Ok, just gonna go ahead and apologize because I know this has probably been covered earlier on in this thread but I have a newborn and don't have time to read through it. Can anyone give me some tips on the GA vs batman, superman, green lantern, nightwing, and hawkgirl matchups? I have the most trouble vs those characters online and Idk if it's just online or what? I get bodied by a non-stop attacking and jumping batman, f2,3 spamming n zonin supes, same with GL but its b1,3 n zonin, n hawkgirl just runs n runs then I get clobbered by dive kicks and ex moves, n nightwing....is nightwing and that staff shit is stupid. Sorry this is asking a lot in one post.
I'll start with nightwing. You have to cancel any blocked d1 into a savage blast when he is in staff mode otherwise he will take all the momentum with his d1 pressure. If he manages to start pressuring you you should push block as soon as you can and release a normal green arrow to check any advance he tries to follow up with. If it hits it gives you a chance to try and pressure him or load an arrow. If you have a life lead I would load fire arrows and keep out.
When he starts using his EX ground pound from far you have to respect the next one after blocking it. Once he uses a normal one you can get a free dash after it and a chance to get a fire arrow on screen. Just remember to respect his EX pound and dash after blocking his normal one. Also keep an eye out for his staff kick move, it advances him forward and has an insane hit box. You can crouch under it and punish but it can be tough sometimes because of how far it travels. Throwing out random high arrows is a good way to check that.
I think it's a 5/5 match up. If you have any specific questions on the match I'll try to help you.
Against GL, he does have a great footsie tool with b13 that leads to free chip from chain gun. After the chip damage you have to respect his option to lift (from that range I don't think GA can punish it on block) which in turn checks you and can lead to another b13, jump ins and ect. You really have to block well and play patient in this match. This is why most people say you shouldn't play the close range game against GL but I really don't agree that that's the case. GA cannot win this match by just trying to zone with fire arrows and ect.
The great thing about this match up with GA is that GL's d1 does not have enough reach to interrupt d1 arrow which is huge. You still have to be wary of b13 when you push him out a little but he will respect the option of d1 xx whatever more than other characters. When they respect the d1 cancel you can do a raw d1 into f2 mix up. If you push him back enough that he can safely do a back one you can MB b3 on read and punish for nice damage, if you have an ice arrow stocked you can end with that, reload ice arrow and 50/50 with f2d1 low ice and f2d13 ice for another 23% if you guess right. If he decides to push block you in that mixup it works out great because he really needs his meter.
On knockdown against GL respect his lift. If you have time to cross him up with J3 before he can wake up lift you should go for it. it's a good way to keep pressure after a knockdown at low risk. On your knockdown you still have to respect lift. Try not to be predictable with wake up savage blast because you will get punished big time. Just play patient and block, good blocking is a huge key to winning this match.
Once you secure a nice life lead that's when I think it's best to stay out with fire and electric arrows. Make him try to come to you but don't get cornered. Also be careful of meter burn rockets, one good one can turn the match around quickly.
IMO this match might be a 5/5, maybe a slight advantage to GL but I don't know for sure. When good power character stages come into play though the advantage goes to GL 6/4 I think.
Edit
Regarding GL's b13 rocket, its pretty much a guess when you think it's coming but when you do guess right dash in under it and pressure or throw. I haven't been able to punish it but it might be punishable. If you do end up blocking it he's at a huge advantage so you have to respect his next move. The good thing about that though is that the rocket has a lot of push block so you can actually back dash a followup b13. He has other options like lift to cover that though so be careful.