I looked at your avatar and had a giant brain fart, I meant Spell as I’m sure you figured out after >__>
Zero pretty much. This character still wrecks me constantly, and I can never find holes even in his basic j.H pressure. My teams are Chris (Grenade Toss)/Trish (Peekaboo)/Dorm (Varies between Dark Hole or Purification) and She-Hulk (Torpedo)/Frank (Shopping Cart)/Dorm (Dark Hole)
Yeah these moves are basically dive kicks so I’m sure air throw punishing them is out of the question. You could probably chicken block punish Dante’s j.S if he doesn’t cancel but if he does then it probably gets dicey. All of those moves lose to XF guard cancel though so if you’re willing to blow your XF you can get them out of there or force them to burn their XF also to save themselves and then get the match more even and fair from there.
Definitely seems to be a lot of complaints about Zero. I know I can’t stand that guy either cuz he’s just like walking hit boxes to me having 2 or 3 moves that you could basically consider self assists and access to standard assists. At least when I play against my brother he always complains about fast characters that can outmaneuver Zero. His is a bit of a spaceship to control since he doesn’t have a standard wave dash and can’t block during his aerial movement specials but a lot of that can be covered by buster charge and good assists.
It would probably help to have other Zero players chime in on stuff to look for against a Zero loaded with good assists. What I would say immediately to do is just stay patient and if you have a character that can lame him out towards the top of the screen get up there where he can’t really shoot you with anything but upwards lightning and snipe him down. If you’re a pixie style character like Wolverine or X-23 just use your movement to hopefully catch him whiffing something when he doesn’t have an assist.
If you can force Zero to block something you can get rid of him off a mix up pretty fast but getting him to block something is easier said than done. Some of his moves without assists are air throw punishable but…a good Zero sitting on buster and assists will make that tough also.
XF guard cancelling Zero isn’t really an option because almost all of his moves are multi hitting or put out some projectile hit box that will blow you up for trying.
Generally if your character has some way of killing Zero without being near Zero that helps.
Hidden Missiles zoning is probably one annoying thing for many people. People like hawkeye, deadpool, taskmaster and such can be so much more annoying to deal when backed by missiles. There is always the classic sent/doom beam spit + missiles combo, but personally doom missiles/photon shot + drone assist spam is a lot more annoying to deal with.
Edit: I think someone mentioned tron’s drills. In MVC3 I usually went for a grab after blocking it(gotta watch out for a level 3 grab). Not sure if she is able to tech it(think they patched teching during recovery in UMVC3, or uh did they?) or not, but I don’t think I ever played a tron that did.
Super-Skrull. On entry, I tend to get command grabbed, or one can fake it and get free hits if I choose not to block. Especially tricky is when they wait until I hit the ground to command grab me
Also, Meteor Smash tends to cross up very late in the animation, giving me a lot of trouble. On block, if I choose to punish, I get stuffed with on-reaction Inferno. When I use Strange’s Seven Rings counterprojectile, the Skrull can X-factor cancel into a combo if I don’t have X-Factor myself - the whole situation doesn’t end in my favor if I try to punish, so against a Meteor Smash, I feel really helpless.
Those two moves make the character really tough for me - the command grab and Meteor Smash.
Tatsu is still durp.
also fuck Zero.
Captain America, jump and Shield Slash. Rinse, lather, repeat until you combo the opponent.
When I played at the Break, MarlinPie said something close to “If you have a move to throw out during his SS, just do it.” Im not really sure what he means by it but the only way I’ve been able to get around it is timing an air throw which scales my dmg even if I combo after it. The guide says there is no (dis)advantage on block so am I supposed to jump and block and then do something or…?
Both
When I play against my brother’s Captain America I tend to just walk or jump forward while blocking. Honestly it’s extremely hard to deal with if he throws an assist in the middle and will set up a free counter hit or 1 frame throw mix up easily. Without an assist though just jump forward while holding block. If he’s not calling an assist eventually he’ll get into a range where throwing the shield slash won’t be as favorable for him. This is good because what people probably don’t realize about his Shield Slash is that if you hit Captain America during the shield slash the hit box for the slash goes away. Which means if he forces you to block it at close range you can escape the block stun and hit him before it comes back to hit you and then just put him into a combo.
