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

Ryu. Usually I just tried to block it but sometimes I get tagged by their hyper cancel. That just makes me scared to punish it so I just block most of the time.

Block and punish is the safest idea, however Ryu can shoryuken cancel to hyper for safety but I don’t think the hyper will hit, air throw or up hyper be ready to safe dhc if you miss. On the plus side Ryu can rush Skrull down and I don’t think Skrull as any answer to Ryu cr. light. Don’t call out assist recklessly against Skrull always watch his meter.

How do you air throw meteor smash? Sorry for the noob-ish question?

This is solid tips. I would suggest if you have a solid wave dash to just dash in and block cancel repeatedly during your wave dash until you get close enough to him. Once you get in as long as you have solid frames on your normals and an assist ready you should be fine. Tracking above opponent teleports like Dante’s or Strider’s should be fine get in tools as long as you catch him doing something unsafe first. His s.S is basically a near half screen anti air and he can air throw you if you do these raw without looking for punish situation first so watch out.

Calling an assist from the ground and taking to with a quick moving aerial move helps also.

Updated first page with a list of info for dealing with general and character specific tactics.

You guys obviously havent played against this team: Ghost Rider/Strider(teleport kick)/Doom(plasma beam)

Guy jumps around whipping you with his chains while mashing beam assists and teleport kick assists. There is almost no way out. And once you’re in the corner. You’re fucked. Played the dude 10 times and never won. Only got close once GR was outta the way.

the probleme might not be with this team but the way you play…
Maybe if you told us what team you play we might be able to help you better…

I’m sure some of this has been mentioned already, but here’s my personal list:

Ghost Rider j.S and s.H spam.

Felicia air delta kick spam.

Haggar spamming violent axe to ignore pushblock. It feels like I’m permanently in block stun when a decent Haggar gets in on me.

Anchor Hawkeye. Since he’s on anchor you generally only have to face him if you bodied their first 2 chars… which means he comes in sitting on a ton of meter. Up-backing to wait out the XF3 works for a few seconds until they figure out that you’re just chicken blocking and run up to mash c.L or slide as you’re about to land. Any attempts to fight back inevitably get Gimlet’d, and if I’ve already burned XF getting chipped out by triple arrow spam is a distinct possibility. Maybe I’m just bad but this crap always gives me trouble.

Anchor Dorm as well. First 2 chars get bodied, Dorm comes in with 3-4 stalker flares, keeps putting them out and forces you to eat mix ups while you’re blocking them.

Deadpool guns spam. Jump back + M guns to start off, standing H guns when they inevitably super jump. Just teleport or H quick work away when you reach the corner. Much worse with something like missiles behind it. I haven’t encountered this myself so much as I’ve done it to other people and received hate messages for it >_>. Teleports are the obvious answer but it seemed like a pretty effective flowchart strategy against people who don’t have one.

I also feel like Jean deserves a mention. Of course ideally you snap her in before 5 bars, but it would be good to have some tips for the inevitable games where that doesn’t work out. Phoenix + Morrigan assist especially deserves mention since they don’t even have to hit you to build meter. Even if you kill the first 2 chars without getting touched they just need a few Morrigan calls during that time to get 5 bars.

Dorm has a broken hitbox on Jumping H that hits way further behind than it should. Makes him a bit derpy because you can pick up combos you should have never gotten (I feel like it needs a fix). Stay in the air when hes in the air, try to pick him off with invincible hypers. If hes teleporting, his TPs are a lot more telegraphed than other characters so feel free to air grab him when you see it.

Ghost rider jS spam. well every character got their own answer. General tips are => zone him out, teleport in and Stay ABOVE him his only good anti air is Standing S and you can punish it on block.

Felicia, jump, block, airthrow. It got 10 recovery frame and is +8 at best on block (H version, M and L version are +6 and +4 only on block). 2 frame is a tight window but when you see it blocked you just mash airthrow.

if you have problems with dorm mix up while being stalking flared.
Why arent you mashing advancing guard?
You pushblock violent axe, you punish it. Throws work kind of nice if you got the timing.

Run away from XF3 Hawkeye. Seriously, just super jump (no attack) if he gimlet you while being close you block then punish. That is if you dont have X-factor to get in on him while ignoring the gnawing chip damage.

Deadpool.

Be patient. Punish H quickwork. Teleport only work twice, and dont be predictable with your ways to get in (if he predict the superjump, good deadpool make you eat H gun.).

Jean…well snap her in instead of killing the 2 char.
In your plan the dude is using morrigan assist. So he basically has a point character without assist suport NOR the ability to punish you with supers. he is at a big disadvantage.

I have trouble with Felecia’s Delta Kick, and Virgil teleport bull

Spiderman just jumping around and zipping down. I know to just block the overhead and then crouch block, but its hard to hit Spidey jumping around like that :frowning: Any tips?

when he come to you. try to airthrow him. Or use standing S.

I seen you play vergil, so use your superior sword range to punish incoming spiderman.

How do you know I play Vergil? xD

it’s in your signature Einstein xD.

Spencer. The entire character, minus the command grab because its hardly ever used and bionic arm because it kinda sucks. It feels to me this character cant be zoned and can just zip around where ever he wants, and its DAMN annoying.

air grab teh webzipping wench. block teh bionic armed wench and punish dat wench.
you can also standing S this coming from above. If he be coming from above with projectile assist on the land. Dont fear the bionic arm, he is in the air, so SUPER him and his foolish assist.

But on a sidenote.

Spencer corner command grab setups be hell from me to escape. Any tips?

Spencer command grab is slow, as are many of his normals. In a neutral situation, you can attempt a normal grab. That option works really, really well against a Spencer that does Reel In and constantly continues with grounded pressure (pretty sure few Spencers mix it up with OS j. :h: air grab). Otherwise, you just have to guess. His grabs have poor range, btw. If he tries to tick with two :l: attacks, he can’t command grab without a kara.

I can never air grab him or do anything to him because hes always got a beam or missiles or something… T_T
And when I try to invincible super I cant hit them both

If you see it coming you can use some projectile. Counter to specific strategy are a bit character specific so, maybe tell us with who you play?

If you play Shuma/Jill/Hsien, yeah you might be screwed otherwise, i think any team got the potential to counter ^^.

Later today or tonight I’m going to try to answer what I can and find the answers anyone else came up with and get the first page updated.

EDIT: Updated first page with Akuma anti tatsu tactics video.