Sentinel Strategies/Tactics/Q&A Thread

Well sents cr.:m: is one of the most popular moves to x-factor guard cancel because its active for soooooooo long. The thing is, if you want to escape an xfgc one of the best ways is to chain into a throw because 1. they are so fast(sents :l: command grab starts up in 2 frames, prolly less when he’s in x-factor) and 2. because an x-factor guard cancel takes you out of block stun, all of a sudden your open to getting thrown.

I hope that helped but feel free to ask more and ill try to get more in depth.

Hello fellow sentinal force robots. Im new to this thread. Mostly a street fighter guy as u can tell from my avatar. But ive been playing mvc3 since the 1st one came out. Im looking to dedicate myself to this game for a while so im trying to level up my characters better. One of the hardest moves i just cant seem to master the timing of, is that damn air combo into hard drive in the corner, which is followed into the crouching M before opponent hits the ground and re launcher. I can get it about half the time in training but not confident enough to use it during matches, since the 2 times i tried it i missed it and the opponent actually rolled behind me while i was wiffing and of course started his own combo and it cost me both games. Found it safer to just finish the air combo to the ground with rocket punch hyper combo. But u guys no how much more damage u can cause with the hard drive chain. Is there any advise on the timing of when to throw the crouching M when landing? Thanks ahead of time for any help.

the cr:m: doesn’t add that much damage but makes it safer to link rocket punch xx Plasma afterwards, but with the full hard drive link **[tiger knee rocket punch xx hard drive]x4-5 **i think you get about 40-50k more. i usually go all out and do the full rocket punch hard drive chain instead of doing cr:m: into rocket punch afterwards

Double overheads. Is it best to use j.HS, j.H unfly j.M, or j.H unfly j.H? And why?

It really depends on the opponent you’re facing.

j. :h: :s: works if you delay it on a push-block happy opponent. You’ll catch them dashing and get a full combo.

j. :h: fly :l:, :h:, unfly :m: or :h: works on turtles since you’re applying pressure to them and can condition them to get hit by cr. :m:

j. :h:, fly, j. :m:, unfly j. :m: works the best because if done correctly, ignores push-block and can hit the opponent from around 2/3’s screen distance, enough to dash up and land a st. :m: for a full combo.

2 questions:
-1. How does Sentinel feel about Tatsu? Is it a particularly good assist for him or are there much better options?
-2. What are Sentinel’s favorite assists/assist types?

Tatsu is arguably his best assist.

Jam Session, Missiles, and Lariat are probably his other preferred assists.

All of them give him space he needs to work.

something happened between me and a friend in some sets of marvel where i used jam session to guard break his wesker on incoming using jam session.

here it is:
http://www.youtube.com/watch?v=Mc-ea5QXVZo

Interesting. Is the throw not techable after an advancing guard? Seems easily replicated by most of the cast with quite a few assists.

you can get a guard break with most–if not all–the cast without assists. sentinel, for example, can do a late j.S on someone blocking(doesn’t matter if the opponent is airborne or not), land, and then dash to negate the pushblock, into a throw. if you do it right, in training against a dummy set to break throws and advance guard, it won’t be able to tech the throw.

the only problem with practicing it this way is, the dummy(unlike a human) will never do a late pushblock.

I thought the throw was techable even if you guard break them, it’s just a little difficult.

well, i know that the training dummy, with “throw escape” on, will not be able to tech it if done correctly. i also know that when i record the guard break, and then play it back on myself, i’m not able to tech it. however, i do remember reading somewhere that it might be a training room, CPU glitch. so i don’t know…

check out that guard break video by eviltoaster, if you haven’t already.

Will do, thanks.

Supposedly, it’s techable. I believe RayRay said it’s techable, but yes, the CPU will never tech it if you do it on that 1 or 2 frames post pushblock.

Apparently, it is techable, but my guess is that it is fairly difficult to tech properly, unless you know the setup.

Gonna run a side team of assist tier characters (Dante/Sent/Strider)

I know it isn’t his favourite assist but it’s still a strong neutral assist behind a character that can protect it well enough, So, anybody have anything interesting with Sent + Vajra?

Perhaps you can get 2 Rocket punches at the end of a combo.

I believe that you can do: some combo, call vajra, Rocket Punch :l:, assist hits, Rocket Punch :l:, Plasma Storm.

I think it’s way better for resets since 1 reset will guarantee a dead character.

I’ll try and test out what I can get with Vajra assist.

Yeah you can get a double Rocket Punch combo which works exactly the same as it would with Spencer’s Horizontal Grapple assist, though it’s only slightly more damage

I figured someone might’ve had something interesting in training, but yeah have a go screwing around with some stuff in training if you can

Also, not just looking at Sent/Vajra for combos but for like general neutral, maybe some lockdown strings, something to keep the opposition grounded or similar. I only came up with the team idea about an hour before I had to go work yesterday so I haven’t had a chance to play with it properly

soo I have been having alot of trouble with Keeping pressure with Sent? Any tips?