So you’re saying if I’m fighting Zero I’m pretty much fucked.
Well if he’s running derpy mixups you’re in the clear because his derpy shit isn’t safe. Crossup raikousens can be airthrown or just attacked, buster->L raikousen can be aithrown from most positions, j.H can be aithrown or slide under, he can be hit during his teleport and it last so long that you can hard tag against it relatively safely, and if you block the welcome setup a lot of Zero players won’t know what to do after it and you can just hit them while they try to st.M you.
The problem is when the Zero player starts refining this shit, as he’s a very safe character, it’s just hard to execute some of his stuff. So yeah, against a good Zero you’re kinda fucked the second you’re forced to block an assist.
I couldn’t help but read that in Doom’s voice and I laughed.
In more relevant news, I have issues defending against Wolverine dive kick and Berserker Slash. I feel like the former was addressed on a previous page and I might have missed it, so let me review that now.
Here’s how you get better defending against bezerker slash. Take a quarter, flip it in the air, call heads or tails. On a serious note you have to stop him from setting it up in the first place or assume 75% of the time that it’s going to be landing behind you. (studies actually show most quarters will land on heads coincidentally)
Lab time :
Hammer put you in 20 frames of blockstun
I’m not sure but i think hammer can be beat by a slide low profile move if you are not too close of him. It looks like this move doesn’t hit until grounded a la dive kick. I’m thinking of slide like cr m from Jill / Trish
At close range a perfect chicken block (with Jill at least) put Dante in a -4 (minus three) disadvantage. Even if you cannot punish him with a normal moves, the dante player will be surprise to get counter hit because he pressed a button or hit because he choose to move forward. Usually if you block standing Dante has +9 (positive nine) versus Jill
Didn’t see this mentioned anywhere, so…
Fucking Air Bon Voyage. The hitbox/hitbubble/hitgalaxy/whatever you want to call it is retarded, beats damn near everything that isn’t invincible or a projectile. I can usually block it, but what happens after that is the problem.
Sometimes Firebrand is still in the air, and gets overhead(s), sometimes he lands and goes low, or for a throw, or instant overheads again. Sometimes after blocking he will cross me up, and advancing guard just pushes him into my character lol.
Firebrand in general, actually. I feel like it’s almost always in the FB player’s advantage to just press buttons most of the time, and I’m stuck guessing a dozen times in a matter of seconds.
The characters I’m using don’t matter, I have too many different teams. I’m looking more for just universal advice.
Honestly is the only way to counter teleport mixups just to train yourself against it? I took that article’s advice and stuck with a guy that was beating me ended up going 50 to 5 against a Vergil Hawkeye Wesker team. (I was playing hulk Ryu Doom. I’m still learning, but I honestly don’t feel like I’m any better at defending against them.
Pretty much. The most important thing you gotta know about playing defensively is to know when a mix up is coming before it happens. When I’m fighting Wesker, the only thing I got on my mind is, “this guy wants to do a teleport,” because I know that’s exactly what the other guy is thinking. People can go on saying it’s just guessing, but I feel it’s more along the lines of paying attention to how the guy is playing. So an educated guess. What block string does this guy like to do right before doing a teleport mix up? Listening to when he calls an assist, so you’re ready to look the other way because a left-right is coming in the next instant. Sometimes, if I know I’m getting schooled in the fight, I’ll just switch over to complete defense mode and try and see how long I can go blocking.
That said, the best thing done to defend against mix ups is to avoid getting in them as best you can.
For those who are struggling with teleport mixups…
Watch this.
[media=youtube]SleUR_PG18I[/media]
Does anybody have any help for pressure from Spencer wire grapple + horizontal projectile assist (Hawkeye’s st.H assist comes to mind…)?
I honestly have no idea how to get that shit off of me.
Air grab? Characters are invincible during a grab, so that’ll get rid of the assist problem. With the December patch, you can no longer grab tech at any time.
I really don’t have much experience fighting Spencer.
Spencer is in neutral jump state after a grapple, so he can tech out of it. Best Anti-Spencer tech I can tell you is to try and keep the pressure on. Try and super jump when you think he’s going for the grapple(pretty much any time he’s in the air.) and catch him with a crossup, or just try to use the opportunity to escape and set something up.
how to deal with durpy stuff. Don’t play this game. PLAY 3RD STRIKE ITS A GOOD GAME. Or play KOF, Guilty gear, Virtua fighter or games like that with minimum amounts of durp. Hell theres less durp in KI yeah I said it.
