Briggs8417
Salt Proprietor of TYM
I could agree with this, but I think it might be more around 5-5. It's in our favor unless he gets us to the corner.Idk what you guys think but I think the superman matchup is 6-4 Adam.
I could agree with this, but I think it might be more around 5-5. It's in our favor unless he gets us to the corner.Idk what you guys think but I think the superman matchup is 6-4 Adam.
Even cornered, I don't think supes can do ALL that much to us, with just 1 bar we can always GTFO him to get out, also, depending on the map, there are a lot of corner interactaqbles that get you out or create some space. Midscreen, his zoning is moot in this matchup, air lasers can be divekick punished, his standing laser can be black magic'd on reaction; it takes the man like 50 frames to get it out, and if he gets hit before shooting, the laser will disappear. Supes has really great whiff punishing though, he can bait that pretty easy.I could agree with this, but I think it might be more around 5-5. It's in our favor unless he gets us to the corner.
If push block were that simple of a solution against Superman a lot of the cast wouldn't have problems with him in the corner tbh. It's simply his great corner game vs our not so great ability to deal with the corner. Black Adam's best answer to being cornered is NJ1 or Jump back 1. We can poke out on superman but that's so risky in the corner, I don't want to eat that damage.Even cornered, I don't think supes can do ALL that much to us, with just 1 bar we can always GTFO him to get out, also, depending on the map, there are a lot of corner interactaqbles that get you out or create some space. Midscreen, his zoning is moot in this matchup, air lasers can be divekick punished, his standing laser can be black magic'd on reaction; it takes the man like 50 frames to get it out, and if he gets hit before shooting, the laser will disappear. Supes has really great whiff punishing though, he can bait that pretty easy.
It could be 5-5 but I still see slight advantage Adam, maybe 5.5-4.5?
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.Any good tips vs batman or flash? Vids?
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^^^^^^^^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.
Flash is a character that you can do a pretty good job of keeping out, so long as you zone carefully, but if he gets a good phase then he is getting a dash or two in though if not a punish when close enough. You can handle him in the neutral game too, but you don't want much to do with him up close, so when he gets in find an opening to get out of pressure and put him full screen. He's one of those characters who is way more punishable on whiff than on block, so that is another reason to him at a distance. Flash is very good at finding holes in strings and exploiting them with reversals for full combos, so be carefeul when using stuff like d1 lightning storm.
Bats and j2 my friendSo, I see you guys discussed the Batman match up. You think BA struggles in it? How so? I'm still learning, but I had trouble dealing with BA's back dash and general mobility.
Of course, I'm not even remotely close to an expert source. How do these Batmen play the match-up?
I'm on now if you can play!Oh. Well, if that's all....
:-P
We need to run sets, soon, Natzees. <3
It is better to do 112 trait 113 hands because 112 ends in an overhead so that they can't duck the next 11.Was in the lab looking for shit and found 2 neat things
When keeping someone away you can do B2 trait 113 ex lightning. Meter from the special and trait means it costs only half a bar, it chips 10.50% and pushes them far away.
Second, DDs tend to recklesly rush in when they got trait up, either with dashing for D1 shake or venom which is not punishable with trait. 113 trait 113 lightning hands eats up all but the last rock on DDs trait but can be interrupted during the trait activation but it's hard.
fuzzy guarding...It is better to do 112 trait 113 hands because 112 ends in an overhead so that they can't duck the next 11.
what. It is not a mix up 112 trait guarantees a 1. you can also do a just frame b2 and it will connect if I am not mistaken. I know for sure that b1 and f2 cannot be interrupted and they are 12 frames.fuzzy guarding...
and they can always d1 you.
We're talking about traited doomsday. Trait barely is of any advantage, 113 is just fine while 112 has too much duration.what. It is not a mix up 112 trait guarantees a 1. you can also do a just frame b2 and it will connect if I am not mistaken. I know for sure that b1 and f2 cannot be interrupted and they are 12 frames.
Ah sorry about the confusion. He can also d1 in between 112 right before the overhead so thats that. It also seems that the orbs prevent and any movement though, its hilarious to see dd jump have the orbs ground him.We're talking about traited doomsday. Trait barely is of any advantage, 113 is just fine while 112 has too much duration.
Everything off of trait can be interrupted by his trait, 113 just makes it harder.
the orbs dont do anything vs doomsdays traitAh sorry about the confusion. He can also d1 in between 112 right before the overhead so thats that. It also seems that the orbs prevent and any movement though, its hilarious to see dd jump have the orbs ground him.
So its just the animation showing him stuttering? Shows how little I play that matchup.the orbs dont do anything vs doomsdays trait
First thing air turbine is incredibly annoying and makes it difficult to zone with lightning or aa with black magic. Other than that no one plays GL much online so I can comment without being a theory fighter. I think GL is a very solid character so he should not have any particular problems but BA is BA so 6-4.So what do you ba players think of the gl matchup.
It has always seemed like 5-5 to me.
Some players think that gl beats adam but that's just not right.
It's possible ba favor too maybe depending on stage.
I think ba can hold the life lead a little better than GL.
What do you dictators think? aha