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Match-up Discussion Hawkgirl Matchup Discussion

Chongo

Dead Kings Rise
Hawkgirl can just wing evade everything (aside from knockdown into super, she has to use wakeup mace charge I think).
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.
 
Anybody 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.
 

HushoftheWind

When's GGA!?
Anybody 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.
if you're timing is gdlk, you can actually stuff her teleports while in in flight with 2. it takes practice, but it works
 
I tried this a few times when BG first came out. I gave up on that after getting ported on.

I do know that if you fly backwards when she does the teleport, the teleport will whiff. Good luck whiff punishing it though. And if you fly backwards into the edge of the screen, you'll get hit by it.
 

HushoftheWind

When's GGA!?
I 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
 

TrulyAmiracle

Loud and Klear~
umm, are you doing a ground mace charge or an air one? I remember messing around with it in training mode to see if you can avoid the teleport but its too inconsistent to be worth much tbh.

I havent tested out flying backwards to make it whiff, thats actually pretty useful if its works. Does it not work with flying forward?

Plus good batgirls will mostly teleport on reaction to you jumping/flying/trying to do a MT as opposed to just throwing it out randomly, she has too many safe options with no real reason to do an unsafe move outta nowhere.
 

Espio

Kokomo
Just btw, Lex Luthor isn't in the OP

Yeah, neither was Killer Frost or Ares for some reason, but I added them just now thanks :).

I'm assuming it's because the match up threads were made prior to Ares and Killer Frost being confirmed, no idea on Lex though lol.
 
I havent tested out flying backwards to make it whiff, thats actually pretty useful if its works. Does it not work with flying forward?
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.

But yeah flying backwards works if youre not up against the screen. But i cant punish the teleport. I'm pretty sure I've even tried flying super low and MCing it as it whiffs. Doesn't work. The bitch ducks too low after she hits the ground.


Fuck you babs.
 
Also. You can't fly backwards on reaction of the smoke bomb. You have to be flying backwards already and keep going back.
 
So I thought I was thinking about how much I hate BG and I remembered.....

Didnt they buff D2?

Well, it looks like as fast as teleport is..... you can D2 it.

Before you get all excited, it's not something you can do late at all. But I think you may be able to train yourself into doing it reactively. Kinda the same with Flight MC. It's probably impossible to do online with lag and all. But hey..... it's something.

Fuck you Babs.
 

Espio

Kokomo
I'm taking a break from write ups because I wanna start work on another project, but these are my current thoughts on Hawkgirl's match ups as of today.

*indicates needing more experience, but just my on paper thoughts

Aquaman: 5-5
Ares: 5-5*
Bane: 6-4
Batgirl: 3-7
Batman: 5-5
Black Adam: 5-5
Catwoman: 5-5
Cyborg 4-6*
Deathstroke: 3 -7
Doomsday: 5 -5
Flash: 6-4
Green Arrow: 5-5
Green Lantern: 4-6
Harley Quinn: 6 - 4
The Joker: 6 - 4*
Killer Frost: 6-4*
Lex Luthor: 5 - 5 (I have some ideas I'd like to put into application for this match up, but it feels really competitive if not even then 4-6)
Lobo: 6 - 4
Nightwing: 6-4
Raven: 4- 6
Scorpion: 6-4
Shazam: 5-5
Sinestro: 3-7
Solomon Grundy: 6 - 4
Superman: 5-5
Wonder Woman: 4-6
Zod: 4-6
 

Espio

Kokomo
Espio
Elaborate on Aquaman. I def feel that is at least 6-4 HG. Also, 5-5 Catwoman? Talk to me gurl... ;)


I feel Aquaman has superior up close tools/footsie options to deal with Hawkgirl as he outranges her pretty handily, but of course since Hawkgirl has her solid wing evade options, down 1, and excellent safe strings she can keep up with him up close.

She doesn't have to usually deal with his ground trident and things like that as her trait is a big middle finger to that tool for the most part however, Hawkgirl without a life leads versus Aquaman's Watershield, which prevents long ranged chip damage and blows up dive kick and other approaching tactics if MB'd. His down 2 and solid jumping normals can be good for shutting down aerial approaches and getting him in on her.

So Hawkgirl has an advantage from afar, while Aquaman has an advantage up close and with a lifelead can be incredibly annoying for Hawkgirl if he turtles correctly.

Catwoman I've debated heavily between 5-5 and 6-4 Hawkgirl's favor, but one thing I do feel for certain is Catwoman is well equipped to handle her.

Catwoman's evade is great for bypassing Hawkgirl's zoning effectively and helping Catwoman to build up her trait. Her jump 2 is a great anti-air and jumping normal. Catwoman's mix ups and pressure are much better than Hawkgirl's when she does catch her although this is not to say Hawkgirl is helpless when she does/if she does.

Her crawling back dash (not sure of the name is also really good for avoiding a lot of Hawkgirl's options and Catwoman having a really low hitbox means MB mace charge whiffs more on her, it also means a lot of Hawkgirl's mid hitting strings will whiff at times meaning Hawkgirl has to be more careful upclose.

Something else interesting to note is if the Catwoman player decides to do a catdash at around the same time you toss a mace even if they whiff the dash they recover quick enough before you do to jump in the air and full combo punish you still even though they also whiffed.

I don't think Hawkgirl struggles against them I just think Catwoman and Aquaman have all the tools to keep up with her and go even.

I didn't say this yet cause I want more experience, but I think Lobo might lose worse than 6-4 to Hawkgirl, but I need long sets with a couple Lobo players before I feel comfortable coming to that conclusion. Hope this helps.
 

TrulyAmiracle

Loud and Klear~
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.


Something to know, the cartwheel bs, the high is + on block. Overhead and low are punisable. the overhead is a true blockstring so you cant reversal, the low has a delay so you can WE through it and punish.
There's a timing that you can do where if they go for the overhead you'll still be blocking and can punish it after, if they do the low you'll WE it and punish.
Needs practice though coz if you try to do it too early you'll switch your blocking to down (coz of the db input).

You can also MC instead of WE but its alot harder and kinda weird to do coz you need to go back to neutral then bf+2.
 

Boodendorf

Bird woman!
I
Oh c'mon....I play several good Batgirls and I have found success just playing a solid ground game. You definetely posses this...
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.
And her 50/50s are a bitch, I never guess correctly lol.

Thanks for the tips EB about batwheel.
 

TrulyAmiracle

Loud and Klear~
Another thing is that her overhead has like no reach so batgirls usually use her b12 string (the low starter) in footsies or trying to open you up. the overhead is mainly for the vortex and wake up pressure but it still has its uses if they're close enough as the b2 overhead goes over lows -__-;
 

TurboTaco

Mexican street vendor
Whats your opinion on the lex matchup? I played 10 games today and lost 9 of them. I have 0 experience against Lex and just couldn't figure out a way to win.