If you’re in the air, by god make sure you’re not in his airthrow range, or in the range of his 6H. Keeping that in mind, airplay is good at controlling space and forcing him to either super jump or teleport. Be careful about calling assists cause his gun is pretty annoying.
Don’t be obvious with your teleports because he has tools to deal with it that will kill you(Rhino Charge, Airthrow).
I play a good Wesker almost on a daily basis and I have to say this match is pretty even. His mixups with assists are as good or possibly even better than yours, so try to avoid being put in a position where you’re forced to block.
Never underestimate Wesker. I used to think Wesker was overrated but he has too many ways to fuck with you. I hate this matchup with a passion.
Dante mirror is whatever.
I tend to just loaf around and see what they do and punish accordingly. Dante is ironically one of the few people who can punish some of his own bullshit best(like rainstorm). What I tend to do is just loaf around, throwing stingers and reverbs and calling sentinel on block, waiting for a teleport or an airplay to punish on reaction. I also have a special “anti Dante” frame trap. I will throw rockets and wait to see if they teleport. If they do, XF+ Airthrow or 5L= GG. If they don’t, I keep doing it till they do. When I have Haggar, I do DT+Haggar instead of XFing, works like a charm.
How do you punish air play? I ask mainly because I throw a lot of airplays. Sets up Mag beam into teleport rather nicely Though I tend to do so from a safe distance, or at least try to
Well it is kind of hard to find a good assist inplace of tron because the game isnt out yet but some of the assists you mentioned are getting nerfed abit. I am trying to also keep in mind magneto and storms new move, it will be hard for slower characters like haggar or nemisis get in if they are left alone and i also need some kind of coverage for my mistakes if i make any.
@thisguilekillya from my experience with playing with and against dante i find it is very hard to punish his air play unless you hit him before he lets go of it maybe if he is close enough you can air grab him or if you have a fast hyper or special move. In my opinion it depends on the match up. Air play has some good durability
You should probably just wait till the game drops before you start looking for replacement assists, there is still a great deal we don’t know, and 12 assists we have no knowledge of at all.
Well we know about some assists from the new characters when seth killian explained some of his knowledge about those certain characters. But for now i was looking for replacements for an assist in the current game so i have more time to adjust
Yeah, I wasnt really asking because I was looking for a way to deal w/ airplays, but more because Nini wrote something about baiting and punishing them. And I throw a lot of them lol So if there’s a weakness there, I need to know it!
I was contemplating messing around w/ Akuma as anchor to my beloved Dante Magneto duo. I was wondering if anyone knows of any particularly cheap Dante+tatsu tricks or crossups or setups, etc? I figure something to the tune of “call tatsu then teleport” is the intuative answer, but are there any known specific hard-to-blockables to get my feet wet? I’d be surprised if 'kuma overtakes Wesker as my anchor of choice, but I do like having another rushdown enabler to go w/ my DISRUPTAH! Thanks!
That doesn’t work unless you call Akuma incredibly late and then Bold Plink the Air Trick in order to delay it. If you call Akuma when you Stinger, they are held in block stun the entire time and there is no crossup. If you delay calling akuma in order to have the block stun end just before Akuma hits them, it does not give you enough time to Air Trick after buffering the Bold Move (i.e. you just jump before you can humanly input the teleport) which would force you to Bold Plink the Air Trick, which I don’t even think is possible for some reason (At least I can’t do it at all, despite being able to Bold Plink anything else). Even then, if you CAN Air Trick with normal Bold Canceling, it would cause you to ALWAYS cross the opponent up and to teleport well before akuma actually hits them, making it not only a gimmick that will always be blocked the same way, but an easy to see gimmick as well because of how slow it is. In addition, the massive range on Stinger means nothing, because if you attempt to do this from far away, Akuma comes onto the screen from further away, causing him to not connect until the 2nd/3rd hit of the tatsu, or not at all. Either way, this not only has no mixup whatsoever because of that and it will also get you air thrown and killed easily.
You can’t even simply use it to lock down the opponent and do a single/double/triple overhead mixup because akuma pushes the opponent under Dante after he teleports, which will cause the j.:s: to be facing the wrong way and whiff as a result. It also causes j.:h:'s somewhat small crossup hitbox to whiff on crouching smaller characters for the same reason (and they are held in the crouching state because once again, they are in blockstun the entire time).
So, furthermore, it sucks. Just do :l:/+ tatsu -> Air Trick, I guess.
Edit: Well, you could just backdash after Stinger + Tatsu -> Air Trick in order to stay on the same side so that you can single/double/triple overhead them.
I’m probably just gonna keep mine cuz it won’t be worth much once Ultimate hits any way. Got the collector’s edition so at least it came in a nice box to look at n stuff.
You could just record it so the dummy in training mode does it to you, that way you can experiment with the timing and actually see what works. You can make sure your mixups actually work, and figure out ways for the opponent get out of them (if there are any) and compensate/change stuff/whatever to deal with the issues that any setups might have.