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Match-up Discussion Wonder Woman Match-Up Discussion

The Highlander

There can be only one
Ok MMH is a 5-5, I even beat Forever King's Martian with her... Aquaman I can see your problem though, it gets super near 3-7 territory.
Lol, but that's forever king's martian I wouldn't use him as your standard. You might be right about 5-5 though, at worst I think it could be 6-4 it's not as bad as aquaman for sure.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Lol, but that's forever king's martian I wouldn't use him as your standard. You might be right about 5-5 though, at worst I think it could be 6-4 it's not as bad as aquaman for sure.
5.5-4.5 MMH favour if I had to be exact, but WoWo can handle herself enough for it to be closer to 5-5 than 6-4
 

Drizzle

Jump and shoot.
I thought I'd post my match-up chart to see what you all think.

3 - 7 vs Aquaman
7 - 3 vs. Ares
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
6 - 4 vs. Black Adam
6 - 4 vs. Catwoman
6 - 4 vs. Cyborg

6 - 4 vs. Deathstroke
6 - 4 vs. Doomsday
5 - 5 vs. Flash
6 - 4 vs. Green Arrow
6 - 4 vs. Green Lantern

5 - 5 vs. Harley Quinn (possible 6-4)
5 - 5 vs. Hawkgirl
7 - 3 vs. Joker
7 - 3 vs. Killer Frost

5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo
5 - 5 vs. Martian Manhunter (4-6 on some stages)
6 - 4 vs. Nightwing
5 - 5 vs. Raven
7 - 3 vs. Scorpion
6 - 4 vs. Shazam

4 - 6 vs. Sinestro
5 - 5 vs. Solomon Grundy
5 - 5 vs. Superman
6 - 4 vs. Zatanna
3 - 7 vs. Zod

14 winning
12 even
3 losing

Ares 7-3

Wonder Woman's air normals and mobility give Ares a lot of problems and he must pre-emptive j1 or hope that his d2 will work in order to stop her. He gets out-footsied and his d1 has whiffing issues due to WoWo being a floating character. Ares' backdash and mobility in general are terrible as well, so his options vs her pressure aren't particularly good. It's also possible to see Ares raise his hand and jump his axe on reaction, leading to him losing nearly half his life. His one saving grace is that he has a good wake-up game but I can't think of many other positives for him in the match-up.

Aquaman 3-7

Aquaman simply out-footsies and out-zones you. He can pretty much cancel everything into trident rush and you can't do much about it. Wonder Woman's b2 has more range than b12 and slightly more than Aquaman's b2, but it's far easier for him to whiff punish it than vice versa. If he sees a b2 whiff, he can punish with FTD and possibly get a combo depending on the spacing. When Aquaman whiffs a b2 you can't whiff punish it unless you're at the very edge of its range, and if you're looking for that he can throw out an unpunishable FTD. Aqua's trait also gives WoWo huge problems because he can simply activate it, block high and be safe from all of her most damaging options. This nearly makes up for the fact that his wake-ups aren't that good because his neutral game is so good that he shouldn't be knocked down very often. At mid-range you can bait FTDs by jumping and airdashing around, punishing them on whiff with demigoddess but he can also simply wait and FTD you on the way down. Jumping in is a big risk because he has no issues anti-airing unless it's a max-range j3; after which nothing is guaranteed so he can just d1~trident rush and push you out. Wonder Woman can attempt to get around wake-up trait by ending combos with b3, dash f3 and going for cross-up f3/b2 but the f3 is reactable since it never hits in front. Also, AM has no problems punishing whiffed lasso grab so backdashing on wake-up is an effective option for him. WoWo must commit to b2~lasso if she wants to keep her oki going or settle for b23 and basically let him out of pressure. In SS you still don't have a way to open him up and his footsies outclass yours by a mile. It's possible to space shield bashes so they're safe but Aqua still out-chips you because of the ridiculous meter gain on trident rush.

Bane 5-5

Wonder Woman is free to Bane on wake-up but her options at neutral are't too bad. On a read she can parry double punch and punish him heavily. The same applies to the guessing game for punishing VU/MB VU. d12 can stop Bane from trying to dash up and armor through things because although his dash is good, it's still very reactable. Demigoddess is also fine for catching his backdash when he's on debuff. It's tough to oki Bane but WoWo can do great damage if she does make the right reads at neutral or on a knockdown.

Batgirl 5-5

Batgirl gets out-footsie'd but between cartwheel, b1, dash and jump-in guessing game she can get in. All of these options can be dealt with and have good answers, but it can be difficult because of how many different things there are to look for. In order to punish the low cartwheel option, you have to block at least one of the first two hits standing so you won't always get a punish on it. The other options are an easy punish, though. Batgirl's zoning isn't that bad to deal with because bolas are slow enough that you can parry or jump them on reaction. Batarangs really aren't anything special either. After a blocked iaDG she can check you with a carthweel but the risk/reward is in your favor since you can punish all 3 options as long as you block the cartwheel properly. Wonder Woman also has a safe jump that punishes all of Batgirl's wake-ups except Flying Bat, so it's possible to get her to respect your oki.

Batman 5-5

Batman can zone WoWo effectively with bats but she can get rid of them by hitting him ground or air tiaras. When he releases them you can d3 under and go for oki. On knockdown although slide is very unsafe, it still must be respected so he isn't completely helpless. Without bats you out-footsie him and have zero problems anti-airing or getting in.

Black Adam 6-4

Demigoddess beats pretty much everything he wants to do: backdash, throw lightning, and it might trade with divekick at the worst. He can't punish it on block at all so his best option is something like pre-emptive jump back 1 which leads to nothing. You can just throw out iaDG whenever and he can't do much about it. You have better range and mix-ups and you have the tools to limit his mobility quite a bit.

Catwoman 6-4

Catwoman has trouble dealing with Wonder Woman's normals but her b3 does help her a bit. It goes under WoWo's b1 and if MB'd it will beat b2 and d2 as well. The problem with this is that she isn't always going to have meter to burn just so she can beat your normals on a read. Also, it's possible to bait it out and punish with jump back 3 or whiff punish with d1~spin. Wonder Woman has no problems anti-airing in this match-up between d2, MB b3, d3 and sometimes b2. In general you can walk back, react to what Catwoman does and punish her for it. On wake-up she's forced to guess on a 50/50 unless she has trait, which can be beat by neutral jumping or MB b3. Because WoWo always has meter to spare, she can pushblock if Catwoman does get in and it won't hurt her game at all. On Wonder Woman's wake-up, CW is always forced to guess 33/33/33 instead of her preferred 50/50 because of spin. Her b3 goes under that but if it's blocked then she's in WoWo's face at negative frames.

Cyborg 6-4

Walking in and parrying fireballs on reaction makes it not that difficult to get in as long as you don't overextend yourself. Cyborg can't contend with Wonder Woman's normals either. On wake-up Cyborg fares okay because of power fist and grapple. If you have a life lead and sit on it in SS, it's very difficult for Cyborg to actually come back as his offense isn't very good.

Deathstroke 6-4

Deathstroke can handle WoWo's footsies well enough with d2, MB f3, LGS etc. He can also punish lasso grab and demigoddess unless it's perfect so you can't be too greedy with those. On wake-up you can beat spin by d3'ing under for a full combo, but sword flip will beat that so although they're unsafe, you still have to respect them somewhat. Cross-ups don't work particularly well because of his option selecting wake-ups. When you block a j3 or f3 from DS, backdashing will give you a full combo punish on b1u2, b22 and b23 with MB tiara, b113. In order to catch the backdash he has to read it with a j3 which you can also anti-air with d2. Deathstroke's zoning works well enough in the match-up as you must respect the wall he puts up with LGS and f3. Deathstroke has problems anti-airing j3 unless it's with sword flip or pre-emptive j1. The former only leads to about 6% damage and the latter is done on a read and can be baited with jumping forward and airdashing backward. When DS knocks WoWo down, he has safe jumps that punish her wake-ups and force her to block; however it also puts him in a guessing game where all of his mix-up options can be punished.

Edit: Overall Wonder Woman just gets more reward for guessing right and even forces Deathstroke to take risks when he's at + frames. Risk/reward is usually in WoWo's favor and although he can compete, it requires DS to make more guesses.

Doomsday 6-4

Risk/reward is everything in this match-up. Wonder Woman can parry venom in both stances and punish DD heavily. SS parry specifically will beat a lot of his options since his only low is sweep. ES will whiff at certain distances as well, giving a full combo punish. On wake-up Doomsday does have the option of waking up with up venom, even though the damage isn't great. Doomsday has to bait parries with forward dashes and neutral jumps in order to win, and the risk/reward is usually not in his favor.

Flash 5-5

Both characters are pretty even in footsies. Even though Wonder Woman's b2 has more range than any of his normals, he can whiff punish it with torpedo and it's the same with lasso grab. Pushblocking is always an option you'll have so you fare better than the more meter-dependent characters. When you knock him down, it's possible to beat all of his wake-ups with a safe jump, but if you go for any other kind of oki you have to respect his options and the same goes for him. Both characters have top tier corner games and corner carry so it's very easy for both characters to get steamrolled once they get hit.

Green Arrow 6-4

Arrow makes WoWo play his game and his projectiles are very effective at controlling the pace of the match. When he has an ice arrow loaded you must respect it as he can react to a lot of what you do. Without that, his zoning is only annoying at best and you can punish unsafe arrow loads on a read with demigoddess. If you're patient you shouldn't have too many problems. Wonder Woman has problems anti-airing GA or punishing his dash so it can be hard for him to get in if he needs to. The problem is worse in SS as his chip is even worse and he has to deal with the wall of d1, shield bash and j2, which he can't easily anti-air. His wake-up game is okay between fully-invincible slide and savage blast needing to be punished on a read. d1~arrow can be interrupted by d1 for a full combo and to beat it he needs to do d1~savage blast which puts the risk/reward in WoWo's favor. In general WoWo just gets more damage for guessing correctly and GA's can't keep up.

Green Lantern 6-4

GL's zoning is good but not that good because almost all of it can be parried or punished in some way. Air rockets that aren't done low to the ground are punishable by demigoddess, ground rockets are parry bait, and it's not that difficult to walk in if need be. Once Wonder Woman is in, even though b1 is really good, GL's options on block aren't very good. b13 puts you at negative frames, b13~trait is punishable on reaction by d1~spin, and b13~minigun puts you in a bad situation since her b1 will beat any button you press. MB minigun is your best option, but you don't have infinite meter and the chip is negligible anyway. You can do b13~lift, but that's obviously very risky. You could argue that you just shouldn't do b1 if it's going to be blocked, but then you aren't taking up space and it becomes much easier to get in. On wake-up WoWo has to respect lift so he's not completely screwed. Once Wonder Woman has a life lead and sits on it in shield it becomes very difficult for GL since most of his b1 options lose to parry. It punishes b1 on block, interrupts b13, b12, b1~minigun and b13~rocket depending on the spacing. Your dash is terrible so it's not hard to check it with d1~shield bash and sword's d2 is even better than lasso's. This is all in addition to the fact that your chip is now non-existent.

Harley Quinn 5-5 (possible 6-4)

Harley's zoning is effective in this match-up, but it's not very scary. The damage is low and unlike Sinestro or Zod, you don't get punished for being too patient. Harley can't contend with Wonder Woman's normals and her j2 isn't that hard to anti-air. On wake-up you have to respect wake-up tantrum so you can't get a 50/50 on her. Harley's pressure isn't anything special and there isn't much of a reason for her to hit you outside of the ocassional gunshot. I feel like WoWo can just walk her down and win but I don't feel strongly enough to say it's definitely in her favor. 5-5 or possible 6-4.

