The how to deal with durpy stuff thread. Exploring install supers, more missiles

I was getting destroyed by a guy that will do the same exact mixup at the beginning of each match…I don’t know if its online lag (because it’s extremely predictable) or its an unblockable…I don’t know…but anyways, he uses Magneto’s beam as an assist then immediately teleports with Vergil behind…I got hit EVERY time. Any tips?

It’s certainly blockable. Block Vergil, not the beam.

This mix-up can be tough to deal with because Magneto’s Estaka assist comes out so fast plus it makes it pretty damn difficult to see which side the mix-up is coming from, so you pretty much have to guess. I use this mix-up all the time with Wesker/Magneto/Akuma but I used to use Vergil/Wesker/Magneto.

I haven’t played around with the gravity moves for resets enough yet. My most complex reset is ending a combo with a launcher into tigerknee gravitation into walk up grab lmao

Repulsion turns any ground recovery in the corner into a lose/lose situation for the opponent.

If they block wrong, they get hit and they’re probably dead. If they block my mix-up correctly, I maintain my corner pressure plus I get a couple of free high/low mix-ups before my assist is done

Yar, move is mad cheap for setting up unblockables with weeesker assist. I’ve also been really interested in those resets that kanta posted in a video way back with the light rom.

Aerial Screw thanks for the reply I also wanted to know how do you commonly deal with XF Lvl 3 Strider Ourobourous…

Snap him in. He has the worst health in the game so if you have a good snap mix up he should die or get really close to it.

Unfortunately for me the level of derp in here is a lot higher than the derp I get beat by, which is a Ghost Rider holding up+back and using S(i think, it extend the chain forward and down like dhalsim fierce from street fighter, similar angle), and them mashing on ironman assist

i am playing wolv/iron man/akuma right now, struggling a lot with it :frowning:

The other day u ran into a MODOK + Shuma team and I couldn’t do anything! Shuma’s assist beam covers the whole half of the screen and MODOK’s beam kept me on the other side of the screen. Add in he barrier and I was stuck. Any suggestions?

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stay full screen, jump + unibeam? stay full screen, sj + akuma fireballs? sj towards + dive kick sounds unsafe.

doesn’t Shuma assist cover the whole screen? lol… what’s your team? Shuma can’t be out all day every day, so you should be able to make some headway getting close to him. not sure about barrier’s properties, but perhaps you can super on reaction to blow up Shuma when he gets called?

Thanks, it is reassuring to know that I’m not the only one lol

I’ve been running Hulk (antiair charge), Akuma (tatsu), Doom (missiles).

My other team switches Akuma for Skrull.
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There’s more stuff on the first page of the topic if you need to read on how to deal with other types of herp derp. :]

Just some extra notes I’ll throw in about Super Skrull.** His meteor smash can’t cross you up if you’re in the corner.**

It’s kinda risky…but if you know he’s going for meteor smash mid screen and you feel like you’re not sure which way to block you can purposely jump up in the air and try to watch your character’s body to switch directions. If your character’s body switches directions AND you see the screen camera shift before he comes down quickly switch your block to that direction as a way to sometimes get a visual cue for blocking in the right direction.

The best way to do it is to neutral jump just as he goes up in the air and watch for the switch. The closer you are to the ground after jumping up before he comes down the easier it is to react. Just neutral jump and then hold back on the stick to block. If you see the screen shift or your character face the other direction then switch your block.

Generally look for these 2 things after you neutral jump and he goes up for the meteor smash.

  1. Look for your character to switch facing directions.

  2. More importantly…look for the camera to shift towards the other direction a bit.

This isn’t really fool proof since if he perfectly drops on top of your head you can’t really react unless you’re almost touching the ground after your jump.

Use Ammy and activate her counter. It gets those Foot Foot Foot Dive spammers all the time. Then when they realize they can’t do foot dive any more, they get back in the corner and spam projectiles. Then just switch to Ammy’s reflector and bounce back those “football sucks” finger lasers or duck under those plasma beams. When they realize those don’t work, they try out hidden missiles that don’t penetrate that reflector either. Then just sit back and wait for them to try to Foot Dive again

The Glasses you can’t get moar hurp derp than that

Custom made.

Gamma Tsunami MODOK anytime he is puts a barrier without protecting himself with shuma. Barrier can not beat a super, and MODOK will be punished for it. He will be forced to spent meter, or MODOK/Shuma could be hit . Do the same thing with Shuma because you will struggle to catch MODOK if your character isn’t mobile. MODOK can also block in his flight and so unless MODOK pressed a button or a special move you can not punish MODOK flying in the air.

His beam is second fastest beam in the next to Magneto, so be careful of firing projectiles because in some cases he wins the projectile war as well.

Help with punishing Dormammu’s teleport

I can usually deal with teleport spammers since Viper has a FA that is immune to mix-ups but Dorm is a special case.
Few of my problems: (This is assuming Dorm’s teleport is being covered by an assist BTW)
-firstly, his teleport places him too far away to just jump up and grab like Dante or Wesker
-He can teleport multiple times in the air
-his normals out prioritize my whole team

I found some success with dashing on the ground, jumping up and grabbing Dorm on reaction to the teleport but the problem with that is it leaves me inline for getting hit with disrupter cross-up into TOD. I usually like to stay out of assist range against Dorm