Also…the shield slash only has one point of durability so if your character has any type of projectile with quick recovery you can shoot it and remove the hit box from the move until he throws another one. Giving you space to move in. Just be careful of him mashing on projectile invincible moves like charging star and hyper charging star to get through. Luckily unless he calls an assist first charging star is pretty unsafe on block and he has to DHC or XF guard cancel to keep hyper charging safe.
Gah… Why does nobody see my avatar the same? I see Strange, a couple others see Strange, many others see Dormammu, and yet some others just see a blank white avatar.
I see the Dread Dormammu bro. Always have
Thanks DJ, I’ll probably have more derp in the future but thats it for now.
I use Hulk/Deadpool/Sentinel and I’m pretty good with the team (2nd lord, 700 games played, 71% ratio) , I’ve been playing it since Day 1 Vanilla, and to my surprise it’s a bit better in this version. Despite being a solid “mid tier” team, it requires a lot of effort to fight against top tier teams and people who know how to “block.” Because of this I’m creating a secondary team that deals with a lot of my bad match ups. Because my team ain’t cheap enough.
Anyways, if you guys are still having trouble with Hulk this late in the game I kinda feel sorry for you, but let me help you guys defeat the big bad Hulks.
[LEFT]Hulk’s weaknesses:[/LEFT]
- Has VERY obvious mix-ups that you can react to the more familiar you get with the matchup.
- Judge the distance between yourself and Hulk, because chances are all you have to do is block overheads. Just press up back or block while you’re standing. Don’t press buttons, don’t mash, just block and wait for your opportunity.
- Although Hulk has pretty intimidating blockstrings if you’re patient enough you can punish anything he throws. If he cancels his Stand H and follows up with a Gamma Charge and has meter to cancel it what you should be doing is blocking, but if he doesn’t, punish him when the animation finishes. (With a fast projectile or super if he ends it by dashing back or a full combo if he ends it by dashing in front of you) Oh yeah, don’t push block the gamma charge (if he’s meterless) if you’re going to punish it because you’ll be too far if you do.
- Keepaway characters obliterate Hulk. If you use characters like Morrigan, Trish, Deadpool, Hawkeye, Taskmaster, Arthur, etc. chances are you’ll shit on Hulk for free if you know the matchup especially if you’re doing it in conjunction with a lock down assist and know your character. (Those matchups are literally 7-3 to 8-2 imo) If you get beat by Hulk using those characters, you might 1. Suck, 2. Have gotten unlucky 3. Have been pressing buttons 4. Suck. So keep training.
- Don’t do random full screen supers. If you do make sure it’s a bait and you DHC into a counter for example (Task or Wesker) or you have x-factor to cancel it because it could end up being a fatal mistake assuming he has an OTG assist and X-Factor cancels the Gamma Crush. There are some situations where just taking the damage and saving your X-Factor/Meter is a good option too though. This is usually a good option if your opponent is devoid of X-Factor or meter, mostly X-F.
- He is a big character so he is prone to instant overheads.
- Has SO MANY bad matchups. The only way around this for Hulk players is to train their defense, learn match ups, and keep applying pressure to the opponent. For example, my main goal to stop you from gaining momentum is by applying pressure and getting in your face all the time. I want to be in close proximity. But if the opponent doesn’t succumb to the pressure, has good defense, knows the matchup as well and uses characters like Vergil, Zero, Dante, Wesker, etc. for example, I should have no chance of winning if you play solid unless I get lucky. Characters with great air mobility and multi-hitting/super armor breaking moves like Morrigan are especially troublesome against Hulk.
- I’d also like to note that all his supers are extremely punishable. Gamma Tsunami is often used to “somewhat” make his Gamma Charges safe. Thing is, if you don’t push block the super and Hulk is too close to you, you can punish it. Another thing Hulk players use which is incredibly unsafe is Gamma Quake usually at the end of a Gamma Charge. You can punish this in a multitude of ways: Walk/Dash up grab (Don’t try this if you’re too far and your character is slow), teleport out, air combo out and away from the super (is not viable for some characters), use a projectile counter super (Doc Strange), invincible supers, animation supers (like Deadpool’s cutting time, or most lvl 3s), moves that move your character out fast enough (Berserker Slash, Gamma Charge), or you can just block. If you’re unsure of your timing or the opponent has an additional meter to DHC out then your best bet is to just take the chip damage unless you’re down to your last character with a pixel of health. If that is the case, just use X-F to negate the chip damage if you are unable to do any of the things I’ve listed.
