Boodendorf
Bird woman!
Hawkgirl can just wing evade everything (aside from knockdown into super, she has to use wakeup mace charge I think).Depends on what super setup. 111 super can be backdashed, b13 super can be neutral jumped out of, etc.
Hawkgirl can just wing evade everything (aside from knockdown into super, she has to use wakeup mace charge I think).Depends on what super setup. 111 super can be backdashed, b13 super can be neutral jumped out of, etc.
Sorry, I wasn't sure about any HG specific ways to get out, those are just ways I know the whole cast can get out.Hawkgirl can just wing evade everything (aside from knockdown into super, she has to use wakeup mace charge I think).
if you're timing is gdlk, you can actually stuff her teleports while in in flight with 2. it takes practice, but it worksAnybody else feel like HG vs BG is 7-3 in BG's favor?
Cutting down all flight, jumping, and projectiles with one damn move makes it 6-4 alone.
But the fact that it's near impossible to hit her on wakeup unless she wants to be (Bat evade gets her away and Bat evade 1 gets her to the opposite side of the screen if near the corner) And even if she wants to she can screw over our oki options in a myriad of ways (uppercut is insanely tough to 3~WE and 3~MC and MBing it makes it damn near safe. Batwheel needs near perfect timing to 3~WE and 3~MC as well.)
She has two moves that hops over our D1 and sweep (the batwheel and her overhead hop)
Her D1 is pretty damn good too.
And she can zone us out because she has no fear of us jumping with batarangs and the bola.
AND because her teleport can be done in the air, so she doesn't even have to worry about our D2.
And I didn't get even started on her BS offense (how many fucking 50/50s does she really need?)
I would LOVE some advice on this matchup. Other than baiting teleports (by doing nothing or whiffing jabs from long range. You have to block punish it. Whiff punishing it is damn near impossible too) and punishing our good reads of the Batwheel mixup (which becomes moot if they do the high which is + on block)
You know what? They need to nerf that bitch. Fuck Superman. I can handle him. Nerf Batgirl.
O: i gotta try thatI just went to training mode and tried using flight 2, for some reason i thought that worked, but doing a mace charge on reaction to the teleport works, since you're not going to zone batgirl from the sky #dumbidea
But if it whiffs she can't just use another teleport? It will hit since we are recovering from our whiffed mace chargeif you time it right you'll either evade the teleport or knock her out of it
Just btw, Lex Luthor isn't in the OP
Nope. Might be similar to why, walking forward vs smoke bomb gets you crossed up for some retarded reason. Either that or it's just too slow.I havent tested out flying backwards to make it whiff, thats actually pretty useful if its works. Does it not work with flying forward?
Espio
Elaborate on Aquaman. I def feel that is at least 6-4 HG. Also, 5-5 Catwoman? Talk to me gurl...
Oh c'mon....I play several good Batgirls and I have found success just playing a solid ground game. You definetely posses this...Finally found a good eu batgirl, wow that matchup is horrible lol. Looking for tips and stuff here.
Lol i've posted some stuff here and there. I'll try to collect it all later and add up to it.Finally found a good eu batgirl, wow that matchup is horrible lol. Looking for tips and stuff here.
I have no problem being patient or closing in, but keeping pressure on her after a knockdown is utterly impossible because of cartwheel. That move is a "get out of jail free card" seriously.Oh c'mon....I play several good Batgirls and I have found success just playing a solid ground game. You definetely posses this...