LP
Premium Member
I think it's a bit much to call Sentinel...above average.
Wolv has an instant over head...heads.
Wolverine can only combo off of his instant overhead against average and smaller characters with the help of an assist (which is why you see JWong call the Akuma assist the few times he does the instant overhead). Many of the characters in the game have that same ability.
This is also precisely one of the reasons Sentinel is so bad. He gets instant overhead combo'd by characters without the aid of an assist, most of his normals (ground and air, though he can fly cancel) are far too slow and/or unsafe to actually matter, and armor starts up too late on his attacks far too late to matter (so he has to anticipate attacks for the armor to matter, but his whiff animations are so long that he gets punished by most anyone or at least pressured, which is terrible for him).
His best bet against pressure is to pushblock and try to run away or throw out an armor attack in anticipation most of the time, which are both risky. The former also risky because one of his best ways to not get pressured is to jump backwards, but his airthrow sucks because of his shitty jump and OS airthrow for his is terrible because of his jump and the fact that J. H hits at a downward arc.
Really, his only saving grace is that, if you properly space and you bait an airthrow, his J. S.'s armor will catch most attacks your opponent tries to hit you with. His fly helps sometimes, but, really, the only threatening things that stop pressure from it are his J. S and HardDrive. His command grab is actually pretty decent if he's somehow pressuring another character, but that really only happens with the help of an assist or drones and his keepaway is subpar without the help of someone like Dante, Shuma, or Haggar. Even then, with the exception of Shuma, if you jump at the height of his head and sling projectiles/teleport a la Zero, his pretty much kills all of his projectiles. Hell, my whole strategy vs. him with Storm pretty much consists of doing that and running away and pretty much combo'ing him if he somehow gets close (he rarely does) and there's really nothing he can do about it except try to fly around it or HD on anticipation because his jump animation and slow and blocked Whirlwind puts him right back at square one.
Also, IFB, you do realize that most of the characters in the game get an OTG off of their level 3's, don't you? Also, he can't continue combo'ing without the aid of an assist or X-factor. If so, that's news to me and I'd like to know how. On top of that, HC'ing into Beserker Charge is the only thing he can do to make his unsafe stuff safe (without an assist...which is why you always see players HC into BC after Berserker Slash - because it's unsafe and if it does hit, he gets a free combo. He does not have frame advantage after this (nor invincibility, but the blockstun from Berserker Slash keeps you from interrupting it).