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Sentsuizan

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目录
  1. Sentsuizan
  2. Command information
  3. User
  4. Input
  5. Stats
  6. Damage
  7. Properties

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Sentsuizan (旋墜斬, lit. Whirling Crash Slash) is one of Zero's special moves in Marvel vs. Capcom 3: Fate of Two Worlds, introduced as an attack from Mega Man/Rockman X6.

Zero draws his Z-Saber while in midair and dives down with his sword downwards in a falling reap. It is a diving attack and can hit OTG.

Attack Power Description
Light attack30pxFeint
Medium attack30pxAt a fairly steep angle
Heavy attack30pxLess steeper angle than M

Originally from Mega Man/Rockman X6, Sentsuizan acts as a variation of Shippuga via its animation, where Zero in midair dives forward with sword extended and does a crashing Shippuuga attack upon landing; like with diving moves, this can cause unneeded suicides if used over a pit or any death spot, though Zero has invincibility frames until he lands on a solid surface.

In Tatsunoko vs. Capcom, its command was instead QCB + Attack in midair, and its OTG properties were not too strong as it does not pickup foes off the ground while also causing a stagger on grounded hit. However, it has quite a hitbox giving it a good amount of priority needed to beat out most standard anti-air normals. Usually the L feint version is great for all sorts of mindgames (as Zero can act right afterwards with any remaining air actions). It also hits overhead only in the said game.

The move largely remains the same in MvC3, only it no longer hits overhead nor staggers on grounded hit, and not until Ultimate it was possible to have a shallower angle via the H version. Its OTG property however, is a lot easier to make use of due to the tactics used to pop up the foe off the ground with a more easier lift boost, especially when powered up with Sougenmu (thus due to the second Sentsuizan from the clone, it's possible to cause a pseudo-ground bounce effect can be repeated in the same combo). And in Ultimate it's also possible to cancel it on-hit into a fully charged Hyper Zero Blaster to follow-up on the OTG, causing a lot of new combo routes with this move.

In Marvel vs. Capcom: Infinite however, this move can now be cancelled into a Hisuishou via releasing a max Hyper Zero Blaster charge during the animation. However, the feint version is removed. The Light Kick version also lightly knocks away on airborne hit, while the Heavy Kick version inflicts the usual plummet.