- Aerial attacks are easily punishable with a variety of things (E.g. Anti airs, etc.). Make a Hulk that abuses Air. H/S too much rethink his way of approaching you.
Other interesting tidbits:
- Back/forward dashes are extremely punishable if not jump canceled.
+ Despite being the only big character to not have a wavedash, he is still quite mobile.
- He recently had an infinite removed.
(Only 2 reps of Gamma Charge Anti-Airs can be performed now and then it resets. Use only 2 gamma waves so it doesn’t reset.)
[LEFT]List of characters that give Hulk trouble:[/LEFT]
[LEFT]Zero, Dante, Wesker, Vergil, Trish, Morrigan, Captain America, Magneto, Phoenix, Wolverine, Arthur, Spencer, Chris Redfield, Dormammu, Modok, X-23,Taskmaster, Spiderman, Deadpool, Doctor Doom, Ghost Rider, Rocket Raccoon, Strider, Nova[/LEFT]
[LEFT] [/LEFT]
most of the ones I’ve listed are also the same characters that give sent trouble so if a person is rocking Hulk / ? / Sent you shouldn’t have trouble assuming you’re good with those characters.
you know whats derpy? x factor 4 wesker. what do you got for that?
DARK ALLLBURRRT RISES! http://www.youtube.com /watch?v=sWIijCybeZw&feature=mfu_in_order&list=UL#t=8m06s
DEALING WITH XF3/4 GOD!
[details=Spoiler]
It’s funny how people call this XF4 Wesker like the XF3 Wesker won’t fucking rape you also if he hits you. The strength difference between XF3/4 Wesker is marginal considering he doesn’t have an assist either way and both will rape you during welcome mix ups or if you get hit period.
The first thing about dealing with Dark Wesker (considering XF2 Wesker + assist is more of a problem) is to not die to the welcome mix up. Usually how Dark Wesker ends up killing teams is just tearing the whole team down with mix ups the opponent is nearly forced to deal with as they’re coming in. Essentially if you can survive and hit him out of his dash under mix up or block it correctly and get in you’re already half way to being able to do something. If you have a character with air movement you can move up and away from him and then start to lame him out. Unless you have like gdlk sword normals you can abuse while jumping backwards like Taskmaster and have a scary air throw range yourself I would only attack at Dark Wesker with projectiles. Anybody who can shoot down multiple screen covering projectiles or projectiles that generally impede his movement like Doom or Trish are solid for helping burn his XF out once he’s activated it. If you don’t have any of that and you know he’s going to close the gap you can always just kinda pray on whatever you have that is of the highest priority or wins most often.
Holding your XF to fight Dark Wesker is important also because having that XF guard cancel to stuff anything stupid he might try to do is very helpful. Especially average online Weskers that think mashing on strings into S launcher with Dark Wesker is a good idea. If you block an S, XF guard cancel and get him out of there. Remember that his teleports still do have recovery even though they are much minimized so still if you have to do it to save your life mash s.S or air throw to grab him up out of a bad H teleport (since he won’t have an assist any way…nothign to lose). If he does one of the ground teleports near you and you know exactly where it’s going to be you can go for the fish punish on the recovery. It’s just you’ll have to know he’s going to teleport and know exactly where he’s going to be when he reappears when he’s that fast or you’ll die.
