-------=====================================================-------
--------========Marvel Vs Capcom FAQ : Sentinel v1.0=========------
---------======== Compiled by Lemur-X, 4-9-2000 ========-----------
--------=====================================================------


Index :   1: Intro/disclaimer/other BS.
         2:  Legend of keys
         3:  Overview of character
         4:  Normal attacks (standing & flying)
         5:  Special attacks & Supers
         6:  Introductory combos

This faq was written for personal and private use. Feel free to
distribute if desired, just make sure to give credit where credit is
due.   You may not alter the following and claim it as your own, or
your knees belong to Guido……

Revision History : 4-9 Original FAQ completed

---------================ 1: Introduction =================-----------
   I first started playing the VS series w/ the advent of "X-Men vs
Street Fighter"'s release on the Sega Saturn.  Good Lord…….Now there
was a game….And none of the followups have really shined as it did
(IMO) up until "Marvel Vs. Capcom 2".
   The series of FAQs I'll be putting out will be related to all the
funky, freakish, or 'Darkhorse' characters of the game. Characters
people rarely use….and when they do use, use ineffectively at best.
    I'm doing this due to the fact that * every * single character in
this game is very playable…..very…….And knowing this can give you quite
an edge over people that would underestimate them….

---------=================== 2: Legend ===================------------


Here's the legend of keys and terms used in the following FAQ.

Attacks : Jab = Light Punch
         Fierce = Hard Punch
         Short = Light Kick
         Roundhouse = Hard Kick
         b = Back
         f = Forward
         d = Down
         u = Up
         B = Charge back for 2 seconds
         D = Charge Down for 2 seconds
         P = Punch
         K = Kick
         HCB = Half Circle Back (Roll controller from forward, to
               down, to back.)
         HCF = Half Circle Forward (Roll controller from back, to
               down, to forward)
         QCF = Quarter circle forward (Roll from down to forward)
         QCB = Quarter circle back (Roll from down to back )
         OTG = Off the ground. Getting your licks in whilest they be
               Down for the count.
         Launcher = Any move which sends your opponent to the heavens.

NOTE : All percentages given are from damage taken by Cable (a fairly
balanced character). Your mileage may vary.


---------================ Sentinel ====================-----------

       Holy crap. Sentinel is a zoning monster if I have ever seen one.
I've never used him in any prior games (I skipped X-men:COTA), so I
can't comment on any improvements that Capcom may have made to him. But
he's a freaking beast.  With a directional projectile, 2 heat seeking
specials, a 1 button projectile-beam, and super fast Supers, he's one
character you'd best learn to fear if in the hands of a skilled player.

Good stuff……

1 :   Super armor :  Sentinel can takes 2 hits to stun and get trapped
in a combo.  Learn to use this to your advantage. That means he takes 1
extra hit to launch into the air if your opponent is going for a
launcher from out of nowhere. That extra hit is usually MORE than
enough time to bust out a nasty Super to interrupt your opponent's
attacking spree.

2:    Reach : Sentinel has the reach of Mr. Fantastic on crack.  His
Fierce punch alone does an instant cover of the length of the screen.
And his 'Rocket Punch' was just MADE to keep annoying
Wolverine/Cammy/Spider-Man players on the ground (like the bitches they
are). Factor in the 'Drone' attacks, and he's got coverage to spare.

3:     Strength : Sentinel is one of those players that WILL take you
down to nothing within seconds if you don't watch your life meter.  Not
only do the greater majority of his attacks have reach, but they hit
multiple times, and open up many opportunities for Super chains etc.

4:     Fast Supers: For a big guy, he busts out his Supers mighty
quick…  His 'Plasma Ball' charges up in about 1 frame of animation,
giving little time to block, and his 'Turbine' is just as quick in the
air.

But you can't be good at everything….

1:     Size :  Sentinel is, simply put, nearly the largest character in
the game.  Make sure to cover his ass at all times. Beware Chun-Li and
Guile players. With one opening, they will make mincemeat of you.
Never jump over projectiles, as all it takes is a lucky kick to take
you out of the air and out of the picture.

2:     Slow Jump : Sentinel doesn't jump, so much as hover.   Only jump
when absolutely necessary, or if you're going for a block damage
'Rocket Punch' or similar zoning move.