Hawkgirl 5-5

HG can punish the holes in some of Wonder Woman's commonly used strings like 33 and b2~lasso with WE. Wonder Woman has good options for flight between demigoddess, straight tiara, her jump normals and d2. Wake-up mace charge can be stuffed, but not by both 50/50 options so it's still a guessing game. At neutral, mace charge and WE 3 can be punished by jump back 3 so while Hawkgirl has to be a little careful about her pressure, it still works the same as usual. It comes down to reads from both sides as both characters can punish each other very well.

Joker 7-3

Joker's best attribute in most match-ups is his ability to jump because of how strong his air normals are. Wonder Woman has no problem shutting that down with her d2, and even if she does she's able to backdash 323 and punish with d1~spin, so he's forced to use less optimal strings. 212 can only be cancelled on the first or second hit and only the first can combo into a launching special (MB RLG). The second only combos into flower. b13 is an option to catch backdashes but the damage is negligible, or he can try to chase it with his own forward dash which is also risky. WoWo beats him at neutral and his zoning is nothing special. On wake-up he has flower which, although not fully invincible, cannot be stuffed by her 50/50 options. That being said, it can be d3'd under and the damage is so low that there isn't much to be afraid of. If Joker does corner her or hit her near a background bounce she's very susceptible to his mix-ups. The problem is him actually hitting her in the first place though.

Killer Frost 7-3

Frost has a lot of trouble dealing Wonder Woman's mobility. Her best options depending on the spacing are anti-airing with daggers, pre-emptive j1 or going for a trip guard with slide that loses to j3. WoWo can pretty much walk her way in and feint with jumps/airdashes to force Frost to commit to a punish. If she decides not to make reads then she cannot win. KF gets out-footsied and has a lot of problems getting damage if Wonder Woman has a life lead. Her dashes and jump are very reactable and throwing out slide will only get you so far. If WoWo does happen to block a slide, d3 will beat d1, parry and go under MB f3 for a full combo. To beat this she must delay her MB f3 which can be beaten by backdashing, d12 etc. The post-slide guessing is generally in WoWo's favor making it even harder for her to get damage. Wake-up slide must be respected so oki is risky; however you can safe jump it. Parry is also a good option and combined with wake-up slide, they're the only things keeping this from being 7-3.

Edit: Wake-up slide doesn't matter much when WoWo's neutral game is so much better and less risky than KF's. Her whole game revolves around throwing out random slides and air-to-airs so she's basically just rolling dice or hoping you do something stupid. Parry is the only thing you really have to worry about, and she's risking just as much on that parry as you are by pressuring her. Wonder Woman having a life lead is also far more daunting than Frost having one. She doesn't have problems walking KF down and Frost has problems anti-airing j3 with d2. If she tries to MB f3 then a divepunch cancel will beat that and cause her to waste a meter, so it's not a very appealing option. Meanwhile if WoWo has the life lead, there's no good reason for KF to land a hit at all. If Frost does then she can mix you up, but it's not so easy getting that hit in the first place.

Lex Luthor 5-5

This match-up is all about who gets started first. Once either character gets momentum it can very easily lead to losing your entire life bar or just be put in a bad situation. Once Lex gets his trait, mines etc. set up it's very difficult to approach but if he doesn't then he's in trouble. d12 is fast enough to break armor so trait doesn't make everything completely safe. Mid-range tiaras can beat out a lot of his gadgets on start-up and MB tiara can break his armor on a read.

Lobo 5-5

Lobo's zoning works well in this match-up along with his stand 3 to keep her from jumping in. Instant airdashes will beat stand 3, so he can't keep her out forever. Both characters have good mid-range options and can play footsies well. On a knockdown both characters have wake-ups that need to be respected as even though hook charge isn't fully invincible, it can't be stuffed consistently by b2 or 33. Both characters can play their game in this match-up and do great damage.

Martian Manhunter 5-5 (4-6 on some stages)

Martian has good zoning but because it's all pre-emptive, he has to make reads on where you're going to be on the screen. Dashing in recklessly is a bad idea because of the zoning in conjunction with trait normals, but if you walk in and vary your dash timings and demigoddess useage you'll get in. On a read you can MB b3 through some of his trait normals and punish them on whiff with parry into a combo. Once he's knocked down, d3 will go under push but lose to low grab so WoWo still has to guess what he's going to do. After a blocked teleport, Martian can be checked with b1 if he stands still, b23 will beat backdashing and walking back will cause MB b3 to whiff and be punished. On a stage with respawning drones or Arkham Asylum this it's probably in Martian's favor due to how well he controls the interactables and the extra damage he gets from OTGs.

Nightwing 6-4

IMO, lasso beats both stances but staff does much better than escrima. In escrima Wonder Woman can spam demigoddess without a care as the only thing NW can do is check with b2. He gets out-footsied and wing dings can also be punished by demigoddess or dashing under. On wake-up d3 will beat all of his options so you can force him to respect your 50/50s a bit easier. Escrima has more trouble with airdashes than staff so it's more abuseable here as well. SS vs escrima is a bit more even because of how annoying wing dings can be, but parry and j2 are still very good here.

In staff, Nightwing can play footsies better and has more solid wake-ups. Flying Grayson and Staff Spin can be stuffed but the timing is different for both. Again, airdashes are good here but you can't be too predictable with them. Staff's backdash is very bad so it's not as viable as it is for most characters when dealing with Wonder Woman's pressure. His zoning is okay but not a big deal as you can jump around, airdash and demigoddess to change up your air movement. In SS, you can jump over staff pounds and punish with shield toss and parry repeated d1s. What it comes down to is Nightwing being out-damaged, losing the meter game and generally doing what Wonder Woman does but worse.

Raven 5-5

Raven gets out-footsie'd but her zoning works fairly well in the match-up. Shadow ravens can be parried and soul crush won't reach when Wonder Woman's at the peak of her jump, but she can punish this on the way down. WoWo has to respect pillar into soul crush and it isn't hard for her to get trait out safely. Having easy access to trait means that she'll have meter for pushblock which she needs because she's free on knockdown. Raven dictates the pace of the match-up but once she's down she can lose in a few bad guesses.

Scorpion 7-3

As usual, risk/reward is very bad for Scorpion but even moreso here because of how much better Wonder Woman's damage is. Scorpion can't contend with her normals, will never win a clash and has to nickel-and-dime Wonder Woman to win. WoWo can punish MB teleport and punish his other unsafe options heavily. His wake-up game is solid with takedown, teleport and flip kick, though. This might only be 4-6 but I'm not sure due to lack of match-up experience.

Shazam 6-4

Shazam has problems dealing with WoWo's mobility and footsies. b2 is good but risky as usual. Wake-up teleports must be respected but can be punished on a read. When Wonder Woman has a life lead it can be difficult for Shazam to approach because his options are unsafe or reactable.

Sinestro 4-6

Sinestro gets trait out practically for free in this match-up. He can contend with Wonder Woman at mid-range with b12 and his d2 is good at anti-airing her. It's hard to get in patiently because it's giving him chances to charge trait and make things even harder. Wake-up arachnid has to be respected so even once you knock him down, you aren't guaranteed pressure.

Solomon Grundy 5-5

WoWo has a few throw-immune moves: b2, lasso grab, straight tiara and b1 but these can be punished by WCC if read correctly. Grundy doesn't have problems anti-airing with d2 and his wake-up game is very good between WCC and cleaver. When Grundy does make a good read with WCC it can lead to massive damage and he can be hard to approach when he has a life lead.

Superman 5-5

Superman has to be mindful of his zoning patterns due to demigoddess, but it can still be effective. Both characters have strong mid-range games and do a lot of damage if they get a hit. Both also have solid wake-up games. On a read d3 can go under f2 but Superman can whiff punish it with b1. WoWo can anti-air airdashes with d2 and Superman can do the same with j1 or sometimes d2. b2 has more range than his normals, but once Superman is in f2 range he's at advantage because it's faster than your go-to buttons: b1 and b2. Both characters also have strong corner games and can counter the other fairly well.

Zatanna 6-4

Parry makes it easier to deal with Zatanna's zoning as she must respect a demigoddess after. A blocked puppet master gives you two free dashes so you're pretty much in at that point. Zat can't compete in footsies and must rely on her zoning, which isn't as effective as usual. Her wake-up is very good though, with multi kicks and teleports.

Zod 3-7

Wonder Woman has options for dealing with iaZBs with parry and dashing under, but it's still very difficult to get in. The former can be punished by sidearm or another Zod ball, and the latter isn't possible if the balls are done perfectly. Trait basically puts you on a timer and if you fail to get in before then, you're forced to eat pressure/chip/mix-ups/pushback/interactables. If Zod does decide to go for mix-ups WoWo can afford to spend meter pushblocking, so it's not quite as bad. Once she does get in, she can win in a few correct guesses because Zod's wake-ups aren't fully invincible. The problem is that you'll only get in a few times and other than that, you have to look for mistakes from the Zod player to start your game. Those will be few and far between when you're playing a good one.

Edits:

Zod to 3-7.
Killer Frost to 7-3.
Deathstroke to 6-4.

@EMPEROR_SunFire
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@Youphemism
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@AK elitegoomba
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EMPRESS_SunFire

Regina George of discord
I thought I'd post my match-up chart to see what you all think.

7 - 3 vs. Ares
3 - 7 vs Aquaman
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
6 - 4 vs. Black Adam
6 - 4 vs. Catwoman
6 - 4 vs. Cyborg

5 - 5 vs. Deathstroke (possible 6-4)
6 - 4 vs. Doomsday
5 - 5 vs. Flash
6 - 4 vs. Green Arrow
6 - 4 vs. Green Lantern

5 - 5 vs. Harley Quinn (possible 6-4)
5 - 5 vs. Hawkgirl
7 - 3 vs. Joker
6 - 4 vs. Killer Frost

5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo
5 - 5 vs. Martian Manhunter
6 - 4 vs. Nightwing
5 - 5 vs. Raven
7 - 3 vs. Scorpion
6 - 4 vs. Shazam

4 - 6 vs. Sinestro
5 - 5 vs. Solomon Grundy
5 - 5 vs. Superman
6 - 4 vs. Zatanna
4 - 6 vs. Zod

13 winning
13 even
3 losing

Ares 7-3

Wonder Woman's air normals and mobility give Ares a lot of problems and he must pre-emptive j1 or hope that his d2 will work in order to stop her. He gets out-footsied and his d1 has whiffing issues due to WoWo being a floating character. Ares' backdash and mobility in general are terrible as well, so his options vs her pressure aren't particularly good. It's also possible to see Ares raise his hand and jump his axe on reaction, leading to him losing nearly half his life. His one saving grace is that he has a good wake-up game but I can't think of many other positives for him in the match-up.

Aquaman 3-7

Aquaman simply out-footsies and out-zones you. He can pretty much cancel everything into trident rush and you can't do much about it. Wonder Woman's b2 has more range than b12 and slightly more than Aquaman's b2, but it's far easier for him to whiff punish it than vice versa. If he sees a b2 whiff, he can punish with FTD and possibly get a combo depending on the spacing. When Aquaman whiffs a b2 you can't whiff punish it unless you're at the very edge of its range, and if you're looking for that he can throw out an unpunishable FTD. Aqua's trait also gives WoWo huge problems because he can simply activate it, block high and be safe from all of her most damaging options. This nearly makes up for the fact that his wake-ups aren't that good because his neutral game is so good that he shouldn't be knocked down very often. At mid-range you can bait FTDs by jumping and airdashing around, punishing them on whiff demigoddess but he can also simply wait and FTD you on the way down. Jumping in is a big risk because he has no issues anti-airing unless it's a max-range j3; after which nothing is guaranteed so he can just d1~trident rush and push you out. Wonder Woman can attempt to get around wake-up trait by ending combos with b3, dash f3 and going for cross-up f3/b2 but the f3 is reactable since it never hits in front. Also, AM has no problems punishing whiffed lasso grab so backdashing on wake-up is an effective option for him. WoWo must commit to b2~lasso if she wants to keep her oki going or settle for b23 and basically let him out of pressure. In SS you still don't have a way to open him up and his footsies outclass yours by a mile. It's possible to space shield bashes so they're safe but Aqua still out-chips you because of the ridiculous meter gain on trident rush.

