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

I don’t know, I don’t find myself having that much trouble with missiles. I usually just superjump back, chicken block, then try to get both when they come out.

Also, a lot of players like to get cocky with missiles out and not worry about blocking. If possible just try to get a hit in and launch really early, or if your character has an attack that moves you forward, do that.
With Zero I like to just do cr.m->launcher (SJ Forward to avoid the missiles), or cr.m->shippuga to avoid missiles, launcher, etc.

Even if the missiles hit you after you SJ after them, it’ll put them on their heels a bit, and they’ll know missiles don’t mean free pressure.

I can see long range Molecular Shield being considered ass, but at close range, as a lock-down assist it still works pretty well, imo. Like a weaker Chun legs assist with some mid-range capability. It’s a way better defensive assist too (speed-wise); missiles require some sort of cover before they’re out effectively.

Zero jS bullshit. That move pisses me off to no end

lol that’s more of a match up thing. Morrigan is one of Hulk’s worst match ups. She’s a natural counter to hulk because 1. she’s a good keepaway and 2. she can easily break through Hulk’s offense with her armor breaking moves. Hulk is only at advantage in that particular fight if he has Morrigan backed up against a wall. His best weapon in that match up is Gamma Charge.

Yeah it’s a nice mix of the properties of beam and missiles into one assist. The beginning of the assist can stuff out teleport mix ups sometimes also. It’s just beam lets you get an assist out much faster that basically strikes a lightning bolt across the screen and gets rid of stuff like drones/missiles pretty easily. Missiles…is missiles.

Meh, I don’t have many problems against most except for spamming Hawkeyes. Its really hard to get in with my team but I always wanted to go back to Super Skrull.

I play Wesker and Dante so I don’t really have much in the way where I can do that. I also play against smart players who block, so yeah. Not online.

Playing gllty for example, she’ll call missiles and if you chicken block she’ll just chip you with pillars, summon an orb, throw some shit at you and then teleport if you get complacent. That’s not really something you can get away with if someone’s mission with Hidden Missiles it to keep you out- you’ve gotta go in, and if you don’t have an attack like Shippuga or Charging Star you’re not going to outrun the missiles.

That usually works when I have meter, but Trish players like to put that ring thing on the ground so you can’t stand under them for the punish. Once I run out of meter though, that option is gone until I can land enoughs hits or get hit/possibly killed.

I figured people would say to use an assist for Haggar, and Strider’s Vajira is a very good suggestion since I never thought to use it on my Haggar teams. I was looking more for anchor vs. anchor advice; when both characters have no assist(s). Figured they were some “ST mode 1 on 1 mindgames” tech I might not have known about. If I’m not mistaken, some normals like Haggars pipe can destory peekaboos in the air.

I’ll go to the lab and work at it.

You’re not gonna win with Haggar against a dedicated keepaway character unless they fuck up. I don’t mean you just let go of the stick and accept defeat- but you don’t want to bet on yourself in these kind of situations unless you got godlike yomi.

As much as I love seeing Haggar beat people down…lame out characters vs. Haggar especially without an assist is like an old bad ST matchup. 8-2 ish in their favor or worse. Just like ST, UMVC3 is just a cracked out version of ST’s space control. Haggar just can’t put enough hit boxes on the screen or close the “footsie” gap close enough to do anything in those types of matches without assist (like the anchor position).

this isnt really a derp question. but is there a way to tell what moves destroy trish’s peekaboo trap?

Some times i beat it with normals and sometimes I dont and I have no idea how the move works to understand the situation.

If she’s putting hopscotch down in the air, she’s open to get air thrown. Also I think you can jump/walk into the trap and block but I don’t know for sure.

True, yeah that would be a tough fight. Maybe some kind of beam assist to hit doom as he’s coming out?

For what it’s worth, I don’t play online much either, just putting out suggestions based on people I’ve played/what I’ve seen on streams. Didn’t mean to imply you’re playing dumb players, or something of the sort.

Yeah, my 3rd is Akuma though. I sometimes bring in Doom and the match becomes infinitely easier, though. I’m just saying, a competent player with a lame out team and hidden missiles is… fuckshit.

That’s the only term I can come up with that even comes close to describing it.

I’m about 80% sure that the hitbox of peekaboo and whatever hit it are both nullified.

Alternately:
counter-pick with Dormammu
"I need backup!"
"HIDDEN MISSILES"
full-screen Chaotic Flame
x-factor
H Purification as necessary, cancel into another Chaotic Flame or Stalking Flare depending on the matchup vs. point character.

das a dead Doom most times. really depends on the matchup, but if Doom’s a problem it’s worth burning the XF. also if you can catch him with a predictive Purification, cancel into Stalking Flare, x-factor, then Purification H spam will be mostly safe and should kill Doom in like 3 reps.

(I do this vs. a lot of ranged assists)

How to play with Durp? Be a better durper.

About hidden missile assist

Just notice in training mode that if you stay on the ground and you pushblock standing the hidden missile, only the first two missile hit you and the 4 others whiff. I tried with Ryu.

It doesn’t work if you are fullscreen thought since you cannot move anymore and of course it doesn’t work if you are in the corner.

Pass some tips on how to deal with:

Wolv w/drones
Mag w/drones

I know vergil can shut down those to combos but I have a hard time with other chars.

Also I have a theory n event tested it in training mode i swear to god Wolvs dive kick crosses up more in ULT because of its slightly smaller hitbox (so it hits a bit latter).

Alright, I guess I’ll chime in on the anti Zero tech as well.

Buster->L raikousen is not a safe blockstring as long as you’re within range to air throw him (mid screen this isn’t always applicable, but do look for it since not every Zero player is aiming busters at your feet)

J.H isn’t actually THAT disjointed underneath him. He can be aithrown out of it and slides tend to beat it as well. It’s also not whiff cancelable into ANYTHING. Take advantage of that.

Assisted Teleport crossups. Zero’s teleport is not invincible. You can throw him, you can hard tag, you can use a reversal super, basically use something that will make you invincible to avoid the assist and hit Zero.

Double overhead->low vs Triple overhead. While there’s the general solution of “hold up back” to avoid high/low mixups, you can also pushblock if you’re not pinned by an assist. If you ARE pinned, look at how high Zero was when he started the j.H, as well as how quickly he was falling (did he airdash->j.H? or just jump->j.H)

Raikousen crossup on incoming character. Well…you can look at how high he did the L raikousen to make an educated guess on whether or not it’s a crossup (high TK crosses up, lower TK doesn’t), but there’s a lot of factors for this so it’s a pretty ambiguous mixup. Cool thing is that if you block it and land on the ground you’re no longer in blockstun. Good Zeros will likely have followups for this, but plenty of people just wait to see if it hit and then try to combo with st.M->stuff so you can up/back your way to relative safety (or hit him, but that’s a bit risky)