doesn't even have a double jump to keep you guessing like cyclops, cammy, psylocke... etc. Bunch of crap I say... DOMINATE THAT SHIET SENT! Posted by CodeRed78 on 03:08:2002 12:54 AM: Does anyone besides me like The Psy AAA with sentinel? To me stomping on there head and calling out psy at the same time guarantees another 2 stomps and upwards rocket punch. Does anyone else like Psy as a AAA. I can't get used to capcom, i think he sucks. Posted by Brood on 03:08:2002 01:07 AM: quote: Originally posted by Foomyjin I'd just like to say that last night while playing against Luke at home... I flight Canceled from an AHVB while the gun was right next to my Sentinel, like pixels away from the gun being inside of him. I didn't flight cancel until after the flash of the AHVB either, prooving that if Sentinel can frame his move just right, he can get out of ANYTHING... ANYTIME.... as long as he is in unflight mode. You know your sentinel is good when people stop calling assists against you at the beginning of the match in fear of putting you in unflight mode. hahaha BTW: BLT, pushblocking the last part of the drones and taking the fierce beam in a tight trap is smart... till sentinel predicts you'll do that and does the fierce beam anyway, but instead of HSF he does flyxxunfly to recover in time to block the AHVB and STILL make Cable waste his level. YES I have done this, and MANY sentinel players do this tactic after low beam for recovery time. I'm not saying they do it in chipping situations, but I'm saying if people start to AHVB the tight trap, then I'm sure it won't be uncommon for Sent to just fly unfly after low beam in that situation. Cable is dumb... well... against sentinel anyway. Unless you kill someone with Cable, he isn't really a threat in my opinion. Everyone fights him easily now pretty much out of the top tier... (Mag, Storm, Sent, Ironman) Blackheart and Doom hold it down too for two guys that cable also thought he beat. The fact remains that all top tier have air dash or flight or both or fast dashes or other tools to help mobility and offense... Cable has none... Therefore he is crap and can't get much better or get advanced tactics like the other top tiers. Eventually Cable will be second tier... I mean come on... He doesn't even have a double jump to keep you guessing like cyclops, cammy, psylocke... etc. Bunch of crap I say... DOMINATE THAT SHIET SENT! Yeah, fuck Cable, he basically gets anal raped by all the top-tier characters. I don't even consider that bitch worthy of being top-tier, he is basically a scrub character, not worthy of playing. There are more sensible teams that can cause just as much damage like.. playing Spiral / Sent / Commando instead of Spiral / Cable / Sent. Anyway.. peace. Posted by DemiDeviMatt on 03:08:2002 02:30 AM: yeah finally a sent thread...by y by brood hahaha j/k...hey when we gonna play again? Posted by Meelj on 03:08:2002 05:15 AM: What about Sent vs Magneto? Those tri-jump mix-ups are pretty tough and when you get in flight mode, he usually throughs an AAA or hyper gavXXtempest. Though you can you could easliy mash out of it, it gets you back where he wants you. I tend to try to pushblock then AAA, flight rushdown, unfly then AAA. Then I usually runaway for a bit Then I play a little ground keepaway. What do you guys do? Posted by Devil X on 03:08:2002 09:13 PM: quote: Originally posted by Brood But why is it.. that he can attack after unflying? He's not in either SJ or Normal jump mode, he's in unfly mode. He can do any action he wants. i am 100 percent bet my life sure sentinel is in normal jump mode after he cancels flight from unfly mode. the reason that he can attack after unflying is because he is in NORMAL JUMP, of course in normal jump, you can attack. if you dont believe me, just do a little hop and press a button next time youre using sentinel . but the real proof of this is when you cancel flight from unfly mode, not only can you attack, but you can also call assists. if he was in superjump mode, there would be no way on earth he could call any sort of assist. now that we've got that covered, he can also be guard broken. please test it if you dont believe but ive been guard broken before by cable in unfly. the reason why i know this happened is because if you arent in unfly mode and you throw out an attack, when you cancel your flight you cant block PERIOD. so with that said.....when i was sentinel and a cable attempted to ahvb me after attacking him in flight mode, i was able to block the initial ahvb attempt, hence proving i was in flight mode. then he turned around and did another ahvb before i landed and i could not block and ate the super. the reason for this is because i was in normal jump mode and i had my guard broken. and no sentinel is not in any special mode, it is normal jump Posted by Brood on 03:08:2002 11:21 PM: quote: Originally posted by Devil X i am 100 percent bet my life sure sentinel is in normal jump mode after he cancels flight from unfly mode. the reason that he can attack after unflying is because he is in NORMAL JUMP, of course in normal jump, you can attack. if you dont believe me, just do a little hop and press a button next time youre using sentinel . but the real proof of this is when you cancel flight from unfly mode, not only can you attack, but you can also call assists. if he was in superjump mode, there would be no way on earth he could call any sort of assist. now that we've got that covered, he can also be guard broken. please test it if you dont believe but ive been guard broken before by cable in unfly. the reason why i know this happened is because if you arent in unfly mode and you throw out an attack, when you cancel your flight you cant block