Defeating Sentinel... WITH ANYONE

ugh, wesker vs sentinel is hard. he has nothing on sentinel air to air. on the ground, not so bad, but hard to penetrate his defenses.

i use wesker, sent, trish as my main. sometimes, sub in chris for trish.

trish imo is very good vs sent. too bad she dies quickly though. she controls the air pretty well but you have to watch out for the frying pan (goes without saying) and hard drive super which beats everything in the game. on the ground, trish has godly normals that’ll punish any laggy normals sentinel throws out and some crazy overheads when air to air. dive kick helps too. round harvest is good for keeping sentinels flight in check and her air maximum low voltage is good for keep sentinel ground spam.

chris: i have no idea how this match goes. people say chris is very good vs sent and frankly, i dont really see how. i dont think chris has anything fast enough to fight against his spit game. magnum might work, but seems risky. grenades, mines, and everything else can be flown over by sent and have enough recovery to be stomped on/ frying panned. air to ground, chris magnum destroys his spit game pretty well and air machine gun is decent at best. it still trades heavily in sents favor when he does hsf. the bright side is that chris can take a beating and he packs a punch.

Amaterasu laughs at it.

Hey Ouro. You might not remember me from the old days. I used to go by AZER.

Anyway, I myself play Chris and you’re on point with everything you’ve said. It’s a hard battle, indeed. Smart Sentinel players will hover above you to avoid your ground game. During a tournament match, someone tried that double spit X-Factor chip on me. I blocked, then immediately push blocked and went prone to avoid the rest of the spits, shooting Sentinel in the ankles. Extremely useless and punishable, but a few people got hyped over it.

An assist like Dormammu’s Purification coupled with solid ground game might put the advantage in favor of Chris, forcing Sentinel to somewhat play your game. Chris also sort of has an instant overhead with j.H-S, but you have to combine that attempt with an assist because Sentinel will recover (unless it’s a very, very deep overhead attack) before you can land and follow up with c.L into bread-and-butter (She-Hulk and Wolverine have a much easier time with their instant overheads). I like to force Sentinel to fly directly above me so I get that ambiguous cross-up as Sentinel comes back down. It’s still risky because of that troublesome frying pan into fat damage, though. Also, that flamethrower is very nice against Sentinel because it’s multi-hit, does nice chip damage and is -1 on guard, meaning Sentinel cannot punish. Most Sentinel players try to mash s.H or c.M after blocking the flamethrower?you can safely guard that and punish instead of push blocking.

Besides that, I really don’t have any anti-Sentinel technology to share with you guys, sorry. Still in training mode trying to get a feel for all the characters. As mentioned already, my game plan for the past few tournaments I attended were to:

1.) Build some meter.
2.) Snap in Sentinel.
3.) Hit-confirm X-Factor (any level) off a bread-and-butter combo and connect a THC to deal over a million points of damage.

I used Chris (Grenade Toss), Storm (Whirlwind) and Dormammu (Purification) for this. The goal was to deal just as much damage as Sentinel can with very easy execution?one touch kill. Think BBH/Juggernaut from MvC2 early days. If all three were alive and I had three meters, no matter who I have on point, if I land their bread-and-butter, I’ll X-Factor somewhere in the middle of the combo (I can break it down for this team if anyone is interested) and finish it off with a THC, dealing at minimum 1.3 million damage. It worked out quite nicely, except I still have jitters from being out of the tournament scene for so long and should’ve clutched out a few matches here and there. Oh well, maybe next time my matches will be featured in a stream. But yeah, try this out. Not as impractical as you might think. Worse comes to worst, you can always improvise when missing a character or having fewer than 3 meters in stock.

By the way, folks, when Sentinel kills your character, don’t mash on anything while your next character comes in. 99% of the time, Sentinel will j.S into easy damage. So stop it. Please. It pains me to watch people get hit like that. Just block and beware of the command grab mix-up. Okay, thanks.

she wont be laughing when she gets hit in the head with the frying pan

edit: YES, i still remember you azer.

