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

when dealing with **cheesy **gameplay such as spamming, chipping, lame zoning etc. you have to stay patient as patience is the only way to stay focused on getting in and punishing whenever the oppurtunity arises.

Vs. Spencer- since he has a lot of mixup, stay mobile and stay away from the corner, as thats where Spencer does his most damage.
Vs. **Magneto- **he has the typical rushdown in which using an assist to break up that pressure is the most logical strat when dealing with Mags.
**Vs. Wesker- **try to read Wesker’s footsies, as this leads to his combos for the most part. simply read him, not as difficult to fight yet still dangerous.

**Vergil **
Problem-Vergil rapid slash:lame:

**Solution- **since this is one of the worst predicaments to endure, you simply have to jump around to avoid that lockdown pressure. utilize airdashing and tri-jumps to make your opponent second guess on executing slash. also, never…never…NEVER sit inactive midscreen as this is the primary position onstage that is perfect for rapid slash. use assist midscreen to put pressure on vergil.

Problem-Sword Activation

**Solution- **well, since rapid slash links to swords so well most players will only activate when executing rapid slash (regardless of connecting or not) so take into consideration the previous advice on dealing with raid slash. yet there are those random instances where your opponents activate, in this case read their inputs by watching their movement and looking for the hyper flash screen then quickly counter with projectiles or assist projectiles to keep him lockdown
(hmmph…the irony there right?)

Problem- Lvl 3 XF
**Solution- **chicken guard, super jump, dash foward/dash backwards, use assist to scave off that pressure.

**Dormammu **

**Problem- **Power of Creation(2) & Power of Destructor(1) W/Hidden Missles

**Solution- **this creates a meteor shower that covers the screen in addition with hidden missles locks down quite well. if you have non-teleport characters then simply super jump away from the meteor shower and take the minor chip damage from hidden missles…

Problem- Power of Creation(1) & Power of Destructor(2) W/Hidden Missles

**Solution- **this creates a volcanic eruption that spreads across the stage, in which missles help lockdown. since the eruption takes a while to come out, you can super jump away from the damage and take missle chip damage in the air.

**Problem- Stalking Flare **

**Solution- **since stalking flare tracks until connecting, the only way to not take damage or chip damage is to actually hit him to erase the flare. at a distance, its often logical to wait to see what your opponent will do after flare is on screen, if they sit and wait for the chip damage then try to get in and attack. you only have a few chances to open him before the flare comes around. if they are putting pressure on you with assists, dark spells or even teleport…it is wise to play it safe in just eating the chip damage.

Morrigan :lame:

Problem- Soul Fist Spamming W/Hidden Missles

**Solution- **well many think this is the lockdown that everyone will fall victim to, right? I think not, cause if you actually look at a typical Morrigan player ehem…ChrisG, you will see that they all have one thing in common, the abuse of the Doom assist. when you have a player that uses an assist quite frequent, then history has shown us (from the Mvc2 days) your first priority is to eliminate that threat asap. in a match against Morrigan you have soul fist as the primary threat yet many think that hidden missles are the threat. they are a contributor yet not true danger, its the soul fist damage either hits or chip damage! yet your opponent seems to call out hidden missles as if its the threat. what you want to do is have a point character that has projectiles, Magneto, Storm, Sentinel (spit breaks up soul fist spam) and all quality characters that have projectiles (your preference taken into consideration) we all saw Fanatiq with Mags spamming disruptors, that what…DISRUPTED MORRIGAN SPAM!!! following suit was FChamp also, yet they did not stick with it long enough to discourage Chris from spamming with Morrigan which resulted in their frustration and ChrisG’s victory. whenever you play a lame style you have to counter with your own lame style, this neutralizes your opponent and now they have to go to plan b. simple as that, hope I help you guys out with the derping…I for one think its quite insignificant.

for swords you have to wait it out but I normally punish a teleport with lariet then x factor and kill because a lot of people use vergil and 2 assists

Help with punishing a defensive Dante

Forgive me if this has already been asked and answered, but let’s say I’m fighting a defensive Dante. Y’know the type - he likes to throw balls in the air, and whenever I’m close he’ll use j.S and then cancel into Hammer. Let’s say that for whatever situation - whether or not I just see it spring up on me, or if I know he’s going to do it or even if I bait it out - what can I do against it?

If you don’t want to risk getting smacked going for the air throw, try jumping up and smacking him during the air dash with something with a lot of range. Can’t block while dashing, can’t air grab from so far away. With Spencer, you can just jump up and wire grapple, and continue the combo when you land.

hello marvel sages please tell me how to deal with lightning loops/zero mixups on incoming (im not joking)

whats your team
because I’d say block or hard drive/ lariat and so on

since he hasnt replied ill throw in my team because i want to know how to deal with that shit too.

skrull/frank/spencer

depending on the zero your playing they normally have like 2 sets of the lightning mix up like for example forward then behind but your lucky to have skrull but if I’m wrong please say, corkscrew as you enter (but dont always or they will bait you out but if its level 1 frank coming in your pretty much screwed unless the zero is pretty bad…
spencer I guess you could block the first then try and bionic arm…

Kill Zero first so you don’t have to deal with them. In Marvel 2 you could only block once on incoming so at least you get to block more than once if you do block.