Lastly if he forces you to block something ALWAYS push block as long as you can confirm you blocked something. He doesn’t have any rapid fire normals to tick with to the same effectiveness as Magneto or Wolverine and he has a one frame command grab so the last thing you should be doing is blocking anything he does for more than a split second. Chicken blocking is ok for keeping him out for a bit if your character doesn’t have strong aerial movement but Dark Wesker will catch you if you don’t have some long ranged poke or general strong aerial lame out to burn out his XF. You’re just going to have to guess tech his air throw game at that point. [/details]
**Basically get him to pop the XF, survive the welcome mix up and burn out the XF. Snapping Wesker in early to kill him off with a TOD or XF combo helps also but if the team has other strong anchors like Dorm, Felicia, Magneto, Strider etc. this may or may not come back to haunt you with those characters instead. If the team has other beast mode anchors it’s your best bet to just wait it out IMO. **
EDIT: Some footage of me playing against some Dark Weskers at the local Xanadu tournament a few weeks back. Plus footage of Justin Wong dealing with Dark Albert.
http://www.twitch.tv/vgbootcamp/b/301387776 Around 46 minutes in vs. Joe Kim who was one of the best players in the area in Vanilla. Nerf to Tron assist kinda hurt his old team so of course he went the Anchor Wesker route for knee jerk success. Not having a real pressure assist for Sentinel made Sentinel easy to deal with and then all that’s left is dealing with Dark Wesker. Some players prefer not to turn on XF3 the moment Dark Wesker comes out because they like to have their guard cancel ready and you burn out XF time turning it on without hitting anybody if you need to kill 3 people.
The first match he probably should have just popped it early but didn’t and ended up dying. Second match he ends up popping it early but ends up running into hammer and although I knew I wasn’t going to kill him with my half assed hammer combo I at least made sure the combo was as long as it could be to burn out his XF as much as possible. Long Dante combo burned out half his XF on the spot. Then turned on Devil Trigger to lame out the rest of the XF and now it’s just normal Wesker.
1 hour 45 minutes in of the same link you’ll see Unknown vs. myself. The guy that wrecked Justin Wong, Noel Brown, PR Rog and pretty much anyone else that was good with his Nemesis during the team tournaments at NEC.
The first match I didn’t get time to turn on Devil Trigger to lame out Dark Wesker like I wanted. Which ended up getting Dante hit real fast and then X-23 is forced to come in from the corner. Of course I got nervous and didn’t block like I probably should have and just air H’d me into TOD. Knowing at that point that he was probably going for a similar mix up I figured I would wait to see if he was going to jump in…I noticed as Doom was about to come in that he wasn’t actually near me yet so I decided to come in with Doom’s air S that would at worst trade with any attack he did. He went for Wesker’s air L which traded but all trades go in Doom’s favor with the new S and then killed him with XF3 level 3.
The second match I got run over by Chun Li + drones so yeah. LOL. It was Chun Li so I was pretty much happy to lose to that if anything.
3rd match little it of back and forth but he ends up calling Sent Drones assist towards the corner when he probably shouldn’t have and I get a 2 for one and kill off Chun and Sent. Of course my reward for punishing him for a bad assist call and removing two of his characters…is like traditional UMVC3 fashion**. Instead of having a huge advantage towards winning I have an ok chance of winning simply because I now must face XF3/4 GOD! I decided to play this game in a tournament so I can’t come up with excuses at that point. Just gotta win the match in the safest way possible.**
I tried to hit him with reverb shock and cancel it into fireworks but I didn’t get the fireworks cancel to come out to stay safe on block and push myself away from him. Which meant instead I was forced to stay next to him at neg 8 on block. He took advantage and got rid of Dante pretty quick. X-23 has to come in and I figure he’s been running the air H press stuff for a while so I successfully block his air H and immediately push block him away so I can get space. As soon as I do that I do an H talon attack and have X-23 run for the hills since he already burned his XF. Once X-23 gets space she’s really good at burning out typical Dark Wesker.
Needless to say I eventually burned it out and he was forced to fight without any XF powers. I made a mistake doing another M talon attack towards him which her air threw and at that point even if X-23 had died I still would have had Doom with XF stocked which I’m hardly afraid of assistless, XF less Wesker at that point. He ends up dropping a combo on both 23 and Doom and I land a combo with XF Doom and take it at that point.
http://www.twitch.tv/leveluplive/b/303027563 1 hour 23 minutes in. Justin Wong laming out Noel Brown’s Dark Wesker. He simply calls fast high priority assist (Akuma tatsu) to bait any of his attacks while just playing a spacing game and push blocking any block strings. Wesker can’t rapid fire any of his normals so he has to commit to one string and then get pushed out. Pushed out anything that was blocked that wasn’t a command grab until the XF nearly ran out. Set up solid pokes like Iron Fist j.H while Wesker was on the ground to outfootsie Wesker and even hit him into a combo.
