Marvel vs Capcom 3/Sentinel

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Sentinel

Sentinelface.jpg

In a nutshell

Sentinel is quite a terrifying opponent in Marvel vs Capcom 3. He has armor on his Medium and Special normals on the ground, and he can use these like the Hulk uses his to crush an opponent's offense. He can also use his mouth lasers and Sentinel Force drones for some disturbingly good zoning. To top it off, he comes with a double jump, a flight mode, and a nasty command throw. However, he is also the largest target, making him subject to some Sentinel-only combos. If you'd like a slower jack-of-all-trades style character who really packs a (rocket) punch, add Sentinel to your ranks.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Sentinel Force Charge
Shot.png Tiltup.png
50,000 x3
Hyper Sentinel Force
Beta.png Sentinel Force Bomb
Shot.png Tiltdown.png
25,000 per wave
Hyper Sentinel Force
Gamma.png Rocket Punch
Direct.png Tiltdown.png
130,000
Otg.png Softknockdown.png
Plasma Storm

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
U.png in the air
Standing Light
L.png
70,000
Can destroy some projectiles
Crouching Light
D.png + L.png
70,000
Can destroy some projectiles
Standing Medium
M.png
100,000
Armored.png Can destroy some projectiles
Crouching Medium
D.png + M.png
97,600
Low.png Armored.png Can destroy some projectiles
Standing Heavy
H.png
102,300
Chipdamage.png
Crouching Heavy
D.png + H.png
102,300
Chipdamage.png
Standing Special
S.png
120,000
Armored.png Launch.png
Jumping Light
air L.png
75,000
High.png Djcancel.png
Jumping Medium
air M.png
100,00
High.png Djcancel.png Can destroy some projectiles
Jumping Heavy
air H.png
110,000
High.png Can destroy some projectiles
Jumping Special
air S.png
120,000
High.png Can destroy some projectiles

Special Moves

Name
Command
Damage
Special Properties (glossary)
Rocket Punch
Qcf.png + Atk.png
150,000 L.png
150,000 M.png
150,000 H.png
Airok.png L.png version Otg.png
Human Catapult
Dp.png + Atk.png
120,000 L.png
140,000 M.png
160,000 H.png
Throw.png
Sentinel Force
Qcb.png + Atk.png
50,000 per hit
25,000 per volly of bombs
L.png travels upwards
M.png travels downwards
H.png drops bombs
Flight
Qcb.png + S.png
Airok.png lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Storm
Qcf.png + Atk.png + Atk.png
282,200 (22,000 x 19 + 20,000)
Damage scales at 0.96
Hard Drive
Aironly.png Qcf.png + Atk.png + Atk.png
275,400 (30,000 x 12)
Startupinv.png
Damage scales at 0.95
Hyper Sentinel Force
Qcb.png + Atk.png + Atk.png
306,000 (50,000 x 9)
Damage scales at 0.9

Apprentice Combos

Strategy

Tips and Tricks

  • Pressing S.png during flight will end flight automatically with that attack.
  • Sentinel can call a 2nd set of drones very quickly after recovering from the 1st. Pack these as tightly as possible and try not to let your opponent move.
  • Sentinel can easily Otg.png you off of most of his throws or knockdowns with his light Rocket Punch. This should be super canceled into Hyper Sentinel Force or Plasma Storm for big damage.
  • Flight carries a lot of momentum, so be sure you know where you want to go and have a plan to land safely.
  • Because flight only counts you as being in a Super Jump if you activated it from one, try double jumping, then activating flight, and then calling assists from the top of the screen.
  • You can cancel his standing Heavy mouth laser before it starts with a Human Catapult grab, using the kara cancel technique, to drastically increase the range on the grab.
  • The Event Mode patch has since reduced Sentinel's health from 1,300,000 to 905,000. Keep this in mind while using him, as this loss in health makes him even more vulnerable to Sentinel-only combos, some of which now have the opportunity to one-hit KO him if done correctly.

Basic Strategy

Advanced Strategy