That would be great, we kinda need more wowo footage in general. I agree with DarkPage on the GL thing though, the problems he causes me are just because I can't play comfortably at my usual footsie range, not because of his projectiles. His b1 beats out our b2 with ease and his walk speed makes trying to approach without reaching his b1 range a problem. It just feels awkward since it makes me want to jump at him and obviously that's suicide.Also for the nightwing matchup I could play it with @Chongo and record if people need help and want to see.
Only when he has the life lead. In shield, if gl has to come to ww he's going to have a rough time.What about saying he out footsies her?
Shield bash out ranges b1 my friend. Badger him with toss as well.That would be great, we kinda need more wowo footage in general. I agree with DarkPage on the GL thing though, the problems he causes me are just because I can't play comfortably at my usual footsie range, not because of his projectiles. His b1 beats out our b2 with ease and his walk speed makes trying to approach without reaching his b1 range a problem. It just feels awkward since it makes me want to jump at him and obviously that's suicide.
Alright I get that, but initially ww has to get to him first for the life lead, and approaching him when his b1 out footsies you, and max range lift being pretty much safe against her. If they both have the same amount of health wouldn't u say its in his favor.Only when he has the life lead. In shield, if gl has to come to ww he's going to have a rough time.
Isn't max range lift punishable by bash? And I would say don't approach, pester him with toss and make him chase you. I'd say it's slight advantage to him simply because you need to find a way into shield stance with some meter. But then once wonder woman gets in with either stance and gets shit going, she is at a huge advantage and once she has a life lead the neutral game is in her advantage. So that's where it evens out, at least imo.DarkPost: 1267880 said:Alright I get that, but initially ww has to get to him first for the life lead, and approaching him when his b1 out footsies you, and max range lift being pretty much safe against her. If they both have the same amount of health wouldn't u say its in his favor.
You can also backdash out of b1 on block and punish air rocket with air straight tiara or ground straight shield. Online or mid level its green lanterns favor for sure because its b1 and lift v your b2 and dash 33 which is unfavorable. Ss is my pref for this matchup but if its a tourney i am def going sinestro or ds to avoid having to outplay to win and avoid zoning to win and rather just outplayIsn't max range lift punishable by bash? And I would say don't approach, pester him with toss and make him chase you. I'd say it's slight advantage to him simply because you need to find a way into shield stance with some meter. But then once wonder woman gets in with either stance and gets shit going, she is at a huge advantage and once she has a life lead the neutral game is in her advantage. So that's where it evens out, at least imo.
I agree that at mid level it's advantage gl but I think it's even at the highest possible level.You can also backdash out of b1 on block and punish air rocket with air straight tiara or ground straight shield. Online or mid level its green lanterns favor for sure because its b1 and lift v your b2 and dash 33 which is unfavorable. Ss is my pref for this matchup but if its a tourney i am def going sinestro or ds to avoid having to outplay to win and avoid zoning to win and rather just outplay
I mean NW in general is just trying to get into the right stance.
Shield stance bodies staff stance
Staff stance beats the lasso stance
Escrima beats the shield
Lasso beats Escrima considerably.
It's one of those matches where you have to learn how to properly use the shield stance. Sajam and I play it a lot haha.
Stay on the ground when he has his trait up, and play slow, generally they'll waste their 3trait shots. MB3 helps alot in this matchup too. He's one of my harder matchups with WoWo.how do you guys get passed sinestro. i cant punish his trait cancels because he recovers fast enough to do a d2. when trait is up i cant do any thing because if i jump, he will punish me with trait. then he has that vortex that you really cant do much about. his regular fear blast is hard to get passed, and his walk speed is good as well.
She's a pretty good all-rounder so any stage that suits a power character (Arkham etc) suits her. I personally like themyscira just cause it's her home and we make good use of the interactables, the tree shanigans are so much fun, plus she has a good mind game at the start with every character not named GL, MM, Sinestro...Just messin around Havnt played game in like 7 months but am getting back into it. I have a question. If your character has an air dash and you jump over a standing opponent you can completely air dash through your opponents upper body as long as your feet dont go lower than opponents hips. Why is this? Seems like it could allow for some tricky cross up or set ups especially if character (like WW) has a good air attack like demigoddess. Also i was wondering what the best stage for WW is.
