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

As a teleport happy Dormammu player, the thing that usually bites me is when I get into a habit of doing the same port. Once the opponent catches on to that habit, they anticipate where I’m gonna be and jump towards it. Say I’m always teleporting behind them. They jump up back as soon as they hear/see the assist call and by the time I’m there, they’re there, and I get grabbed, and my beam assist misses due to the grab animation. It typically works better for them when I port above their head, because then it’s just grab and boom, I’m hurt. So it really boils down to seeing the patterns (everyone has a pattern, by the way), then beating them to it. I typically teleport behind twice, and then teleport above. Or I just teleport behind once and then above. One key thing to know is Dorm gets three actions per jump, so that’s 3 ports while he’s in the air, and they’re all homing. (4 if you count the one that starts from the ground.)

Yeah Ammy has some pretty good counters to some of the dumber things in this game like Doom and Ghost Rider spam etc. (paper keeps footdive in check too). Seeing MarlinPie finally figure out how to deal with Morrigan+Doom missiles was satisfying. I like a good zoning game, but I think that one got overlooked and is now emerging as an overpowered trap team. I’m sure there are more counters to it than Ammy, but a lot of people were baffled this weekend lol.

How do I deal with Trish? She’s such a pain to catch out of the air/approach. Especially with an assist like hidden missles or something like that.

I play Vergil/Hawkeye/Wesker

Frank West lvl 4.

Solution: LOL None…

jk. There are a few solutions that I know of as a Frank player. You could Chicken block and try to throw if the Frank player does J. M all the time and isn’t spacing it right. An invincible hyper is always good (bionic arm) as long as he is in the air. If he rolls without an assist, please press a button so you can punish him. If he rolls with an assist, you could probably grab him out of it (at least it happens to me shrug). If he does the zombie spin trap that I do all the time without an assist, you can hit him at the start up of L zombie spin. However, do not try to punish L zombie spin, for it is a frame trap that will get you if you press a button.

The risk of Chicken blocking against Frank is that he can easily air grab you OR he could do his anti-air hyper for the kill. So I suggest you to stay on the ground until you see his blockstring pattern. If he is doing J. M, try to grab him. L zombie spin trap, hit him at the start up. Roll with or without assist, punish with grab.

More later. Got class in a minute lol.

How do you guys deal with foodive? I’m trying to dash and air grab during recovery frames but end up pushblocking doom too many times (I suck probably)

Preferably play a character that has a ranged game (projectiles especially) so that you can snipe him as he’s trying to go for it and force him to do something different. Try to randomly switch your block from high to low also if you know he’s going for dive because if he dash cancels at the wrong time he will go into recovery state where you can punish him for free (instead of air dashing and being safe or setting up mix up).

Dealing with Taskmaster (and avoiding the mighty swing)…

For the love of god, how the fuck do I fight Spencer? Can you fight Spencer?

Even if I play PERFECTLY, it seems like I’m at a huge disadvantage no matter who I use.

I block every mix-up and my solid spacing keeps me safe then basically off ANY hit, even a full screen grappling hook, I just lost full health Wesker because Spencer can do outrageous damage even if he starts the combo with 1 bar.

People complain about Wesker because he has a Devil Trigger that doesn’t end until he dies or gets switched out, but sweet baby Jesus have they looked at Spencer lately? Wesker doesn’t have jack shit on Spencer.

Punish spidey swing with air throws but smart TaskMashers won’t throw it out with hit confirming.

Best strategy I’ve found that works for me is to either out-zone him (if your team can) or just rush his shit down. If you rush him down before he gets a chance to start his hurr duurrrr jump back arrows + herp assist game, it’ll be much easier on you.

If you let him get his game started, you’re NEVER getting in on him without a teleport or losing half your health

how derpy is dormammu at anchor?

Almost as derpier than Wesker. Toss out random tracking balls, TP behind or in front rinse and repeat. Much better solo in XF3 than Wesker IMO

Okay. How are you guys dealing with Nova’s air dash :h: covered by an assist? That shit is driving me nuts. Seriously. I just got done playing a Nova who literally did NOTHING but that. All I could fucking do was block. Every time I tried to go for an air throw, I got hit by the H or the assist.

