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Match-up Discussion Black Adam Matchup Discussion

Qwark28

Joker waiting room
get lifelead, turtle aquaman

every trident he does is a free lightning check, you outdamage and outchip him with ex lightning
 
one thing thats helps with the green lantern matchup... a lot of lanterns like to mix in low to the ground turbines because they have so much pushback on block they are outside of b2 range and because none of your specials punish them in the air... you can just mb f3 that shit on reaction for a 27-36% percent combo every time, easy peasy lemon squeezy...
 

Smarrgasm

What's a Smarrgasm?
Aquaman trait punish (Scoop, ground trident, anything unsafe into trait or for use when you catch him and he tries to save his own ass with trait)

F2-11 Orbs (Black Magic if no orbs)-B23 U1+3 36% (No trait 28%)

This is a big thing. I think jumping in with f2 might be part of the metagame of this MU. F2 immediately takes aquaman off the ground completely nullifying his trait in any situation. It is 12 frames and has decent reach and is also by itself +1 on block. F23 is +5 with push and also on hit throws them full screen. This is the best way to get decent damage and punishes on aquaman.
 

Briggs8417

Salt Proprietor of TYM
Aquaman trait punish (Scoop, ground trident, anything unsafe into trait or for use when you catch him and he tries to save his own ass with trait)

F2-11 Orbs (Black Magic if no orbs)-B23 U1+3 36% (No trait 28%)

This is a big thing. I think jumping in with f2 might be part of the metagame of this MU. F2 immediately takes aquaman off the ground completely nullifying his trait in any situation. It is 12 frames and has decent reach and is also by itself +1 on block. F23 is +5 with push and also on hit throws them full screen. This is the best way to get decent damage and punishes on aquaman.
I thought this was known already? If not my b homies, I dropped the ball on that one because that's what I've been using for a while now lol.
 

Smarrgasm

What's a Smarrgasm?
I thought this was known already? If not my b homies, I dropped the ball on that one because that's what I've been using for a while now lol.
Yea im sure this was probly known by some and idk how i didnt already know it before. Figured i would post it to make sure the info was out there just in case.

Ive been labbing so much just doing combos, and random oki stuff that i havent been working solely on the MU stuff. I will be doing a lot more of it soon though as i look into BA's few Bad/Even MU's for some answers.
 

Briggs8417

Salt Proprietor of TYM
Yea im sure this was probly known by some and idk how i didnt already know it before. Figured i would post it to make sure the info was out there just in case.

Ive been labbing so much just doing combos, and random oki stuff that i havent been working solely on the MU stuff. I will be doing a lot more of it soon though as i look into BA's few Bad/Even MU's for some answers.
I actually think you can make it 39% if you spend a bar by doing f2 112 ex black magic trait b23 u 1+3, but it's really not worth the meter in the end if you only get three more percents.
 

GGA Saucy Jack

The artist formerly known as ImNewbieSauce
How should I play the Wonder Woman MU? She has tools to beat out my options..
The WW matchup is a good one. It's bad for Black Adam solely because he doesn't autowin 6-4 or better, but I personally don't think he loses, I think it's 5-5. That being said:

The most important thing is understanding her. She has good frame traps. A common WW tactic is b1 (plus 4) into her low starter (3,3). Be ready for this. You can d1 in between, but the risk reward is in her favor. I tend to just block it.

Her 50/50 game (in lasso) is good, but the overhead doesnt do a ton of damage. I sell out for the low if i dont have a read, because it leads to twice, or 2.5 times the damage.

Her air control game is good, but this is where I personally make a lot of hay against WW. This is read based, but sometimes we Black Adams cant be braindead. :) I do a lot of preemptive jump 1's against WW to win the air trades. If she does her torpeodo move, I lose out, but if she does anything else, I take big damage. If she doesn't jump I'm in trouble. Like I said it's read based, but air to airs are winnable against her.

Another common WW tactic is straight tiara MB after d12. On block you can jump out or even 11 them or d1 them before the tiara comes back. Gotta show her that she has to hit confirm and her pressure isn't free. That being said, learn her frame traps, because she can confirm her d1s into 40 percent for 1 bar.

Her wakeup game is meh. Lasso spin is fully invulnerable (i believe) but whiffs alot and is -9 on block. If your stand in front of her mashing strings out, yes, you will get blown up, but Black Adams jump arc can clear that and you can divekick MB her ass for trying for 40 percent. Or you can bait and walk back and punish. Its horizontal hitbox is shite.

