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Match-up Discussion Post-patch Match up List and Discussion

Superman IS in the "Relatively Even" section

I don't believe there are any true even MUs due to how much and how often a MU can change in this game in the middle of the match.

They can both deal with each others pressure and zoning, but Superman's damage would be the only reason I would agree to a disadvantage MU. Superman can take well more than half health in the corner in a number of different ways.

It's one of those that is very close between even and disadvantage for GL so "Relatively Even" feels to be the best fit.

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I'm gonna co-main lantern and aquaman from now on. Together they handle the whole cast pretty well while remaining similar in principle/play style. Batman gets rocked in this MU unless the batman player has a ton of experience in it, and then it's just a rough fight instead of a blow out.

Have yet to fight a good cyborg.

It's funny because aquaman works better for me with SF controls on. Since he's so reliant on d2, getting trident spike from going down > down+back and pressing 2 was happening almost 50% of the time. So, rather than break capcom habits like that (which are essentially good habits in almost every other circumstance) I use alternate controls.

The only problem is, you can't switch control schemes while online, so I have to go all the way back to the main character to change characters. I'll sometimes still forget and pick GL with alternate controls and just let myself get bodied since I deserve it.
I played around with AM for the same reason. He just felt boring to me. I'm determined to be the character loyalist and suffer through MUs like Cyborg in hopes of finding something to make it easier.

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EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I really like the Batman matchup.

I just play it SUPER patiently and if he comes in with Bats I just block everything he does or pushblock if I have a lot of extra meter.


I beat that Zak Bennet guy (the marvel player) who beat PPJ and made it out of pools in winners. Wish I could have recorded that match, but I felt in control most of the time.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
What's everyone's opinion on the Nightwing matchup?

I played Chance for a good couple hours yesterday. The matchup feels advantage GL, but it's pretty slight...only 6-4 at the best.
 
Its pretty 5/5 to me, try playing moon22 and you have an even matchup once you learn all the strings. That ex cross up kick is a pain to deal with, combine that with pole stance and you will be in the air or zoning most of the match, they both have great tools one is perfectly balanced the other has d1. Both characters are broken once they touch you.
 
What's everyone's opinion on the Nightwing matchup?

I played Chance for a good couple hours yesterday. The matchup feels advantage GL, but it's pretty slight...only 6-4 at the best.
I believe GL can zone NW to death. However if you let him in and get to staff poking there's not a lot you can do except pushblock and try getting distance again afterwards. Like the Grundy MU though if NW get you in the corner, unless he makes a mistake it's pretty much over for GL.

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If it wasn't for staff stance projectile I would be inclined to agree with you, and if you are in range to air oa rocket, you will probably get hit by either a back dash mb electric pulse, or the dreaded (no joke intended) flying dick. In spite of that it is still possible to stall and build a little meter on nw , you just have to be alert of your spacing.
 

Orochi

Scorpion Scrub
I used to have problems with the NW match-up but lately I've been feeling a lot more comfortable with air oas and ground oas as I land, once you have the life lead NWs usually try to get in where you can bait their dash or Flying Grayson to get hit by a Lift or OAs rocket which you can meterburn for a combo punish then continue laming it out.
 

G4S KT

Gaming4Satan Founder
Night wing should not be getting anywhere near you. He has no answer for well placed air rockets in either stance but especially staff.

This forces him to either attempt to out-lame you in escrima (which is difficult) or to try and get a knockdown with wingdings or EX wingdings and charge in.

If he does get to you, push block immediately which will put you back to the perfect range to control him with air rockets. Always save a bar for this reason.

It's easily in lanterns favor, all of NWs best tools are negated by air rocket
 
Night wing should not be getting anywhere near you. He has no answer for well placed air rockets in either stance but especially staff.

This forces him to either attempt to out-lame you in escrima (which is difficult) or to try and get a knockdown with wingdings or EX wingdings and charge in.

If he does get to you, push block immediately which will put you back to the perfect range to control him with air rockets. Always save a bar for this reason.

It's easily in lanterns favor, all of NWs best tools are negated by air rocket
I agree but you still have to be careful with spacing. At certain distances and angles he can dash under the air rockets and punish as you're coming down.

