And... all that with NOTHING to say about the incredibly difficult time you can have jumping over the opponent with Sentinel??
Sentinel's inability to cover much distance in super and regular jumps is by far his biggest weakness. If it wern't for that.. you could make a quick sentinel beam, then super jump over the opponent (much like the Cyclops Optic blast/super jump or Ryu Hadoken/super jump techniques of hit-and-run). Sentinel is BY FAR, the hardest character to break a corner rape when you're getting nailed by ANYBODY.
As Dan has pointed out... speed isn't very much with the big oaf (as far as hard hits are concerned). For moves such as duck+MP, or LP's and LK's (which almost no Sentinel user will ever use) are executed suprisingly quickly, but are ineffective in breaking corner rapes, due to them not stalling the opponent long enough.
But... Sentinel is a GREAT long distance fighter. Sentinel beam, rocket punch, and the infamous Sentinel Force are all great ways to keep your opponent at bay. An experienced Sentinel player willl wait for their opponent to start jumping around and then hit the Sentinel Forces like crazy... :biggrin:
On Cyclops' side, he has both distance and close range attackes to his advantage. Optic Blasts that can go from ducking strait ahead, to right over your head... and even Gene Splice's to top it off?? Cyclone kicks and more Gene Splice's for close range attackes? He's one of the best fighters in the game... if only ######s would lay off the dam optic blast.
Cyclops also has the advange of a triple jump on his side (if you hit it fast enough), which obviously makes him easier to avoid corner rapes...
The downside... some of his moves take far too long to pull off. Such as Optic Sweep. Though you'll hardly ever get hit doing it... waste two of them and an experienced player won't let you get off a third. On the other hand, the down forward HP Optic Blast is fast enough to not allow ANY character to block after being hit, and takes enough life that only a few will pass by half your life and rack up the hits.
Who's better one on one??
Well, it depends on who/how you're playing. An experience Cyclops player will make sure not to let the sentinel player keep his distance, and will inevitably trap him in a corner with Cyclone Kicks, Gene Splices, and when the Sentinel user tries to "jump over him", the HP Optic Blasts... :biggrin:
However, the Sentinel user will attempt to keep the Cyclops user at bay with many, MANY Sentinel Beams, Rocket Punches, and of course... Sentinel Forces the instant Cyclops leaves the ground. Which is where many Cyclops players will mess up and use their triple jump to aviod the other projectiles.. but will be KILLED by the Sentinel Force.
Overall?? Well, I'd have to say the Cyclops player... if they know what they're doing and know how the Sentinel's capabilities.. then they'll go for a close range tactic and have fairly easy battle (depending on the who's using the Sentinel).
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