After a few more ideas on how to approach this matchup …
Normally have doom as anchor on my team facing off against a sent anchor .
now assuming we both can level 3 xfactor how do you guys approach this?
plasma beams lock him down pretty well but one well read beam gets tiger kneed/ hard drive from sent , in fact any type of photon shot , air photon shot etc can just be hard drived on reaction and punished .
besides me getting him in a block string and dash cancelling to over heads , which is pretty risky because getting touched by sent = death .
So any ideas , having trouble zoning him because of hard drive , and up close a crouching B or hyper armour S = sad doom .
OPen to any usefull pointers of how to approach this matchup a little better .
cheers
Nybb
2
If it’s one on one and Sentinel has/is in XF and/or has a lot of meter, you wanna be as far away as possible. Yes, Doom with XF3 can easily kill Sent from one touch, but it’s hard to justify trying to do this if you have the life lead. If you have the lead, run away and don’t get predictable with lasers. Consider popping XF3 from neutral position just for better mobility and faster projectiles to hold onto the lead. If you are behind, well…that depends on the Sentinel player and is less straightforward.
It’s also worth noting that if you have the meter, blocking either Sent’s launcher or c.M = free XFC out of blockstun into Level 3 Hyper punish for most of his lifebar.
Zeekin
3
Definitely a tough one for doom, equally matched players doom vs sent will be heavily in sents favour, doom has to get lucky to win this matchup imo.
-DO NOT be predictable with your zoning game, like you said harddrive will whip your ass, lp.plasmabeam is the safest and least recovery but I dont think it beats out sentinels spit
but might recover in time to not get hit by hd
-sphere flame his predictable jumping heavy / jumping frying pan attempts
-if he’s empty jumping, sj into backthrow into combo -> lvl 3 
-run away from xfactor lvl 3 sent LOL
-don’t try to outpoke him
sents options are just way better, my advice, dont get stuck in this situation 
Um…first off if you’re playing this matchup on the ground you’re doing it wrong to begin with. Especially XF3 vs. XF3. Doom has way too much air mobility and is one of the only 3 characters in the game that can beam in a diagonal direction from the air (only Dante and Modok can do it otherwise and Dante must be in Devil Trigger).
It’s obvious that Sent’s spit starts up faster than any of Doom’s beams. Mainly because it’s a beam based normal and most projectile based normals (like Wesker shot) tend to have quick start up frames. Knowing this and knowing that he can’t really land huge damage off of a landed spit from a range any ways just go up in the air and start beaming him down with M or H beam. Air beams are really overlooked for zoning because it’s easier to just sit on the ground and spam beam but sometimes when you’re in a situation where the ground stuff isn’t working you can fire your strong durability beams from the air. Dr.Doom has the most durable special move based beam in the game (especially the H version) if you dont count Dante’s DT beam. Being able to shoot a very durable beam from that angle is great against Sent. You can fire up to three in the air before you land so you can super jump up, start up fly mode and just let em rain for a bit. If Sent gets hit by any of the beams he gets knocked down and takes big damage in XF3.
Obviously you’ll want to watch for hard drives but you can easily bait those by stopping and blocking in the air occasionally. This is basically a match you want to fight from the air until you can lame out his level 3 XF. Once you get rid of his level 3 XF then you can play a bit more aggressively as he’ll then most likely have to come to you to land damage. Throw out a few hidden missles to keep his fly game in check and dont be afraid to get in with air dash M’s. Air dash M’s blow up Sent armor pretty easily once you get inside.
Sent armor is only scary if you dont know that it takes like 12 frames before the armor is active. Air dash M travels over the angle of Sent c.M and easily whiff punishes it any way. Since air M hits twice it will easily stuff the armor on it any way. Super jump straight up or up/forward to ADDF M blows up Sent armor nicely also. If you’re that afraid of of Sentinel’s S kick just move around outside of the range of it and wait for it to whiff (most average Sent players will eventually press on the S) and then after it whiff jump up and do f+H foot dive to whiff punish it and air dash M in to combo into whatever. Once he realizes you know how to whiff punish S he’ll back off from it. Use some f+H foot dives to keep him in check and help you get in as well.