Bane 5-5

Wonder Woman is free to Bane on wake-up but her options at neutral are't too bad. On a read she can parry double punch and punish him heavily. The same applies to the guessing game for punishing VU/MB VU. d12 can stop Bane from trying to dash up and armor through things because although his dash is good, it's still very reactable. Demigoddess is also fine for catching his backdash when he's on debuff. It's tough to oki Bane but WoWo can do great damage if she does make the right reads at neutral or on a knockdown.

Batgirl 5-5

Batgirl gets out-footsie'd but between cartwheel, b1, dash and jump-in guessing game she can get in. All of these options can be dealt with and have good answers but it can difficult because of how many different things there are to look for. In order to punish the low cartwheel option, you have to block at least one of the first two hits standing so you won't always get a punish on it. The other options are an easy punish, though. Batgirl's zoning isn't that bad to deal with because bolas are slow enough that you can parry or jump them on reaction. Batarangs really aren't anything special either. After a blocked iaDG she can check you with a carthweel but the risk/reward is in your favor since you can punish all 3 options as long as you block the cartwheel properly. Wonder Woman also has a safe jump that punishes all of Batgirl's wake-ups except Flying Bat, so it's possible to get her to respect your oki.

Batman 5-5

Batman can zone WoWo effectively with bats but she can get rid of them by hitting him ground or air tiaras. When he releases them you can d3 under and go for oki. On knockdown although slide is very unsafe, it still must be respected so he isn't completely helpless. Without bats you out-footsie him and have zero problems anti-airing or getting in.

Black Adam 5-5

Demigoddess beats pretty much everything he wants to do: backdash, throw lightning, and it might trade with divekick at the worst. He can't punish it on block at all so his best option is something like pre-emptive jump back 1 which leads to nothing. You can just throw out iaDG whenever and he can't do much about it. You have better range and mix-ups and you have the tools to limit his mobility quite a bit.

Catwoman 6-4

Catwoman has trouble dealing with Wonder Woman's normals but her b3 does help her a bit. It goes under WoWo's b1 and if MB'd it will beat b2 and d2 as well. The problem with this is that she isn't always going to have meter to burn just so she can beat your normals on a read. Also, it's possible to bait it out and punish with jump back 3 or whiff punish with d1~spin. Wonder Woman has no problems anti-airing in this match-up between d2, MB b3, d3 and sometimes b2. In general you can walk back, react to what Catwoman does and punish her for it. On wake-up she's forced to guess on a 50/50 unless she has trait, which can be beat by neutral jumping or MB b3. Because WoWo always has meter to spare, she can pushblock if Catwoman does get in and it won't hurt her game at all. On Wonder Woman's wake-up, CW is always forced to guess 33/33/33 instead of her preferred 50/50 because of spin. Her b3 goes under that but if it's blocked then she's in WoWo's face at negative frames.

Cyborg 6-4

Walking in and parrying fireballs on reaction make it not that difficult to get in as long as you don't overextend yourself. Cyborg can't contend with Wonder Woman's normals either. On wake-up Cyborg fares okay because of power fist and grapple. If you have a life lead and sit on it in SS, it's very difficult for Cyborg to actually come back as his offense isn't very good.

Deathstroke 5-5 (possible 6-4)

Deathstroke can handle WoWo's footsies well enough with d2, MB f3, LGS etc. He can also punish lasso grab and demigoddess unless it's perfect so you can't be too greedy with those. On wake-up you can beat spin by d3'ing under for a full combo, but sword flip will beat that so although they're unsafe, you still have to respect them somewhat. Cross-ups don't work particularly well because of his option selecting wake-ups. When you block a j3 or f3 from DS, backdashing will give you a full combo punish on both b1u2, b22 and b23 with MB tiara, b113. In order to catch the backdash he has to read it with a j3 which you can also anti-air with d2. Deathstroke's zoning works well enough in the match-up as you must respect the wall he puts up with LGS and f3. Deathstroke has problems anti-airing j3 unless it's with sword flip or pre-emptive j1. The former only leads to about 6% damage and the latter is done on a read and can be baited with jumping forward and airdashing backward. When DS knocks WoWo down, he has safe jumps that punish her wake-ups and force her to block; however it also puts him in a guessing game where all of his mix-up options can be punished. Undecided on whether it's 5-5 or 6-4 because of risk/reward.

Doomsday 6-4

Risk/reward is everything in this match-up. Wonder Woman can parry venom in both stances and punish DD heavily. SS parry specifically will beat a lot of his options since his only low is sweep. ES will whiff at certain distances as well, giving a full combo punish. On wake-up Doomsday does have the option of waking up with up venom, even though the damage isn't great. Doomsday has to bait parries with forward dashes and neutral jumps in order to win, and the risk/reward is usually not in his favor.

Flash 5-5

Both characters are pretty even in footsies. Even though Wonder Woman's b2 has more range than any of his normals, he can whiff punish it with torpedo and it's the same with lasso grab. Pushblocking is always an option you'll have so you fare better than the more meter-dependent characters. When you knock him down, it's possible to beat all of his wake-ups with a safe jump, but if you go for any other kind of oki you have to respect his options and the same goes for him. Both characters have top tier corner games and corner carry so it's very easy for both characters to get steamrolled once they get hit.

Green Arrow 6-4

Arrow makes WoWo play his game and his projectiles are very effective at controlling the pace of the match. When he has an ice arrow loaded you must respect it as he can react to a lot of what you do. Without that, his zoning is only annoying at best and you can punish unsafe arrow loads on a read with demigoddess. If you're patient you shouldn't have too many problems. Wonder Woman has problems anti-airing GA or punishing his dash so it can be hard for him to get in if he needs to. The problem is worse in SS as his chip is even worse and he has to deal with the wall of d1, shield bash and j2, which he can't easily anti-air. His wake-up game is okay between fully-invincibly slide and savage blast needing to be punished on a read. d1~arrow can be interrupted by d1 for a full combo and to beat it he needs to do d1~savage blast which puts the risk/reward in WoWo's favor. In general WoWo just gets more damage for guessing correctly and GA's can't keep up.

Green Lantern 6-4

GL's zoning is good but not that good because almost all of it can be parried or punished in some way. Air rockets that aren't done low to the ground are punishable by demigoddess, ground rockets are parry bait, and it's not that difficult to walk in if need be. Once Wonder Woman is in, even though b1 is really good, GL's options on block aren't very good. b13 puts you at negative frames, b13~trait is punishable on reaction by d1~spin, and b13~minigun puts you in a bad situation since her b1 will beat any button you press. MB minigun is your best option, but you don't have infinite meter and the chip is negligible anyway. You can do b13~lift, but that's obviously very risky. You could argue that you just shouldn't do b1 if it's going to be blocked, but then you aren't taking up space and it becomes much easier to get in. On wake-up WoWo has to respect lift so he's not completely screwed. Once Wonder Woman has a life lead and sits on it in shield it becomes very difficult for GL since most of his b1 options lose to parry. It punishes b1 on block, interrupts b13, b12, b1~minigun and b13~rocket depending on the spacing. Your dash is terrible so it's not hard to check it with d1~shield bash and sword's d2 is even better than lasso's. This is all in addition to the fact that your chip is now non-existent.

Harley Quinn 5-5 (possible 6-4)

Harley's zoning is effective in this match-up, but it's not very scary. The damage is low and unlike Sinestro or Zod, you don't get punished for being too patient. Harley can't contend with Wonder Woman's normals and her j2 isn't that hard to anti-air. On wake-up you have to respect wake-up tantrum so you can't get a 50/50 on her. Harley's pressure isn't anything special and there isn't much of a reason for her to hit you outside of the ocassional gunshot. I feel like WoWo can just walk her down and win but I don't feel strongly enough to say it's definitely in her favor. 5-5 or possible 6-4.

Hawkgirl 5-5

HG can punish the holes in some of Wonder Woman's commonly used strings like 33 and b2~lasso with WE. Wonder Woman has good options for flight between demigoddess, straight tiara, her jump normals and d2. Wake-up mace charge can be stuffed, but not by both 50/50 options so it's still a guessing game. At neutral, mace charge and WE 3 can be punished by jump back 3 so while Hawkgirl has to be a little careful about her pressure, it still works the same as usual. It comes down to reads from both sides as both characters can punish each other very well.

Joker 7-3

Joker's best attribute in most match-ups is his ability to jump because of how strong his air normals are. Wonder Woman has no problem shutting that down with her d2, and even if she does she's able to backdash 323, so he's forced to use less optimal strings. 212 can only be cancelled on the first or second hit and only the first can combo into a launching special (MB RLG). The second only combos into flower. b13 is an option to catch backdashes but the damage is negligible, or he can try to chase it with his own forward dash which is also risky. WoWo beats him at neutral and his zoning is nothing special. On wake-up he has flower which, although not fully invincible, cannot be stuffed by her 50/50 options. That being said, it can be d3'd under and the damage is so low that there isn't much to be afraid of. If Joker does corner her or hit her near a background bounce she's very susceptible to his mix-ups. The problem is him actually hitting her in the first place though.

Killer Frost

Frost has a lot of trouble dealing Wonder Woman's mobility. Her best options depending on the spacing are anti-airing with daggers, pre-emptive j1 or going for a trip guard with slide that loses to j3. WoWo can pretty much walk her way in and feint with jumps/airdashes to force Frost to commit to a punish. If she decides not to make reads then she cannot win. KF gets out-footsied and has a lot of problems getting damage if Wonder Woman has a life lead. Her dashes and jump are very reactable and throwing out slide will only get you so far. If WoWo does happen to block a slide, d3 will beat d1, parry and go under MB f3 for a full combo. To beat this she must delay her MB f3 which can be beaten by backdashing, d12 etc. The post-slide guessing is generally in WoWo's favor making it even harder for her to get damage. Wake-up slide must be respected so oki is risky; however you can safe jump it. Parry is also a good option and combined with wake-up slide, they're the only things keeping this from being 7-3.

Lex Luthor 5-5

This match-up is all about who gets started first. Once either character gets momentum it can very easily lead to losing your entire life bar or just be put in a bad situation. Once Lex gets his trait, mines etc. set up it's very difficult to approach but if he doesn't then he's in trouble. d12 is fast enough to break armor so trait doesn't make everything completely safe. Mid-range tiaras can beat out a lot of his gadgets on start-up and MB tiara can break his armor on a read.

Lobo 5-5

Lobo's zoning works well in this match-up along with his stand 3 to keep her from jumping in. Instant airdashes will beat stand 3, so he can't keep her out forever. Both characters have good mid-range options and can play footsies well. On a knockdown both characters have wake-ups that need to be respected as even though hook charge isn't fully invincible, it can't be stuffed consistently by b2 or 33. Both characters can play their game in this match-up and do great damage.

Martian Manhunter 5-5 (4-6 on some stages)

Martian has good zoning but because it's all pre-emptive, he has to make reads on where you're going to be on the screen. Dashing in recklessly is a bad idea because of the zoning in conjunction with trait normals, but if you walk in and vary your dash timings and demigoddess useage you'll get in. On a read you can MB b3 through some of his trait normals and punish them on whiff with parry into a combo. Once he's knocked down, d3 will go under push but lose to low grab so WoWo still has to guess what he's going to do. After a blocked teleport, Martian can be checked with b1 if he stands still, b23 will beat backdashing and walking back will cause MB b3 to whiff and be punished.

