Upgraded with Hulk & Wolverine for the Marvel side, and Akuma & Frank West for Capcom. Thanks for the input, guys.
The biggest thing against teleporters is to recognize when they want to teleport. Typically when they are 3/4 screen or farther they are going to try it and you shouldn’t throw any random moves out, just sit back and wait for it as 99% of the time it is coming within the next few seconds. If they are 1/2 screen or closer they will probably rush in, but if you see them backdash from half screen get ready for it.
Vergil typically will just go behind you on the ground, which if done raw is easily punished with cr.L xx whatever. If he calls an assist along with his teleport things get trickier, but if you are jumping back alot in anticipation of a teleport such that you jump over him as he appears behind you, you should be able to j.S him. Your own assist can also be used to stuff his teleport (things like Doom rocks, Ironman repulsor, Haggar, etc.) or nullify his assist cover. If Vergil does H teleport and you’re jumping back you can probably j.H or j.S him, or you can just hop up and air grab him if you see it coming. In my experience 90% of Vergils exclusively do the M teleport though.
Against Dante just jump back and air throw him. GR can follow up his air throw with Spirit of Vengeance I believe.
I’ve yet to play a Strider that wasn’t just derping with XF3 + orbs, but iirc his teleports go above you like Dante’s, so air throw could catch him as well.
Hellfire Maelstrom seems to hit all around GR, so you may be able to do that on reaction, scoring a 2-for-1 for decent damage if they called an assist with it. I haven’t tested this or anything though, it’s just speculation.
Again, the most important thing is to just be patient, and recognize the situations where they are going to do it so you know when to stop hitting buttons.
I’ve noticed that if a character calls an assist to cover their teleport and you hit the assist with standing H. You can actually press H again and hit the point character when he teleports behind you. I did this a couple of times when I was playing my friend and he called Wesker gun assist and teleported behind me with Dr. Strange.
Also, I haven’t tested this but if a player playing Wesker gets sloppy and starts shooting the pistol at you with out teleporting, I think you can punish with your snap back because the horizontal gun shot is -8 frames on block. But you need to be at the right distance.
When you are fighting a Dr. Strange player and he puts out an Eye of Agamoto, you can use one of your chains attacks and it will go through it.
This was a helpful read.
Which assists are you referring to when you say “use assists to help out” I got Taskmaster arrows straight and Nova… well I’m not 100% which one to give him.
What situations specifically are you looking to manage? Which assists are best will depend heavily on what tactic/team you’re trying to fight.
After playing a lot of GR matches this week, I can say some more about teleports. One of the best things you can do against them is to take a preventive approach; just don’t give them a chance to do it in the first place. GR doesn’t have the best moves for blowing up teleports but he is great at interrupting their startup with j.S/st.H spam. Teleporters have to get out of that j.S range before they can start their shenanigans, otherwise you will interrupt their startup every time. Appropriate use of wavedashing along with horizontal space control assists can help fight advancing guard and keep them in the range that you want them in. As for actually getting damage off the pressure, after they get used to blocking j.S enough, you can often get a hit with cr.H for a followup combo.
Does anyone have any idea what to do against Amaterasu with GR? It seems like the worst possible matchup for GR simply because Ammy can keep doing that physical counter move all day and GR cannot touch her in any way with the exception of grabs. Not to mention, she’s a very small target so most of his moves seem to go right over her.
I wonder if GR’s qcb moves count as grabs… prolly not since they can be blocked. Anyways it’s not quite true that grabs are GR’s only way to touch Ammy. Judgment Strike (dp H) sends a fan of projectiles out in front of Ghost Rider and there is always Heartless Spire. I also strongly feel that Ghost Rider shouldn’t be played without some form of projectile assist. My gameplan in that situation would be to call a projectile assist to cover me as I wavedash close enough to start spamming Heartless Spire, or if I’m ahead on life, just sit back and poke with Judgment Strike. Also keep in mind that you can dash straight into a throw if you crouch-cancel the dash first. Obviously you need a way to prevent Ammy from headbutting the H button when she sees you approach, but having her block something like Dark Hole and then dash up tick throwing would be good I would think.
As for stuff whiffing over her, the key here is to avoid st.H. cr. H will hit a grounded Ammy just fine and is a good move to throw out when you anticipate f+H mashing from the dog. Otherwise, stick to j.S spam which works about the same versus all size of characters. Also, Launcher and Heartless Spire can stop low altitude airdashes, and while more difficult to do on reaction, dp + M can hit Ammy out of an airdash and allow for a combo afterward.
Your gonna need to fake her out. Go for Blaze’s “EAT CHAIN” projectile when she powers up her counter shield. And while she’s a small target, she has vulnerable spots. She can’t block while air-dashing, so use air :h: to punish that. And her Cold Storm can be avoided and countered with air :s: And remember, she has low health. Just be patient and you can neuter her in no time.