Shut up! - The Sentinel Thread

[ Flight -> Jam Session -> Fly over them or don’t -> j.S into XFC Combo ] is also a pretty disgustingly good mixup on incoming characters, if you’re using Sent with a Jam Session assist. For what it’s worth.

I made a 2nd Combo vid with my main team of Ryu,Magneto,Sent. recently found that you can link a j.A after cr.C xx fly
[media=youtube]A0MT005A-lo[/media]

Sentinel players i could use some help. Im wondering if anyone could give me some advise on how to improve this combo damage wise. Forgive me for the terrible quality

[media=youtube]YLH8InC5ssc[/media]

1.) During the Dante extension, you can do jMHS, instead of just jHS.
2.) If you wanted to, after the first Hard Drive, you could do another [ Tiger Knee L Rocket Punch -> Hard Drive ]. Plasma Storm is a better use of meter, though.
3.) You can start it with jHS sS, instead of sMS.

Aside from that, I think it’s pretty much optimized for Damage/Meter options.

I think the RP into relaunch does slightly more dmg. It may build less meter though

Ok so I run Hulk(charge forward)/Dorm(dark hole)/Sent(rocket punch) I really only have Sent out on the field when my other 2 characters are dead. The question I have is how the hell do I open people up with a lone Sent? I usually have lv3 Xfactor since and combo started with hulk usually leads to 800k damage with rocket punch assist so I don’t need to use xfactor most of the match. Any tips? I’m trying to prep for a tourney and I’m working on improving all my characters.

I feel Sentinel is much better as the aggressor instead of trying to zone or play defensive. If you always have your XFactor ready (and Sentinel is alone) the fact that a throw with 1 meter is a dead character. So once you can make your opponent realize that, pressuring with j.M and j.H are excellent pressure tools since he can keep himself at a distance all while negating most projectiles in the game.

The first thing I suggest is getting familiar with the spacing on j.M and j.H. He has such long limbs on both of these attacks that it beats a lot of other characters attacks just because they can’t reach him. I generally want to keep people at the end of Sentinels limb that I want to attack with.

The next thing is practice attacking when you cancel out of flight mode. This allows Sentinel to be mobile while having a huge area of active frames that are controlling the screen, not to mention the ability to negate projectiles and/or cancel into Hard Drive at anytime. Never use j.S attack, it’s slow, you can’t cancel out of it at all, and can usually get you in trouble when a bad situation can be avoided. The fact that it does a little more damage than j.H attack isn’t worth all of the bad things about it.

For the most part, flight mode is your best friend, allows you to stick attacks with his two best pokes as if it was a magic series, cancel out of it if you realize you made a mistake, allows use of Hard Drive at any time. I always try to create situations that allow me to get into flight mode because I feel that’s when he at his best, once you do that, he can make other characters respect him. If you can get people scared about attacking and are being more cautious, you can use that to land throws which also leads to some huge damage if you have some meter available (and even better in the corner).

Yeah its taken me a while to understand how good a move j.M really is. I’ve spent so much time playing Sent the basic way that I haven’t spent anytime on actually working on his rush down. The problem I face now is that it’s getting close to DEV and I get beaten by zoning and good defenses when I use sent. I’m afraid to use command throws because a whiff pretty much equals a dead sentinel.

Whats a good way to deal with good zoners when Sent is alone? What I’ve been doing is just swatting them down with j.S but what you said about that move is right, it has gotten be into trouble a lot of time because I can’t cancel out of it.

Fly above them, press with LH, unfly, M, mix up with grab or dash -> command grab, also you can do cr. M then cancel late to M RP to counter attempts of punishing your normal, you know what to do after that.

It heavily depends on who your fighting. In general though, I would suggest try to anticipate how they are going to attempt to zone you and negate it with j.M or j.H. Since Sentinel is so big and his attacks aren’t the fastest, it’s easy to become predictable with your attacks, but that’s why I also love his regular throw (I hardly use command since unless you’re in the corner, it’s a lot more difficult to combo for hardly a damage increase) cause both on the ground and in the air can be followed up in the same fashion.

Now if you’re fighting characters that projectiles that have multiple hits such as Deadpool, Chris’ Submachine gun, Iron Man, Ammy’s Cold Star, the best thing to do is instead of trying to negate their projectiles, try to anticipate when they’re going to try to zone you out, and get around them. It’s not easy considering his size, but it’s his best option. Once you can get in j. M range at least, that’s when you want to start pressuring with jumping attacks, wavedash into s.M or c.M or even regular throw. The hardest thing is getting your opponent into block stun, but after that, it becomes much easier to start your offense.

If anyone could help, I have questions about Hard Drive.

Is there a trick to land it properly midscreen? After an air combo, :qcf::uf::l:, Hard Drive, they sometimes drop out after one/two hits midscreen. How do I make sure it carries them into the corner?

Another thing, sometimes when using it in the corner they will drop out before the last hit (the one that would place them in spinning knockdown) and I have to go for a quick mix-up. Is there a way to guarantee the last hit in the corner?