I gave up on lasso stance against theo. Trait negates the overhead low mixup (33 doesn't launch until second hit which is a mid :/)How do you deal with the Aquaman MU? He out footsies her, and negates her air game with d2. Due to his trait, he only needs to move back and trait up once the first 3 hits when up close. Wake up wise you need to make reads or else its back to square one and he chips her a hell of a lot more than she does to him. Sword stance seems like the best bet for the chip, but she's then left at a greater disadvantage in regards to range. I was playing THEO a few nights ago and only got like 5-15 trying to figure out what she could possibly do
@A F0xy Grampa
You shouldn't really have to read a wake-up from him if you practice stuffing them. The timing is pretty simple once you get it down. AM also can't d2 max range j3, so that's something.How do you deal with the Aquaman MU? He out footsies her, and negates her air game with d2. Due to his trait, he only needs to move back and trait up once the first 3 hits when up close. Wake up wise you need to make reads or else its back to square one and he chips her a hell of a lot more than she does to him. Sword stance seems like the best bet for the chip, but she's then left at a greater disadvantage in regards to range. I was playing THEO a few nights ago and only got like 5-15 trying to figure out what she could possibly do
Unfortunately he can punish b21 with d1, so it's at least -7. You can harass with well-spaced shield bashes though, since he can't punish them.So I play the entirety of the match in sword so I can punish from the deeps with bash, b2 mixups (lame 50/50) and try to zone with sword - also negates chip.
It's just theo tbhYou shouldn't really have to read a wake-up from him if you practice stuffing them. The timing is pretty simple once you get it down. AM also can't d2 max range j3, so that's something.
Unfortunately he can punish b21 with d1, so it's at least -7. You can harass with well-spaced shield bashes though, since he can't punish them. Honestly I don't
Honestly I don't know how to win this match-up either since I get bodied, lol.
Yeah the ji3 worked every now and then, but it left me still at a slight disadvantage because of the space. I'd cancel to her air smash just for chip and it's safe, but its still a 50/50 after that for both parties. And yeah the bash works, but unlike in lasso stance, sword stance doesn't build as much meter but is so meter dependent. And it was a pain too because AM ALWAYS has meter, or the times he doesn't its when he just sent you full screen so its still not in your favor entirely. Reason I'm pointing that out is because SS has such crap range outside of her bash or unless in the corner which majority just pushblock her away and regain their momentum. I'd like to run this MU more but imo its for sure one of her hardest MU's, def not 5-5 given how much on reaction she has to do just to close the space and still left to guess againYou shouldn't really have to read a wake-up from him if you practice stuffing them. The timing is pretty simple once you get it down. AM also can't d2 max range j3, so that's something.
Unfortunately he can punish b21 with d1, so it's at least -7. You can harass with well-spaced shield bashes though, since he can't punish them.
Honestly I don't know how to win this match-up either since I get bodied, lol.
As for the wake ups, I get that much, but like many AM players, they don't wake up, so they block your stuff attempts and still leave you back at the start. He's just so dumb lol. Imo, if the hitbox from From The Derp was like KF or NW where it doesn't actually act like a MB pillar, it wouldn't be as badYou shouldn't really have to read a wake-up from him if you practice stuffing them. The timing is pretty simple once you get it down. AM also can't d2 max range j3, so that's something.
Unfortunately he can punish b21 with d1, so it's at least -7. You can harass with well-spaced shield bashes though, since he can't punish them.
Honestly I don't know how to win this match-up either since I get bodied, lol.
Don't get me wrong, I agree with you.Yeah the ji3 worked every now and then..
Without trait it's still a guaranteed 50/50 on his wake-up though. If he does have trait available then yeah, he can just activate it and block high which sucks. I've seen people advocate the cross-up f3/b2 mix-up but I think it's pretty gimmicky since you can react to f3 pretty easily since it's 30 frames.As for the wake ups, I get that much, but like many AM players, they don't wake up, so they block your stuff attempts and still leave you back at the start. He's just so dumb lol. Imo, if the hitbox from From The Derp was like KF or NW where it doesn't actually act like a MB pillar, it wouldn't be as bad