Nightwing 6-4

IMO, lasso beats both stances but staff does much better than escrima. In escrima Wonder Woman can spam demigoddess without a care as the only thing NW can do is check with b2. He gets out-footsied and wing dings can also be punished by demigoddess or dashing under. On wake-up d3 will beat all of his options so you can force him to respect your 50/50s a bit easier. Escrima has more trouble with airdashes than staff so it's more abuseable here as well. SS vs escrima is a bit more even because of how annoying wing dings can be, but parry and j2 are still very good here.

In staff, Nightwing can play footsies better and has more solid wake-ups. Flying Grayson and Staff Spin can be stuffed but the timing is different for both. Again, airdashes are good here but you can't be too predictable with them. Staff's backdash is very bad so it's not as viable as it is for most characters when dealing with Wonder Woman's pressure. His zoning is okay but not a big deal as you can jump around, airdash and demigoddess to change up your air movement. In SS, you can jump over staff pounds and punish with shield toss and parry repeated d1s. What it comes down to is Nightwing being out-damaged, losing the meter game and generally doing what Wonder Woman does but worse.

Raven 5-5

Raven gets out-footsie'd but her zoning works fairly well in the match-up. Shadow ravens can be parried and soul crush won't reach when Wonder Woman's at the peak of her jump, but she can punish this on the way down. WoWo has to respect pillar into soul crush and it isn't hard for her to get trait out safely. Having easy access to trait means that she'll have meter for pushblock which she needs because she's free on knockdown. Raven dictates the pace of the match-up but once she's down she can lose in a few bad guesses.

Scorpion 3-7

As usual, risk/reward is very bad for Scorpion but even moreso here because of how much better Wonder Woman's damage is. Scorpion can't contend with her normals, will never win a clash and has to nickel-and-dime Wonder Woman to win. WoWo can punish MB teleport and punish his other unsafe options heavily. His wake-up game is solid with takedown, teleport and flip kick, though. This might only be 4-6 but I'm not sure due to lack of match-up experience.

Shazam 6-4

Shazam has problems dealing with WoWo's mobility and footsies. b2 is good but risky as usual. Wake-up teleports must be respected but can be punished on a read. When Wonder Woman has a life lead it can be difficult for Shazam to approach because his options are unsafe or reactable.

Sinestro 4-6

Sinestro gets trait out practically for free in this match-up. He can contend with Wonder Woman at mid-range with b12 and his d2 is good at anti-airing her. It's hard to get in patiently because it's giving him chances to charge trait and make things even harder. Wake-up arachnid has to be respected so even once you knock him down, you aren't guaranteed pressure.

Solomon Grundy 5-5

WoWo has a few throw-immune moves: b2, lasso grab, straight tiara and b1 but these can be punished by WCC if read correctly. Grundy doesn't have problems anti-airing with d2 and his wake-up game is very good between WCC and cleaver. When Grundy does make a good read with WCC it can lead to massive damage and he can be hard to approach when he has a life lead.

Superman 5-5

Superman has to be mindful of his zoning patterns due to demigoddess, but it can still be effective. Both characters have strong mid-range games and do a lot of damage if they get a hit. Both also have solid wake-up games. On a read d3 can go under f2 but Superman can whiff punish it with b1. WoWo can anti-air airdashes with j2 and Superman can do the same with j1 or sometimes d2. b2 has more range than his normals, but once Superman is in f2 range he's at advantage because it's faster than your go-to buttons: b1 and b2. Both characters also have strong corner games and can counter the other fairly well.

Zatanna 6-4

Parry makes it easier to deal with Zatanna's zoning as she must respect a demigoddess after. A blocked puppet master gives you two free dashes so you're pretty much in at that point. Zat can't compete in footsies and must rely on her zoning, which isn't as effective as usual. Her wake-up is very good though, with multi kicks and teleports.

Zod 4-6

Wonder Woman has options for dealing with iaZBs with parry and dashing under, but it's still very difficult to get in. Trait basically puts you on a timer and if you fail to get in before then, you're forced to eat pressure/chip/mix-ups/pushback/interactables. If Zod does decide to go for mix-ups WoWo can afford to spend meter pushblocking, so it's not quite as bad. Once she does get in, she can win in a few correct guesses because Zod's wake-ups aren't fully invincible.

@EMPEROR_SunFire
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I agree with all the numbers, I still find Lex a weird mu but your write up helped me... Nice and accurate chart!
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
I thought I'd post my match-up chart to see what you all think.

7 - 3 vs. Ares
3 - 7 vs Aquaman
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
6 - 4 vs. Black Adam
6 - 4 vs. Catwoman
6 - 4 vs. Cyborg

5 - 5 vs. Deathstroke (possible 6-4)
6 - 4 vs. Doomsday
5 - 5 vs. Flash
6 - 4 vs. Green Arrow
6 - 4 vs. Green Lantern

5 - 5 vs. Harley Quinn (possible 6-4)
5 - 5 vs. Hawkgirl
7 - 3 vs. Joker
6 - 4 vs. Killer Frost

5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo
5 - 5 vs. Martian Manhunter
6 - 4 vs. Nightwing
5 - 5 vs. Raven
7 - 3 vs. Scorpion
6 - 4 vs. Shazam

4 - 6 vs. Sinestro
5 - 5 vs. Solomon Grundy
5 - 5 vs. Superman
6 - 4 vs. Zatanna
4 - 6 vs. Zod

13 winning
13 even
3 losing

Ares 7-3

Wonder Woman's air normals and mobility give Ares a lot of problems and he must pre-emptive j1 or hope that his d2 will work in order to stop her. He gets out-footsied and his d1 has whiffing issues due to WoWo being a floating character. Ares' backdash and mobility in general are terrible as well, so his options vs her pressure aren't particularly good. It's also possible to see Ares raise his hand and jump his axe on reaction, leading to him losing nearly half his life. His one saving grace is that he has a good wake-up game but I can't think of many other positives for him in the match-up.

Aquaman 3-7

Aquaman simply out-footsies and out-zones you. He can pretty much cancel everything into trident rush and you can't do much about it. Wonder Woman's b2 has more range than b12 and slightly more than Aquaman's b2, but it's far easier for him to whiff punish it than vice versa. If he sees a b2 whiff, he can punish with FTD and possibly get a combo depending on the spacing. When Aquaman whiffs a b2 you can't whiff punish it unless you're at the very edge of its range, and if you're looking for that he can throw out an unpunishable FTD. Aqua's trait also gives WoWo huge problems because he can simply activate it, block high and be safe from all of her most damaging options. This nearly makes up for the fact that his wake-ups aren't that good because his neutral game is so good that he shouldn't be knocked down very often. At mid-range you can bait FTDs by jumping and airdashing around, punishing them on whiff demigoddess but he can also simply wait and FTD you on the way down. Jumping in is a big risk because he has no issues anti-airing unless it's a max-range j3; after which nothing is guaranteed so he can just d1~trident rush and push you out. Wonder Woman can attempt to get around wake-up trait by ending combos with b3, dash f3 and going for cross-up f3/b2 but the f3 is reactable since it never hits in front. Also, AM has no problems punishing whiffed lasso grab so backdashing on wake-up is an effective option for him. WoWo must commit to b2~lasso if she wants to keep her oki going or settle for b23 and basically let him out of pressure. In SS you still don't have a way to open him up and his footsies outclass yours by a mile. It's possible to space shield bashes so they're safe but Aqua still out-chips you because of the ridiculous meter gain on trident rush.

Bane 5-5

Wonder Woman is free to Bane on wake-up but her options at neutral are't too bad. On a read she can parry double punch and punish him heavily. The same applies to the guessing game for punishing VU/MB VU. d12 can stop Bane from trying to dash up and armor through things because although his dash is good, it's still very reactable. Demigoddess is also fine for catching his backdash when he's on debuff. It's tough to oki Bane but WoWo can do great damage if she does make the right reads at neutral or on a knockdown.

Batgirl 5-5

Batgirl gets out-footsie'd but between cartwheel, b1, dash and jump-in guessing game she can get in. All of these options can be dealt with and have good answers but it can difficult because of how many different things there are to look for. In order to punish the low cartwheel option, you have to block at least one of the first two hits standing so you won't always get a punish on it. The other options are an easy punish, though. Batgirl's zoning isn't that bad to deal with because bolas are slow enough that you can parry or jump them on reaction. Batarangs really aren't anything special either. After a blocked iaDG she can check you with a carthweel but the risk/reward is in your favor since you can punish all 3 options as long as you block the cartwheel properly. Wonder Woman also has a safe jump that punishes all of Batgirl's wake-ups except Flying Bat, so it's possible to get her to respect your oki.

Batman 5-5

Batman can zone WoWo effectively with bats but she can get rid of them by hitting him ground or air tiaras. When he releases them you can d3 under and go for oki. On knockdown although slide is very unsafe, it still must be respected so he isn't completely helpless. Without bats you out-footsie him and have zero problems anti-airing or getting in.

Black Adam 5-5

Demigoddess beats pretty much everything he wants to do: backdash, throw lightning, and it might trade with divekick at the worst. He can't punish it on block at all so his best option is something like pre-emptive jump back 1 which leads to nothing. You can just throw out iaDG whenever and he can't do much about it. You have better range and mix-ups and you have the tools to limit his mobility quite a bit.

Catwoman 6-4

Catwoman has trouble dealing with Wonder Woman's normals but her b3 does help her a bit. It goes under WoWo's b1 and if MB'd it will beat b2 and d2 as well. The problem with this is that she isn't always going to have meter to burn just so she can beat your normals on a read. Also, it's possible to bait it out and punish with jump back 3 or whiff punish with d1~spin. Wonder Woman has no problems anti-airing in this match-up between d2, MB b3, d3 and sometimes b2. In general you can walk back, react to what Catwoman does and punish her for it. On wake-up she's forced to guess on a 50/50 unless she has trait, which can be beat by neutral jumping or MB b3. Because WoWo always has meter to spare, she can pushblock if Catwoman does get in and it won't hurt her game at all. On Wonder Woman's wake-up, CW is always forced to guess 33/33/33 instead of her preferred 50/50 because of spin. Her b3 goes under that but if it's blocked then she's in WoWo's face at negative frames.

Cyborg 6-4

Walking in and parrying fireballs on reaction make it not that difficult to get in as long as you don't overextend yourself. Cyborg can't contend with Wonder Woman's normals either. On wake-up Cyborg fares okay because of power fist and grapple. If you have a life lead and sit on it in SS, it's very difficult for Cyborg to actually come back as his offense isn't very good.

Deathstroke 5-5 (possible 6-4)

Deathstroke can handle WoWo's footsies well enough with d2, MB f3, LGS etc. He can also punish lasso grab and demigoddess unless it's perfect so you can't be too greedy with those. On wake-up you can beat spin by d3'ing under for a full combo, but sword flip will beat that so although they're unsafe, you still have to respect them somewhat. Cross-ups don't work particularly well because of his option selecting wake-ups. When you block a j3 or f3 from DS, backdashing will give you a full combo punish on both b1u2, b22 and b23 with MB tiara, b113. In order to catch the backdash he has to read it with a j3 which you can also anti-air with d2. Deathstroke's zoning works well enough in the match-up as you must respect the wall he puts up with LGS and f3. Deathstroke has problems anti-airing j3 unless it's with sword flip or pre-emptive j1. The former only leads to about 6% damage and the latter is done on a read and can be baited with jumping forward and airdashing backward. When DS knocks WoWo down, he has safe jumps that punish her wake-ups and force her to block; however it also puts him in a guessing game where all of his mix-up options can be punished. Undecided on whether it's 5-5 or 6-4 because of risk/reward.