Play as a character that doesn’t have multi hit attacks against sent and see why people realyl hate him. Sent makes spencer cry at night, no multihit moves slow links mean you can hyper armor anything spencer does. Even mid screen air grapple and ground grapple are to slow to punish spit, any zipline gets beat by standing S. Your only option is to use a good assist which can be hard with spit, oh ya and if i super just use HSF we exchange hits but sent does way more damage and sent has more health. Its a very uphill battle thankfully my other two chars do alright against him, just pray i don’t end up with spencer without my third chars assist against sent.

No salt just super hard matchup imo.

Yyyyyaaaaaaaaaaawwwwwwwwwwnnnnnnnnnnn

I’ve found a little bit of success against Sentinel using M.O.D.O.K. (who I usually only use to see what kind of hatemail i get if i win with him). Set up a barrier and put analysis cubes on the screen then use psionic blaster and balloon bombs. You can also float up to the top of the screen and call range assists like Iron Man’s unibeam or Doom’s plasma beam, this is an overlooked tactic.

I’m not that great at this game but I know that M.O.D.O.K. has some tools to beat sentinel. It’s still tough but if you do it right it can work.

Dormammu is usually my main man and he can take out Sentinel as long as you get the first hit. forward heavy and then a dark hole into a chaotic flame works for me.

Excuse my lack of terminology, I’m relatively new to the Marvel vs. Capcom series and I haven’t really played a lot of fighters.

Spencer? Seriously?

Block super armor attacks, then punish. Beat spit on reaction with Bionic arm, then DHC into a projectile invuln or install super if he decides to use HSF to trade it, make him waste his bar hard. And if you don’t have something safe to DHC into, you probably need to fix that.

Okay, have fun.

Oh, also find out how to instant overhead him. Almost every character can.

And make sure you snap him in early so he won’t have supers to toss around or XFC.

In regards to previous poster. First spencer does not have an instant overhead on sentinal trust me i’ve tried in the lab his jab and medium are really slow and his E and H don’t hit him. Second bionic arm fails against full screen spit, i need to get to about 2/3 screen length to not eat the spit. Also fun fact u crouching medium on reaction to counter bionic arm, it loses to super armor and takes something like 16-17 frames to hit, that is if a spencer would ever just throw it out randomly. Your jumping E beats most anything spencer can do in the air but thats fine it beats most people. I am also not positive but since spencer has a 6 frame jab and slow dash, he needs to be in the corner in order to dash punish standing E and can’t punish his other normals.

With a strong assist I can easily win spencer vs sent 2v1, but if its sent vs spencer both with assists its not a fun match. The matter of facing sent+doom or sent+ dorm etc has been talekd about in spencer forum, basically been decided all we can do is bionic arm + DHC to kill assist whenever we are close enough to connect, other than that its heavy stacked against spencer.

BTW if i’m bionic arm and DHC’s to stop 1 HSF then i’m using 2 bars to his one, not a wise trade most of the time.

Spencer doesn’t have an instant overhead on anyone pretty much. However, the quickest overhead he has, is on Sentinel, which is jumping S. It’s pretty solid.

The general rule against Sentinel is that if you ever choose to rush him down, you do so with caution. Being close is one thing, but being aware of his tricks near him is another.

You stay close to sent, but you watch your attacks. Pushblock the stuff sent does and if you can catch him in the later frames of his attacks while he’s pushblocked away (which is not difficult at all), you can easily Bionic Lancer him.

Use air ziplines to get close to sentinel if you have an assist to back you up. If not, just wait for his mistakes. Stay in the air and threaten ziplines into S overheads or jumping M grappling hook.

It’s wiser to use Bionic Arm as if it was a counter super, but you have to know what supers beat it. HSF is one of the supers where it’s not wise to trade with. Just super jump if you’re on the other side of the screen and zip line.

I’ve seen some of your posts and you do nothing but complain about Spencer just to make yourself look more special for using him. You seriously need to stop it.

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