PERIOD. so with that said.....when i was sentinel and a cable attempted to ahvb me after attacking him in flight mode, i was able to block the initial ahvb attempt, hence proving i was in flight mode. then he turned around and did another ahvb before i landed and i could not block and ate the super. the reason for this is because i was in normal jump mode and i had my guard broken. and no sentinel is not in any special mode, it is normal jump Cool thanks for clearing that up. That'll help my Sentinel be even more incredible. Lol. Rush that shit down with the frying Pan. Oh and Matt, uhm... we can play like... next week or something? I might be getting my Jonsticks soon, so you can come down and chill at my pad and play if you want. Posted by Brood on 03:08:2002 11:35 PM: quote: Originally posted by Meelj What about Sent vs Magneto? Those tri-jump mix-ups are pretty tough and when you get in flight mode, he usually throughs an AAA or hyper gavXXtempest. Though you can you could easliy mash out of it, it gets you back where he wants you. I tend to try to pushblock then AAA, flight rushdown, unfly then AAA. Then I usually runaway for a bit Then I play a little ground keepaway. What do you guys do? Depends what assist I have... I usually dont let Magneto get too close since Sentinels moves have a longer range than his its pretty easy to bat him away. It's good to TRY and keep him on the ground with flying Frying Pans. If I have Doom I make him block a frying pan while calling out Doom, unfly, c. HP, fly, stomp. As long as they're blocking they can't call out an assist but watch out when Doom leaves because then he's vulnerable, you might have to back up. Commando is always good and he's my favorite assist to use against Magneto rushdown. I play a little Sentinel rush down with him then back off, if Mag gets too close and leaves himself open, my commando will smack him to the other side of the screen Posted by Adam*Warlock on 03:09:2002 12:31 AM: quote: Originally posted by Brood DevilX, See.. Geekboy said it right.. HE IS in Superjump mode.. so that would mean he CANT be guardbroken in unfly mode. There is no way you can be guardbroken from unfly mode if when you unfly you're in superjump mode, you must have made a mistake. You got me all confused for nothing. BWAHAHAHAHA! Are people still listening to Geekboy? I thought we already proved he spouts GARBAGE! Posted by thanos on 03:15:2002 06:42 PM: quote: Originally posted by Foomyjin BTW: BLT, pushblocking the last part of the drones and taking the fierce beam in a tight trap is smart... till sentinel predicts you'll do that and does the fierce beam anyway, but instead of HSF he does flyxxunfly to recover in time to block the AHVB and STILL make Cable waste his level. YES I have done this, and MANY sentinel players do this tactic after low beam for recovery time. Bad cables can fall for this. Good cables waits until teh screen freezes with HSF to do the AHVB. So, at worse, Nun's tactic stops the trap(since Sent can't do HSF he'll have to fly, unfly, whiel cable is getting frame advantage and starting some assist + sj HP patterns or whatever on the other side). And cable is top tier. Look at tourneys, you just have 4 point charactesr appearing often, and one of them is Cable. he's not top tier because he has air dash and otehr things that makes him so good, but because he makes the other chars so bad(fear to call assists, no ground game, when cable is on the bench nobody can throw any beams whatsoever agsint your other point char...) Posted by MagStormIronMan on 03:18:2002 05:03 PM: COrner combo just thought i'ld share though u guys probably know this Launch sj.LP,sj.LK,sj.LK, Fly, Air Throw wait till opponent almost falls out of reach (still in fly) sj.LK QCF+HP, sj.LK, sj.LK QCF+HP very deadly though not 100% ANy wayz how come sometime while doing a air combo with sent and getting into fly mode u can do the combo to a throw and connect a LK LK and its not in the corner. I hope u understand what i mean. Unfly is great but sometimes even when i get out of fly mode i still dont seem to block immediately it might be that im not holding Back after the QCB or do i have to be in UNFLY mode and he will block faster or is this only possible in sjump or its probably just me. Posted by inexhist on 03:20:2002 03:05 AM: Not to contradict but I dont believe it is a normal jump... I believe that you can do a super after a unfly or even a jab then a super... by the deffinition of a normal jump thats impossible also the things that will cancel unfly mode are 5 unflies or a normal jump... you would think that then if you unflied and it put you into normal jump you wouldnt be able to fly then unfly again... just a thought... could be wrong Posted by Spider_Sting on 03:20:2002 07:24 AM: Ok, so lets review since my Sent gets owned by Cable pretty bad. My anti Cable is Mag or Storm. However I did manage to win a few matches... The way I won was to get REALLY close to cable and call commando and ROCKET punch or low attack combo to hsf and then fly and fp. Other than that Cable was always Gun-Grenading and killing my poor sent. So the way to kill Cable is to FLY AS HIGH AS U CAN OVER HIS ASS so he CAN'T ahvb you?? Good stuff... I think I should be okay... but what if he just gun grenades and has an assist like BH which will keep you out of flight? or Cable doom where he calls doom and grenades all day? what do I do then? Posted by Genghis on 03:20:2002 10:48 AM: This thread is tight. Posted by Foomyjin on 03:20:2002 02:15 PM: Just a thought... Bare with me here okay... Ideas on how to get out of guard break with sent... After unfly, and Cable tries to guard break you... Could you Say... Block the gun, then Cancel the block