I was wondering the same thing. I noticed that the closer to the center they are the more likely they are to receive all of the hits ( :h: fly :l: :h: unfly :m: dj :m: :h: hard drive does this very well) but even landing the target dead center in the hard drive after a tk rp can end up with them ejected from the entire hard drive after one hit.

I’ve always had trouble with trying to find out why the last hit does or doesn’t connect, but for landing Hard Drive, there’s somewhat if a “sweet spot” you want to put the opponent in. Whenever you’re going to follow up with a Hard Drive super, you want to make sure you are as close as you can get to the grounded opponent within the time you have (for example, you usually have time for a full dash after an Air Combo) then go for the tiger knee Rocket Punch. The further away someone is when you activate Hard Drive, the more of a chance they have of falling out of it. Another thing is the higher the opponent is after being OTG’d, the better the chance the Hard Drive won’t drop. (Though the most important factor in regards to a character dropping, is how far you are when you activate the super)

snapback after plasma storm!!!

In the interest of having the UMvC3 character threads be as awesome as possible, I am posting here to offer up my current Ultimate Dormammu Thread as a base skeleton to anyone who intends to manage a character thread, or something similar, in Ultimate. It is currently stripped of information, and will remain so until about a week before release. I am not attempting to toot my own horn, but rather offer to others what took me quite a bit of work to do, so that those who would rather not spend the time on such things do not have to.

I have received a lot of compliments to-date about the structure, and a few people have requested permission to use its structure for UMvC3, so I thought I would go around and make the offer to others who might not be aware that someone out there has already done the grunt work for them (haha). Because I am posting this in all the character forums, and this is time consuming on its own, I have not taken the time to check for how developed the thread I am posting on current is. Thus, I ask that no one be offended at my suggestion if your character forum is well constituted already - I mean no intrusion upon your methodologies!

Here is a link to the thread blueprint:

You can get an example of what it looks like when filled out here:

You are of course entirely welcome to change whatever you like if you want to incorporate this structure into your own thread. I have all of my posts saved as Word documents on my computer. If you would like these documents instead of having to copy/paste from the main threads, please feel free to PM me your email address, along with the character thread they will be used for, and I will gladly send them.

Highest Regards to All,
Karst

Use this if you’re up against another sentinel.

Ok, been away for a while and this threads been dead so I decided ill post a little. I’ve been running storm/sentinel/amaterasu and I’ve been getting moderate success from the team. Storm and sentinel are still BFF’s ten years later and I really like the synergy between the two of them. Sent and ammy on the other hand, Im trying to figure out nice set-ups and stuff with them but overall that is the weakest formation my team can fall into, I am not very good at taking advantage of cold star since sent doesn’t really have any high low mix-ups and thats what-from my experience at least-coldstar is really good at setting up. So far the only good set-ups i’ve found are st. :h: cr. :h: HSF dhc okami shuffle and its not even that effective since 1. Okami shuffle doesn’t hit full screen so unlike sent/storm, this is only possible from like mid-screenish and 2. Okami shuffle pops them up making most of the drones miss their target. Also I use cold star after a corner bnb to get two rocket punches before my plasma storm but other than these two minor things sent/ammy doesn’t seem like a very potent combo at all.

On a separate note, how do you guys handle the taskmaster match-up? It seems he has the advantage at all ranges and I really don’t know what to do against him. And while Im asking for match-up help, how do I handle a super jump height zero constantly spamming buster shots? I try to super jump :m:, and it works every now and then but its its either not very consistent, or Im not very consistent at the execution. Thank you. Oh and finally what are you guys incoming character mix-ups? I don’t really have any at all, particularly since my assist(cold star) doesn’t seem to help much in that regard, but maybe Im not using it properly.

Couple questions here since I noticed this section is a little dead even after the release of Ultimate.

  1. What is Sentinels best position on a team? Second or Anchor with that level-3 X-Factor? I purposely left him off of point because I feel that drones assist is just so damn deadly.

  2. What are some good teammates to match Sentinel with, especially ones who sync extremely well with the drones assist.

Appreciate it!

imo, sents best position is second, he isn’t a good point because he has just has far too many bad match-ups and more importantly his assist is so damn good its really a waste having him on point. And anchor is really bad because like I said, he has sooooooo many bad match-ups that you have to be on point as a player to survive against a lot of characters.

As for your second question, lol, anyone, literally. Drones are some of the most versatile assists in the entire game and can work wonders on any team. keep away, rush down, combo extension, anything. So what I do is I pick an anchor character with an assist that really helps sentinel, at the moment Im running trish with peekabo and until I find something better I think Im gonna stick with that. It helps sentinel when characters get within the range of his st. :m:(his optimal range) and it makes people extra afraid of hitting buttons. It also allows sentinel to combo off his command grab mid-screen.

But if your not a fan of running trish, you can pair sent with a strong projectile assist and I think that helps him out. Also hidden missiles really boost sents keep away imo. Just a couple ideas you can run with.

lol, the sentinel boards discussing combos.