Introduction
Health: 1000
Walk Speed: 750 Forward, 400 Back
Chain Rules: Magic Series
The Mastodon Sentries are Lord Drakkon's minions, enhanced by the power of the Mastodon Power Coin. These common soldiers form the bulk of Lord Drakkon's police force and military. This particular unit is armed with a Black Dragon Cannon, used to disrupt Ranger powers.
Overview
Sentry is a fairly potent zoner with great angle coverage in neutral. Ground shot sequences paired with his 4S (retreating air angled shot) cover alot of approaches, working well in conjunction with his backdash to maintain space in his favor. His 6S mine is a strong setplay tool and offers passive neutral control by its lingering presence. Air gunshots offer similar space control while airborne, and paired with the right assists he can be deceptively fast in neutral compared to his subpar forward ground movement. His tagout options in his various gunshots, mine, and lingering hitboxes, alongside his assist make him a very powerful support character.
Playstyle
Mastodon Sentry is a long-range zoner with strong projectiles |
Pros |
Cons |
- Killed Fitty Men - Sentry can easily control the pace of the game from full-screen with his gunshots and bomb
- Combat Bowl - Sentry's 6S bomb is strong for neutral control (when paired with low-commitment gunshots) and for solo incoming mixups
- No River Wide Enough - Sentry can convert his full-screen zoning into combos when he has meter
- Stop Breathing My Air - Sentry's 4M anti-air and jM air-to-air are strong tools against jumping opponents
- Tagout Value - Sentry's jM and specials are strong tagout tools
- Pew Pew - Sentry's gunshot assist is a very strong neutral tool. It works well with most shells
- Unblockables - Sentry's standing overhead, 5H, gives him access to unblockable resets when combined with an assist. It can also be kara-backdash cancelled for plus frames
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- Zord Battery - Sentry, like all other zoners in the game, feeds zord meter to the opponent
- Needs the Juice - While Sentry builds meter very easily, he is meter reliant for confirms from midscreen and futher
- Needs Friends - Sentry is much stronger when he has an assist to help him out. He struggles as an anchor
- Matchup Spread - While Sentry performs well against many characters, he struggles against the best characters in the game
- WHAT ARE YOU AIMING AT - Sentry's gunshots fly right over low crouchers, like Scorpina and Ranger Slayer
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Normal Moves
5L
5L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Low/Air
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-
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-
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-
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-
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-
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|
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5LL
5LL
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Low/Air
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-
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-
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-
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-
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-
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Another elbow. Mostly combo filler.
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5LLL
5LLL
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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75
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High/Low/Air
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-
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-
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-
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-
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-
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Spinning elbow. Knocks down.
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5M
5M
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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50
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High/Low/Air
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-
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-
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-
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-
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-
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|
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5MM
5MM
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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50
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High/Low/Air
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-
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-
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-
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-
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-
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- Deals 51 damage if used after 5M
Kick aimed to the face. Unlike most 5MMs, this one doesn't knock down.
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4M
4M Fore! Golf vibes are now canon. Golf vibes are now canon.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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70
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High/Low
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-
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-
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-
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-
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-
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Dedicated launcher and anti-air. Air-unblockable.
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5H
5H He who opens the path (to damage) He who opens the path (to damage)
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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65
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High/Air
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-
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-
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-
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-
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-
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Mastodon Sentry smacks the opponent with the Dragon Cannon. Overhead, so useful in mixup. Hits OTG as of version 1.6.
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5HH
5HH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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60
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High/Low/Air
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-
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-
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-
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-
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-
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Shoulder tackle. Advances quite a lot.
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5HHH
5HHH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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High/Low/Air
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-
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-
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-
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-
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-
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Shot. Causes a hard knockdown.
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2L
2L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Low/Air
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-
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-
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-
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-
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-
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Punch. Does not hit low, but allows blockstrings to start.
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2M
2M
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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55
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Low/Air
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-
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-
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-
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-
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-
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Sweeps. Sentry's only low. Can be difficult to combo off of at max distance. At close range, combos into 2H and 5S.
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2H
2H Trespassers into your space (or out of it, whatever) will be shot. Survivors will be shot again. Trespassers into your space (or out of it, whatever) will be shot. Survivors will be shot again.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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30
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-
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-
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-
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-
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-
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-
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Fires a shot while crouching. Can be linked into 5S.
Special cancels
The following special options are possible on whiff:
- 5[S]~L (Tackle EX)
- 5[S]~H (Super)
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2HH
2HH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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60
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-
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-
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-
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-
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-
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-
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2HHH
2HHH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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-
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-
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-
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-
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-
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-
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j.L
j.L Did you expect to get shot or something? Did you expect to get shot or something?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Air
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-
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-
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-
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-
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-
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j.M
j.M You ever wonder what'd happen if you let a dude with a gun pretend it was a baton? You ever wonder what'd happen if you let a dude with a gun pretend it was a baton?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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20x3
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High/Air
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-
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-
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-
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-
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-
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Mastodon Sentry twirls the Dragon Cannon. Can cross up.
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j.H
j.H The art of combat came a long way. We don't use Power Axes anymore. The art of combat came a long way. We don't use Power Axes anymore.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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50
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-
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-
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-
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-
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-
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-
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Fires a shot straight ahead. Can also link this to j.S. Slight recoil.