The hardest part is getting Wesker to pop the XF early without getting hit which J.Wong effectively did by forcing Wesker sitting on XF to block a string. Then when Noel tried to XF guard cancel the Iron Fist string J.Wong immediately reverse guard cancelled so he could block in time and then started laming out the dark one.
In general though I got what I wanted Dark Wesker to do in both of those matches against 3 of my people which is burn his XF without tearing the whole team down. Wesker is just simply better with an assist period. It’s easier to put hit boxes on the screen and generally run away from his pressure without an assist even with XF.
** Which of course J.Wong was successfully able to do in his footage against Brown also.**
As a hagger player with hulk I just learned to be patient… most h spammers are pretty damn aggressive
Sit and block and wait for that opening… punish… and repeat until the green bastard is dead…
The 2 main problems I run into are ghost riders jumping s and frank Wests slide…
Spencer’s zip line is good against jumping s spammers but damn those full screen chain combos
Teleports are annoying but most folks who spam them don’t even spam em correctly or safely and can bebe punished kind of easily…
I’ll try and offer some input.
For rushdown teams:
One thing people should keep in mind against Zero is that most Zero players are holding down L constantly to keep their buster charged. This makes it so he doesn’t have that those godlike L’s available (5 and 4 frames), which means the fastest poke he can throw out is only 8 frames (his M’s). that pretty much puts him in the same boat as Dante. You know know what that means? It means that, like Dante, the character can’t push buttons once a character has invaded his space. If you have a fast enough character with a decent team put together, you should be able to rush Zero down, and the entire point in fighting Zero is to make him have to block. Having a strong assist helps, too.
Keep out teams:
I’m going to tell y’all this straight up - I have no talent in keepaway, so this is more based on what gives me trouble facing these teams. Zero can’t block during his movement, so the best thing to do is put things on the screen that he can’t have safe mobility. I think the key is to make moving around with Zero dangerous so that he has to block, but have to remember that you need to do something as he’s blocking. I’ll give an example of what I mean. You have Magneto and you keeping him out with beam and anti-air super. As you’re doing this, you’re calling out drones. Zero needs to block and you’re now in a good situation to probably kill Zero.
Note: I’m not trying to pass this off as a sure fire way taking down Zero for free. These are just some general things I do mixed with a bit of theory that people can try or keep in mind when fighting this character. I’m still working on anti-zero and anti-wesker tech atm.
i’ll throw in some derp that just straight kills me:
mags with drones… WHAAAAAT DO??? omg im so frickin tired of losing to that crap.
i guess i need to be more dynamic in my neutral game to not fall victim to drones xx disruptor flowchart BS… but i digress for me it seems impossible to beat any halfway decent mags plus drones MOFO.
-dime
One tip against teleport characters is if you can’t quite seem to catch the teleport animation, or if they always cover their approach using an assist so you can’t see it, then consider paying attention to the screen.
Almost all teleports towards you (including crossups) will make the screen suddenly shift towards your side or at the very least the camera will zoom in. This is an easy tell for most of the stage, only in the corner will this not really help, unless they teleported away.
This personally helps me a lot against Dormammu players, especially those that Mass Change constantly while calling beam assists.
Watch Combofiend vs Fanatiq and see how he deals with it. ;o
Depends on your team setup. Easiest way to go about it is just have an assist that will help you blow through it all. Iron Man and Doom beam both have solid durability for blowing through drones and if your character has a projectile also that’s enough to eventually win a basic war vs. LMH disruptah and drones. Once you get inside and call Akuma that pretty much shuts down everything since Akuma assist is immune to low and medium durability projectiles once active.
Having a tracking teleport character like Dante/Vergil/Dorm etc. helps but if he stops shootings disruptahs and waits for your port you can get in trouble for that too. If you don’t have a solid mid ranged or close ranged assist to blow up the drones it’s kinda rough.