Doomsday 6-4

Risk/reward is everything in this match-up. Wonder Woman can parry venom in both stances and punish DD heavily. SS parry specifically will beat a lot of his options since his only low is sweep. ES will whiff at certain distances as well, giving a full combo punish. On wake-up Doomsday does have the option of waking up with up venom, even though the damage isn't great. Doomsday has to bait parries with forward dashes and neutral jumps in order to win, and the risk/reward is usually not in his favor.

Flash 5-5

Both characters are pretty even in footsies. Even though Wonder Woman's b2 has more range than any of his normals, he can whiff punish it with torpedo and it's the same with lasso grab. Pushblocking is always an option you'll have so you fare better than the more meter-dependent characters. When you knock him down, it's possible to beat all of his wake-ups with a safe jump, but if you go for any other kind of oki you have to respect his options and the same goes for him. Both characters have top tier corner games and corner carry so it's very easy for both characters to get steamrolled once they get hit.

Green Arrow 6-4

Arrow makes WoWo play his game and his projectiles are very effective at controlling the pace of the match. When he has an ice arrow loaded you must respect it as he can react to a lot of what you do. Without that, his zoning is only annoying at best and you can punish unsafe arrow loads on a read with demigoddess. If you're patient you shouldn't have too many problems. Wonder Woman has problems anti-airing GA or punishing his dash so it can be hard for him to get in if he needs to. The problem is worse in SS as his chip is even worse and he has to deal with the wall of d1, shield bash and j2, which he can't easily anti-air. His wake-up game is okay between fully-invincibly slide and savage blast needing to be punished on a read. d1~arrow can be interrupted by d1 for a full combo and to beat it he needs to do d1~savage blast which puts the risk/reward in WoWo's favor. In general WoWo just gets more damage for guessing correctly and GA's can't keep up.

Green Lantern 6-4

GL's zoning is good but not that good because almost all of it can be parried or punished in some way. Air rockets that aren't done low to the ground are punishable by demigoddess, ground rockets are parry bait, and it's not that difficult to walk in if need be. Once Wonder Woman is in, even though b1 is really good, GL's options on block aren't very good. b13 puts you at negative frames, b13~trait is punishable on reaction by d1~spin, and b13~minigun puts you in a bad situation since her b1 will beat any button you press. MB minigun is your best option, but you don't have infinite meter and the chip is negligible anyway. You can do b13~lift, but that's obviously very risky. You could argue that you just shouldn't do b1 if it's going to be blocked, but then you aren't taking up space and it becomes much easier to get in. On wake-up WoWo has to respect lift so he's not completely screwed. Once Wonder Woman has a life lead and sits on it in shield it becomes very difficult for GL since most of his b1 options lose to parry. It punishes b1 on block, interrupts b13, b12, b1~minigun and b13~rocket depending on the spacing. Your dash is terrible so it's not hard to check it with d1~shield bash and sword's d2 is even better than lasso's. This is all in addition to the fact that your chip is now non-existent.

Harley Quinn 5-5 (possible 6-4)

Harley's zoning is effective in this match-up, but it's not very scary. The damage is low and unlike Sinestro or Zod, you don't get punished for being too patient. Harley can't contend with Wonder Woman's normals and her j2 isn't that hard to anti-air. On wake-up you have to respect wake-up tantrum so you can't get a 50/50 on her. Harley's pressure isn't anything special and there isn't much of a reason for her to hit you outside of the ocassional gunshot. I feel like WoWo can just walk her down and win but I don't feel strongly enough to say it's definitely in her favor. 5-5 or possible 6-4.

Hawkgirl 5-5

HG can punish the holes in some of Wonder Woman's commonly used strings like 33 and b2~lasso with WE. Wonder Woman has good options for flight between demigoddess, straight tiara, her jump normals and d2. Wake-up mace charge can be stuffed, but not by both 50/50 options so it's still a guessing game. At neutral, mace charge and WE 3 can be punished by jump back 3 so while Hawkgirl has to be a little careful about her pressure, it still works the same as usual. It comes down to reads from both sides as both characters can punish each other very well.

Joker 7-3

Joker's best attribute in most match-ups is his ability to jump because of how strong his air normals are. Wonder Woman has no problem shutting that down with her d2, and even if she does she's able to backdash 323, so he's forced to use less optimal strings. 212 can only be cancelled on the first or second hit and only the first can combo into a launching special (MB RLG). The second only combos into flower. b13 is an option to catch backdashes but the damage is negligible, or he can try to chase it with his own forward dash which is also risky. WoWo beats him at neutral and his zoning is nothing special. On wake-up he has flower which, although not fully invincible, cannot be stuffed by her 50/50 options. That being said, it can be d3'd under and the damage is so low that there isn't much to be afraid of. If Joker does corner her or hit her near a background bounce she's very susceptible to his mix-ups. The problem is him actually hitting her in the first place though.

Killer Frost

Frost has a lot of trouble dealing Wonder Woman's mobility. Her best options depending on the spacing are anti-airing with daggers, pre-emptive j1 or going for a trip guard with slide that loses to j3. WoWo can pretty much walk her way in and feint with jumps/airdashes to force Frost to commit to a punish. If she decides not to make reads then she cannot win. KF gets out-footsied and has a lot of problems getting damage if Wonder Woman has a life lead. Her dashes and jump are very reactable and throwing out slide will only get you so far. If WoWo does happen to block a slide, d3 will beat d1, parry and go under MB f3 for a full combo. To beat this she must delay her MB f3 which can be beaten by backdashing, d12 etc. The post-slide guessing is generally in WoWo's favor making it even harder for her to get damage. Wake-up slide must be respected so oki is risky; however you can safe jump it. Parry is also a good option and combined with wake-up slide, they're the only things keeping this from being 7-3.

Lex Luthor 5-5

This match-up is all about who gets started first. Once either character gets momentum it can very easily lead to losing your entire life bar or just be put in a bad situation. Once Lex gets his trait, mines etc. set up it's very difficult to approach but if he doesn't then he's in trouble. d12 is fast enough to break armor so trait doesn't make everything completely safe. Mid-range tiaras can beat out a lot of his gadgets on start-up and MB tiara can break his armor on a read.

Lobo 5-5

Lobo's zoning works well in this match-up along with his stand 3 to keep her from jumping in. Instant airdashes will beat stand 3, so he can't keep her out forever. Both characters have good mid-range options and can play footsies well. On a knockdown both characters have wake-ups that need to be respected as even though hook charge isn't fully invincible, it can't be stuffed consistently by b2 or 33. Both characters can play their game in this match-up and do great damage.

Martian Manhunter 5-5 (4-6 on some stages)

Martian has good zoning but because it's all pre-emptive, he has to make reads on where you're going to be on the screen. Dashing in recklessly is a bad idea because of the zoning in conjunction with trait normals, but if you walk in and vary your dash timings and demigoddess useage you'll get in. On a read you can MB b3 through some of his trait normals and punish them on whiff with parry into a combo. Once he's knocked down, d3 will go under push but lose to low grab so WoWo still has to guess what he's going to do. After a blocked teleport, Martian can be checked with b1 if he stands still, b23 will beat backdashing and walking back will cause MB b3 to whiff and be punished.

Nightwing 6-4

IMO, lasso beats both stances but staff does much better than escrima. In escrima Wonder Woman can spam demigoddess without a care as the only thing NW can do is check with b2. He gets out-footsied and wing dings can also be punished by demigoddess or dashing under. On wake-up d3 will beat all of his options so you can force him to respect your 50/50s a bit easier. Escrima has more trouble with airdashes than staff so it's more abuseable here as well. SS vs escrima is a bit more even because of how annoying wing dings can be, but parry and j2 are still very good here.

In staff, Nightwing can play footsies better and has more solid wake-ups. Flying Grayson and Staff Spin can be stuffed but the timing is different for both. Again, airdashes are good here but you can't be too predictable with them. Staff's backdash is very bad so it's not as viable as it is for most characters when dealing with Wonder Woman's pressure. His zoning is okay but not a big deal as you can jump around, airdash and demigoddess to change up your air movement. In SS, you can jump over staff pounds and punish with shield toss and parry repeated d1s. What it comes down to is Nightwing being out-damaged, losing the meter game and generally doing what Wonder Woman does but worse.

Raven 5-5

Raven gets out-footsie'd but her zoning works fairly well in the match-up. Shadow ravens can be parried and soul crush won't reach when Wonder Woman's at the peak of her jump, but she can punish this on the way down. WoWo has to respect pillar into soul crush and it isn't hard for her to get trait out safely. Having easy access to trait means that she'll have meter for pushblock which she needs because she's free on knockdown. Raven dictates the pace of the match-up but once she's down she can lose in a few bad guesses.

Scorpion 3-7

As usual, risk/reward is very bad for Scorpion but even moreso here because of how much better Wonder Woman's damage is. Scorpion can't contend with her normals, will never win a clash and has to nickel-and-dime Wonder Woman to win. WoWo can punish MB teleport and punish his other unsafe options heavily. His wake-up game is solid with takedown, teleport and flip kick, though. This might only be 4-6 but I'm not sure due to lack of match-up experience.

Shazam 6-4

Shazam has problems dealing with WoWo's mobility and footsies. b2 is good but risky as usual. Wake-up teleports must be respected but can be punished on a read. When Wonder Woman has a life lead it can be difficult for Shazam to approach because his options are unsafe or reactable.

Sinestro 4-6

Sinestro gets trait out practically for free in this match-up. He can contend with Wonder Woman at mid-range with b12 and his d2 is good at anti-airing her. It's hard to get in patiently because it's giving him chances to charge trait and make things even harder. Wake-up arachnid has to be respected so even once you knock him down, you aren't guaranteed pressure.

Solomon Grundy 5-5

WoWo has a few throw-immune moves: b2, lasso grab, straight tiara and b1 but these can be punished by WCC if read correctly. Grundy doesn't have problems anti-airing with d2 and his wake-up game is very good between WCC and cleaver. When Grundy does make a good read with WCC it can lead to massive damage and he can be hard to approach when he has a life lead.

Superman 5-5

Superman has to be mindful of his zoning patterns due to demigoddess, but it can still be effective. Both characters have strong mid-range games and do a lot of damage if they get a hit. Both also have solid wake-up games. On a read d3 can go under f2 but Superman can whiff punish it with b1. WoWo can anti-air airdashes with j2 and Superman can do the same with j1 or sometimes d2. b2 has more range than his normals, but once Superman is in f2 range he's at advantage because it's faster than your go-to buttons: b1 and b2. Both characters also have strong corner games and can counter the other fairly well.

Zatanna 6-4

Parry makes it easier to deal with Zatanna's zoning as she must respect a demigoddess after. A blocked puppet master gives you two free dashes so you're pretty much in at that point. Zat can't compete in footsies and must rely on her zoning, which isn't as effective as usual. Her wake-up is very good though, with multi kicks and teleports.

Zod 4-6

Wonder Woman has options for dealing with iaZBs with parry and dashing under, but it's still very difficult to get in. Trait basically puts you on a timer and if you fail to get in before then, you're forced to eat pressure/chip/mix-ups/pushback/interactables. If Zod does decide to go for mix-ups WoWo can afford to spend meter pushblocking, so it's not quite as bad. Once she does get in, she can win in a few correct guesses because Zod's wake-ups aren't fully invincible.

@EMPEROR_SunFire
@Filipino Man
@Youphemism
@Akromaniac27
@A F0xy Grampa
@AK elitegoomba
@greguu
@The Highlander
Not sure why I wasn't notified I was tagged but alright lol

I disagree with one thing

























Aquaman before Ares :DOGE
 

DarkPage

Noob
I thought I'd post my match-up chart to see what you all think.

