FinalBoss_FGC
Day -4MONTHS Dual Jin main
I'm making this because nobody else will and I'm tired of surfing through 20 pages to find relevant information about a matchup...so here we go.
If you have any information involving a match-up, tag me in the post and I'll make adjustments ASAP.
Basically, what I want to do with this is just leave it to Match-Up discussion only...if you have any links referring to you beating a character, I will also put it under that character's name.
The layout will be MU numbers in parenthesis and a description of how to play the MU afterwards. Any videos will be SPOILER to keep the thread neat, but will have the name of the controller of Batman then who they are playing (Ex - McPeak vs BigOleDick).
THANKS TO THE INCREDIBLE HELP OF:
RapZiLLa54
Aquaman - (4-6) Aquaman match-up is amongst the hardest for Batman. His D2 has a crazy hitbox that will punish you big-time if you try to jump in. Aquaman's trait also causes problems for us, as it takes the 3rd hit in a string to pop him up, so he can trait out of our strings easily. Being a lame bat also doesn't work because Aquaman's a great counter-zoner with From The Deep. I haven't got any active ways of beating him besides taking advantage of already-used trait by using bats then jumping for cross-up
Ares - (5-5) Ares before the d2 buff was a problem (his j2 was on our level j2) but now I think it might be in our favor but still youhave to be cautionary due to his teleport. His d1 is a low and combos into his trait. His grab is extremely rangy and compliments his teleport mixups well so be on the look out to break (tech) grabs. His teleport is full combo punishable with 123 or 113 but the window is tight. His mb projectile is an overhead so don't get crouch happy.
Bane - (6-4) Bane's problem in the match-up is the fact that he really has to get in. You can see him charging from a mile away with it's slow start-up and you can either jump over, send bats, or batarang mb (the last two stuffs the charge). But once he gets in, be aware of his armored attacks. Don't be afraid to block then punish. Bane's best attack is his D1 which can be canceled into armored command grab, B2, or double punch. Just keep an eye on his venom gauge at the bottom and play smart.
Batgirl - (5-5) Still learning this one, shes annoying as hell.
Black Adam - (4-6) Black Adam's key game concept is whiff punishing, that's when he's most effective...he also has above average zoning/counter-zoning and does heavy damage with combos (and his trait). Getting in isn't a major problem because the slow start-up frames for BA's Black Magic and his bolts, so you can block it on reaction while rushing forward. Jumping back causes trouble for Black Adam and well timed released bats can hit him out of divekick. Just watch for whiff punishes and Lightning Cage wake-up...that shit cray.
Catwoman - (6-4) Catwoman has to get in to do significant damage, which she can do...don't underestimate her. If you keep her at bay with Batarangs and bats, you'll be golden.
Cyborg - (5-5) No more block infinite yay - Courtesy of the genius of RapZiLLa54
Deathstroke - (5-5) Playing Deathstroke is like playing chess. Play slow, play smart, a wrong choice or two and you're left blundering to catch up. Just block his shots, get in slow, and block his wake-up and you'll win.
Doomsday - (5-5) You can parry Doomsday's Shoulder Charge, if you get used to forward dashing on reaction to Supernova, then you'll be fine for the most part...just don't put yourself in a predicament where you're in a corner...can be a bitch to get out with his trait.
Flash - (5-5) Flash is definitely a great character with all of these buffs (not sayings he wasn't beforehand, but holy shit...chill NRS). Flash still has to get in, and his best way to do that is his charge, which can be stuffed with bats or batarang if you time it correctly. Zone him out and you'll get the W
Green Arrow - (6-4) We outzone Green Arrow, I realize how dumb that sounds. Our Batarang and Grapple Hook works wonder while he tries to pull out arrows. REMEMBER THAT D1 DOES NOT COMBO INTO TRAIT, SO YOU CAN JUMP OUT IF YOU BLOCK D1.
Green Lantern - (6-4) Turtling with Batman can be extremely effective against Green Lantern. Checking your opponent with Batarang (MB or not) will keep them from getting in close. Do not try to actively attack them, GL's Lantern Might will catch you doing just about anything but blocking, so rushdown is difficult to accomplish, well timed crossovers aren't effected by LM. Keep an eye on the b13 animation and if you block, check for trait cancel into Lantern's Might. If you block it, you can full combo. The only thing to really be aware of is Oa's Rocket at full screen. Oa's Rocket can be Meter Burned a while after it hits, even on block.
Harley Quinn - (6-4) Staying in tight with Harley works..and boy, would I stay in tight with her . Try to keep her from being able to get her zoning going and watch her Tantrum Stance.
Hawkgirl - (5-5) Not enough experience so I'm not sure but I know Up Batarang and Sky Grapple give her trait of flight fits.
Joker - (7-3) Batarang animation goes under Joker gun shot for whatever reason making it even more of a joke...get it? Joker? jo-..nevermind
Killer Frost - (5-5) Killer Frost is a bitch, but we have answers. You can jump back on her slide. You can hit her with bats on the slide, as well. Just try to keep your distance, while you can and watch for her spikes and her daggers. Save bats for slide.