How can I deal with wolverine/ sent/ spencer using wesker/magneto/vergil?

Even when the match is starting seems that wolverine has the advantange since he can:
A) Go low with c.L
B) Option select divekick/ throw, beats every low wesker has, and is impossible to antiair reliably.
C) Antiair with s.L

That means I have to walk backwards to avoid most of this, but he can easily dash do a blockstring and call drones then he can do beskerker slash and is safe due to the drones being on the screen.

Also wolverine seems really hard to catch, every divekick, approach, or berserker slash is covered with drones so I can’t really punish it, most of the time if I end up blocking a berserker slash the only punish I get is a single, c.L, if I ever think of throwing a c.M the drones are gonna hit me for a TOD. And everytime wolverine jumps he can safely land whenever he wants using drill claw that move is retarded and is really awkward to punish if done well. Not being able to to H teleport with wesker also hurts since wolverine can easily beat it with OS divekick even if its covered by magneto. Using wesker’s command grab against him carries the risk of being divekicked in the face for my troubles and the combo can either be ended in a dead character or in a mixup using spencer b assist.

Against the robot my vergil has some problems since I cant teleport, Sent c.M eats projectiles and has armor so if I ever try a teleport while Sent is on the ground Vergil is done. And even though I can use vergil air normals to approach, sent air normals are better and I cant go low against Sent without eating an armored hit, rapid slash can also be beaten by armor or harddrive on reaction. Only being able to attack from above really limits the ways I can play this matchup, and I end up using throws to beat a lot of his stuff, but they scale.

Again anchor Magneto against Sentinel I have no clue what to do, most things get beat either by c.M or s.S, I cant figure out a way to safely attack without it being telegraphed.

And Spencer I find him to be the easiest one to beat, but I cant call assist against him, I cannot teleport ever since bionic arm, HSF is safe and once he starts going I lose the match, he has to many things, an invincible reversal, a overvead, an amazing j.S, zipline to beat advancing guard, a command grab that can be set up easily with drones and has a version that can grab you out of the air in the corner.

Any tips against this stuff will be greatly appreciated.

wait for her to come down, try to erase her traps in the mean time then air grab/ call hawkeye + teleport mix up

when he does the zip line above you, on his way down you can hit him or air grab him out of it. if he does a badly spaced zip line above you (i.e. hes too close when he does it), you can air grab him before it goes behind you

Spencer really forces you to play patiently. He likes horizontal assists, so if you manage to get rid of those, the zips become easier to react to. When he’s alone, his main threat is keeping you scared with Arms. So be careful not to press too many buttons around him in general.

The more I play this game at higher level ranked, the more I realize how invaluable tracking teleports are for dealing with bullshit that there’s practically no other solution for. Varja alone shuts down lame-out keepaway and vulture style play, and if you’re playing an A-S tier character like Dante, Doom or Wesker who can score huge damage off hard knockdowns you’re golden. If you don’t have a tracking teleporter, you’re basically giving up the match if the opponent decides to just rely on a simple yet effective lame-out strategy.

It’s pretty funny though, the higher I climb in ranked matches, the lamer strategies get. :stuck_out_tongue:

Agreed. Stupid shit works all the time, lame stuff that while good, is pretty brainless. I notice many many more timeouts in these games. I even had a few where NO character died on either side because we were both so evenly matched and it had to end with an HP war.

In addition it is 100% impossible to block teleporting crossups online. It just is. I noticed when I went to a few TNT’s I was able to actually BLOCK crossups against characters like team trenchcoat and Derpmommu

it sickens me how good someone can become with vergil or dormammu in 15 minutes in this game

1 year later and i still have no idea how to deal with dorm brainlessly spamming jS until he inevitably crosses me up

i’ve always been clueless as to how to beat online vergil, aka vergils who spam jS until it works

i play magneto/wesker/sentinel and what pisses me off about these characters is that their hitboxes are disjointed (not sure about dorm’s but it sure seems like it), which is too ****ing good in this game. i have no idea how i’m supposed to stop their endless spam considering their moves are completely safe

How do i deal with an x-23 that just keeps on pressing buttons. All those special moves appear to be safe on block. She gives wesker/hawkeye serious problems.