3 - 7 vs Aquaman
7 - 3 vs. Ares
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
6 - 4 vs. Black Adam
6 - 4 vs. Catwoman
6 - 4 vs. Cyborg

5 - 5 vs. Deathstroke (possible 6-4)
6 - 4 vs. Doomsday
5 - 5 vs. Flash
6 - 4 vs. Green Arrow
6 - 4 vs. Green Lantern

5 - 5 vs. Harley Quinn (possible 6-4)
5 - 5 vs. Hawkgirl
7 - 3 vs. Joker
6 - 4 vs. Killer Frost

5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo
5 - 5 vs. Martian Manhunter
6 - 4 vs. Nightwing
5 - 5 vs. Raven
7 - 3 vs. Scorpion
6 - 4 vs. Shazam

4 - 6 vs. Sinestro
5 - 5 vs. Solomon Grundy
5 - 5 vs. Superman
6 - 4 vs. Zatanna
4 - 6 vs. Zod

13 winning
13 even
3 losing

Ares 7-3

Wonder Woman's air normals and mobility give Ares a lot of problems and he must pre-emptive j1 or hope that his d2 will work in order to stop her. He gets out-footsied and his d1 has whiffing issues due to WoWo being a floating character. Ares' backdash and mobility in general are terrible as well, so his options vs her pressure aren't particularly good. It's also possible to see Ares raise his hand and jump his axe on reaction, leading to him losing nearly half his life. His one saving grace is that he has a good wake-up game but I can't think of many other positives for him in the match-up.

Aquaman 3-7

Aquaman simply out-footsies and out-zones you. He can pretty much cancel everything into trident rush and you can't do much about it. Wonder Woman's b2 has more range than b12 and slightly more than Aquaman's b2, but it's far easier for him to whiff punish it than vice versa. If he sees a b2 whiff, he can punish with FTD and possibly get a combo depending on the spacing. When Aquaman whiffs a b2 you can't whiff punish it unless you're at the very edge of its range, and if you're looking for that he can throw out an unpunishable FTD. Aqua's trait also gives WoWo huge problems because he can simply activate it, block high and be safe from all of her most damaging options. This nearly makes up for the fact that his wake-ups aren't that good because his neutral game is so good that he shouldn't be knocked down very often. At mid-range you can bait FTDs by jumping and airdashing around, punishing them on whiff demigoddess but he can also simply wait and FTD you on the way down. Jumping in is a big risk because he has no issues anti-airing unless it's a max-range j3; after which nothing is guaranteed so he can just d1~trident rush and push you out. Wonder Woman can attempt to get around wake-up trait by ending combos with b3, dash f3 and going for cross-up f3/b2 but the f3 is reactable since it never hits in front. Also, AM has no problems punishing whiffed lasso grab so backdashing on wake-up is an effective option for him. WoWo must commit to b2~lasso if she wants to keep her oki going or settle for b23 and basically let him out of pressure. In SS you still don't have a way to open him up and his footsies outclass yours by a mile. It's possible to space shield bashes so they're safe but Aqua still out-chips you because of the ridiculous meter gain on trident rush.

Bane 5-5

Wonder Woman is free to Bane on wake-up but her options at neutral are't too bad. On a read she can parry double punch and punish him heavily. The same applies to the guessing game for punishing VU/MB VU. d12 can stop Bane from trying to dash up and armor through things because although his dash is good, it's still very reactable. Demigoddess is also fine for catching his backdash when he's on debuff. It's tough to oki Bane but WoWo can do great damage if she does make the right reads at neutral or on a knockdown.

Batgirl 5-5

Batgirl gets out-footsie'd but between cartwheel, b1, dash and jump-in guessing game she can get in. All of these options can be dealt with and have good answers but it can difficult because of how many different things there are to look for. In order to punish the low cartwheel option, you have to block at least one of the first two hits standing so you won't always get a punish on it. The other options are an easy punish, though. Batgirl's zoning isn't that bad to deal with because bolas are slow enough that you can parry or jump them on reaction. Batarangs really aren't anything special either. After a blocked iaDG she can check you with a carthweel but the risk/reward is in your favor since you can punish all 3 options as long as you block the cartwheel properly. Wonder Woman also has a safe jump that punishes all of Batgirl's wake-ups except Flying Bat, so it's possible to get her to respect your oki.

Batman 5-5

Batman can zone WoWo effectively with bats but she can get rid of them by hitting him ground or air tiaras. When he releases them you can d3 under and go for oki. On knockdown although slide is very unsafe, it still must be respected so he isn't completely helpless. Without bats you out-footsie him and have zero problems anti-airing or getting in.

Black Adam 5-5

Demigoddess beats pretty much everything he wants to do: backdash, throw lightning, and it might trade with divekick at the worst. He can't punish it on block at all so his best option is something like pre-emptive jump back 1 which leads to nothing. You can just throw out iaDG whenever and he can't do much about it. You have better range and mix-ups and you have the tools to limit his mobility quite a bit.

Catwoman 6-4

Catwoman has trouble dealing with Wonder Woman's normals but her b3 does help her a bit. It goes under WoWo's b1 and if MB'd it will beat b2 and d2 as well. The problem with this is that she isn't always going to have meter to burn just so she can beat your normals on a read. Also, it's possible to bait it out and punish with jump back 3 or whiff punish with d1~spin. Wonder Woman has no problems anti-airing in this match-up between d2, MB b3, d3 and sometimes b2. In general you can walk back, react to what Catwoman does and punish her for it. On wake-up she's forced to guess on a 50/50 unless she has trait, which can be beat by neutral jumping or MB b3. Because WoWo always has meter to spare, she can pushblock if Catwoman does get in and it won't hurt her game at all. On Wonder Woman's wake-up, CW is always forced to guess 33/33/33 instead of her preferred 50/50 because of spin. Her b3 goes under that but if it's blocked then she's in WoWo's face at negative frames.

Cyborg 6-4

Walking in and parrying fireballs on reaction make it not that difficult to get in as long as you don't overextend yourself. Cyborg can't contend with Wonder Woman's normals either. On wake-up Cyborg fares okay because of power fist and grapple. If you have a life lead and sit on it in SS, it's very difficult for Cyborg to actually come back as his offense isn't very good.

Deathstroke 5-5 (possible 6-4)

Deathstroke can handle WoWo's footsies well enough with d2, MB f3, LGS etc. He can also punish lasso grab and demigoddess unless it's perfect so you can't be too greedy with those. On wake-up you can beat spin by d3'ing under for a full combo, but sword flip will beat that so although they're unsafe, you still have to respect them somewhat. Cross-ups don't work particularly well because of his option selecting wake-ups. When you block a j3 or f3 from DS, backdashing will give you a full combo punish on both b1u2, b22 and b23 with MB tiara, b113. In order to catch the backdash he has to read it with a j3 which you can also anti-air with d2. Deathstroke's zoning works well enough in the match-up as you must respect the wall he puts up with LGS and f3. Deathstroke has problems anti-airing j3 unless it's with sword flip or pre-emptive j1. The former only leads to about 6% damage and the latter is done on a read and can be baited with jumping forward and airdashing backward. When DS knocks WoWo down, he has safe jumps that punish her wake-ups and force her to block; however it also puts him in a guessing game where all of his mix-up options can be punished. Undecided on whether it's 5-5 or 6-4 because of risk/reward.

Doomsday 6-4

Risk/reward is everything in this match-up. Wonder Woman can parry venom in both stances and punish DD heavily. SS parry specifically will beat a lot of his options since his only low is sweep. ES will whiff at certain distances as well, giving a full combo punish. On wake-up Doomsday does have the option of waking up with up venom, even though the damage isn't great. Doomsday has to bait parries with forward dashes and neutral jumps in order to win, and the risk/reward is usually not in his favor.

Flash 5-5

Both characters are pretty even in footsies. Even though Wonder Woman's b2 has more range than any of his normals, he can whiff punish it with torpedo and it's the same with lasso grab. Pushblocking is always an option you'll have so you fare better than the more meter-dependent characters. When you knock him down, it's possible to beat all of his wake-ups with a safe jump, but if you go for any other kind of oki you have to respect his options and the same goes for him. Both characters have top tier corner games and corner carry so it's very easy for both characters to get steamrolled once they get hit.

Green Arrow 6-4

Arrow makes WoWo play his game and his projectiles are very effective at controlling the pace of the match. When he has an ice arrow loaded you must respect it as he can react to a lot of what you do. Without that, his zoning is only annoying at best and you can punish unsafe arrow loads on a read with demigoddess. If you're patient you shouldn't have too many problems. Wonder Woman has problems anti-airing GA or punishing his dash so it can be hard for him to get in if he needs to. The problem is worse in SS as his chip is even worse and he has to deal with the wall of d1, shield bash and j2, which he can't easily anti-air. His wake-up game is okay between fully-invincibly slide and savage blast needing to be punished on a read. d1~arrow can be interrupted by d1 for a full combo and to beat it he needs to do d1~savage blast which puts the risk/reward in WoWo's favor. In general WoWo just gets more damage for guessing correctly and GA's can't keep up.

Green Lantern 6-4

GL's zoning is good but not that good because almost all of it can be parried or punished in some way. Air rockets that aren't done low to the ground are punishable by demigoddess, ground rockets are parry bait, and it's not that difficult to walk in if need be. Once Wonder Woman is in, even though b1 is really good, GL's options on block aren't very good. b13 puts you at negative frames, b13~trait is punishable on reaction by d1~spin, and b13~minigun puts you in a bad situation since her b1 will beat any button you press. MB minigun is your best option, but you don't have infinite meter and the chip is negligible anyway. You can do b13~lift, but that's obviously very risky. You could argue that you just shouldn't do b1 if it's going to be blocked, but then you aren't taking up space and it becomes much easier to get in. On wake-up WoWo has to respect lift so he's not completely screwed. Once Wonder Woman has a life lead and sits on it in shield it becomes very difficult for GL since most of his b1 options lose to parry. It punishes b1 on block, interrupts b13, b12, b1~minigun and b13~rocket depending on the spacing. Your dash is terrible so it's not hard to check it with d1~shield bash and sword's d2 is even better than lasso's. This is all in addition to the fact that your chip is now non-existent.

Harley Quinn 5-5 (possible 6-4)

Harley's zoning is effective in this match-up, but it's not very scary. The damage is low and unlike Sinestro or Zod, you don't get punished for being too patient. Harley can't contend with Wonder Woman's normals and her j2 isn't that hard to anti-air. On wake-up you have to respect wake-up tantrum so you can't get a 50/50 on her. Harley's pressure isn't anything special and there isn't much of a reason for her to hit you outside of the ocassional gunshot. I feel like WoWo can just walk her down and win but I don't feel strongly enough to say it's definitely in her favor. 5-5 or possible 6-4.

Hawkgirl 5-5

HG can punish the holes in some of Wonder Woman's commonly used strings like 33 and b2~lasso with WE. Wonder Woman has good options for flight between demigoddess, straight tiara, her jump normals and d2. Wake-up mace charge can be stuffed, but not by both 50/50 options so it's still a guessing game. At neutral, mace charge and WE 3 can be punished by jump back 3 so while Hawkgirl has to be a little careful about her pressure, it still works the same as usual. It comes down to reads from both sides as both characters can punish each other very well.

Joker 7-3

Joker's best attribute in most match-ups is his ability to jump because of how strong his air normals are. Wonder Woman has no problem shutting that down with her d2, and even if she does she's able to backdash 323, so he's forced to use less optimal strings. 212 can only be cancelled on the first or second hit and only the first can combo into a launching special (MB RLG). The second only combos into flower. b13 is an option to catch backdashes but the damage is negligible, or he can try to chase it with his own forward dash which is also risky. WoWo beats him at neutral and his zoning is nothing special. On wake-up he has flower which, although not fully invincible, cannot be stuffed by her 50/50 options. That being said, it can be d3'd under and the damage is so low that there isn't much to be afraid of. If Joker does corner her or hit her near a background bounce she's very susceptible to his mix-ups. The problem is him actually hitting her in the first place though.