zero isn’t made of stupid[media=youtube]yytbDZrw1jc[/media]
online derp akumas own me so much
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[LEFT] [/LEFT]
[LEFT]Can you elaborate further on the Chun-Li versus Hulk matchup? I play Chun/Doom/(Strider or Wesker or Phoenix). When I play against Hulk using Chun, all I can do is call a Plasma Beam assist while triple jumping towards Hulk, then do a lightining legs from the air around the same time the beam hits, run away then repeat. This tactic isn’t great and doesn’t lead to combos, but it does frustrate and chip away some damage, though against a good Hulk they’ll quickly blast through this hit and run tactic. Lightning legs (surprisingly) isn’t armor breaking, standing H destroys it every time. So how can Chun give Hulk trouble?[/LEFT]
[LEFT] [/LEFT]
[LEFT]Also while I’m asking, I have much better results against Hulk with Doom. However its not consistent, it seems a foot dive into Hulk results in either a combo for Doom or getting swatted out of the air by Hulk’s standing H. So, any Doom specific tactics that are good against Hulk?[/LEFT]
[LEFT] [/LEFT]
[LEFT]Seems like in general its somewhat tough to deal with a Hulk that gamma charges in and does standing H with a few low attacks mixed in, then that aerial tracking hyper if you try/start to escape.[/LEFT]
I’ll start with Doom and update this post again later for Chun. With Doomie the best way to play this match up is lame and chip heavy. Since Hulk is prone to runaway and keepaway you can pretty much control the flow of the match if you play it cheap enough. If you have enough meter it becomes even more difficult for Hulk to approach. Doom has all the tools to keep him away and slowly chip his health through plasma beams, finger lasers, Air H, and sphere flames (use this if he manages to get above you). And then if he gets to close runaway. If you’re in the air and Hulk tries to chase you, you have air to air priority with your Air S foot dive. Be patient and punish his moves on recovery or whiff. Lastly, if you play this match up correctly you’ll be in position to punish Hulk in a multitude of ways, capitalize on it. Doom is one of the best characters to capitalize on punishes due to his ridiculous damage potential. I use Doom also, so I would know.
Now the best way to approach him offensively is if you have a good assist backing up your offense. Use tri-dashes in conjunction with your assist to keep your opponent guessing whether you’re going high or low. Utilize Air. M for instant overheads and regular overheads. Again, check back on this post for Chun, I’ll elaborate on that later.:tup:
***Edit: ***
Alright here’s the Chun portion. She out of all the ones I’ve listed is the hardest to explain because it’s not as straightforward with her as it is them. On a 1 on 1, Hulk is at an advantage in this match up (unless you have the life lead then she can runaway all day). It’s somewhere along the lines of 6-4 Hulk. Thing is, it’s not that simple. With the proper assist, preferably a lock down or get off me, it turns into Chun’s favor because her defense or rush down is increased considerably depending on the one you choose. If you choose lock down you have the potential to maul Hulk with Chun’s offense. Her offense is already good but she needs a lock down to get it started. But even without an assist, Hulk is already susceptible to instant overheads in conjunction with lightning legs. Don’t go too crazy though, the key is to have a smart yet methodical offense against Hulk. Now another thing she’s effective in doing (although not as effective as Doom) is punishing Hulk and building meter with her combos. This makes her great for Phoenix teams. Funny this is, I just got done fighting a player who used Chun/Doom/Phoenix. He’s probably like, one of the only Chun players I’ve fought, out of hundreds, who could beat me and I blame it on his/her team make up.
So yeah, her effectiveness against Hulk is entirely dependent on the team composition and the assists. A formally disadvantageous match up suddenly becomes an advantageous one for her with the right back up. So whether she belongs on the list or not is completely up to the team she’s apart of. She is the only one on that list that I can say that for though.
The only other person with special conditions is probably Arthur. On point, or secondary, the match up is probably even or 6-4 Arthur at most. But when he has lvl 3 x factor, the match up totally flips around and it becomes HEAVILY is his favor. A once even 5-5 match up EASILY becomes 8-2 in Arthur’s favor. Hope that helps, if anything, I’ll remove Chun and revise if it’s too confusing. (Done, I revised it so all the ones listed are only on 1 on 1 basis and with the right assist they get even worse)
Refer to this topic in the future (it’s a fully revised guide, I made it shortly after helping here):
how the fuck do you deal with Shield Slash spam at jump range if you’re a meter-conscious Dr. Strange/Doom?
If the Cap playing is spacing perfectly, using tiger knee light shield, and staying mobile, You just have to chicken block forward and wait for your chance. In Doom’s case, I’d attack from super jump height. Two things to keep in mind though:
- If Cap is in block or hit stun, the shield doesn’t come back (visually it does, but ignore it).
- It’s incredibly unsafe from close range.
So the moral of the story is to just inch your way forward and hope they get a little too zealous and throw a bad shield. Most Caps are hardwired to just hang out until the shield comes back, even if they just put themselves in frame disadvantage. GET IN THAT ASS at this point. You won’t get a free hit unless you were really close, especially if they are TKing the throw, but they are gonna have to start blocking at this point.
As long as you never ever get hit by the first hit of the shield he can’t stop patient advancement.
why not just wait until cap does shield slash + assist, then do SoV>XF>teleport and kill both characters
but the easy answer is teleport and punish