How to punish "cheap" spammed moves

Hey guys.
I played some rough online matches last night online.
My team consisted of Wesker on point, MODOK w/ beam assist (first online game with MODOK as I’m trying to learn him) and Haggar with lariat assist. I was vsing a Sentinel on point Dr. Doom w/ hidden missiles, and Wesker.

This guy would do nothing but shoot Sentinel double beam, cancel into drones, all while calling in Dr. Doom hidden missile assist. There was always so much crap on the screen, it was hard to get through it to even land a hit.

Can you guys give me some tips fighting against someone like this? When there are so many projectiles on the screen and there seems like there’s such a small window for an opportunity to counter or get inside?

Is the problem my team? Or is the problem my lack of knowledge on fighting that kind of play?

It’s called strategic spacing!

Block the missiles, super jump/teleport in and call haggar

Spam is part of the game, just go to training mode, I have to deal with it all the time and I could practically use any character. There are things that simply exist to make the game more fair to those of completely different skill levels.

Even though I hate it the to highest degree, I actually got better and that if there were to be a good game with great defense tools, defense as in counter that works and doesn’t force you to dash out of it or stay open for a long time if you miss on an already flimsy move, not laming out like some bitch walking backwards, then I would be on an unimaginable degree better.

When something can be formulated, aka traps, then you know something is wrong but it’s what we have to deal with because it’s what the people want.

Though if anything use Wolverine, even if the overall game play is crappy at least he’s a good character. Which I can’t make up my mind on any characters in SSF4ae even. SSF4ae is basically lamming it out and using high priority safe chip damage moves where some people know they would lose if they try anything riskier than chip damage. As for those who delude themselves thinking they have great offense they use command grabs which are impossible to avoid unless your lamming it, jumping a lot or whiffing an uppercut.

For hulk’s s.H You could:
1.Counter Super him with Characters like Wesker or Taskmaster.
2.Use a Super with invulnerable startup, such as Deadpool’s Cuttin’ Time and Akuma’s Shoryuken Super.
3.Block and punish with a projectile or dash in fast with quick characters.

Ammy’s Forward H…I got nothin’ for that other than puhsh blocking wisely.

Chun Li can apparently get hit by sliding low hitbox attacks during her Lightning legs button mash, like DP’s and Magneto’s c.H. I dunno any other characters with such moves. Throwing in a projectile is possible if all else fails.

hope it helps.

Tatsu spam can be punished by push blocking around the 4th or 5th hit,but you gotta time it a bit.
sliding low hitbox attacks can punish akuma during his tatsu, as well.

Guess I need to work on my timing. I tried teleporting in to try and get inside but it was tough to find an opening. Anytime his point character was in a lag state, Dr. Doom hidden missiles were there to cover him until he could spit out more beams and repeat.

I like playing rushdown characters for the most part because if they spam moves like berserker bararage, ammy h chain, tatsus, ect. I block n throw. I use Thor, ironman, and hulk, who can all combo off a throw or off super. Dantes hammer and weskers teleport was one of the reasons I picked up iron man, but b4 that pickup I learned when to stand and block.

Counter super isn’t a great idea. Hulk can cancel st.H into Gamma Quake and either xfactor or DHC out. If he always cancels st.H into st.S, then you can counter super safely. Blocking then punishing with a dash+hit, with an invincible super (ie. X-23’s dash super) or with a fast long range super (i.e. Storm’s Rage super), especially ones that can start good combos is the best way to go. Fast projectiles like Disruptor will also completely keep Hulk out. He can fight back with Gamma Wave, but that only works against slower/weaker projectiles.

For ammy’s F+H, I’d try to avoid getting hit. You really don’t want to be in a situation where Ammy’s pressuring you into a corner. Jumping over her and hitting her with a downard attack, or just jumping away is a better idea. Just watch out for air throws.

I’ll admit the counter super as a response may or may not be a great idea, but a level-headed person can respond to whatever hulk tries to attack with.
For example, let’s say hulk uses his st.h and I go for a counter super, but then he proceeds to use Gamma Tsunami.I’ve run into situations like that before and what I do is DHC as well into my Deadpool’s Cuttin’ Time super, which has invulnerable startup. hulk has to take it since we’re directly in front of each other.

I don’t like cheap spam, usually ill go to costco and buy bulk of the good shit, cook up some rice and have a nice day.

Sent from my Droid using Tapatalk

What you did there… I saw it.

How do you counter something like Deadpool’s Happy Trigger with someone like Haggar or Thor?

I know Haggar can C.fierce and roll closer to Deadpool to get inside. That, or have an assist to help him get in.
I don’t play Thor, but my bro does and I know that Thor is very fast and has a lot of maneuverability in the air. Use his airdashes to get inside.

there is no such thing as cheap spam

The quotes, along with his post indicate he knows that calling them Spam is incorrect and he just needs to adjust his playstyle to not be bothered by them any more.
I’d say it might be your general plan that’s getting in the way, when someone throws out Lightning Legs don’t think of it as something to be afraid of, think of it as an opportunity, they can’t try and stop your setups while they’re throwing out Lightning Legs. Treat it as a time to throw out a projectile assist and try and set them up for a combo.

My main team is Wesker, hulk, and sentinel. I have the hardest time online trying to get in on magneto disruptor keep away w/assists. I also have a horrible time trying to punish akuma’s tatsu while an assist keeps me in blockstun. Also, is it just impossible to block wolverines berserker slash?

As a wesker player I use teleports all of the time, but weskers teleports get punished so easily. In the air if I try and space with gunshots against magneto an assist will hit me or I’ll get hypergrav/gravity squeezed when I super jump. I try to use wesker’s anti projectile move but the active frames on that are so short that I have the hardest time trying to get the projectile timing and my anti-projectile timing to coincide. As soon as I actually get in, the magneto player usually wavedashes backwards while calling in an assist. With hulk and sentinel I usually just use gamma crush and hard drive for the invincibility when it’s as safe as I can get it but that usually whiffs and gets punished hard.

Against wolverine/akuma, I’m constantly in block stun. Sometimes I’ll get lucky with a counter super, but most of the time I can’t get it out of block stun. Wolverine’s berserker charge/berserker slash just fucks me over completely. I mainly use hulk against wolvie because of the super armor, sentinel’s super armor doesn’t lead to good aerial combos for me. Also, how do I punish a tatsu or any of akuma’s normals? Online nothing ever works against lv3 xfactor akuma. I just sit there and get chipped out unless I just burn all of the meter on invincible hypers that get punished hard. X-factor…:sad:

If anybody could tell me how to get past these things that would be really helpful. And a sentinel combo against smaller characters would be great.

For the tatsu’s, maybe you can push block the first kick and then rhino charge the 2nd kick?
Also, maybe you just need to work on your assists giving your Wesker the cover he needs to get in. Magneto throwing disruptor shots are annoying, but maybe messing around with your assists is a way to fix the problem.

That’s just asking for Akuma to smash you with hyper air fireball.

There was a video some time ago about how to counter tatsu spam (not covered by assist, btw), you do something like advancing block the second last kick, then do a long ranged normal to punish, for wesker, 2B should be enough, so should S.

Speaking of ‘spam’, what do you do against a wolverine that spams berserker slash with an assist (the most annoying one I’ve seen is mystic ray, you can’t even super jump with that in play).