Lex - (6-4) Do not get trapped full screen vs him, he'll become a nightmare. Also his bomb can be blocked low, its not unblockable which is a common misconception. Due to Lex's heavy start up on a majority of his zoning tools, grapple really gives him problems and batarangs being a 2 hit projectile knocks him out of his trait. We can full combo punish Corps Charge with 123 or 113.
Lobo - (6-4 or 7-3) No info yet, just know everyone beats him
Nightwing - (4-6) Nightwing getting in on us is a big problem with staff, it pokes from 10 miles away and can jump back on our jump ins and hit us with the staff. Now, they can footsie better with Escrima. Try to whiff punish staff and use bats to get in. A well timed B23 can stuff Flying Grayson, too.
Raven - (5-5) Raven will outzone us and can catch us in air with Soul Crush and Singularity. Use bats to get in and do work.
Shazam - (4-6) This match drives me insane. His d1 (batmans kryptonite) is great and he can spam torpedo on us. Even with bats, its difficult to punish and he has a great j2 as well. With all his wake up or die setups and Batman getting practically no damage off slide, he has nothing to fear. - RapZiLLa54 being extremely helpful, again
Sinestro - (5-5) Sinestro will knock you full screen and charge his trait. If he gets trait, then he has a way to stuff your jump-ins, your push, when you try to throw batarangs, when you call bats - when you do just about everything. Stay on Sinestro's ass and watch out for Arachnid Sting wake-up and punish it. If you stay close to Sinestro, it'll be your game
Grundy - (6-4) He has to come to you and bats plus any combo string or f3/b3 beat out his WC. Every blocked swamp hands allows us to get a batarang on screen. He also can't jump over MB Batarangs.
Scorpion - (5-5) We can full combo every special he has. Now that the nerfs have happened, his JI3 is like giving someone a high-five. Watch his hellfire and teleport, you still don't wanna get caught up in that guessing game.
Superman - (5-5) Superman will outzone you with his 45 different ways of shooting lasers out of his eyes. But parry doesn't allow him most of his mixups so you can always block low and then parry 22*3 on reaction. Also, NJ2 beats his go-to f23~Super Breath loop.
Wonder Woman - (5-5) She has to come to you so you can create a wall of bats and up batarang for win/win situations. Stuff her air dash with up batarang MB to full combo and make sure you keep her back to the wall, you don't wanna be corner fucked by her (at least, not on the game) she can OTG for daaays
If you have any information involving a match-up, tag me in the post and I'll make adjustments ASAP.
Basically, what I want to do with this is just leave it to Match-Up discussion only...if you have any links referring to you beating a character, I will also put it under that character's name.
The layout will be MU numbers in parenthesis and a description of how to play the MU afterwards. Any videos will be SPOILER to keep the thread neat, but will have the name of the controller of Batman then who they are playing (Ex - McPeak vs BigOleDick).
______________________________________________________
THANKS TO THE INCREDIBLE HELP OF:
RapZiLLa54
Aquaman - (4-6) Aquaman match-up is amongst the hardest for Batman. His D2 has a crazy hitbox that will punish you big-time if you try to jump in. Aquaman's trait also causes problems for us, as it takes the 3rd hit in a string to pop him up, so he can trait out of our strings easily. Being a lame bat also doesn't work because Aquaman's a great counter-zoner with From The Deep. I haven't got any active ways of beating him besides taking advantage of already-used trait by using bats then jumping for cross-up
Ares - (5-5) Ares before the d2 buff was a problem (his j2 was on our level j2) but now I think it might be in our favor but still youhave to be cautionary due to his teleport. His d1 is a low and combos into his trait. His grab is extremely rangy and compliments his teleport mixups well so be on the look out to break (tech) grabs. His teleport is full combo punishable with 123 or 113 but the window is tight. His mb projectile is an overhead so don't get crouch happy.
Bane - (6-4) Bane's problem in the match-up is the fact that he really has to get in. You can see him charging from a mile away with it's slow start-up and you can either jump over, send bats, or batarang mb (the last two stuffs the charge). But once he gets in, be aware of his armored attacks. Don't be afraid to block then punish. Bane's best attack is his D1 which can be canceled into armored command grab, B2, or double punch. Just keep an eye on his venom gauge at the bottom and play smart.
Batgirl - (5-5) Still learning this one, shes annoying as hell.
Black Adam - (4-6) Black Adam's key game concept is whiff punishing, that's when he's most effective...he also has above average zoning/counter-zoning and does heavy damage with combos (and his trait). Getting in isn't a major problem because the slow start-up frames for BA's Black Magic and his bolts, so you can block it on reaction while rushing forward. Jumping back causes trouble for Black Adam and well timed released bats can hit him out of divekick. Just watch for whiff punishes and Lightning Cage wake-up...that shit cray.
