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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Sentinel Force Charge | shot tiltup | 50,000 x3 | | | Sentinel Force Charge | {{shot}} {{tiltup}} | 50,000 x3 | | ||
| Sentinel Force Bomb | shot tiltdown | 25,000 per wave | | | Sentinel Force Bomb | {{shot}} {{tiltdown}} | 25,000 per wave | | ||
| Rocket Punch | direct tiltdown | 130,000 | otg softknockdown | | Rocket Punch | {{direct}} {{tiltdown}} | 130,000 | {{otg}} softknockdown | ||
| AlphaSuper=Hyper Sentinel Force | BetaSuper=Hyper Sentinel Force | GammaSuper=Plasma Storm | | AlphaSuper=Hyper Sentinel Force | BetaSuper=Hyper Sentinel Force | GammaSuper=Plasma Storm | ||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Double Jump | u in the air | | }} | {{MoveListRow | Double Jump | {{u}} in the air | | }} | ||
{{MoveListRow | Standing Light | l | 70,000 | Can destroy some projectiles }} | {{MoveListRow | Standing Light | {{l}} | 70,000 | Can destroy some projectiles }} | ||
{{MoveListRow | Crouching Light | d + l | 70,000 | Can destroy some projectiles }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 70,000 | Can destroy some projectiles }} | ||
{{MoveListRow | Standing Medium | m | 100,000 | armored Can destroy some projectiles }} | {{MoveListRow | Standing Medium | {{m}} | 100,000 | {{armored}} Can destroy some projectiles }} | ||
{{MoveListRow | Crouching Medium | d + m | 97,600 | low armored Can destroy some projectiles }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 97,600 | {{low}} {{armored}} Can destroy some projectiles }} | ||
{{MoveListRow | Standing Heavy | h | 102,300 | chipdamage }} | {{MoveListRow | Standing Heavy | {{h}} | 102,300 | {{chipdamage}} }} | ||
{{MoveListRow | Crouching Heavy | d + h | 102,300 | chipdamage}} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 102,300 | chipdamage}} | ||
{{MoveListRow | Standing Special | s | 120,000 | armored launch }} | {{MoveListRow | Standing Special | {{s}} | 120,000 | {{armored}} {{launch}} }} | ||
{{MoveListRow | Jumping Light | air l | 75,000 | high djcancel }} | {{MoveListRow | Jumping Light | air {{l}} | 75,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Jumping Medium | air m | 100,00 | high djcancel Can destroy some projectiles }} | {{MoveListRow | Jumping Medium | air {{m}} | 100,00 | {{high}} {{djcancel}} Can destroy some projectiles }} | ||
{{MoveListRow | Jumping Heavy | air h | 110,000 | high Can destroy some projectiles }} | {{MoveListRow | Jumping Heavy | air {{h}} | 110,000 | {{high}} Can destroy some projectiles }} | ||
{{MoveListRow | Jumping Special | air s | 120,000 | high Can destroy some projectiles }} | {{MoveListRow | Jumping Special | air {{s}} | 120,000 | {{high}} Can destroy some projectiles }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Rocket Punch | qcf + atk | 150,000 l <br> 150,000 m <br> 150,000 h | airok l version otg }} | {{MoveListRow | Rocket Punch | {{qcf}} + {{atk}} | 150,000 {{l}} <br> 150,000 {{m}} <br> 150,000 {{h}} | {{airok}} {{l}} version {{otg}} }} | ||
{{MoveListRow | Human Catapult | dp + atk | 120,000 l <br> 140,000 m <br> 160,000 h | throw }} | {{MoveListRow | Human Catapult | {{dp}} + {{atk}} | 120,000 {{l}} <br> 140,000 {{m}} <br> 160,000 {{h}} | {{throw}} }} | ||
{{MoveListRow | Sentinel Force | qcb + atk | 50,000 per hit <br> 25,000 per volly of bombs | l travels upwards <br> m travels downwards <br> h drops bombs}} | {{MoveListRow | Sentinel Force | {{qcb}} + {{atk}} | 50,000 per hit <br> 25,000 per volly of bombs | {{l}} travels upwards <br> {{m}} travels downwards <br> {{h}} drops bombs}} | ||
{{MoveListRow | Flight | qcb + s | | airok lasts 3 seconds }} | {{MoveListRow | Flight | {{qcb}} + {{s}} | | {{airok}} lasts 3 seconds }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Plasma Storm | qcf + atk + atk | 282,200 (22,000 x 19 + 20,000) | Damage scales at 0.96}} | {{MoveListRow | Plasma Storm | {{qcf}} + {{atk}} + {{atk}} | 282,200 (22,000 x 19 + 20,000) | Damage scales at 0.96}} | ||
{{MoveListRow | Hard Drive | aironly qcf + atk + atk | 275,400 (30,000 x 12) | startupinv <br> Damage scales at 0.95}} | {{MoveListRow | Hard Drive | {{aironly}} {{qcf}} + {{atk}} + {{atk}} | 275,400 (30,000 x 12) | {{startupinv}} <br> Damage scales at 0.95}} | ||
{{MoveListRow | Hyper Sentinel Force | qcb + atk + atk | 306,000 (50,000 x 9) | Damage scales at 0.9 }} | {{MoveListRow | Hyper Sentinel Force | {{qcb}} + {{atk}} + {{atk}} | 306,000 (50,000 x 9) | Damage scales at 0.9 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
<youtube> | <youtube>zneVzOqHG5o</youtube> | ||
* Pressing {{ | * Pressing {{ {{s}} }} 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 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 {{ | * Sentinel can easily {{ {{otg}} }} 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. | * 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. | * 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. | ||
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=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category: Marvel vs Capcom 3]] | [[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020


Sentinel
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
Normal Moves
Double Jump

Standing Light

70,000
Can destroy some projectiles
Crouching Light


70,000
Can destroy some projectiles
Standing Medium

100,000

Crouching Medium


97,600


Standing Heavy

102,300

Crouching Heavy


102,300
chipdamage
Standing Special

120,000


Jumping Light
air

75,000


Jumping Medium
air

100,00


Jumping Heavy
air

110,000

Jumping Special
air

120,000

Special Moves
Rocket Punch


150,000
150,000
150,000

150,000

150,000




Human Catapult


120,000
140,000
160,000

140,000

160,000


Sentinel Force


50,000 per hit
25,000 per volly of bombs
25,000 per volly of bombs



Flight



Hyper Moves
Plasma Storm



282,200 (22,000 x 19 + 20,000)
Damage scales at 0.96
Hard Drive




275,400 (30,000 x 12)

Damage scales at 0.95
Hyper Sentinel Force



306,000 (50,000 x 9)
Damage scales at 0.9
Apprentice Combos
Strategy
Tips and Tricks
- Pressing {{
}} 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 {{
}} 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.