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Special Moves
5S
Triple Shot 5S "I got your problem... RIGHT HERE." "I got your problem... RIGHT HERE."
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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Triple Shot 5S
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50
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High/Low/Air
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-
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-
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-
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-
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-
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Triple Shot 2 5SS
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50
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High/Low/Air
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-
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-
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-
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-
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-
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Triple Shot 3 5SSS
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100
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High/Low/Air
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-
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-
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-
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-
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-
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Sentry's problem solver. Exercise caution when mashing this move. 5SSS will immediately cause you to reload, which keeps you susceptible to attacks. However, as a side bonus, keep in mind that the reload animation forces crouch, causing high projectiles to miss.
This move links to 4S (Sky Torch), and the 6S (Land Mine). Recommended to do these as the third action to avoid reload.
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4S
Sky Torch 4S "360 blam shooty" "360 blam shooty"
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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70
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High/Low/Air
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-
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-
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-
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-
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-
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Sentries are known for seeing many things as they're known to control a space. Why would you jump at this? Do you like getting shot? Also allows him to get distance, because he literally steps back and shoots. Will hit close because you know... guns can do that.
Cancels into gunshot EX or super.
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6S
Land Mine 6S "The Solution."
"The Long Range Solution."
"The Solution."
"The Long Range Solution."
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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Land Mine 6S
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20, 40
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High/Low/Air
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-
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-
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-
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-
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-
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Land Mine Extension 6[S]
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20, 40
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High/Low/Air
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-
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-
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-
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-
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-
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Mastodon Sentry deploys a landmine. It serves its purpose as the threatening presence in neutral. Good oki tool, and VERY deceiving. Hold S to send the mine farther. For those who are learning the character, the mine hits mid... but no one learning how to fight against this character remembers this stuff, so just do it anyway. 87% guarantee that your opponent will attempt to approach/hit buttons and still get opened up by this, because no one blocks in this game... and the game still won't let you either
Can be cancelled at any point into super.
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j.S
Sky Shot j.S You know, what Sentry excels at? You know, what Sentry excels at?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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50
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High/Low/Air
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-
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-
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-
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-
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-
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Fires a shot at a downward angle.
This move can go into Sentry's j.H, which is how this particular juggle works. Lots of fun stuff.
On top of that, this has a fairly quick recovery, so using this move while jumping backwards, then doing 5SS on the ground, cancelling to either his 4S or 6S (depending on the opponent's position) is actually a legit zoning tactic.
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EX Attack
Sentry Tackle 5S+L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40x2, 50x2, 40
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High/Low/Air
|
-
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-
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-
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-
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-
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- If the first hits are blocked, the rest of the move will not come out.
A shoulder tackle followed by a shot from his energy blaster. This move now causes a juggle state, making follow-ups by means of assist or Zord VERY much possible. There are some... wonky things going on with this move as well. But as an EX, it most certainly services, as either a reversal, Takeover material, or just a combo ender.
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Throws
Forward Throw
Forward Throw 5M+H/6M+H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
131
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Throw
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6
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-
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-
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-
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-
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Mastodon Sentry hits the opponent with the Dragon Cannon, then kicks them away. It is possible to combo off this midscreen with dash 5H > 4M, but it's tight. Much easier in the corner. An easier alternative midscreen is to throw 6[S], then you can get a small combo with guns.
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Back Throw
Back Throw 4M+H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
181
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Throw
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6
|
-
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-
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-
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-
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Mastodon Sentry strangles the opponent with the Dragon Cannon. Crumples the opponent. Cannot be followed-up with any character.
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Super
Sentry Squad H+S "On my mark!" "On my mark!" Ladies and gentlemen. We got him. Ladies and gentlemen. We got him.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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1, 20x16, 160
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-
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-
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-
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-
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-
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-
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Mastodon Sentry kneels and notifies the squad. If hit during this period, this calls forth an army of Sentries, and shoot shoot zippy zappy pow pow your opponent into next week.
Counter super. And not a bad one at that. It's worth it for the damage alone, but don't mash it out. It's still susceptible to throws, but it will counter MOST supers that aren't projectile based.
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Tag Actions
Assist
Assist Triple Shot A1/A2 A VERY good assist, in fact A VERY good assist, in fact
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
40x3
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High/Low/Air
|
-
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-
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-
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-
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-
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As of patch 1.3, now Sentry fires a shot at the ground in front of him, one right through the middle, and one shot upwards. Good to create space, but also good to extend combos with. Previously, this was rather obnoxious to deal with, so it's a good thing they made this one...still obnoxious to deal with...? Nice work there!
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Swap Strike
Swap Strike A1/A2+S
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
70
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High/Low/Air
|
6
|
-
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-
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-
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-
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Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging (although more damaging than most Swap Strikes). Forces a character switch on hit; knocks down if only one character remains.
As of version 1.5, this move has the same animation and range as 5MM.
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Team Synergy
Combos
Solo
1.4
Coast to coast solo BnB:5L>H>4M>9jdl.L 9j.L>S>H(Land) L+M 9j.L>S>H (8j.LSH 9j.LSH)x4 5M>H>4M>6S L+S
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Zord combos
Mega Goldar: 5MM 5SS Zord Call 5SH 5M2HH5SSH 5M2HH5SSH 5M2HH5SSH 5M2H5SSH 5M EX
Example combo
Videos
Sentinel Corner bnb with Eric finish ToD (2020)
Colors
External Links