Its like dealing with a hard knockdown mix up in any other game. There’s no way to deal with being in a bad position other than to guess block really good.

You can kinda react to a poor setup…but a good one you’re just taking the mix up.

Sent from my T-Mobile G2 using Tapatalk 2

I play Haggar/Deadpool/Iron Man. Maybe I should just start Deadpool if he I can Lariat the incoming mixup away? My goal is just to basically Lariat XFC combo as soon as I hit Zero.

I play a similar team (haggar frank deadpool) so pretty much with start deadpool you might be able to get a lucky down H and TAC to haggar because then you can easily kill zero or if deadpool dies you have to block the first mix up then lariat and kill

Deadpool gives me a lot of problems, either as keep-away or as a rushdown DP.
I’ve lost to Deadpools who just spam Pineapple surprise and jump backwards.
His teleports after his guns are also feel like a gamble. I’ve tried messing around with them in practice mode, but I can’t figure out which ones do what. One minute it teleports back, then suddenly it teleports behind me.
This is mostly a matter of bad reaction, but I can never block his overhead M.

So I’ve been thinking about current list of things that work best against morri/missiles or missiles assist in general in different situations.

Did you hit the opponent on the ground and missiles are falling = Do snapback to bring in Doom, stop the combo and throw them or launch and do TAC before missiles fall. When people start using these options more the combo breaker effect of the missiles will be much subdued. Especially snapbacks to put Doom in danger of a mix up into a heavy damage combo or dying.

Non meter assist based = jam session assist and mystic ray assist (the best options with edge to jam sess), most beam or fast shot type assists, repulsor blast assist, eye of agomotto assist (with specific characters).

Non meter point based = Dante’s twister and jam session, Iron Man’s M or H repulsor blasts, rushing down from the air with Iron Man’s H smart bombs, most point based beam attacks, characters with fast aerial movement, dashing under with a character with fast ground movement, Viper’s eye beam charge cancels, Thor’s mighty strikes, most of the stuff hawkeye or strange have etc.

Meter based = make shit up basically.

**In general meterless options are stronger **than metered options because you get access to them all the time. Meterless options will be the key to making missiles shit less oppressive in the future.

I’ve been messing around with Dante on point and he has to be the best character in the game overall for dealing with Morri/Missiles on point. Teleport and DT Vortex/Thunderbolt are strong options….but Twister is just really good in general against it. Twister starts up in 13 frames and does 10 rapid fire hits. Each hit of the twister has 5 pts of durability meaning it will eat up any soul fist fireball pretty easily and covers Dante’s entire body other than the top of his head. Even if there’s 4 fireballs coming at you once Twister will absorb all 4 fireballs. The missiles can still hit you on the head but you can always dash or teleport away from them once you get a clear from the fireballs. Even if the missiles hit you unless she’s already pretty close to you you don’t have to worry about getting comboed.

It’s pretty much the ideal move everyone wants for dealing with Morri fireballs. No matter which direction the fireballs are coming from Twister will eat them up.

What do you think is the best assist for point Dante in the matchup? Mystic Ray?

Install supers

Vergil’s Spiral Swords: This shit is really strong once it gets going etc. One thing to remember is that there is a vulnerable spot on top of Vergil’s head during the sword super. Anything with a strong downwards hit box from the air like Morrigan’s j.S or Dante’s hammer can force him to get hit or block. If you hit Vergil it deactivates the super obviously.

Although interesting to note is something that has been brought up before. Which is if you force Vergil to block during spiral swords…the super stays active but the HIT BOXES for the swords deactivate. Meaning as long as you keep him in block stun the swords can’t hurt you. Which forces him to pushblock you to get you off of him. Which can buy up some valuable time to deal with the super. If he’s low on meter it’s probably not a terrible idea to go into a long duration multi hitting super that’s safe on block or can be made safe with a DHC.

I also know with Ammy that if you’re far enough away Ammy’s elemental super can beat the durability of the swords.

How do you guys deal a with person just doing up-back dive kick every time you approach them? Wolverine, Trish, Doom, Morrigan’s Shell Kick.

I have a problem when a move cannot be thrown, anti-aired, or dashed under. The person can just keep throwing out that move out there and I can’t do anything about it.

Unibeam and Vajra free.

XFGC kill or just run up and chicken block so you can punish them with a grab. Who do you play? For example Viper can Focus xx H TK and punish all that dumb shit. Dante has crystal, Vergil has helm breaker air to air and so on.

Does chicken guard + ground grab really work? I am playing Wesker/Nova/Taskmaster. It is my Wesker that is having a lot of trouble. Is it possible to chicken guard + L command grab?

yeah it should work as long as you input the command grab at the right time. also try to chicken block as low to the ground as possible in case thier divekick OS’s with grab that way you are less likely to get grabbed. You can also do something gimmicky like counter super and if they dont dive human rocket super. I do something similar with counter super xx spiral swords