rev0lver
Come On Die Young
The old matchup discussion thread can be found here:
http://testyourmight.com/threads/lex-luthor-matchup-discussion.29216/
To keep more up-to-date and organized info for new Lex players, we'll have a new matchup discussion thread. Here we can discuss match numbers and strategy as we develop our game further. As a community, I think it would be cool to have people write up some strategies for matchups they're familiar with to include in this post. I'll add some of mine, and will update with anything people would like to add.
Aquaman
Ares
Bane
Batgirl
Batman
Black Adam
Catwoman
Cyborg
Deathstroke
Doomsday
Flash
Green Arrow
Green Lantern
Harley Quinn
Hawkgirl
Joker
Killer Frost
Lobo
Martian Manhunter
Nightwing
Raven
Scorpion
Shazam
Sinestro
Solomon Grundy
Superman
Wonder Woman
Zatanna
Zod
http://testyourmight.com/threads/lex-luthor-matchup-discussion.29216/
To keep more up-to-date and organized info for new Lex players, we'll have a new matchup discussion thread. Here we can discuss match numbers and strategy as we develop our game further. As a community, I think it would be cool to have people write up some strategies for matchups they're familiar with to include in this post. I'll add some of mine, and will update with anything people would like to add.
Aquaman
Strategy by Rev0lver -
Aquaman's game is somewhat straightforward in this matchup, but Lex must play this matchup around his setups. Unfortunately, Aquaman's trait ruins some of Lex's combo potential, but fortunately, his lack of advancing or teleporting wakeups helps Lex's oki game a lot. Lex wants to keep a netural game at mid to close range as he won't win up close without trait, and can threaten Corp Charge punishes to Aquaman's zoning. From here, he has the advantage of being able to force Aquaman to make a move or you can start activating trait.
When Aquaman traits up after a punishable move, you can use f2~corp charge (or f2 into combo in the corner) for guaranteed damage. Otherwise, you have the option of standing reset gimmicks to combo him when his trait is down (string into mines or lance charges). Lex can play his normal game with his trait up, but you're limited on your oki pressure as his scoop and trident rush are both multi-hitting and will break your armor, so keeping a short distance and throwing out traps is best here.
My opinion - 4-6
Aquaman's game is somewhat straightforward in this matchup, but Lex must play this matchup around his setups. Unfortunately, Aquaman's trait ruins some of Lex's combo potential, but fortunately, his lack of advancing or teleporting wakeups helps Lex's oki game a lot. Lex wants to keep a netural game at mid to close range as he won't win up close without trait, and can threaten Corp Charge punishes to Aquaman's zoning. From here, he has the advantage of being able to force Aquaman to make a move or you can start activating trait.
When Aquaman traits up after a punishable move, you can use f2~corp charge (or f2 into combo in the corner) for guaranteed damage. Otherwise, you have the option of standing reset gimmicks to combo him when his trait is down (string into mines or lance charges). Lex can play his normal game with his trait up, but you're limited on your oki pressure as his scoop and trident rush are both multi-hitting and will break your armor, so keeping a short distance and throwing out traps is best here.
My opinion - 4-6
Ares
Bane
Batgirl
Batman
Black Adam
This MU is very even in the sense that Lex has a lot of options, but Black Adam has a lot of options to avoid them and maintain lifeleads. Other than playing footsies, you're honestly best off jumping around the air to avoid lightning and to j3 divekicks until you have your trait up. When that happens you can do what you want, but you have to be wary of BA's mobility and work with j3's and probes so you can start mixing him up. One really good thing about this matchup is that even though BA's trait breaks armor, Lex's trait at level 3 will outlast his. So if he tries to counter with it, you can make it a stalemate until its gone. If you have enough health to take risks, though, you can definitely try to nullify it with unblockables and keepaway things. Being unpredictable while still making good use of probes and trait is definitely the key to this matchup.