Catwoman - (6-4) Catwoman has to get in to do significant damage, which she can do...don't underestimate her. If you keep her at bay with Batarangs and bats, you'll be golden.
Cyborg - (5-5) No more block infinite yay - Courtesy of the genius of RapZiLLa54
Deathstroke - (5-5) Playing Deathstroke is like playing chess. Play slow, play smart, a wrong choice or two and you're left blundering to catch up. Just block his shots, get in slow, and block his wake-up and you'll win.
Doomsday - (5-5) You can parry Doomsday's Shoulder Charge, if you get used to forward dashing on reaction to Supernova, then you'll be fine for the most part...just don't put yourself in a predicament where you're in a corner...can be a bitch to get out with his trait.
Flash - (5-5) Flash is definitely a great character with all of these buffs (not sayings he wasn't beforehand, but holy shit...chill NRS). Flash still has to get in, and his best way to do that is his charge, which can be stuffed with bats or batarang if you time it correctly. Zone him out and you'll get the W
Green Arrow - (6-4) We outzone Green Arrow, I realize how dumb that sounds. Our Batarang and Grapple Hook works wonder while he tries to pull out arrows. REMEMBER THAT D1 DOES NOT COMBO INTO TRAIT, SO YOU CAN JUMP OUT IF YOU BLOCK D1.
Green Lantern - (6-4) Turtling with Batman can be extremely effective against Green Lantern. Checking your opponent with Batarang (MB or not) will keep them from getting in close. Do not try to actively attack them, GL's Lantern Might will catch you doing just about anything but blocking, so rushdown is difficult to accomplish, well timed crossovers aren't effected by LM. Keep an eye on the b13 animation and if you block, check for trait cancel into Lantern's Might. If you block it, you can full combo. The only thing to really be aware of is Oa's Rocket at full screen. Oa's Rocket can be Meter Burned a while after it hits, even on block.
Harley Quinn - (6-4) Staying in tight with Harley works..and boy, would I stay in tight with her . Try to keep her from being able to get her zoning going and watch her Tantrum Stance.
Hawkgirl - (5-5) Not enough experience so I'm not sure but I know Up Batarang and Sky Grapple give her trait of flight fits.
Joker - (7-3) Batarang animation goes under Joker gun shot for whatever reason making it even more of a joke...get it? Joker? jo-..nevermind
Killer Frost - (5-5) Killer Frost is a bitch, but we have answers. You can jump back on her slide. You can hit her with bats on the slide, as well. Just try to keep your distance, while you can and watch for her spikes and her daggers. Save bats for slide.
Lex - (6-4) Do not get trapped full screen vs him, he'll become a nightmare. Also his bomb can be blocked low, its not unblockable which is a common misconception. Due to Lex's heavy start up on a majority of his zoning tools, grapple really gives him problems and batarangs being a 2 hit projectile knocks him out of his trait. We can full combo punish Corps Charge with 123 or 113.
Lobo - (6-4 or 7-3) No info yet, just know everyone beats him
Nightwing - (4-6) Nightwing getting in on us is a big problem with staff, it pokes from 10 miles away and can jump back on our jump ins and hit us with the staff. Now, they can footsie better with Escrima. Try to whiff punish staff and use bats to get in. A well timed B23 can stuff Flying Grayson, too.
Raven - (5-5) Raven will outzone us and can catch us in air with Soul Crush and Singularity. Use bats to get in and do work.
Shazam - (4-6) This match drives me insane. His d1 (batmans kryptonite) is great and he can spam torpedo on us. Even with bats, its difficult to punish and he has a great j2 as well. With all his wake up or die setups and Batman getting practically no damage off slide, he has nothing to fear. - RapZiLLa54 being extremely helpful, again
Sinestro - (5-5) Sinestro will knock you full screen and charge his trait. If he gets trait, then he has a way to stuff your jump-ins, your push, when you try to throw batarangs, when you call bats - when you do just about everything. Stay on Sinestro's ass and watch out for Arachnid Sting wake-up and punish it. If you stay close to Sinestro, it'll be your game
Grundy - (6-4) He has to come to you and bats plus any combo string or f3/b3 beat out his WC. Every blocked swamp hands allows us to get a batarang on screen. He also can't jump over MB Batarangs.
Scorpion - (5-5) We can full combo every special he has. Now that the nerfs have happened, his JI3 is like giving someone a high-five. Watch his hellfire and teleport, you still don't wanna get caught up in that guessing game.
Superman - (5-5) Superman will outzone you with his 45 different ways of shooting lasers out of his eyes. But parry doesn't allow him most of his mixups so you can always block low and then parry 22*3 on reaction. Also, NJ2 beats his go-to f23~Super Breath loop.
Wonder Woman - (5-5) She has to come to you so you can create a wall of bats and up batarang for win/win situations. Stuff her air dash with up batarang MB to full combo and make sure you keep her back to the wall, you don't wanna be corner fucked by her (at least, not on the game) she can OTG for daaays