How do you stop super jumpers?


#1

What are some good assists to stop super jumpers from getting in? Doom Missiles, Jam Session, what else? Thanks


#2

Wow this one is a doozy. Alright, What team do you play?<div><br></div><div>And please learn how to grammar. Don’t understand what asking internet.</div>


#3

Sorry. I was on my phone and it auto corrected. I have trouble with super jumpers getting on top of my Dormammu. Right now I run the following:

Dorm, Haggar, Strange
Task, Dorm, Strange
Firebrand, Dorm, Strange
Strange, Dorm, Vergil

I’d prefer to keep Dorm and Strange (bolts), other slot it’s open. Any recommendations? I also mix it up between keep away and rush down depending on who im facing.


#4

Doom Missiles on anchor.


#5

<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Doom Missiles on anchor.</div>
</blockquote>

<font face=“Arial, Verdana” size=“2” style=“font-size: 10pt;”>Besides that… I feel like a lot of people try to rush you or super jump when missiles come out. Also missiles start up slow and are better for lock down or full screen super jumps, not right on top of you jumps since they fall down on top of you even after they get hit…</font><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><br></font></div><div><font face=“Arial, Verdana” size=“2”><font size=“2”>EDIT: Why was this put in the Newbie Dojo? This </font>is<font size=“2”> related to UMVC3 and isn’t a newbie question. It was a general question like many other on the main forum. I feel like I wont get a strategic answer here because it involves some discussion, it’s not just a basic question.</font></font></div>


#6

It actually kind of is considered a newbie question. <div>“What assist stops people from jumping?” Try the ones that go UP. Or the ones that hit people in the air. Like powered up Hsien-ko with Senpu-bu assist.</div>


#7

You might have better luck asking in the team building thread in the marvel section.


#8

<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/10540/Shack">Shack</a> said:</div>
<div class=“QuoteText”><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Doom Missiles on anchor.</div>
</blockquote>

<font face=“Arial, Verdana” size=“2” style=“font-size: 10pt;”>Besides that… I feel like a lot of people try to rush you or super jump when missiles come out. Also missiles start up slow and are better for lock down or full screen super jumps, not right on top of you jumps since they fall down on top of you even after they get hit…</font></div>
</blockquote>

With Dorm, you can put some full screen pressure to help cover the assist call. In any case, Dorm has his own tools to cover super jump ins.


#9

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/10540/Shack">Shack</a> said:</div>
<div class=“QuoteText”><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Doom Missiles on anchor.</div>
</blockquote>

<font style=“font-size: 10pt;” face=“Arial, Verdana” size=“2”>Besides that… I feel like a lot of people try to rush you or super jump when missiles come out. Also missiles start up slow and are better for lock down or full screen super jumps, not right on top of you jumps since they fall down on top of you even after they get hit…</font><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><br></font></div><div><font face=“Arial, Verdana” size=“2”><font size=“2”>EDIT: Why was this put in the Newbie Dojo? This </font>is<font size=“2”> related to UMVC3 and isn’t a newbie question. It was a general question like many other on the main forum. I feel like I wont get a strategic answer here because it involves some discussion, it’s not just a basic question.</font></font></div></div>
</blockquote>

Play a character with super jump conversions that convert to death, its going to make people think twice if every time they super jump and try to dash/hit something, they get swatted out for it and die.  Barring that, characters like Dorm that counter SJ strategies, barring that, if you have no characters that can do the former, constantly dash under them when they’re at SJ height and mix up their inputs and put them in constant 50/50s every time they try to touch the ground, trip guard em, do whatever. Barring all of that, superjump and air throw them, you’ll come onto the screen nearly instantly and by the time they see it, they’ll probably already have eaten a throw. If all of that fails, just pick a character thats better at playing at SJ height and play the same game ( except better ).<br><br>If you can’t do any of that, pick a different team that lets you do it. You’d have to be playing a pretty terrible and unsynergized team if you couldn’t do any of the above. <br>


#10

<br><blockquote class=“Quote” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/55729/XthAtGAm3RGuYX">XthAtGAm3RGuYX</a> said:</div>
<div class=“QuoteText”>It actually kind of is considered a newbie question. <div>“What assist stops people from jumping?” Try the ones that go UP. Or the ones that hit people in the air. Like powered up Hsien-ko with Senpu-bu assist.</div></div>
</blockquote>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I didn’t ask what stops jumping. I asked what stops super jumpers that stay on top of you. As in directly above you. The Senpu-bu assist travels forward, not up. It’s more of a get off me move like Haggar larriat. All I can think of are Doom Missiles, Jam Session, and Hulk’s Up Charge.</span></font><br><br><br><blockquote class=“Quote” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/10540/Shack">Shack</a> said:</div>
<div class=“QuoteText”><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Doom Missiles on anchor.</div>
</blockquote>

