ROCKET PUNCH - QCF+ATK (150k all strengths)
Sentinel fires his fist outwards at an angle determined by the button strength. L fires diagonally downward, M horizontally, H diagonally upwards. Unsafe if blocked, the primary use of Rocket Punch is as an OTG cancelled into Hyper.
SENTINEL FORCE - QCB+ATK (135k/135k/H version 25k per bomb)
Depending on button strength, Sentinel fires drones out towards the opponent. L fires them at a downward angle, M from the ground up. L and M versions of Sentinel Force fire three drones each, and will disappear if Sentinel is hit at any time while the drones are on screen. H fires three drones which travel outwards horizontally from Sentinel's head, dropping five bombs each as they travel across the screen. These drones will not disappear if Sentinel is hit; however they have a limited range, about half the area of the screen.
HUMAN CATAPULT - F,D,D/F+ATK (120k/140k/160k)
Sentinel's command throw. The robot picks the opponent up and hurls them across the stage. The button strengths affect damage and distance thrown, and also startup time - heavier versions take longer to activate. In the corner, all versions can be comboed from, though only M and H can guarantee full combos afterwards.
FLIGHT - QCB+S
Flight mode is crucial to Sentinel's overall gameplan. The robot moves much more quickly in Flight, and Sentinel's basic air attacks are invulnerable on the parts that extend away from Sentinel's body. This fact enables Sentinel to dominate air-to-air situations, as well as stomp on a poorly called assist.
Cancelling ground normals into Flight serves two key purposes. From long range, cancelling s.H and c.H into Flight enables Sentinel to shorten the recovery of H, and reposition quickly based on the opponent's answer to the lasers. Close up, you can keep opponents guessing with cancelling blocked normals into Flight. A basic example - c.L (blocked) xxx Fly, j.S. While too slow to be tricky, mixing up between c.M and the Flight S is the beginning of opening an opponent up with Sentinel.
Sentinel can use Flight mode to extend combos, and while the damage scaling rules do shave off some damage as opposed to simply pressing j.H, j.S after launching, performing j.M, j.H xxx Fly, j.L j.M j.H j.S mid-screen will knock the opponent further away, allowing for more hits from the drones of Hyper Sentinel Force and more consistent THC damage with some characters.
Follow @iplaywinner Follow @teamspooky