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Sentinel x men
Sentinel x men








sentinel x men

J.hp - A big long range club, juggles downwards. It allows for many combo/infinite and pressure opportunities. Since the attack itself is useless, you cancel into the rest of the chain. You can also guide yourself forward and back a little bit. What's most important about this, is your upward momentum COMPLETELY STOPS immediately. Sj.d+mp - You do the same animation as j.mp, but it starts slower, and you shoot down afterwards. J.mp - Good for opponents directly above you, juggles downwards. J.lp - Pokes under and in front, juggles downwards. If Sent is too close the opponent can attack and hit him before the rocketpunch fires (so SJ and low jab rocketpunch may be better). Usually players do a jab rocketpunch to try and catch people mashing the roll, then hit them when wake up and attack. The recovery is bad so it needs to be canceled with something. If the character has a long OTG time, you can hit them with this as a juggle (likely off of s.lk in the corner), fly/unfly, then OTG throw and potentially have it combo. S.hk - Big damage kick most used in dizzy combos.Ĭ.hk - More range than c.MK, is a low hitting sweep and hits twice. It's multi-hit properties cause damage to scale down quickly however.Ĭ.mk - A low poke with OK range but kinda slow. S.mk - One of the best launchers in the game, a great anti-air and the bombs eat some projectiles too if timed right. It's not fast enough to be a useful trick, though).

sentinel x men

(oddly enough, if you mash this move it's considered a self-chain as you don't go back to neutral when mashing it. s.LK has more pushback however, but it's height/range and the wait it juggles is essential for some corner link combos. S.lk/c.lk - Better for starting combos (off of dashing) than jabs, since these have more hitstun. For space control, once it's out call drones depending on what the opponent does, or fly and follow it in for some pressure. It also gives a big window for xx Float combos/tactics (see sj.d+mp). Dash LK, c.HP xx Fly gives you a big window for flying combos. Short characters and ones with low dashes can go right under it.Ĭ.hp - While a little slow to come out, it can be combo'd into (off dashing LK), puts the opponent in alot of hitstun, and because it's a projectile normal, you don't get pushed back as much. Startup: 33f standing, 31f crouching (can be longer if held) If the opponent is close to the missiles as they fire, they can get hit with unblockable frames. Their angle can also be good for stopping slide happy Wolverines. These have good use vs a cornered dizzy opponent as an alternate launcher string (stand a slight distance away, s.mp xx LP Rocket Punch (RP hits before missiles), dash s.MK). S.mp/c.mp - Fires a pair of missiles with some startup, hold longer to delay the firing. S.lp/c.lp - Can be chained onto itself, good for poking/pestering and not much else. There's also a potential blocking vulnerability (either unblockable or crossup) if an attack (upward striking in particular) hits the far back lower quadrant of hit air guard.Īll of Sentinel's Normal Moves chip (except the fanblade). His downsides are being the biggest/tallest target, an OTG penalty (only if you don't roll), and a blockstun trap in flight. With float and fly cancels, he also moves through space pretty well. Sentinel controls space very well and is a threat from almost anywhere on the screen. Once thought of as far and away the best character of the game, Sentinel is still very strong but far from unbeatable.










Sentinel x men