Killer Frost 6-4

Frost has a lot of trouble dealing Wonder Woman's mobility. Her best options depending on the spacing are anti-airing with daggers, pre-emptive j1 or going for a trip guard with slide that loses to j3. WoWo can pretty much walk her way in and feint with jumps/airdashes to force Frost to commit to a punish. If she decides not to make reads then she cannot win. KF gets out-footsied and has a lot of problems getting damage if Wonder Woman has a life lead. Her dashes and jump are very reactable and throwing out slide will only get you so far. If WoWo does happen to block a slide, d3 will beat d1, parry and go under MB f3 for a full combo. To beat this she must delay her MB f3 which can be beaten by backdashing, d12 etc. The post-slide guessing is generally in WoWo's favor making it even harder for her to get damage. Wake-up slide must be respected so oki is risky; however you can safe jump it. Parry is also a good option and combined with wake-up slide, they're the only things keeping this from being 7-3.

Lex Luthor 5-5

This match-up is all about who gets started first. Once either character gets momentum it can very easily lead to losing your entire life bar or just be put in a bad situation. Once Lex gets his trait, mines etc. set up it's very difficult to approach but if he doesn't then he's in trouble. d12 is fast enough to break armor so trait doesn't make everything completely safe. Mid-range tiaras can beat out a lot of his gadgets on start-up and MB tiara can break his armor on a read.

Lobo 5-5

Lobo's zoning works well in this match-up along with his stand 3 to keep her from jumping in. Instant airdashes will beat stand 3, so he can't keep her out forever. Both characters have good mid-range options and can play footsies well. On a knockdown both characters have wake-ups that need to be respected as even though hook charge isn't fully invincible, it can't be stuffed consistently by b2 or 33. Both characters can play their game in this match-up and do great damage.

Martian Manhunter 5-5 (4-6 on some stages)

Martian has good zoning but because it's all pre-emptive, he has to make reads on where you're going to be on the screen. Dashing in recklessly is a bad idea because of the zoning in conjunction with trait normals, but if you walk in and vary your dash timings and demigoddess useage you'll get in. On a read you can MB b3 through some of his trait normals and punish them on whiff with parry into a combo. Once he's knocked down, d3 will go under push but lose to low grab so WoWo still has to guess what he's going to do. After a blocked teleport, Martian can be checked with b1 if he stands still, b23 will beat backdashing and walking back will cause MB b3 to whiff and be punished.

Nightwing 6-4

IMO, lasso beats both stances but staff does much better than escrima. In escrima Wonder Woman can spam demigoddess without a care as the only thing NW can do is check with b2. He gets out-footsied and wing dings can also be punished by demigoddess or dashing under. On wake-up d3 will beat all of his options so you can force him to respect your 50/50s a bit easier. Escrima has more trouble with airdashes than staff so it's more abuseable here as well. SS vs escrima is a bit more even because of how annoying wing dings can be, but parry and j2 are still very good here.

In staff, Nightwing can play footsies better and has more solid wake-ups. Flying Grayson and Staff Spin can be stuffed but the timing is different for both. Again, airdashes are good here but you can't be too predictable with them. Staff's backdash is very bad so it's not as viable as it is for most characters when dealing with Wonder Woman's pressure. His zoning is okay but not a big deal as you can jump around, airdash and demigoddess to change up your air movement. In SS, you can jump over staff pounds and punish with shield toss and parry repeated d1s. What it comes down to is Nightwing being out-damaged, losing the meter game and generally doing what Wonder Woman does but worse.

Raven 5-5

Raven gets out-footsie'd but her zoning works fairly well in the match-up. Shadow ravens can be parried and soul crush won't reach when Wonder Woman's at the peak of her jump, but she can punish this on the way down. WoWo has to respect pillar into soul crush and it isn't hard for her to get trait out safely. Having easy access to trait means that she'll have meter for pushblock which she needs because she's free on knockdown. Raven dictates the pace of the match-up but once she's down she can lose in a few bad guesses.

Scorpion 3-7

As usual, risk/reward is very bad for Scorpion but even moreso here because of how much better Wonder Woman's damage is. Scorpion can't contend with her normals, will never win a clash and has to nickel-and-dime Wonder Woman to win. WoWo can punish MB teleport and punish his other unsafe options heavily. His wake-up game is solid with takedown, teleport and flip kick, though. This might only be 4-6 but I'm not sure due to lack of match-up experience.

Shazam 6-4

Shazam has problems dealing with WoWo's mobility and footsies. b2 is good but risky as usual. Wake-up teleports must be respected but can be punished on a read. When Wonder Woman has a life lead it can be difficult for Shazam to approach because his options are unsafe or reactable.

Sinestro 4-6

Sinestro gets trait out practically for free in this match-up. He can contend with Wonder Woman at mid-range with b12 and his d2 is good at anti-airing her. It's hard to get in patiently because it's giving him chances to charge trait and make things even harder. Wake-up arachnid has to be respected so even once you knock him down, you aren't guaranteed pressure.

Solomon Grundy 5-5

WoWo has a few throw-immune moves: b2, lasso grab, straight tiara and b1 but these can be punished by WCC if read correctly. Grundy doesn't have problems anti-airing with d2 and his wake-up game is very good between WCC and cleaver. When Grundy does make a good read with WCC it can lead to massive damage and he can be hard to approach when he has a life lead.

Superman 5-5

Superman has to be mindful of his zoning patterns due to demigoddess, but it can still be effective. Both characters have strong mid-range games and do a lot of damage if they get a hit. Both also have solid wake-up games. On a read d3 can go under f2 but Superman can whiff punish it with b1. WoWo can anti-air airdashes with j2 and Superman can do the same with j1 or sometimes d2. b2 has more range than his normals, but once Superman is in f2 range he's at advantage because it's faster than your go-to buttons: b1 and b2. Both characters also have strong corner games and can counter the other fairly well.

Zatanna 6-4

Parry makes it easier to deal with Zatanna's zoning as she must respect a demigoddess after. A blocked puppet master gives you two free dashes so you're pretty much in at that point. Zat can't compete in footsies and must rely on her zoning, which isn't as effective as usual. Her wake-up is very good though, with multi kicks and teleports.

Zod 4-6

Wonder Woman has options for dealing with iaZBs with parry and dashing under, but it's still very difficult to get in. Trait basically puts you on a timer and if you fail to get in before then, you're forced to eat pressure/chip/mix-ups/pushback/interactables. If Zod does decide to go for mix-ups WoWo can afford to spend meter pushblocking, so it's not quite as bad. Once she does get in, she can win in a few correct guesses because Zod's wake-ups aren't fully invincible.

@EMPEROR_SunFire
@Filipino Man
@Youphemism
@Akromaniac27
@A F0xy Grampa
@AK elitegoomba
@greguu
@The Highlander
Man Greenlantern losing is just so hard for me to accept.
 

The Highlander

There can be only one
Nice chart @Drizzle ! I can see the reasoning behind every match-up. One small error I found is that you're Scorpion number reads 3-7 in the lower part, making it look like scorpion bodies WoWo ;). Other than that I just had a question about Martian, since recently I've been getting bodied in the match-up. How do you deal with stretch armstrong footsies? I feel like I have to be so patient to work my way in against orbs and pillars, all while he's getting chip and building meter then once I'm in I still get beat out by his b2 and standing 3...
 

Pnut

Mouth of the Illuminati
I thought I'd post my match-up chart to see what you all think.

2 - 8 vs Aquaman
2 - 8 vs. Ares
2 - 8 vs. Bane
2- 8 vs. Batgirl
2- 8 vs. Batman
2- 8 vs. Black Adam
2- 8 vs. Catwoman
2- 8 vs. Cyborg

2- 8 vs. Deathstroke (possible 6-4)
2- 8 vs. Doomsday
2- 8 vs. Flash
2- 8 vs. Green Arrow
2- 8 vs. Green Lantern

2- 8 vs. Harley Quinn (possible 6-4)
2- 8 vs. Hawkgirl
2- 8 vs. Joker
2- 8 vs. Killer Frost

2- 8 vs. Lex Luthor
2- 8 vs. Lobo
2- 8 vs. Martian Manhunter
2- 8 vs. Nightwing
2- 8 vs. Raven
2- 8 vs. Scorpion
2- 8 vs. Shazam

2- 8 vs. Sinestro
2- 8 vs. Solomon Grundy
2- 8 vs. Superman
2- 8 vs. Zatanna
2- 8 vs. Zod
2-8 vs. Wonder Woman

0 winning
0 even
30 losing
I agree with all matchup numbers you posted. Good work!
 

xInfra Deadx

Gimmick stolen by Jordan Peele
The Ares analysis is pretty much spot on. Another thing Ares has is strong Oki w/God Smack forcing a Lasso Grab wakeup if she wants to stay safe as long as I MB the GS.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
I have no idea what you're talking about. =)
I'm talking about the descriptions not being alphabetized :cool:

Never doubt the alphabetizer.


Also, you said WW-BA is 6-4 in the numbers but 5-5 in the description :confused:
There's no number in the KF description...
 

Filipino Man

Retirement my ass
We mostly agree, just that I think she beats Bane, loses to MMH, beats Lobo, goes even with zoners like Arrow and Cyborg (granted, probably a 6-4 in her favor once I learn Cyborg and I got Arrow down and see why it could be 6-4).

Idk, your list looks more refined and I'm usually looking surface level with matchups.

@Hysteria's chart is more accurate tbh
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
On a serious note though @Drizzle ,

What's your take on being in SS most of the time against Aquaman? I mean you take less chip in general, you still have a parry, damage is slightly higher/more comparable and you have Amalthea Bash: her fastest advancing special that can obviously be MBd to leave you at +9. Can it punished improperly spaced TR since it's 11 frames and TR is -11? I know it guarantees a check and he can't backdash it but I'm not sure if it punishes or not.

Against Bane do you feel the length of Wonder Woman's combos is helpful in wasting Venom time?

I've heard from several Black Adams that the matchup is 7-3 in her favour and a terrible match for him, thoughts?

Killer Frost's d1 is 7 frames so, as long as both players do it ASAP, WoWo's d3 should trade with KF's d1

I stuffed Martian's overhead teleport with Lasso Spin once in practice, add that in as a viable option :DOGE
 

Akromaniac27

Ready to lose your head?
On a serious note though @Drizzle ,

What's your take on being in SS most of the time against Aquaman? I mean you take less chip in general, you still have a parry, damage is slightly higher/more comparable and you have Amalthea Bash: her fastest advancing special that can obviously be MBd to leave you at +9. Can it punished improperly spaced TR since it's 11 frames and TR is -11? I know it guarantees a check and he can't backdash it but I'm not sure if it punishes or not.

Against Bane do you feel the length of Wonder Woman's combos is helpful in wasting Venom time?

I've heard from several Black Adams that the matchup is 7-3 in her favour and a terrible match for him, thoughts?

Killer Frost's d1 is 7 frames so, as long as both players do it ASAP, WoWo's d3 should trade with KF's d1

I stuffed Martian's overhead teleport with Lasso Spin once in practice, add that in as a viable option :DOGE
That's what I was thinking in the description. No statement whatsoever about sword stance, and that's where I tend to get the most success in that stupid MU. Its an excruciatingly patient MU where you can't slip up because his punishes will always hit harder.

As for the DS MU, its def 5-5 because risk/reward is equal on both ends, and his oki in the corner is even worse imo. He can just empty just over and over making you want to wake up and just block accordingly. And his damage is much higher than people give him credit for. If you're landing at least 30% in a bnb, that's solid damage because you only need to land them 3 times and chip does the rest.

