Just keep jumping forward. Both of those characters dont really have anything to stop you from jumping forward. As soon as you block a plasma beam or unibeam just jump forward and keep moving in. Once you get too close they’ll have to stop beaming or cancel the beam into a super or run the risk of getting hit with an air normal. Dante’s f+H stinger move travels almost the entire full screen and absorbs projectiles. His level 2 or level 3 charged air play (air qcf+M) can go through projectiles also.
This is all correct OP.
what team are you using? there’re a myriad of things you can do (anti-proj super, some level3s, go underneath beam, teleport, proj negating move, etc) but you can also try taking the hit from a plasma beam then rolling forward. most dooms will throw another plasma beam afterward, and depending on the situation, it’ll leave you in a better position to retaliate.
Depends on your team. If you have ammy, just duck until they stop and make them come to you. Ammy is my favorite answer to beam/fireball spam.
Super jumping in this game is pretty good. Same with normal jumping. Staying on the ground will kill you.
punishing Ammy’s f+H is easy. Just throw the bitch.
You can also teleport with a lot of characters (Dante, Phoenix, Dorm, Zero’s “teleport”, Wesker) and cut space everytime you want… Add a good assist and they cant do anything…
Anything Hulk does is virtually punishable, online lag makes s.H recovery so good to the point where it’s abusable. Some Hulk players online like to mixup s.H into special to keep you guessing, and if you guess wrong it’s usually 500k off that character. Quick characters like X23 can punish s.H even S recovery, you simply have to understand that of the pattern the opponent is giving you.
Nothing you can really do about Chun’s legs. Her hit frames in that state are so good, but projectiles can still nail her while she’s trapped in that state. If I was running somebody like Taskmaster arrows all day.
You want Ammy players to bait out F.H, and position yourself at an distance to react. It’s not as easy to do online because to the lag spikes, but it’s possible since most ammys online are flowcharted into the move (much like Hulks s.H)
Those Chun legs can be pretty nasty. It almost makes me feel bad about just raining down projectiles from fullscreen against Chun’s. Then again, one Chun hit me 35 times in one air combo with only lightning legs today. I don’t feel so bad when I think about that.
But how much damage did that 35 hits do? maybe 200k? The damage scaling on chuns legs is insane. Yeah its “annoying” to sit there and get hit by her legs for a few seconds but actual damage wise its a minor nuisance. Her BnB is one of the most execution heavy in the entire game and it is still on the low end of the damage spectrum. I will say I LOVE catching Bslashing wolverines when they get hit behind me. The hit box on legs is entertaining.
Actually just got finished with a match that had some pretty rough spam. Played a Magnus that was churning out Disruptors ridiculously fast. I play Wesker, so I was parrying the hell out of these things, but after every parry, I’d get hit by the next projectile before the animation finished. Every time I managed to roll forward or teleport in, I’d get a nice Magnetic Tempest waiting for me. I finally managed to beat the guy by laming out in X-factor, but I was a bit bummed I couldn’t get around the spam.
Another big problem I have with, for some reason, is Wolvie’s Berserker Slash. Since it makes contact after the crossover, I have trouble getting a good block on it, especially when the Wolvie can mix in a Berserker Barrage whenever he wants and throw me off even more. Come to think of it… I kind of have issues against Wolvies in general lol.
Watch out for hulk after s.h he can cancel into gamma charge then cancel that into gamma quake. Then go into s.H into gamma charge into quake if the meter is available its all safe for him its kind of funny
Yeah I have a hard time countering a hulk on the offensive. Luckily most hulks are so sure of their safety behind their armor you can bait out their heavy hit em with a beam/invuln assist. But you need to have the momentum in the match, letting him have it a good hulk is quite scary due to latency issues.
Airblocking Hulk’s s.H (and s.M) leaves him even more vulnerable than just blocking it on the ground. But if they catch on to this and follow up with a gamma charge, you must be careful of your punishes. Forward gamma charge startup is vulnerable to some low attacks but you don’t wanna mash low attack if Hulk does up gamma charge + H follow up charge which goes down (and is safe on block, but again, not air block). If that happens, you need to pushblock his s.H so he can wiff the second downward charge. (Some blocked hits of up gamma charge don’t pushblock very well.) If they decide not to do an armored attack, you could be opening yourself up to be thrown/air thrown or command thrown in mid air or once you land. And fyi, Hulk’s command throw eats raw tags in it’s active frames.
There are simply good times to attack Hulk and there are bad times and I think once you find out when they are, then taking down the Hulk is easy. Hulk is a lot more threatening on the ground with his armored attacks and isn’t even half as good when he’s in the air. His aerial attacks are very slow and from the exception of his j.S they have limited range. If Hulk is jumping, he’s pretty easy to air throw even if he’s using j.H because this attack stops him from moving forward, thus he can get thrown right out of the start up frames if he tries to throw and happens to not be close enough.