3:     Recover/Vulnerability :  Both of his 'Drone' attacks have quite
a recovery time, and his hand during the 'Rocket Punch' is vulnerable
to attack. Use caution when laying it on thick.


---------================  Normal Attacks ================-------------

Standing Jab : Very good range.  Hits 2 times/low on a full second-
              connection hit. =)

Standing Short: Incredibly weak range.  Second hit is a nice push-away
               move with good range.

Standing Fierce : It's an instant beam projectile. Needless to say,
                 incredible range, but the width is lacking. Sometimes
                 connects for 2. It has absolutely shitty recovery
                 time…..BUT you can cancel out of it into a 'Rocket
                 Punch' or 'Drone' attack.

Standing Roundhouse : 2-frame startup. Incredible range, and it
                     launches….(it's his only normal launcher =/). Use
                     frequently.

Ducking Jab :   Nice range. It's a clone of his standing Jab.

Ducking Short : Short range. Fairly quick. Second hit is a shoving
               sweep with NICE range.

Ducking Fierce : Same as standing Fierce. Only…umm….ducking.

Ducking Roundhouse :  Good range, but in order to get any noticeable
                    damage, it must be started close since it connects
                    3 times.

Jumping Jab : Travels nearly straight down. Nice range. Good move to
             use in order to surprise opponents as you travel directly
             above them.

Jumping short : LONG range. Travels at a 45 degree angle downwards
               across about 50% of the screen. Great poke move!

Jumping Fierce : Good range. Very quick startup. Swats enemy away in
                mid-air.

Jumping Roundhouse : Consider it a jumping Short with a much more
                    inclined angle and more damage.



---------================== Special Moves ====================---------

Rocket Punch: QCF, P (in air) :    Great damage for such a fast move.
                         Jab makes it travel downwards at a 45 degree
                         angle (croucher killer) and the Fierce lets
                         loose a horizontal blow. Excellent move and
                         decent combo ender.

Upwards Rocket Punch  :  F, D, DF, P (in air) : Rocket Punch that
                        travels 45 degrees upwards. Nuff said.

Drone Swarm: HCF, Short : Same damage as a 'Rocket Punch' if all 3 hits
                         connect. VERY slow recover/setup time. Use
                         only on jumpers.


Drone Bomb: HCF Roundhouse : Extremely slow recover/setup time.  I have
                            found little use for this except for
                            pressuring idiots in corners.

Flight : HCB, KK : Fly fat-ass! FLY!


---------================ Super Attacks ==================---------

Plama Ball :  HCF, PP : Super-fast startup. The perfect Combo ender.
                       About 30% damage. Deceivingly short range.

Drone Fleet :  HCF, KK : Fairly fast charge-up. Does about 30% damage.
                        Can combo out of if it connects at short
                        range….
Turbine Charge : HCF, PP (in air) : Must be done in the air. Very fast
                          startup. Only 25% damage. Great combo ender.

--------================Elementary Combos================-----------
   I've decided to not put a slew of "True" combos in this section due
to the fact that there's so damn many……Instead here are some of the
more reliable/simple combos and pressure tactics…

40% 11-hitter : (close) Standing Jab, Standing Jab, 'Plasma Ball'.

50% 5 hitter : Standing Roundhouse, Jumping Jab, Jab, Short, Upwards
              Rocket Punch (distances nicely.) Does the same damage as
              a 'Turbine Charge' would as a finsher, and less risk of
              missing! =)

60% 15-hitter : (very close) Ducking Roundhouse buffered into 'Drone
Fleet' upon first hit. 'Plasma Ball'. Laugh.

--------==================== Assist Modes=================-------------

Assist Type A : Sentinel jumps in with a downwards 'Rocket Punch'.

Assist Type B : Sentinel jumps in with a Standing Roundhouse launcher.

Assist Type Y : 'Drone Swarm' flies in. Nice.

----------===================== Thanks ==================--------------

Special thanks to :  Derrick and Chris for playing such a whorish keep
away game with Morrigan and Sakura. Without you I would not have to
resort to using people you don't know how to anticipate. >=D

                     Mtn Dew : For filling my veins with enough
                               caffeine to kill a small elephant.

                     Capcom : For advancing the Vs series yet again!

Submissions? Mail em to [email protected]

This and other FAQs are up for grabs at http://www.drunkenlemur.com