In shield stance she has some nasty stuff to. Her shield charge is easily block confirmed into MB to leave her at heavy advantage. Watch out for this, especially in the corner. Her d1 is like NWs, its obnoxious. But remember, d1 doesnt do any damage on block, be patient. She has a block string mix up that hits low, and the second hit is either low or overhead. Doesnt do a lot of damage, but if you guess wrong 4 times in a row it sucks. She also takes a lot less chip (1/3 i believe) in shield, so be aware if youre trying to chip her out. Jump 2 also crosses up well.

One last thing to note, she has zero full screen prescence. Use that how you see fit.


There is of course more, but this should give you some idea what she's all about. My most succesful strategy is to:

Win air to air with early jump 1
Whiff punish for full damage (no setups or gimmicks, if she whiffs, I take half life)
Punish her whiffed jump ins
Minimal zoning if she isnt at full screen

I think it's 5-5. Hope this helps a little.
 

Briggs8417

Salt Proprietor of TYM
The WW matchup is a good one. It's bad for Black Adam solely because he doesn't autowin 6-4 or better, but I personally don't think he loses, I think it's 5-5. That being said:

The most important thing is understanding her. She has good frame traps. A common WW tactic is b1 (plus 4) into her low starter (3,3). Be ready for this. You can d1 in between, but the risk reward is in her favor. I tend to just block it.

Her 50/50 game (in lasso) is good, but the overhead doesnt do a ton of damage. I sell out for the low if i dont have a read, because it leads to twice, or 2.5 times the damage.

Her air control game is good, but this is where I personally make a lot of hay against WW. This is read based, but sometimes we Black Adams cant be braindead. :) I do a lot of preemptive jump 1's against WW to win the air trades. If she does her torpeodo move, I lose out, but if she does anything else, I take big damage. If she doesn't jump I'm in trouble. Like I said it's read based, but air to airs are winnable against her.

Another common WW tactic is straight tiara MB after d12. On block you can jump out or even 11 them or d1 them before the tiara comes back. Gotta show her that she has to hit confirm and her pressure isn't free. That being said, learn her frame traps, because she can confirm her d1s into 40 percent for 1 bar.

Her wakeup game is meh. Lasso spin is fully invulnerable (i believe) but whiffs alot and is -9 on block. If your stand in front of her mashing strings out, yes, you will get blown up, but Black Adams jump arc can clear that and you can divekick MB her ass for trying for 40 percent. Or you can bait and walk back and punish. Its horizontal hitbox is shite.

In shield stance she has some nasty stuff to. Her shield charge is easily block confirmed into MB to leave her at heavy advantage. Watch out for this, especially in the corner. Her d1 is like NWs, its obnoxious. But remember, d1 doesnt do any damage on block, be patient. She has a block string mix up that hits low, and the second hit is either low or overhead. Doesnt do a lot of damage, but if you guess wrong 4 times in a row it sucks. She also takes a lot less chip (1/3 i believe) in shield, so be aware if youre trying to chip her out. Jump 2 also crosses up well.

One last thing to note, she has zero full screen prescence. Use that how you see fit.


There is of course more, but this should give you some idea what she's all about. My most succesful strategy is to:

Win air to air with early jump 1
Whiff punish for full damage (no setups or gimmicks, if she whiffs, I take half life)
Punish her whiffed jump ins
Minimal zoning if she isnt at full screen

I think it's 5-5. Hope this helps a little.
I agree and personally think it's anywhere from 5-5 to a very slight 4-6 WW favor, but I haven't really played enough of the MU to know for sure. Good analysis though man good write up.
 

Smarrgasm

What's a Smarrgasm?
Gonna stir up some more conversation in here guys.

I need to talk batman cause DarthArma just destroyed me like 20-5 with batman.

He played insanely smart covering everything with bats and never letting me touch him with an interactible. I need some guys to help me brainstorm on how to better play the MU. I was basically just sitting as far away as possible doing what i could til he got to me. Then if i moved or guessed wrong i was dead.

He was also parrying my jump in follow ups but that is probably my fault for doing the wrong things after j2. I need to definitely work on my footsie range game and my up close game cause it is seriously lacking. Any help is appreciated. I just couldnt truly figure out what to do other than try to keep him away with lightning bolts. I wasnt allowed off the ground when he had bats and if he didnt have them a nice j2 was there to stop me for free combos.

Anyone else having some trouble MU's they want to discuss?
 