Unless you’re very sure your jumping whatever is going to beat an armored s.H (or s.M), you probably shouldn’t do it. Sentinel is really good at this because while flying he can be high enough to hit Hulk’s s.H or s.M with his own j.H without getting hit and following up with a j.S while Sentinel is out of Hulk’s range to get air thrown. Basically, it’s instant overheads all day as Hulk will be screwed if he dares to crouch assuming that Sentinel will do a c.M. The matchup is very much in Sentinel’s favor as long as Sentinel isn’t cornered but is controlling space mid or long-range of Hulk. Gamma Crush only works if Sentinel doesn’t have meter to use Hard Drive and Sentinel’s c.M easily beats Hulk’s s.H… Though dive kicks can be punished by s.H and s.M, they are still really solid attacks to punish Hulk if you a) use it as a cross up because if you hit the armor, the attack can wiff (especially s.M) b) use them unpredictably from different heights as most Hulks will have to react to either the jump if it’s relatively low, or the dive kick itself if it’s pretty high. Your dive kick timing should be either to make them wiff s.H or getting them to press it too late before it’s armor frames (and if you’re Wolverine, free counterhit). It’s very difficult for Hulk to deal with the speed of dive kicks online imo. Last but not least, if Hulk uses s.M and you’re Wolverine or Trish in berserker charge or any x-factor, chances are you’ll find yourself dive kicking Hulk from the front, hitting the armor of that attack but Hulk wiffs the M because you landed in a crouched position. This is because the s.M was too late and it can be a free punish (though it’s possible there may be a follow up Gamma charge). Hulk’s standing M will wiff on characters with small crouching hurtboxes.
On the ground, you want to hit Hulk at a time you know he can’t use his armored attacks against you seeing that his s.H and s.M have vulnerability frames in their startup. So a good time to punish a player who’s spamming s.H is to attack Hulk on his wake-up with something meaty. Hulk has only 2 wakeup options where he may be at an advantage and that is a) performing a throw and b) gamma crush. Go for instant overheads combos on his wake-up (especially if you have him cornered) if you think he’s not going to gamma crush you which means he can’t mash an armored attack nor block low. At this point, you can probably bait some pushblocks. You don’t always have to do instant overheads on wake up, but doing so eliminates Hulk’s option to counter it with an air throw.
With all this said, if you have a good beam/projectile assist, your goal is basically to get Hulk to block so you can get in and shutdown his options for attacking. If you’ve put enough pressure on him where he’s punished for pressing buttons on the offensive and he stops attacking, then he has very few options which boils down to him either blocking so he can pushblock off the pressure, gamma crush, or throw. Oh, and don’t forget x-factor. His attacks aren’t too slow to punish say the average blocked launcher with an x-factor+s.M.
I’ve seen some players punish a s.H by jumping up over Hulk and attacking the armor of the s.H and landing behind Hulk during Hulk’s recovery frames.
guard cancel.
oh, WAIT…
I’ve found that X-23 is like Hulk poison.
Hulk’s worst matchups for his super armor are Morrigan (j.S, c.L, s.H), Hsien-Ko (idk her attacks), Dr. Doom (j.M), X-23 (s.M, c.M), Sentinel (c.M), Shuma Gorath (ball attack, maybe c.M?), Zero (s.H, f+s.H, j.H i think), Taskmaster (j.H). Modok (whatever attack he does jumping while he’s constantly kicking) Won’t be surprised if Felicia has something. I barely go against her. I also find Spidey’s air attacks difficult against Hulk.
The input of f+H automatically will break throws as well for a gay option select. This is what makes it annoying.
Chun’s legs are only a problem if she could do good damage off them…but she can’t. Stuff like Air Joe, Tenderizer, Lighting Legs have CONSISTENTLY been terrible in MVC3. They fuck up the inputs for Skrull/Chun/Joe, and the damage/hit stun scalling is ridiculously bad. Add how they made hitstun scaling terrible for Chun Li, and it makes no sense for legs not to be threatening .
The only time Legs a problem is when Chun Li uses level 3 X-Factor, anything else is a joke.
The key to beat them is push block or back dash (bait) then a fast beam special/super, something like L disruptor comes to mind (which is also extremely spammable and a pretty good wesker/everyone counter when paired with say doom missile). Some characters also have normals that have a large, invulnerable hit box, such as Iron Man and Sentinel’s jump H.
Pretty much all the spammed moves define the characters, if they can be countered so easily then those characters would be useless.
It’s more annoying to see everybody online doing the same thing on autopilot though, when it’s clear that the player doesn’t know any other move. Like Chun LL spam into super, Wesker gun-H teleport spam and Akuma tatsu into super air fireall.
I’m not entirely sure on how to go against ammy or hulk, but with chun, advancing guard is pretty much needed.
I’ve been a fan of block+advancing guard+cross-over tactis in that situation…