When Sentinel isn’t in X Factor his spit game on the ground is easier to deal with and you can do the typical grounded beam zone since your beam has more durability.
Dormammu is definitely a harder fight for Doom IMO than Sentinel. Sentinel only has like one real zoning tool to match of all of Doom’s stuff then has to rely on random hard drive. Dormammu has like 8+3 frame start up Chaotic flame he can just throw around at any time and has normals and pillar specials that nullify even H plasma beams.
XF3 Sent can still kill you from full screen…H>c.H>M Rocket Punch> Hyper Sentinel Force is easily 1 Mil damage. Also j.M does not beat super armor on Sent’s c.M or Launcher. Only s.M loses to j.M. Your best bet against Sent is to just keep moving and throw stuff when you can. Only throw your fastest projectiles and you’ll be safe. He can only hit you with Harddrive full screen on a good read.
j.M does beat c.M and his launcher has so much start up that it’s usually not an issue when triangle or box jumping.
Sentinel can’t do that combo from absolute full screen. He can do it from a good distance though yeah. j.M for the most part beats Sent armor because it activates faster and does multiple hits. Air dash forward M is a free combo on mash c.M because you dont even need to worry about the armor. You’re basically whiff punishing the c.M because you’re flying over the hit box of it any way.
Yeah I tested it out, doesn’t make any sense really. Sent’s c.M has 3 hits of super armor, apparently each of the 2 hits of Doom’s j.M counts as 2 points off of the super armor count…How strange.
Paper
9
You didn’t even put enough time in to proofread your title before posting.
Reading this reminds me of how important Air Plasma Beam can be. I’m always focusing on Foot Dives and j.M.
This is a favorable matchup for doom, even if you don’t have xfactor and sent is xf3. You can out manuever, out zone, and kill sent with one corner combo or severly injure him with a midscreen one. If you do have xf3 with doom just save it until he throws out a stupid c. m or s (because honestly 99% of them will eventually) and xfactor cancel lvl 3 or dash in combo to death. Plus full screen xf3 doom does more damage than xf 3 sent full screen
great post , thank you for your insightful answer .
to everyone else cheers for the posts , incorporating them all into my game , still seems like a upward battle against sent but one i will just have to get more used to .
thanks to everyone who took the time to give their ideas/thoughts on this matchup , much appreciated

zone out with air plasma beams and photon shots lol if that doesnt work dooms rushdown should leave himblocking after awhile bait out the S and low B
Don’t forget dooms 0+4 startup Level 3 when you have the meter. This hits on the very edge of c.M range for sentinel, making everything he wants to throw out completely unsafe.
Mr.Dr
15
What I’ve found to work in any Doom/Sentinel situation is to trade off between lasers, photons, and missiles in small amounts to keep them defending and then using air dashes to close the distance. Works even better if a lone missle or stray photon hits due to the hitstun. Using the light versions is best just in case they try and exploit you with Hard Drive. If you can get Sentinel in the corner, the matchup is way in Dooms favor obviously. Blocks you in the corner? Dash past the AV and keep the pressure up. Hitting Sentinels huge hitbox isn’t too hard during the mayhem. Focus on the mixup by randomizing square dash and dash downforward past an AV or after hit conf.
This matchup will definitely be in Doom’s favor by Ultimate. Now that heavy gun is much faster and converts into juggle combos he can’t air footsie for shit without worrying about dying. His normals can absorb projectiles and he can cancel it into hard drive but no good Sentinel player is going to be mashing on hard drive and will be careful about whiffing air pokes against heavy gun.
Unless it’s Sentinel on point where some assists will keep him in…just block one of his normals push block him out until he whiffs something and then whiff punish and kill him. Sentinel dies to advance guard without assists.
In addition to everyone else’s advice j.S seems to trade or beat everything Sent can do (even launcher). Just need to get above him for that to work.