Power Rangers: Battle for the Grid/Mastodon Sentry

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Mastodon Sentry

Introduction

Health: 1000
Walk Speed: 750 Forward, 400 Back
Chain Rules: Magic Series

Drakkon stole the power coins from Teenagers With Attitudes and used their power to militarize the police.

Overview

Mastodon Sentry has very powerful zoning, with the ability to fire multiple projectiles with high durability and a mine that can be used either for oki or for deterring rushdown. As of version 1.3, his amazing assist, along with his high damage and knack for screen control, make him one of the most well-rounded characters in the game.

Normal Moves

5L
5L
BFTG SEN 5L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air - - - -

Elbow. Deceptive range.

5LL
5LL
BFTG SEN 5LL.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air - - - -

Another elbow. Mostly combo filler.

5LLL
5LLL
BFTG SEN 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
75 High/Low/Air - - - -

Spinning elbow. Knocks down.

5M
5M
BFTG SEN 5M.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -

Mid kick.

5MM
5MM
BFTG SEN 5MM.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -
  • Deals 51 damage if used after 5M

Kick aimed to the face. Unlike most 5MMs, this one doesn't knock down.

4M
4M
BFTG SEN 4M.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low - - - -

Dedicated launcher and anti-air. Air-unblockable.

5H
5H
BFTG SEN 5H.png
He who opens the path (to damage)
Damage Guard Startup Active Recovery Frame Adv
65 High/Air - - - -

Mastodon Sentry smacks the opponent with the Dragon Cannon. Overhead, so useful in mixup. Hits OTG as of version 1.6.

5HH
5HH
BFTG SEN 5HH.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - -

Shoulder tackle. Advances quite a lot.

5HHH
5HHH
BFTG SEN 5HHH.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air - - - -

Shot. Causes a hard knockdown.

2L
2L
BFTG SEN 2L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air - - - -

Punch. Does not hit low, but allows blockstrings to start.

2M
2M
BFTG SEN 2M.png
Damage Guard Startup Active Recovery Frame Adv
55 Low/Air - - - -

Sweeps. Sentry's only low. Can be difficult to combo off of at max distance. At close range, combos into 2H. At slightly farther (but not max) range, combos into 5S.

2H
2H
BFTG SEN 2H.png
Damage Guard Startup Active Recovery Frame Adv
30 - - - - -

Trespassers into your space (or out of it, whatever) will be shot. Link it into 5S so that survivors can be shot again.

2HH
2HH
BFTG SEN 5HH.png
Damage Guard Startup Active Recovery Frame Adv
60 - - - - -

Same as 5HH.

2HHH
2HHH
BFTG SEN 5HHH.png
Damage Guard Startup Active Recovery Frame Adv
80 - - - - -

Same as 5HHH.


j.L
j.L
BFTG SEN j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air - - - -

A knee. Did you expect to get shot or something?

j.M
j.M
BFTG SEN j.M.png
Damage Guard Startup Active Recovery Frame Adv
20x3 High/Air - - - -

You ever wonder what'd happen if you let a dude with a gun pretend it was a baton? This. This happens and it hurts. Can cross up.

j.H
j.H
BFTG SEN j.H.png
Damage Guard Startup Active Recovery Frame Adv
50 - - - - -

The art of combat came a long way. We don't use power axes anymore. No, we just simply shoot whoever attempts to play with us in the air. We can also link this to j.S so you can get shot... again. Slight recoil.

Special Moves

5S
5S
BFTG SEN 5S.png
BFTG SEN 5SS.png
BFTG SEN 5SSS.png
"I got your problem... RIGHT HERE."
Version Damage Guard Startup Active Recovery Frame Adv
5S 50 High/Low/Air - - - -
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -
5SSS 100 High/Low/Air - - - -

(Energy Blaster)

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, if they're playing the zoning game with you?** Keep in mind that the reload animation forces crouch, causing high projectiles to miss.

This move links to 4S (Anti-Air Blaster), and the 6S (Landmine). Recommended to do these as the third action to avoid reload.

If they're playing the projectile game with you, they're either a fellow infantryman, or an idiot, because he beats all projectiles.**

4S
4S
BFTG SEN 4S.png
"360 blam shooty"
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air - - - -

(Anti-Air Blaster)

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.

6S
6S
BFTG SEN 6S.png
BFTG SEN 6S (2).png
"The Solution."

BFTG SEN 6S (3).png
BFTG SEN 6S (4).png

"The Long Range Solution."

Version Damage Guard Startup Active Recovery Frame Adv
6S 20, 40 High/Low/Air - - - -
6[S] 20, 40 High/Low/Air - - - -

(Landmine)

It's a trip mine. 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. Hits OTG as of version 1.6.

j.S
j.S
BFTG SEN j.S.png
You know, what Sentry excels at?
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -

(Air Energy Blaster)

As of patch 1.3, this got its hitbox extended, making midscreen juggles with this more consistent. 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.

EX Attack

5S+L
BFTG SEN 5S+L.png
BFTG SEN 5S+L (2).png
Damage Guard Startup Active Recovery Frame Adv
40x2, 50x2, 40 High/Low/Air - - - -
  • If the first hits are blocked, the rest of the move will not come out.

(Shoulder Blaster)

A shoulder tackle followed by a shot from his energy blaster. As of version 1.3, 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.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG SEN FT.png
BFTG SEN FT (2).png
Damage Guard Startup Active Recovery Frame Adv
131 Throw 6 - - -

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.

Back Throw
Back Throw
4M+H
BFTG SEN BT.png
Damage Guard Startup Active Recovery Frame Adv
181 Throw 6 - - -
  • Switches sides

Mastodon Sentry strangles the opponent with the Dragon Cannon. Crumples the opponent. Can be combo'd from by using 5H OTG.

Super

Super
H+S
BFTG SEN Super.png
"On my mark!"
BFTG SEN Super (2).png
BFTG SEN Super (3).png
Ladies and gentlemen. We got him.
BFTG SEN Super (4).png
Damage Guard Startup Active Recovery Frame Adv
1, 20x16, 160 - - - - -

(Target Locked On)

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.

Tag Actions

Assist
Assist
A1/A2
BFTG SEN Assist.png
BFTG SEN Assist (2).png
BFTG SEN Assist (3).png
Damage Guard Startup Active Recovery Frame Adv
40x3 High/Low/Air - - - -

(Triple Blaster)

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!

But all jokes aside, it's a good assist. A VERY good assist, in fact.

Swap Strike
Swap Strike
A1/A2+S
BFTG SEN Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air 6 - - -

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.

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

Colors

Color 1 Color 2
SEN 1.png
SEN 2.png


External Links


Power Rangers: Battle for the Grid
General
Controls
Patch Notes
FAQ
HUD
System
Characters
Tommy Oliver
Jason Lee Scott
Gia Moran
Ranger Slayer
Kat Manx
Magna Defender
Lord Drakkon
Goldar
Mastodon Sentry
Cenozoic Blue Ranger
Udonna
Dragon Armor Trini
Trey of Triforia
Jen Scotts
Lord Zedd
Anubis "Doggie" Cruger
Eric Myers
Dai Shi
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord