VenomX-90
"On your Knees!"
Lol!!!Real talk though Superman plain white bread. This coming from a guy who loves Captain Marvel.
EDIT: Right forgot to say, this is why Batman wins the matchup... JK but hey check it out for the comedy.
Lol!!!Real talk though Superman plain white bread. This coming from a guy who loves Captain Marvel.
EDIT: Right forgot to say, this is why Batman wins the matchup... JK but hey check it out for the comedy.
I watched that when it was trending. That BatmanReal talk though Superman plain white bread. This coming from a guy who loves Captain Marvel.
EDIT: Right forgot to say, this is why Batman wins the matchup... JK but hey check it out for the comedy.
So is that the lowest the air dash goes?So first off, I apologize for the quality and my stupid voice. Stupid window in the background messed with the lighting. If anyone is unable to see something, comment with what the video time is and I will walk you through it in a reply post.
Yeah but its like..really weird, he sometimes goes straight through your opponent...wut? In order to stay on the same side you delay the forward dash after the MB breath very slightly, in other words time the air dash after the neutral jump when your opponent unfreezes and begins to stumble backwards. In order to crossup, that should be simple, no delay on the dash forward at all. Dash up and neutral jump then air dash whenever. Word of advice the lower Supes is the ground, the quicker the air dash will be but the less time for the air normal to come out so I recommend jump 1 in that situation unless you are willing to take the risk of a d2 whiff punish cause j2 didn't come out. In addition, if you are feeling really lucky, go for a j3 but be warned, you must do this fairly high off the ground and it is easy to react to. On block or hit, make sure you continue the string with 22 and then end it with either the safe 3 or the high risk high reward df1. Note: Your opponent can push block the 22 so the "vortex" part will be negated but your opponent loses a bar. Its a win win for both of you. The main purpose of this..whatever you want to call it is to lead into a combo with Supe's most damaging string (223), activated with trait, and beginning with a j2. The damage is like 53% and thats exactly what we Man of Steel players need.So is that the lowest the air dash goes?
F23 is your best footsie/whiff punish tool. It is his best way to get a hit besides an air dash cross up. You can always do f2xxtrait into throw and once you get your opponent in the happen of teching go into another f23 to open him up. Don't forget his 223 string is a 50/50 so you can have them guess if they are blocking. His dive punch is fast cause its being instant aired. Down, Upxx3 as soon as he leaves the ground.What should I be doing to get a hit? F23 continuously seems so scrubby.
How do I decide how to end my combo?
And how does one do the dive so fast?
spacing is key. Superman isn't a char with any real gimmicky mixups midscreen or a true good 50/50. 223 or 22~ scoop is easily fuzzy guarded but can catch ppl nappingWhat should I be doing to get a hit? F23 continuously seems so scrubby.
How do I decide how to end my combo?
And how does one do the dive so fast?
Well said.spacing is key. Superman isn't a char with any real gimmicky mixups midscreen or a true good 50/50. 223 or 22~ scoop is easily fuzzy guarded but can catch ppl napping
F23 is a great whiff punisher more so than an offensive tool now. Ppl know how to block supes.
How you end depends on your gameplan and what char in particular you are fighting against. End in d3, super punch for corner carry, rising grab into heat vision for damage, etc
Practice is all I can tell you. Hit up and then d3 immediately after. Rinse and repeat till consistent.
Get's through zoning easily but people are still sleeping on it.Thanks guys! How effective is raw MB Super punch? Are there any more shenanigans I could go for when I activate trait?
it really doesn't. Takes quite a while before the armor starts upGet's through zoning easily but people are still sleeping on it.
When you're down on life and you need to get through zoning then it's good, works against batman, sinestro, etc it's only 21f startup. It's not risky, only -6 and difficult to jump.it really doesn't. Takes quite a while before the armor starts up
There isn't a whole lot of zoning tools that it can deal with, and most of its use is on read and very risky
Not that he needs it though when he has some of the best mobility and can use his lasers to wiff punish alot of different zoning attempts
it takes much more than 21 frames before the armor starts up and batman can still beat it out if he MBs his batarangWhen you're down on life and you need to get through zoning then it's good, works against batman, sinestro, etc it's only 21f startup. It's not risky, only -6 and difficult to jump.
Of course you don't do it on reaction, not like it can be punished easily though.it takes much more than 21 frames before the armor starts up and batman can still beat it out if he MBs his batarang
Sinestro's FB is too fast for the punch to ever have the armor start up
i already said its usable on a read, but the reward isn't generally worth it considering how well superman gets past zoning with out it. Its an occasional gimmickOf course you don't do it on reaction, not like it can be punished easily though.
Point being, the move is good, make a read, you're in and with stupid wallcarry.
Maybe you'd like to mention why. The reward being in F23 range, 1 quarter of the stage wallcarry or possibly more on hit isn't worth it?i already said its usable on a read, but the reward isn't generally worth it considering how well superman gets past zoning with out it. Its an occasional gimmick
and it doesn't ever work on read vs the characters you mentioned
the fact that it has any risk of being MB b3ed, jumped and punish or beat out before the armor becomes active when superman doesn't need it in the slightest to get in (can actually do more damage counter zoning most characters that it is usable against anyway) makes it not worth using imoMaybe you'd like to mention why. The reward being in F23 range, 1 quarter of the stage wallcarry or possibly more on hit isn't worth it?
It being beat out isn't a danger from 3/4 to fullscreen unless you're sinestro or DS, mb b3 won't happen since it's 2 hits in the end and no matter who you are, a move like this is very welcome for when you're done on a lead or wanna finish a round.the fact that it has any risk of being MB b3ed, jumped and punish or beat out before the armor becomes active when superman doesn't need it in the slightest to get in (can actually do more damage counter zoning most characters that it is usable against anyway) makes it not worth using imo
it does have low risk when blocked and great wall carry on hit, but that doesn't make it a go to option considering Superman has other (better) options most of the time
Not counting it out as a gimmick, i do use it
oh sorry i didn't see this till nowIt being beat out isn't a danger from 3/4 to fullscreen unless you're sinestro or DS, mb b3 won't happen since it's 2 hits in the end and no matter who you are, a move like this is very welcome for when you're done on a lead or wanna finish a round.
Most character I don't think can punish it outside of like a projectile, most characters you'd use it to get in on that is.
How are you being blown up by using it at WNF?