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Match-up Discussion Wonder Woman Match-Up Discussion

Kiko

Face it, you're done.
Bolas isn't every projectile in the game.
But ..


We're talking about batgirl ..


(I see your misunderstanding) just batgirl's projectiles is what I should've said, my apologies; just assumed they would know since we were talking about bg
 

The Highlander

There can be only one
That's assuming I even wake up. Plus even if you do the D3, and I block it, you wind up at D1 Cat claws punishable and another CW mixup that will be hell for you. And trust me, it's like I said earlier, one HKD from CW and WW is toast.
If you don't wake up you still have a mixup incoming, while WW has a fully invincible wakeup so you have to first guess whether we will actually wake up before guessing on your own mixup. To me that seems like WW benefits more from a hkd than CW...
 
If you don't wake up you still have a mixup incoming, while WW has a fully invincible wakeup so you have to first guess whether we will actually wake up before guessing on your own mixup. To me that seems like WW benefits more from a hkd than CW...
Not true buddy. CW doesn't have to stuff WW's wake up after she goes for the setup. The point is using her hitbox to make it whiff and cause an opening to keep her in the vortex and to take off massive chunks of life once that's accomplished. You don't want to be waking up all the time on CW as WW or else it will be a pretty quick match. WW is designed to get ahead and stay ahead, not to come from behind.
 
If you don't wake up you still have a mixup incoming, while WW has a fully invincible wakeup so you have to first guess whether we will actually wake up before guessing on your own mixup. To me that seems like WW benefits more from a hkd than CW...
Oh and before I forget to mention it, CW's b3 can blow up all of WW's wake ups regardless with the right timing.
 

Kiko

Face it, you're done.
Not true buddy. CW doesn't have to stuff WW's wake up after she goes for the setup. The point is using her hitbox to make it whiff and cause an opening to keep her in the vortex and to take off massive chunks of life once that's accomplished. You don't want to be waking up all the time on CW as WW or else it will be a pretty quick match. WW is designed to get ahead and stay ahead, not to come from behind.
Wowo really only has 1 reliable wakeup that's easily punished (and upward Amazonian smash[?] is just for certain situations like armor or avoidance).

And WoWo is probably the best comeback character in the game 0.o the corner can take both lifeboats easily.

It's really just a 5-5 MU if you know each other's tools and when to use them. Like I normally wouldn't IADG against cw because she's so tiny it's easy to miss or whiff, but "I" would d3 your b3 or bully you on wake up as much as I can.
 

DarkPage

Noob
not sure if just online thing, but in the aquaman MU i find that insta airtiara (downward) and the straight on the ground(MB), work pretty well at keeping aquaman in check. and implementing it has helped me alot more in the MU
 

A F0xy Grampa

Problem X Promotions
This. This is a completely shit use of D3 which is used to avoid shit, why would you ever use D3 istead of a meaty normal that also gets you a combo?
Because you can do both. One, then the other, why risk messing up the meaty when you can just D3.
 

Koor

Hot Gyahbage
How are you all handling the Grundy matchup? Ive been running sets with a friend for the past couple of days and its been hell. Armor.....armor everywhere :/
 

DarkPage

Noob
How are you all handling the Grundy matchup? Ive been running sets with a friend for the past couple of days and its been hell. Armor.....armor everywhere :/
just for me personally i try to zone him with insta down tiara and mb straight tiara then demigodess away once he gets close enough. then when hes used to that switch it up and instead of air dashing away, ill air dash forward and do a quick mix up then repeat the zoning
 

A F0xy Grampa

Problem X Promotions
Oh and before I forget to mention it, CW's b3 can blow up all of WW's wake ups regardless with the right timing.
CW has good HKD setups, and both characters can nullify the others wakeups, but WW has much better HKD setups since she gets a crossover attempt as well, on top of that, if CW guesses wrong WW can get out and back to range, which she has more of. If WoWo guesses wrong on the first attempt, doesnt matter, she'll either be +2 and set herself up for either a backdash punish or a frame trap.

WW is just a better version of CW tbh.

Also, she's not designed to get ahead and stay ahead. She's designed to kill you once she makes you start guessing. It only takes 1 hit from a B2 to start up all her bullshit.

Other than that she's an all round solid character with no real weakness.

Her D3 isnt punishable by D1 cat claws anyway, blocked D3s can make D1s whiff within her B113 range, so thats not the way to respond really.
 
CW has good HKD setups, and both characters can nullify the others wakeups, but WW has much better HKD setups since she gets a crossover attempt as well, on top of that, if CW guesses wrong WW can get out and back to range, which she has more of. If WoWo guesses wrong on the first attempt, doesnt matter, she'll either be +2 and set herself up for either a backdash punish or a frame trap.

WW is just a better version of CW tbh.

Also, she's not designed to get ahead and stay ahead. She's designed to kill you once she makes you start guessing. It only takes 1 hit from a B2 to start up all her bullshit.

Other than that she's an all round solid character with no real weakness.
That knife cuts both ways dude. WW's WU's are terrible against a solid CW. If I don't beat them outright, I can low profile them or avoid them with certain jumping normals and have a free punish after you leave yourself wide open. The only thing WW has over CW is air mobility. But yea both have their dirt. It's a fun battle either way.
 

Rickyraws

This mean you don't like me?
CW has good HKD setups, and both characters can nullify the others wakeups, but WW has much better HKD setups since she gets a crossover attempt as well, on top of that, if CW guesses wrong WW can get out and back to range, which she has more of. If WoWo guesses wrong on the first attempt, doesnt matter, she'll either be +2 and set herself up for either a backdash punish or a frame trap.