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Fred Marvel

It's actually Freddy Marvel
just checked the first post and agree with most of it but i do feel like Superman has a decisive advantage over GL, im no expert or top player just a GL main so i could be wrong, i think after all his buffs the FLash MU is about even, also raven wins the MU(6-4 i guess?) Batgirl has an advantage too.
 

G4S KT

Gaming4Satan Founder
Flash, batgirl, and Superman need to be played very carefully and in a specific way otherwise lantern will get bodied. If you play the match correctly you still have options. If you want to call that a 6-4 match that's just a matter of semantics; another reason why I don't like to put numbers on stuff.

Then there are characters like Cyborg (Lantern's worst match up) where you literally have no options unless you corner him. Now that's a bad match up.

RE: turtle batman

I've been finding that to fight turtle batman you have to turtle him back with EXTREMELY well placed air rockets until he starts to give up his bats to get close. The problem with this is when they pick up on this you'll land on a grappling hook unless your air rockets are perfectly timed and placed.
 

Endeavor

I'll live a villain, before I die a hero.
Flash, batgirl, and Superman need to be played very carefully and in a specific way otherwise lantern will get bodied. If you play the match correctly you still have options. If you want to call that a 6-4 match that's just a matter of semantics; another reason why I don't like to put numbers on stuff.

Then there are characters like Cyborg (Lantern's worst match up) where you literally have no options unless you corner him. Now that's a bad match up.

RE: turtle batman

I've been finding that to fight turtle batman you have to turtle him back with EXTREMELY well placed air rockets until he starts to give up his bats to get close. The problem with this is when they pick up on this you'll land on a grappling hook unless your air rockets are perfectly timed and placed.
So in KT how are you viewing the turtle batman MU? Does it seem like it in Baty's favor?
 

Eyedentical

That's it? That's all you got?
Let me just say this is my opinion first of all... Now then, I main GL and have loads of experience with him, and I have to say this list IMO is 90% accurate except for one match-up...Aquaman. I play casuals all the time with my friends. My one buddy uses Deathstroke and Grundy. His Grundy is relatively easy to deal with however his Deathstroke requires me to play carefully, obviously cause of DS's zone game...Now, my brother has used Aquaman and only Aquaman since the games release, and I must say I can't help but feel at a disadvantage..granted I may not be the best GL but I've got enough games, wins, and know how with GL to realize Aquaman has way more options to counter GL than GL does Aquaman. Zoning, Aquaman has many more options that also do more damage than GL's zone game can do. Aquaman's footsies are better as his start up frames for moves and specials are insane, well at least for GL to deal with. Again, this is all opinion. I just think in the hands of above average hands on both ends, Aquaman wins 6-4.
 
Let me just say this is my opinion first of all... Now then, I main GL and have loads of experience with him, and I have to say this list IMO is 90% accurate except for one match-up...Aquaman. I play casuals all the time with my friends. My one buddy uses Deathstroke and Grundy. His Grundy is relatively easy to deal with however his Deathstroke requires me to play carefully, obviously cause of DS's zone game...Now, my brother has used Aquaman and only Aquaman since the games release, and I must say I can't help but feel at a disadvantage..granted I may not be the best GL but I've got enough games, wins, and know how with GL to realize Aquaman has way more options to counter GL than GL does Aquaman. Zoning, Aquaman has many more options that also do more damage than GL's zone game can do. Aquaman's footsies are better as his start up frames for moves and specials are insane, well at least for GL to deal with. Again, this is all opinion. I just think in the hands of above average hands on both ends, Aquaman wins 6-4.
If you must put numbers to it "Relatively Even" means 5-5 or 6-4 depending on different situations.

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EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I think GL wins the turtling fight against batman.

Remember straight missle is 8% and MB is an additional 9%

Bats are 6.8% and MB is an additional 5%


You are going to win the trade game. If he pulls a life lead and tries to just run and do nothing you can walk into position and start throwing Far Rocket Power until he's forced to move or be chipped to death.

Also remember that Rocket Power recovers really fast and Bats move really slow, so a lot of times if you hit them with it when they throw bats, you can block the bats in time (even if you can't it's a 10% vs 7% trade)




If you end up at a REALLY big health disadvantage then Batman can turtle you though. It has to be a pretty big life disadvantage though.