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{{MoveListRow | Standing Special | s | 100,000 | armored launch }} | {{MoveListRow | Standing Special | s | 100,000 | 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 }} | {{MoveListRow | Jumping Medium | air m | 100,00 | high djcancel Can destroy some projectiles }} | ||
{{MoveListRow | Jumping Heavy | air h | 110,000 | high }} | {{MoveListRow | Jumping Heavy | air h | 110,000 | high Can destroy some projectiles }} | ||
{{MoveListRow | Jumping Special | air s | 120,000 | high }} | {{MoveListRow | Jumping Special | air s | 120,000 | high Can destroy some projectiles }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 22:32, 14 February 2011


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Sentinel
In a nutshell
Sentinel is quite a terrifying opponent in Marvel vs Capcom 3. He is once again the character with the most health, but is also the largest target, making him subject to some Sentinel-only combos. 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. 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
Normal Moves
Special Moves
150,000 m
??????? h
140,000 m
150,000 h
25,000 per volly of bombs
m travels downwards
h drops bombs
Hyper Moves
Strategy
Tips and Tricks
- Pressing {{#motion: s }} during flight will end flight automatically with that attack.
- Sentinel can call a 2nd set of drone very quickly after recovering from the 1st. Pack these as tightly as possible and try not to let your opponent move.
- Sentinel can easily {{#motion: otg }} you off of most of his throws or knockdown with his low 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.