<font face=“Arial, Verdana” size=“2” style=“font-size: 10pt;”>Besides that… I feel like a lot of people try to rush you or super jump when missiles come out. Also missiles start up slow and are better for lock down or full screen super jumps, not right on top of you jumps since they fall down on top of you even after they get hit…</font></div>
</blockquote>

With Dorm, you can put some full screen pressure to help cover the assist call. In any case, Dorm has his own tools to cover super jump ins.</div>
</blockquote>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I know Meteors, Stalking Flare and Purification can help stop jump ins. But I just wanted to hear some other assist or tactics people use. Some characters can travel pretty fast from full screen to directly above you before Purification can even come out. And if I go for a stalking flare, they are usually covered by a ground assist that knocks me out of it. So I wanted an assist to call to give me a second to get the momentum back.</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/57914/TenguEgg">TenguEgg</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/10540/Shack">Shack</a> said:</div>
<div class=“QuoteText”><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Doom Missiles on anchor.</div>
</blockquote>

<font style=“font-size: 10pt;” face=“Arial, Verdana” size=“2”>Besides that… I feel like a lot of people try to rush you or super jump when missiles come out. Also missiles start up slow and are better for lock down or full screen super jumps, not right on top of you jumps since they fall down on top of you even after they get hit…</font><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><br></font></div><div><font face=“Arial, Verdana” size=“2”><font size=“2”>EDIT: Why was this put in the Newbie Dojo? This </font>is<font size=“2”> related to UMVC3 and isn’t a newbie question. It was a general question like many other on the main forum. I feel like I wont get a strategic answer here because it involves some discussion, it’s not just a basic question.</font></font></div></div>
</blockquote>

Play a character with super jump conversions that convert to death, its going to make people think twice if every time they super jump and try to dash/hit something, they get swatted out for it and die.  Barring that, characters like Dorm that counter SJ strategies, barring that, if you have no characters that can do the former, constantly dash under them when they’re at SJ height and mix up their inputs and put them in constant 50/50s every time they try to touch the ground, trip guard em, do whatever. Barring all of that, superjump and air throw them, you’ll come onto the screen nearly instantly and by the time they see it, they’ll probably already have eaten a throw. If all of that fails, just pick a character thats better at playing at SJ height and play the same game ( except better ).<br><br>If you can’t do any of that, pick a different team that lets you do it. You’d have to be playing a pretty terrible and unsynergized team if you couldn’t do any of the above. <br></div>
</blockquote>Usually when I try to go for a grab they’re already dive kicking or travelling straight down like X23 dive or Frank West knee drop. Maybe my timing is off. And I agree with you, I am trying to rebuild my team so it has better synergy and less holes. That’s why I’m asking if there are any assists I should be using. I will definitely try being more mobile when they’re up there tho, thanks.


#11

Shuma gorath assist. Mystic ray stops everything


#12

Vajra.<div>Or you could always airthrow their ass into a mini combo</div>


#13

Vajra.<div><br></div><div>Or jump right after them and be a man about it?</div>


#14

Call Vajra xx Teleport works pretty well.<div><br></div><div>oh unless you’re fighting Zero.</div><div><br></div>


#15

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/28407/AceKillah">AceKillah</a> said:</div>
<div class=“QuoteText”>Call Vajra xx Teleport works pretty well.<div><br></div><div>oh unless you’re fighting Zero.</div><div><br></div></div>
</blockquote>

or haggar


#16

I decided to try rocking Dante’s Jam Session the second they try to gain any air momentum toward me. It’s been working pretty well so far. Don’t have Shuma, but maybe I’ll try Strider out somewhere down the line. Thanks.


#17

Super jump hit-confirms are really useful. Usually they’re safe on block and the only way they can get equivalent damage on you is either to do their own confirm on your super jump (they have to guess when you rise up to meet them usually) or to air throw you.

Alternatively, you can wait for them to come back down and prepare a hellacious mixup for them. They have to come down sometime.


#18

Have a mix-up waiting for them when their about to hit the ground!