As for Superman, I'd say its borderline 6-4 because he hits harder, can zone, and has multiple options to keep her out. She can't play her air game as much as she likes due to air grab, due to his very own air dash, well timed lasers, and ice breath has a huge hitbox that sends her flying back. iADM will not help her because unless its instant, he still can check you with a f2, and if you cancel into her bounce cancel, well guess what, his trait breaks that armor and you're eating a huge combo punish. He has numerous wake ups to choose from, each of which you need to guess preemptively to punish whereas as he can just block her and punish.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
That's what I was thinking in the description. No statement whatsoever about sword stance, and that's where I tend to get the most success in that stupid MU. Its an excruciatingly patient MU where you can't slip up because his punishes will always hit harder.

As for the DS MU, its def 5-5 because risk/reward is equal on both ends, and his oki in the corner is even worse imo. He can just empty just over and over making you want to wake up and just block accordingly. And his damage is much higher than people give him credit for. If you're landing at least 30% in a bnb, that's solid damage because you only need to land them 3 times and chip does the rest.

As for Superman, I'd say its borderline 6-4 because he hits harder, can zone, and has multiple options to keep her out. She can't play her air game as much as she likes due to air grab, due to his very own air dash, well timed lasers, and ice breath has a huge hitbox that sends her flying back. iADM will not help her because unless its instant, he still can check you with a f2, and if you cancel into her bounce cancel, well guess what, his trait breaks that armor and you're eating a huge combo punish. He has numerous wake ups to choose from, each of which you need to guess preemptively to punish whereas as he can just block her and punish.
Exactly, I tend to stay there because there's little point in trying to take advantage of her air mobility seeing as how Aquas d2 is amazing :/

As for Supes I agree with 5-5 because lasers can be parried or jumped on reaction so I don't really see them as a problem. Also IADG keeps him out of the air, if not then her d2 is godlike anyway. He'll probably be wasting more meter than you too. WoWo's OTG divebomb is safe, Superman's isn't. One block is all it takes and you can punish him but he can't punish yours. But that's just my opinion :)
 

Drizzle

Jump and shoot.
Other than that I just had a question about Martian, since recently I've been getting bodied in the match-up. How do you deal with stretch armstrong footsies? I feel like I have to be so patient to work my way in against orbs and pillars, all while he's getting chip and building meter then once I'm in I still get beat out by his b2 and standing 3...
Well like I said above, I think MB b3 is really good for beating out trait normals, and if he tries to attack behind orbs you can try to d3. d3 can also go under some normals cancelled into close MB orb, like b23, d1 and I believe stand 3 (not 22 though). I'm not afraid to just block and take the chip because of how quickly you can win you hit him. Martian doesn't have you playing on a timer like Zod or Sinestro so I would just wait it out if need be.

What's your take on being in SS most of the time against Aquaman? I mean you take less chip in general, you still have a parry, damage is slightly higher/more comparable and you have Amalthea Bash: her fastest advancing special that can obviously be MBd to leave you at +9. Can it punished improperly spaced TR since it's 11 frames and TR is -11? I know it guarantees a check and he can't backdash it but I'm not sure if it punishes or not.
I don't think SS will get you anywhere unless you have a life lead and time is running out. The parry isn't very useful since his main string is b12 and shield bash doesn't punish trident rush. The only legit mix-up you have in SS is low damage and isn't even safe. b21 is -8 and punishable by d1. You'll also lose the chip and meter war.

Against Bane do you feel the length of Wonder Woman's combos is helpful in wasting Venom time?
Yeah, MB lasso is good for that. Didn't think about that.

I've heard from several Black Adams that the matchup is 7-3 in her favour and a terrible match for him, thoughts?
It might be, but I'm not comfortable throwing out 7-3s unless I'm sure about them. Adam can still punish mistakes hard and nobody's perfect. I find it very hard to believe that he struggles as much as Joker does in the match-up.

Killer Frost's d1 is 7 frames so, as long as both players do it ASAP, WoWo's d3 should trade with KF's d1
d3 still knocks down on a trade though.

I stuffed Martian's overhead teleport with Lasso Spin once in practice, add that in as a viable option :DOGE
Might as well d2 on reaction.

As for the DS MU, its def 5-5 because risk/reward is equal on both ends, and his oki in the corner is even worse imo. He can just empty just over and over making you want to wake up and just block accordingly. And his damage is much higher than people give him credit for. If you're landing at least 30% in a bnb, that's solid damage because you only need to land them 3 times and chip does the rest.
If you feel threatened by his oki and he's just safe jumping you then you can pushblock. You're going to have more meter than him pretty much all the time. His corner game is strong but I can't see how it's better when WoWo has the same things he does, but with OTGs, more damage and meterless. As far as risk/reward being in her favor it's pretty bad that a lot of his usual mix-up options can be full-combo punished. You can poke out of b1 into 50/50 too, but doing d12 to beat that isn't risky like j3 is for DS.

As for Superman, I'd say its borderline 6-4 because he hits harder, can zone, and has multiple options to keep her out. She can't play her air game as much as she likes due to air grab, due to his very own air dash, well timed lasers, and ice breath has a huge hitbox that sends her flying back. iADM will not help her because unless its instant, he still can check you with a f2, and if you cancel into her bounce cancel, well guess what, his trait breaks that armor and you're eating a huge combo punish. He has numerous wake ups to choose from, each of which you need to guess preemptively to punish whereas as he can just block her and punish.
His zoning is still useful but it's definitely not safe. It's not very difficult to do iaDG low enough to be safe on him and f2 isn't a free check either. You can backdash and if he commits to f23 you get a b113 punish. If he doesn't you're still out of pressure and he has to make a read to stop you. In the damage department, Superman can do more but it requires trait + a meter; neither of which he'll always have. I'd say the fact that WoWo's damage is all meterless evens it out. As far as the air games goes, both characters should be more grounded since they can handle airdashes just fine. On wake-ups, Superman has a lot of wake-ups but they're all punishable in the same way: blocking. It's no different from WoWo.
 
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Akromaniac27

Ready to lose your head?
Here's my two cents on the ones that you need to kick it overtime with her, because I agree with just about all the other numbers.

Aquaderp 4-6

MMH 5-5(ish)

BG 5-5(ish)

Superman 5-5(ish)



Aquaderp 4-6

Anything she does, he pretty much does better. He does higher damage, has created range, is faster, can zone, bullshit d2, and his trait allows for him to continually walk back risk free. When he knocks you down, you have to play his game because he just has that many options.

So now to get around all this. At the start of a match, 9/10 times, a back jump will leave you completely safe and also 9/10 times you can do Amazonian Smash for chip(if he starts with a low scoop, this will hit him), and it leaves you safe. So once that's done and through, you want to try to utilize whatever stance you're most comfortable in on a general basis. If you can use sword stance effectively, and know your parry gaps, you want to try to find an opening where you can cancel into trait and right into Amalthea Bash*MB, and then continue the match onwards from there. If you're a Lasso Stance player, you have to respect his range of normals, and try to land a b1 on block so that you can get him to become frantic and use trait early.

Lasso Amazons:

Just about always, you want to crouch when you see him move because his overhead is longer on startup, that his low, so you should be able to block it on reaction. You can punish his low scoop with 23. His d2, I believe you should be able to do the same(I haven't played an AM in a while), and if not, you can check him with a b23. FTD can be punished with b2~lasso grab if you're within b2 range and now you can start your oki game. And on block, purposefully use 33 so that he can activate trait. Once he activates it, backdash becacorner block properties become stupid due to trait. Creep up on him and get in that b1. Once you do, pretty much go ham between air dash crossovers, grabs, and d1 checking. Just about every AM player I faced refuses to respect her advantage on block and will persistently mash d1 or d2, thus stuffing b2 and 33. If you d12 him in hit, you can create another air dash crossover and combo punish that way if successful. All in all, you need him in the corner. Once in the corner, you should know when is the right time to switch into sword stance because you're going to HAVE to go into it eventually.

So now for sword stance:

In sword stance, you can use the bash meterless in the right range to just tap him and you'll be safe. If MB'ed, he can't do anything but respect it or push block, each of which are still in your favor. Trident rush does significantly less chip, but you still will get some done to you, so it's not a get out of jail free card. You can check and/or punish d2, low scoop, and FTD with her bash in the right range, or with FTD, you can shield toss check him or punish depending on the distance. Once you have him cornered, get your parry and MB f3/b3's ready. As soon as you score a knockdown, just get in in that ass and mix it up between 2, f3, 3, b2, b23, and d1 mashing. Use b21 sparingly because it can be punished. Make sure you try to always have at least one bar. If you do, work on building another one at least half way before spending it if you can. If you need to spend it, well then it can't be helped, so yeah

***I'll finish a write up after work, heading in now***
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
I don't think SS will get you anywhere unless you have a life lead and time is running out. The parry isn't very useful since his main string is b12 and shield bash doesn't punish trident rush. The only legit mix-up you have in SS is low damage and isn't even safe. b21 is -8 and punishable by d1.
Yeah I mean of course you can always switch back to lasso when you get in and get going, but from full screen inwards do you reckon it's good for getting in? Reversal whiffed Amalthea Bash to cover space after a blocked FTD? Ah ok that''s cool I hadn't tested that, but it's a guaranteed check so that's nice I suppose. Well what about b2~4 into pressure or b2~4~special of some sort? I wouldn't particularly count on SS as a pressure/offensive stance in this mu as such just to help with the chip and to help open him up :p
Yeah, MB lasso is good for that. Didn't think about that.
Yeah I was thinking about that recently, thought it might be a factor.
It might be, but I'm not comfortable throwing out 7-3s unless I'm sure about them. Adam can still punish mistakes hard and nobody's perfect. I find it very hard to believe that he struggles as much as Joker does in the match-up.
I'm personally not hugely experienced in the mu so I'm just going to have to take others' words for it.
d3 still knocks down on a trade though.
True, was just pointing it out though :)
Might as well d2 on reaction.
Not sure if trolling or........ because I tried that and it seemed hard
 

Drizzle

Jump and shoot.
Yeah I mean of course you can always switch back to lasso when you get in and get going, but from full screen inwards do you reckon it's good for getting in? Reversal whiffed Amalthea Bash to cover space after a blocked FTD? Ah ok that''s cool I hadn't tested that, but it's a guaranteed check so that's nice I suppose. Well what about b2~4 into pressure or b2~4~special of some sort? I wouldn't particularly count on SS as a pressure/offensive stance in this mu as such just to help with the chip and to help open him up :p
But how do you open him up in SS? That's the thing. The chip reduction is nice but I don't even see what you can do with the + frames on MB shield bash. None of your normals reach so your options are j2 or another shield bash.

Not sure if trolling or........ because I tried that and it seemed hard
100% not serious.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
But how do you open him up in SS? That's the thing. The chip reduction is nice but I don't even see what you can do with the + frames on MB shield bash. None of your normals reach so your options are j2 or another shield bash.



100% not serious.
That's what I'm saying, just switch back to lasso when you get in or get near enough if it helps. But that's cool just wanted another opinion on that :)

Goddamnit...
 

Akromaniac27

Ready to lose your head?
That's what I'm saying, just switch back to lasso when you get in or get near enough if it helps. But that's cool just wanted another opinion on that :)

Goddamnit...
Its more of baiting out an unsafe move to then punish and/or parry or MB f3/b3 and a combo from there. It's pretty bold in text she has no true way of opening up someone on a general basis, but with d1 mashing, and crossover j2s, you do start to create an ambiguous game that most characters have to respect as well as guess
 

The Highlander

There can be only one
had no idea am beat her 7-3 feel way more comfortable with sm guess i gotta get better at the mu
Here's a flow chart for you. Is she in dash distance? Yes- b12 No- FTD
Was the b12 blocked? Yes - Trident rush No- 40-50% combo
Do you feel like you're going to get hit? Yes- Activate trait and hold back No- See above. I mean in reality it's a little more complicated but you get the idea...