Shut up! - The Sentinel Thread

I tried it out on my friends the other day. It was working fine…to their dismay. :stuck_out_tongue:

pretty damn funny!

so I can watch my friend(who has all three of his characters & still lose) get salty(when Sentinel is my anchor)! :stuck_out_tongue:

Did some cleanup on the Sent sub thread, let me know if I missed something.

am i the only one that thinks Rocket Punch assist > Drones assist, especially for this game?

Yes, you are the only one.

Tried so hard not to use this guy. However, after completing his missions… I found him on my second team. Haha

Sentinel + low hitting assist = easy 800k damage unblockable from flight :h: :s:.

Incoming characters have never felt this easy to kill. Hit them with the j.:h: right as they come in and they’ll get pushed downwards.

Blah blah blah, advancing guard, it’s still good and you don’t have to do the j.:h: right as they come in, that’s just the anti-mash setup.

Also, in my opinion midscreen if you’re on the ground with Sentinel you’re probably playing the matchup wrong.

Finally, recently someone tried to punish me for comboing their assist. I cancelled into hard drive after the flash, brought the assist to 10% health, and then DHC’d from the other side to punish their punish. It felt amazing. Moral of the story is that if someone does a random beam hyper when you’re high up and you have meter to DHC consider crossing them up through Hard Drive and hitting them from behind. Powerup supers would be preferred so that if they DHC too you’re safe.

I wholeheartedly agree with this!

Good day gentlemen, I am off the camp who picked up the metal giant post nerf and have been trying to come to grips with controlling such a gigantic character with relatively little health. My “air footsies” are quite sub-par to say the least, I watch like josh wong control sent and he seems to good with him whilst all I do at the moment is spit spit, crouching m launcher, and from my experience that shit don’t work on competent opponents. My current team is she-hulk/sentinel/dormammu(or akuma not sure yet) and in terms of team synergy I think it works really well in general but I don’t know what my gameplan with sent should be other than trying to set-up unblockables with she-hulk.

It also doesn’t help that most of the sentinels I watch in tournaments kinda suck. Any and all input is welcome.

normal jump medium to keep people out of the air, option selected into double jump and you combo into j.m/j.h frying pan lets Sentinel control the air very effectively.

I use Dante assist to help cover my flying towards then and then I throw out some boots, etcetera. You force them into the corner and you get above them. Then you have control of the match usually.

One thing I’m playing around with recently is just doing forward throws in the corner. If they jump back and hit buttons I get spit and I can hit-confirm into launcher.

A general rule of thumb is never do an armored normal unless you’re sure it won’t whiff, because you will die if it does. However you can cancel on whiff into fly or rocket punch to make it safer.

Thanks for the input, gotta work on my air hit confirmation cause I know for a fact I let a lot of damage go cause I drop a lot of combos of air hits. And thanks for that bit of advise, I tend to have a bad habit of using armored normals for no good reason ill definitely work on not doing that anymore. So would stand :s: and the frying pan count as moves I shouldn’t whiff with? I know for a fact sent can die from whiffing or even getting a standing :s: blocked, but what bout the frying pan?

Oh and sorry bout the 21 questions, but sents rocket punch combos, the air ones, are the worth it? They seem a little on the difficult side.

Sent’s rocket punch combos are more difficult but they add significant damage. An easier one in the corner is cr.:m: :s: j.:h: xx :m: rocket punch, :l: :m: xx double jump :h: :s:. Follow up with :l: Rocket Punch OTG xx Plasma Storm for like 660k.

If you’re not doing a fly/unfly combo and you aren’t doing a combo w/ an assist you should learn this combo: cr.:m: :s: j.:h: x fly :l: :h: xx unfly :m: xx double jump :h: :s: - 620k midscreen, very consistent, builds the full bar you need to end with the super.

Both of the above combos work off a raw launcher on a grounded/low aerial opponent.

Getting :s: blocked usually isn’t punishable because of how far back the opponent is pushed - it’s only -8. Only people with very fast long range hypers can generally punish it (Akuma). In fact Sent’s launcher is his safest grounded normal on block.

Frying pan is mostly safe as long as you don’t do it high in the air, it has a lot of recovery. However the priority and high damage on hit makes it worth throwing out sometimes. j.:s: is the only ‘normal’ air attack Sentinel has, all of his other attacks only hit in very specific directions. If you know where your opponent is going to be though you should go for a j.m/j.h xx frying pan usually. Sentinel’s j.h is very safe to throw out at the right spacing - even if they try to super you out of it, you can cancel into Hard Drive usually and punish them, often even getting the corner juggle to kill them.

Frying pan does not have armor I believe, it just is really high priority.

Another thing I forgot to mention is that you can make armored normals safer by calling assists simultaneously.

If you make a good read on an opponent and hit them with a raw launcher/s.:m: it can lead to a dead character, so sometimes it’s worth the risk. But you have to understand the risk.

I’m pretty sure I’m going to pick Sentinel, what are some intermediate combos that I should learn? Maybe some fly combos, nothing super super fancy, but something aside from the trag13 day one stuff. Also what are some general key tips I should know about playing Sentinel, my other characters are Skrull and Tron, but I also play Mags and Task.

Normal jump flying = good, air is safer than ground.

Off storms throw I have a hard time following up with sentinels rocket punch assit into any type of decent juggles the timing is so werid sometimes he does not come out other times he comes out late other times it hits but then other times it looks like it is hitting but misses.

ok quick question, I just bought the game but am awaiting my joystick this week and I havent played it yet

I just noticed on this page that sentinels health is not 1,200,000 any more
Marvel vs Capcom 3/Character Comparisons - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

is that someone who altered the page trying to mess about like wikipedia or is this for real AND if this is a new update/version

Is there a page where I can see more of this stuff as I had a team planned out for when I started and need to know if I have to change plans

Sentinel’s health got nerfed from 1,300,000 to like 910,000 in the first patch of the game.

Is there a video of this?

There are videos of people doing that combo in tournaments but I don’t have that on hand. If you have problems with the combo tell me which part won’t combo and I’ll help.