WW is just a better version of CW tbh.

Also, she's not designed to get ahead and stay ahead. She's designed to kill you once she makes you start guessing. It only takes 1 hit from a B2 to start up all her bullshit.

Other than that she's an all round solid character with no real weakness.

Her D3 isnt punishable by D1 cat claws anyway, blocked D3s can make D1s whiff within her B113 range, so thats not the way to respond really.
I'd say WW is a little more than a better version of CW. Putting air mobility aside, I feel you can play her with a little more latitude than you can WW which alone can be considered an advantage. I also don't think CW is as bad as people say she is, though.
 

A F0xy Grampa

Problem X Promotions
That knife cuts both ways dude. WW's WU's are terrible against a solid CW. If I don't beat them outright, I can low profile them or avoid them with certain jumping normals and have a free punish after you leave yourself wide open. The only thing WW has over CW is air mobility. But yea both have their dirt. It's a fun battle either way.
Nah things WW has over CW:

- Range (B1 and B2)
- More continuous offense
- Anti airs
- A safe -2 projectile (instant trait shield toss)
- Crossovers midscreen
- OTGs (but this is kinda useless against CW)

A competent WW shouldnt lose in the neutral game to a CW. They're both good when they get their stuff going, but WW is better cause she always has 3 options and never has to worry about catching backdashes, where as CW only has 2, and still needs an option to stop backdashes.
 

Kiko

Face it, you're done.
Vs. Martian Manhunter

2 questions ;

-Does he having invincible frames after landing the overhead teleport? I noticed when I dash forward, sometimes my b113 will go through him (annoying because it leads to a punish). Just delay it a second I'm guessing?


-What do you guys do on wake up with orb pressure? I wake up on interactibles and semi guess (low unless I see the overhead fists).




But I have noticed that IADG is great in the neutral game, which ignores a lot of his zoning. But MMH is just as good as he is from far away to up close. Frame traps and abuse on his poor wakeup against WW is what I try to stick to; any other ideas?
 

The Highlander

There can be only one
Vs. Martian Manhunter

2 questions ;

-Does he having invincible frames after landing the overhead teleport? I noticed when I dash forward, sometimes my b113 will go through him (annoying because it leads to a punish). Just delay it a second I'm guessing?


-What do you guys do on wake up with orb pressure? I wake up on interactibles and semi guess (low unless I see the overhead fists).




But I have noticed that IADG is great in the neutral game, which ignores a lot of his zoning. But MMH is just as good as he is from far away to up close. Frame traps and abuse on his poor wakeup against WW is what I try to stick to; any other ideas?
1. He's considered airborne for a short while after so you have to change your punish accordingly, I've found B1, B113, 23, LG to be the most consistent although I"m not sure it's optimal.
2. It's ultimately a guess... Although if you read he's going in you can spin on wakeup because the invicibilty frames allow us to ignore the orb.
It's a tough match up, sure we can go toe to toe with him but we definitely work way harder for our damage. I have no other ideas unfortunately, other than stay patient and don't get caught by his BS teleport too often.
 

Drizzle

Jump and shoot.
Does he having invincible frames after landing the overhead teleport? I noticed when I dash forward, sometimes my b113 will go through him (annoying because it leads to a punish). Just delay it a second I'm guessing?
You can just do b1, b113, b1, b113~lasso for 37% instead. Far more reliable.

What do you guys do on wake up with orb pressure? I wake up on interactibles and semi guess (low unless I see the overhead fists).
Block.

But I have noticed that IADG is great in the neutral game, which ignores a lot of his zoning. But MMH is just as good as he is from far away to up close. Frame traps and abuse on his poor wakeup against WW is what I try to stick to; any other ideas?
Get used to parrying 22b3. He can mix it up with 22~EX orb but I'm pretty sure you can react since the start-up on the last hit is pretty long. Once you make him lose 45% for trying that he'll probably stop. Also keep in mind that if he does j3~teleport it'll cross you up. He can also set up cross-up teleport after push or when he lays down an orb on your wake-up. If you do block the cross-up, punish with d1, b113, b1, b113~lasso.
 
how do you guys deal with shazam teleport. people just keep teleporting away from me and i keep daahing but i cant catch them. then they build almost a full bar. when they get in the corner my opponent would time his head bud so i could be safe a would start the process all over again. what can i do?
 

Kiko

Face it, you're done.
how do you guys deal with shazam teleport. people just keep teleporting away from me and i keep daahing but i cant catch them. then they build almost a full bar. when they get in the corner my opponent would time his head bud so i could be safe a would start the process all over again. what can i do?

Dash then block (double dashes ok of he's really far but be aware of shazam's throwing out their charge or lightning), his starters as well but a lot of them are very risky.

Some tips

Charge is literally unsafe anywhere that isn't from up close. If you're opponent has hit the corner, try positioning yourself far enough away so you can discourage a forward teleport and a charge (punishable).

When I see the Shazam teleport spam I tend to want to rush in and smoke em out but that isn't always the case so sometimes you've got to take it slowly and read if another teleport is coming or an attack.


Basic blocking will stop that nonsense and teleporting yourself into a corner against someone with an OTG; well.
 

A F0xy Grampa

Problem X Promotions
Against Shazam make sure you always do the full combo on him and end with lasso grab, dash up twice and use B2 trait:

- If he teleports towards reverse into shield bash.
- If he teleports away trait into shield toss.

If you're certain he will teleport away you can punish it by dashing in twice and jumping forward with J2 and full combo him.