My opinion: 5-5
My opinion: 5-5
Catwoman
Cyborg
Deathstroke
Doomsday
Flash
Green Arrow
Green Lantern
Harley Quinn
Hawkgirl
Joker
Killer Frost
Lobo
Martian Manhunter
Lex has a lot of options in this matchup to shut down MMH's normal strategy. This mainly involves strategic placement of mines and a lot of trait abuse. A close mine will punish OH tele on block and hit (needs to be slightly closer on hit) which will shut down this option for him. Trait also removes this option to teleport, and makes Lex pretty much the only character who can zone him, even if it's just a short time if he chooses to trade. Probes will let you punish teleports as well, but a smart MMH player will generally only go for it to avoid the hit. MMH's mb b3 will beat out armor as it's 2 hits, HOWEVER this can be punished with your own mb b3 as it gives you multiple armor hits with trait active. Cancelling a string/normal into corp charge during trait pressure can also beat out a mb b3 and make him waste a bar.
You want to get to somewhat of a mid range in this matchup. This is where the baiting game happens that lets you get your stuff out. When you're sent fullscreen you can easily wakeup corp charge on reaction to a projectile/ground blast to get to this spot (though he can bait this too and throw a red orb). From here MMH normally has to look for you setting things up or traiting, and will therefore have to try teleporting. Instead of trying to punish teleport, you can get trait up pretty safely and go in. With momentum, Lex can work his game as usual.
My opinion: 5-5
You want to get to somewhat of a mid range in this matchup. This is where the baiting game happens that lets you get your stuff out. When you're sent fullscreen you can easily wakeup corp charge on reaction to a projectile/ground blast to get to this spot (though he can bait this too and throw a red orb). From here MMH normally has to look for you setting things up or traiting, and will therefore have to try teleporting. Instead of trying to punish teleport, you can get trait up pretty safely and go in. With momentum, Lex can work his game as usual.
My opinion: 5-5
Nightwing
Strategy by Rev0lver
When Nightwing is in escrima stance, Lex has to get into about mid-range until he has his trait. Fortunately, NW's zoning is not too difficult to deal with in this matchup. Ground sparks can be jumped and wingdings, while armor-breaking, can be punished with corp charge or better from up close when not meter-burned. Otherwise, Nightwing best plays this matchup in staff stance, keeping Lex out more easily and using his pressure up close. However, Lex's staff projectile will trade in Lex's favor with his ground staff, but with slower startup cannot always be relied upon.
Generally, Lex has to be smart with his armor and with the placement of his traps. Flying grayson will avoid a lot of mine setups and can be used to safely stuff a trait dash (though with a forward dash you can look for a mixup on his recovery). This can be d2'd pretty easily if thrown out, so baiting it can be great here. Staff spin will also break Lex's armor, but this can also be punished with trait by blocking all but the last hit. Generally, on a hard knockdown (corp charge/b3+f3) when he's in staff stance, your best option is to bait a wakeup (both of which can be punished from this range) or trait dash and try to backdash flying grayson if he goes for it to keep the armor.
My opinion - 5-5
When Nightwing is in escrima stance, Lex has to get into about mid-range until he has his trait. Fortunately, NW's zoning is not too difficult to deal with in this matchup. Ground sparks can be jumped and wingdings, while armor-breaking, can be punished with corp charge or better from up close when not meter-burned. Otherwise, Nightwing best plays this matchup in staff stance, keeping Lex out more easily and using his pressure up close. However, Lex's staff projectile will trade in Lex's favor with his ground staff, but with slower startup cannot always be relied upon.
Generally, Lex has to be smart with his armor and with the placement of his traps. Flying grayson will avoid a lot of mine setups and can be used to safely stuff a trait dash (though with a forward dash you can look for a mixup on his recovery). This can be d2'd pretty easily if thrown out, so baiting it can be great here. Staff spin will also break Lex's armor, but this can also be punished with trait by blocking all but the last hit. Generally, on a hard knockdown (corp charge/b3+f3) when he's in staff stance, your best option is to bait a wakeup (both of which can be punished from this range) or trait dash and try to backdash flying grayson if he goes for it to keep the armor.
My opinion - 5-5
Raven
Scorpion
Shazam
Sinestro
Solomon Grundy
Superman
Wonder Woman
Zatanna
Zod
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