I think this is the best place for such a topic. In fact, I was very disappointed that the MvC3 strategy guide didn’t have any pointers in each of its character sections about how to deal with said character. (Still a damn good guide, though.) I’d hope all the character forums have a topic like this.

Anyway, my main team (Team Devilstalkers?) in Felicia (Rolling Slide), Morrigan (Soul Fist) and Dante (Jam Session). With Felicia, I’ll wait til Sentinel spits, then Dancing Flash. Once I’m in close, I’ll Kitty Helper and just keep the rush down going. With Morrigan, I’ll wait til he spits, the tri-jump and overhead him - maybe call Felicia if I’m feeling confident for an unblockable situation. With Dante, I’ll wait til he spits, then Teleport + M for a quick overhead.

All my strategies are based on his spit - but honestly, every Sentinel player I’ve faced online just spits constantly, even the highly ranked ones. As it currently stands, I don’t see the need to learn more than that. Sentinel just hasn’t been nearly as much a problem for me as Wesker or Phoenix has been - and I hope we get some good threads for those soon.

I was messing in the training mode a bit with Sent’ s.S and i noticed the move has a bit of start up before the active frames. The armor is there from like frame 1 I believe but he can’t actually hit you till so many frames (possibly anywhere between 5 and 10 frames) after. Which means if u know he’s going to press on S either do a link combo or use something that hits 2 times quickly to stuff it out since the attack itself has a bit of start up. If you block this move when you’re in the corner you wont get that push back issue and can pretty much combo him for free. The move has really laggy recovery on block put the push back on block makes it so most characters can’t catch up to him with anything after the block midscreen. Most characters with quick wave dashes can guard cancel XFC this move on block then wave dash up once and do any combo.

His c.M on the other hand can be pretty risky on block to anything that goes across the screen quickly with fast start up (like a lot of supers). The c.M doesn’t push you back on block very far like the s.S will so like with Dr.Doom if I have level 3 stocked and i block c.M its free level 3 super. Wesker’s Phanton Dance and Level 3 Lost in Nightmare supers will punish it on block. You can also guard cancel KFC wave dash punish this on block also. Make sure you block both hits successfully than XFC wave dash up combo.

Got a chance to borrow the guide and it says his S doesn’t activate hyper armor until frame 12 so his S pretty much acts as a DP that has 12 frame start up (its only neg 8 on block though plus the push back on block). Meaning you can easily stuff it out as long as you keep the pressure on him. His c.M is a bit more of a problem since it only has 6 frame start up but is negative 14 on block meaning if u wait and block it should be highly punishable unless he cancels into something.

I like how the guide pretty much says “stay in the air when using Sentinel it makes him really strong”.

The user and all related content has been deleted.

Trish’s s.S launcher has good range and good speed. If you stand just outside Sentinel’s c.M and s.S range, most Sentinels will throw it out anyway getting used to abusing super armor usually. With launchers like Trish’s, you can whiff punish those armor attacks very easily.

If you get stuck in the corner against Sentinel, you can try an old tactic that might prove more useful in 3 than MvC2, which is to just wavedash underneath Sentinel as hes flying above you stomping. Not sure on the hitboxes on his moves that actually hit directly underneath him when hes in the air, but definitely a tactic you can use to escape the corner. This is also dependent on how Sentinel uses his assists, but usually Sentinel is used as the main assist anyway so something to think about.

only character that beats sentinel imo is dark phoenix.

everyone else is either 50/50 or in his favor.

My friend does this to me constantly and it’s usually effective or at least safe. With the amount of viable short characters (compared to MvC2), plus the low-dashing characters like Deadpool and Wesker, it’s not really impossible to metagame against Sentinal. Compare that to 2 where his best counter was like, Venom’s assist…

You must not be using your assists correctly if your friend is wavedashing under you.

Bait out any move from sent and punish during the recovery frames. That or kill him the second you touch him, unload everything needed, there can’t be anything move brutal on their team other then sent(unless they run the sent/phoenix combo x/)

At the risk of sounding like the scrubbiest scrub who ever scrubbed, I find it extremely difficult to deal with someone spamming Upwards Sentinel Force repeatedly. It seems that there is a really tight window to super jump over it, and I can’t even do a forward super jump without getting caught. Couple that with even the slightest lag or good assist usage, and It’s extremely difficult to get out of the corner.

I use Taskmaster, Wester and Super Skrull if that makes any difference. Obvious solution seemed to be SS with Meteor Smash/Death Sentance, but that seems to get caught out too unless it’s timed to perfection.

Also, Weskers H Counter move seems to work against his Spit pretty well sometimes.

his armor isnt really what bothers me…it’s his ridiculous amount of damage per hit…in level 3 xfactor he could quite literally hit you 4 times and you would die…i use dante so it really effects me…but i also found that teleports work wonders if you can use them right

sentinel hits way too hard. that’s the only problem.
he’s just a normal character with basic strategies. his keep away game is easy to get around.

except he hits WAY WAY too hard. its absurd and broken and a flaw in the game. a 3 hit combo with sentinel takes like half of your life bar. every basic sentinel bnb takes AT LEAST 80% of every characters life bar. its dumb.

oh well. basically the strategy with sentinel is ‘dont get hit’.

i prefer him to try to zone me out with his yellow shit. at least i’m not geting death raped by his broken combos

This

phoenix and dormamu’s keep away game is a lot more irritating IMO
Sent should do alright against dark phoenix as long as he got supers, just don’t let that bitch super jump.

nobody does “alright” against dark phoenix, the closest thing is a dph mirror match

Dante Vs. Sentinel is a huge problem for me, especially when I have no assists, and when he’s jumping/flying around. What liable ways are there to force him into blockstun so you can land teleports? I haven’t found his QCF+C move as useful as I hoped, since a HSF would just go straight through, putting me on heavy chip damage.

As Justin wong says… “No respect to Sentinel” … I’m 150% behind that

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:slight_smile:

What are the details on the number of non-projectile hits his armored attacks can absorb once the armor starts?

s.M
c.M
S

To answer my own question, it looks like s.M and c.M, once armor starts, can both absorb one non-cinematic hit and will get hit by the 2nd. While S will always complete regardless of how many hits are connected unless a connecting hit starts a cinematic of some kind.

This thread sure became obsolete in a hurry, huh?

They need to do to rocket punch what they did to Akuma’s tatsu and Captain America’s shield slash. Doing five rocket punches in an air combo is ridiculous*.

*: This is after an aerial exchange as well.

I’m pretty sure people forget Sent’s low B hits low cuz he’s so big and shit. o_O