Marvel vs Capcom 3/Sentinel: Difference between revisions

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   | Sentinel Force Bomb | shot tiltdown | 25,000 per wave |  
   | Sentinel Force Bomb | shot tiltdown | 25,000 per wave |  
   | Rocket Punch | direct tiltdown | 130,000 | otg softknockdown
   | Rocket Punch | direct tiltdown | 130,000 | otg softknockdown
  | AlphaSuper=Hyper Sentinel Force | BetaSuper=Hyper Sentinel Force | GammaSuper=Plasma Storm
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Revision as of 19:10, 21 February 2011

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Sentinel

Sentinelface.jpg

In a nutshell

Sentinel is quite a terrifying opponent in Marvel vs Capcom 3. He is once again the character with the most health, but is also the largest target, making him subject to some Sentinel-only combos. He has armor on his Medium and Special normals on the ground, and he can use these like the Hulk uses his to crush an opponent's offense. He can also use his mouth lasers and Sentinel Force drones for some disturbingly good zoning. To top it off, he comes with a double jump, a flight mode, and a nasty command throw. If you'd like a slower jack-of-all-trades style character who really packs a (rocket) punch, add Sentinel to your ranks.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Sentinel Force Charge
shot tiltup
50,000 x3
Hyper Sentinel Force
Beta.png Sentinel Force Bomb
shot tiltdown
25,000 per wave
Hyper Sentinel Force
Gamma.png Rocket Punch
direct tiltdown
130,000
otg softknockdown
Plasma Storm

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
u in the air
Standing Light
l
70,000
Can destroy some projectiles
Crouching Light
d + l
70,000
Can destroy some projectiles
Standing Medium
m
100,000
armored Can destroy some projectiles
Crouching Medium
d + m
97,600
low armored Can destroy some projectiles
Standing Heavy
h
102,300
chipdamage
Crouching Heavy
d + h
102,300
chipdamage
Standing Special
s
100,000
armored launch
Jumping Light
air l
75,000
high djcancel
Jumping Medium
air m
100,00
high djcancel Can destroy some projectiles
Jumping Heavy
air h
110,000
high Can destroy some projectiles
Jumping Special
air s
120,000
high Can destroy some projectiles

Special Moves

Name
Command
Damage
Special Properties (glossary)
Rocket Punch
qcf + atk
150,000 l
150,000 m
150,000 h
airok l version otg
Human Catapult
dp + atk
120,000 l
140,000 m
150,000 h
throw
Sentinel Force
qcb + atk
50,000 per hit
25,000 per volly of bombs
l travels upwards
m travels downwards
h drops bombs
Flight
qcb + s
airok lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Storm
qcf + atk + atk
282,200
Hard Drive
aironly qcf + atk + atk
295,400
Hyper Sentinel Force
qcb + atk + atk
45,000 x9
startupinv

Strategy

Tips and Tricks

  • Pressing {{#motion: s }} during flight will end flight automatically with that attack.
  • Sentinel can call a 2nd set of drones very quickly after recovering from the 1st. Pack these as tightly as possible and try not to let your opponent move.
  • Sentinel can easily {{#motion: otg }} you off of most of his throws or knockdowns with his light Rocket Punch. This should be super canceled into Hyper Sentinel Force or Plasma Storm for big damage.
  • Flight carries a lot of momentum, so be sure you know where you want to go and have a plan to land safely.
  • Because flight only counts you as being in a Super Jump if you activated it from one, try double jumping, then activating flight, and then calling assists from the top of the screen.
  • You can cancel his standing Heavy mouth laser before it starts with a Human Catapult grab, using the kara cancel technique, to drastically increase the range on the grab.

Basic Strategy

Advanced Strategy