Searched around for a thread that dealt with the discussion of blocking and countering mix-ups, cross-ups, switcheroos etc. Didn’t find it so I decided to make one. Anyway I would like to update this thread with just useful tips on how to counter common pressure situations. Please share your knowledge.
From my gameplay experience, teleports are used for mid screen cross-ups* and are usually covered by a projectile assist. Most of you who are traveling up the ranks have noticed that teleport characters are nearly on every team once you get to a certain point. But their clever tricks can be handled a bit more once you pick-up on a few things.
Wesker - The general rule of thumb here is that Wesker’s teleport travels about 1/3 the length of the screen. So the closer you are to him, the more likely he is to appear on the other side of your character. Good Wesker users will usually call an assist to cover him (and put you in block-stun) while he teleports because he’s vulnerable when he reappears. Now from my experience, about 75% of Wesker users will come-out of a teleport using his Crouching Med arm-thrust attack (OR a Jumping special in the air), so generally expect to block low when he appears .
Wesker is very tricky at mid screen, so I suggest staying at either long range or point-blank corner combat . Wesker lacks rapid-fire L attacks so he is somewhat punishable by RF high/low characters. But remember, Wesker is just as deadly at close range as he is at mid-range. BUT since he can’t teleport behind you in a corner he’s slightly more manageable; you can play a bit of a chicken game by zoning him, and doing the following IF he gets close (notice how I said IF and not when).
back into a corner (so he can’t Tele behind you)
-Let him begin the pressure-string, Advance guard on the last attack
-Activate a beam hyper to push him back
-Wash, rinse repeat
Now if you are that unlucky bastard who is stuck in a mid screen fight with Wesker, ALMOST all hope is lost. But there are a few things that could POSSIBLY help you out.
-The closer Wesker is, the more likely he is to appear behind you when he teleports
-You’ll probably have to block the gunshot, then the beam , then Wesker (other side of you) in that order in a time frame of about oh 1 second if this set-up occurs. This is the standard “poor man’s” counter to all midscreen teleport mix-ups
Deadpool - Deadpool possibly has the most OP teleport in the game next Phoenix. But since he is locked to three portions of the screen (corner left, corner right, center) he’s a bit easier to predict. But once again, avoid mid-field at all cost. Since deadpool has RF attacks and a beastly slide he is quite a threat at mid-field where his Tele can transport him either in front or behind you depending upon your position (since he will probably call an assist, this makes the cross-up or mix-up even harder to counter). Since Deadpool’s Tele malfunctions on every 3rd attempt, the opponent will probably use it sparingly in order to close the gap against an effective zoning character (so if you are zoning well then I would expect him to tele). From my experience about 75% of DP users come-out of Tele using a crouching heavy slide so block low and then punish.
Dormmamu - Dormammu will always teleport above you no matter what, but since his aerial options are slow he is punishable. Once again avoid mid screen where he has all 3 teleport options (front above, directly above, behind above). Stick to a corner as usual and be prepared to block HIGH when he disappears. Dormammu is terribly slow so if you block his initial strike you can probably net him. BUT since he has an eight-way air dash and can triangle jump it would be a good bet to block High -> low just in case you’re opponent wants to do a tri-dash mix-up.
From my experience, Dormmamu players usually follow a strict pattern of teleporting behind you if at mid-screen and teleporting above you if in a corner. But remember this is just from my experience
Dante - Dante’s Tele is very simple to block. So simple that you can air throw him on reaction once you get good enough. Anyway, he will always appear behind/above you so block high. IF he sends an assist then JUMP and block (to avoid the trickiness with blocking the assist). Now since his teleport is so unsafe whenever I see my opponent use Air Play, (the purple orb), or Acid Rain, I expect them to be teleporting soon because they are trying to “self-assist” their own teleport.
Phoenix - She has the most broken teleport in the entire game. Jean will either instantly appear directly in front of you, directly behind you, or directly above you. Once again, stick to a corner (I know this sounds like a deathwish, but its the safest way and you take out one of her options) and keep JUMPING. This is because jumping forces her teleport to position her somewhere on the ground 2/3 of the time. If you jump, you also have a bit of time to react OR perform an overhead. Also avoid midscreen as usual. Since Phoenix players will usually cover their teleport with a homing TK shot. Jumping will allow you to block it easily. BUT be prepared to block low when you touch the ground because many Jean players like her rapid-fire low kick.
Well I’ll be cover dashes soon, hope this guide helped someone out. (Even though the pros probably already know all this stuff. But i’m sure a few beginners may need it)
- cross-up: is a situation where your opponent wants you to inaccurately guess which direction (usually left or right) they will be approaching from so that they can get a combo in)