into flyxxunfly? Theoretically, this would give you another block unless you used up all 5 unflies previously. You'd have to be hella fast with it and it'd seriously be a matter of frames to do this in especially if the Cable is good and has good timing. My sent usually doesn't get into such situations though, and I don't see any other sents getting into this situation either.... To get into this situation, you'd have to unfly from full screen or 1/2 screen away at least. That just doesn't make sense... Sent's purpose is to stay on top of cable. You might be able to use that guard break defense off of start though if your sent was in unfly when he dhced out or was tagged out... (Unfly remains on dhcs tag outs and alpha counters... + you get unfly off of tech hits ;PPP) Posted by BmoreSentinel on 03:21:2002 03:56 AM: One of the main teams play Sentinel/Cable/Capcom. And there's a real lack of GOOD sentinel players in MD. I've gone to a few tournaments to see good sentinel players in philly or va but only a few. I picked up the team off of the many people i saw in philly like Mike B. I have alot of stuff down, like corner combos and stuff,and im' a pretty good exectionist, I've been playing mvc2 for more than a year, so it doesn't have to be in really simple terms, I understand the mechanics of sentinel. But I have alot of trouble playing mind games with sentinel and what to exploit. I don't know how to put pressure on people after HSF. If im' trying to bat supers i do low fierce flight unflight. and if it's someone i feel comfortable attacking i dash in and do normal jump short roundhouse with commando, flight, and then either start whiffing shorts or fly to the other side of the character and unflight or just roundhouse and unflight. I mix-up high low attacks alot like dash in, cr. short, s. strong, flight, short , roundhouse, unflight. I don't play against that many people with that great of skill except Lupid and Will Martin(extremely rare since he lives far off now). Should i be super-jumping with short roundhouse then flight or what? Should i just normal jump with short, roundhouse, flight , roundhouse with commando and unflight? I just need smart ways to apply pressure. Also, Is the Unflight glitch integral to a good sentinel game? Posted by Devil X on 03:21:2002 05:55 PM: i think a popular belief is that the cable vs sentinel match up goes around 6-4 cables favor, but i believe if cable has solid anti-air it goes down to about 3-7 , 2-8 range. if cables just jumping back gun with assist and has meter, sentinel isnt doing shit. if the cable player is stupid enough to throw grenades/viperbeams/standin fierces, then theres tiny openings here and there, but just jump back fierce and AA, sentinel is through. imo sentinel can only win this match two ways, baiting out ahvb's or forcing cable to the corner, both very risky against experianced cables. Posted by powerful on 03:21:2002 11:16 PM: quote: Originally posted by Foomyjin Ideas on how to get out of guard break with sent... After unfly, and Cable tries to guard break you... Could you Say... Block the gun, then Cancel the block into flyxxunfly? Theoretically, this would give you another block unless you used up all 5 unflies previously. You'd have to be hella fast with it and it'd seriously be a matter of frames to do this in especially if the Cable is good and has good timing. My sent usually doesn't get into such situations though, and I don't see any other sents getting into this situation either.... To get into this situation, you'd have to unfly from full screen or 1/2 screen away at least. That just doesn't make sense... Sent's purpose is to stay on top of cable. You might be able to use that guard break defense off of start though if your sent was in unfly when he dhced out or was tagged out... (Unfly remains on dhcs tag outs and alpha counters... + you get unfly off of tech hits ;PPP) I think that's Sent's best choice(other than instant DHCs like Proton Cannon), but I think that the extra frame that you use to unfly will give cable time to do his AHVB(but he'll have to be accurate too, doing the AHVB just after the blocking animation stops). If you block the AHVB, he'll try to GB your unfly, and you'll have to fly/unfly again. I think that, statistically, cable will hit sent, but you might makes it harder with the fly/unfly stuff, making him waste a level, maybe 2, maybe all, but more often than not cable will still get the job done. Posted by SakuraForever on 03:22:2002 01:52 PM: Okay. If you've got another character on point, and a meter, and you're playing against Cable, everyone knows that you can tag in with Sentinel if Cable makes the stupid mistake of standing fierce. Now, when this happens, Cable flies up at a very vertical angle, and you can crouching fierce XXX standing rocketpunch XXX HSF him. This is how I took second place against most of Dallas crew at the Tulsa tournament...they made the mistake of standing fiercing with Cable and I took full advantage of that with Sentinel. It made the difference between 7th place and 2nd, it really did. If Sentinel's on point, you can't block low and switch out, but you CAN normal jump forward and tag him upside the head with a roundhouse, if you're fast enough. The SECOND you see his pistol come out, normal jump forward and BAM. I'm not sure if you can do that with a short, however. I don't own a DC..everything I learn comes from playing. -Ben Weeks Posted by GeekBoy on 03:22:2002 02:45 PM: Sentinel can also tick into his throws easily (Dave, yo) by simple doing j.LK, j.RH, land, throw. This is good when your opponent is in the corner since you can get an OTG off. All times are GMT. 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