Gonna stir up some more conversation in here guys.

I need to talk batman cause DarthArma just destroyed me like 20-5 with batman.

He played insanely smart covering everything with bats and never letting me touch him with an interactible. I need some guys to help me brainstorm on how to better play the MU. I was basically just sitting as far away as possible doing what i could til he got to me. Then if i moved or guessed wrong i was dead.

He was also parrying my jump in follow ups but that is probably my fault for doing the wrong things after j2. I need to definitely work on my footsie range game and my up close game cause it is seriously lacking. Any help is appreciated. I just couldnt truly figure out what to do other than try to keep him away with lightning bolts. I wasnt allowed off the ground when he had bats and if he didnt have them a nice j2 was there to stop me for free combos.

Anyone else having some trouble MU's they want to discuss?
I myself am having trouble dealing with good bats. The lame game doesn't exactly work on him. Keeping him off of his bats and stuffing him in the air is where my game lies mostly. Idk though, hard to put a real strategy on him. Since every Batman plays different
 

Briggs8417

Salt Proprietor of TYM
Gonna stir up some more conversation in here guys.

I need to talk batman cause DarthArma just destroyed me like 20-5 with batman.

He played insanely smart covering everything with bats and never letting me touch him with an interactible. I need some guys to help me brainstorm on how to better play the MU. I was basically just sitting as far away as possible doing what i could til he got to me. Then if i moved or guessed wrong i was dead.

He was also parrying my jump in follow ups but that is probably my fault for doing the wrong things after j2. I need to definitely work on my footsie range game and my up close game cause it is seriously lacking. Any help is appreciated. I just couldnt truly figure out what to do other than try to keep him away with lightning bolts. I wasnt allowed off the ground when he had bats and if he didnt have them a nice j2 was there to stop me for free combos.

Anyone else having some trouble MU's they want to discuss?
The biggest things about playing against Batman is understanding when it's ok to contest him when he has bats out, as well as beating him in footsies and keeping him out as long as possible. Really a huge chunk of it for most characters though is just understanding opportunities and to take them and make your moves. An example being if you guys are neutral and he has bats out be careful of your dashes and try to remember not to punish, and if full screen and they are out in most situations you can trade in your favor even if bats hit. Your movement is better and your normals are better for the most part so you will more times than not win in the neutral game. If timed right d2 will trade with Batman's j2 at worst, and you can actually option select a trait cancel off of d2 so that is fucking great for when attempting to anti-air.

Now that I think about it I played my first Joker in a set with Dark the other day and I was fine until he got in and started doing teeth loops, then I was lost. I could use some advice here.
 
Now that I think about it I played my first Joker in a set with Dark the other day and I was fine until he got in and started doing teeth loops, then I was lost. I could use some advice here.
I've had a fair share of joke experience, but I'm no expert on the MU lol. Obviously the teeth as lows so be very cautious of that. Joker had some set ups where he can cross you up as the teeth explode though, so try to avoid that lol. I mostly use my meter in this to keep him out with lightning and mb b3 to stuff his j3 because it's an amazing aerial attack. Making the joker come to you is where he suffers in this. You can duck his pistol and get at least a trade with lightning or black magic (actuallyI'm not positive if it's an actual punish if it whiffsand you hit him or not) but those are most of the tips I've acquired!
 
Gonna stir up some more conversation in here guys.

I need to talk batman cause DarthArma just destroyed me like 20-5 with batman.

He played insanely smart covering everything with bats and never letting me touch him with an interactible. I need some guys to help me brainstorm on how to better play the MU. I was basically just sitting as far away as possible doing what i could til he got to me. Then if i moved or guessed wrong i was dead.

He was also parrying my jump in follow ups but that is probably my fault for doing the wrong things after j2. I need to definitely work on my footsie range game and my up close game cause it is seriously lacking. Any help is appreciated. I just couldnt truly figure out what to do other than try to keep him away with lightning bolts. I wasnt allowed off the ground when he had bats and if he didnt have them a nice j2 was there to stop me for free combos.

Anyone else having some trouble MU's they want to discuss?
I've never played a batman THAT good. I wanna play DarthArma now lol. I usually use Insta air MB close divekicks to solve all my problems up close when B23 isn't fast enough. If he can parry your followup after J2 just cross him over again and hit him with another J2 while he is in parry state. Otherwise, if you're feeling risky, just J2 112. I try to throw out a MB low lightning after i see them release bats. I wish these matches were recorded.