thats not a 7-3 mu lbsh. Cyrax touches you once is gg.denzel did just fine vs reo
thats not a 7-3 mu lbsh. Cyrax touches you once is gg.denzel did just fine vs reo
as you saw reo broke over 5 times per game and at least twice a roundthats not a 7-3 mu lbsh. Cyrax touches you once is gg.
Good because hes forced to.as you saw reo broke over 5 times per game and at least twice a round
Ohh yes, my bad. ThanksAspyxiaDyslexia- - Flash is in there twice.
I changed these numbers to what I thought are more appropriate.Ok! So i think it's time to start discussing and agreeing in Match up numbers (It won't be definitive because it's too early but we can hive our current thoughts & at ñeast getting close to our Match up numbers...
My thoughts:
*Wonder Woman 5-5
*Martian Manhunter 4-6
*Aquaman 4-6
*Solomon Grundy 6-4
*Harey Quinn 5-5
*Black Adam 4-6
*Superman 5-5
*Green lantern 7-3
*Ares 6-4
*Green Arrow 5-5
*Deathstroke 5-5
Thanks! Lol it's ok i feel you, i was going to put why but ahh that's boring -_- lol.I changed these numbers to what I thought are more appropriate.
Lemme know if you wanna know why, I don't feel like putting down my reasoning for each of those characters at the moment lol.
And Harley Quinn is spelt wrong. She's not Harey damnit ! ;DOhh yes, my bad. Thanks
Lol omg this facking keyborad D:And Harley Quinn is spelt wrong. She's not Harey damnit ! ;D
I wish my posts were more contributing to the matchups, but I have not used her in near enough matchups as I'd like just yet.
Also, thanks to deg222 for the huge help he gave over Youtube.
I'll give you that MMH could be 3-7, I honestly need more experience in the MU myself. You do have to understand that the best place to stand is about 3/4 screen away from him. Here he can't air forward dash over a MB ring toss and if you can predict a overhead teleport, you can walk forward at this range and not feel threatened but any crazy ranged normals. Btw to punish overhead teleport, walk forward (it blocks as a cross up), then punish with d1, d2 (hold down to recover fast), jij3, 112 xx puppet master MB.... here you go for a mixup, untechable knockdown etc.Thanks! Lol it's ok i feel you, i was going to put why but ahh that's boring -_- lol.
I only wonder about MMH & Aquaman, the other ones seem legit.
Maybe i exagerated with that 2-8 on MMH lol & just need to play that MU more, but Aquaman & MMH feel at least 3-7 both :/
I agree. I feel since we are like 4 months behind with her, her game is constantly evolving. I think MMH will stay 4-6, she has the tools to keep up. I really like setting up a slow fireball against teleporters to protect her, but with MMH, he has zoning to combat some of her options.I'll give you that MMH could be 3-7, I honestly need more experience in the MU myself. You do have to understand that the best place to stand is about 3/4 screen away from him. Here he can't air forward dash over a MB ring toss and if you can predict a overhead teleport, you can walk forward at this range and not feel threatened but any crazy ranged normals. Btw to punish overhead teleport, walk forward (it blocks as a cross up), then punish with d1, d2 (hold down to recover fast), jij3, 112 xx puppet master MB.... here you go for a mixup, untechable knockdown etc.
Aquaman also needs a completely different mindset and I can say confidently it is a 4-6. Yeah puppet master can get punished by FtD on block, but it's not needed really. In this MU, you gotta learn to do d2 combos to ignore his trait and if you're out of range to punish with d2, you can use either standing 3 xx bf1MB (free chip) or standing 3 xx teleport away. This is a pretty awkward MU in that you want to stand just out of range our bf2 so incase he decides to get in, you can use it. And no, a spaced bf2 is not punishable which is why it's so important to use in this MU. I guess a few other notes about the MU would be:
-Aqua's d2 is punishable by our standing 3 at pretty much any range
-If he traits during MB puppet master, wait for it to wear off, then either go for an ambiguous crossup reset, or play it safe and use f3 which is +8 on block.
-Do not get reckless or you'll get caught by either his jump back j2 or a b3
Thanks! OMG i completely forgot about walking forward his tele, this will help so much, i have played so much against Very good MMHs lately and it was so annoying, hiw ground control, his zoning, his rushdown game, his reach, his crossups, the fact that he can negate our wake ups by simply puting a far orb and then neutral jumping :/ But i haven't played this MU THAT much.I'll give you that MMH could be 3-7, I honestly need more experience in the MU myself. You do have to understand that the best place to stand is about 3/4 screen away from him. Here he can't air forward dash over a MB ring toss and if you can predict a overhead teleport, you can walk forward at this range and not feel threatened but any crazy ranged normals. Btw to punish overhead teleport, walk forward (it blocks as a cross up), then punish with d1, d2 (hold down to recover fast), jij3, 112 xx puppet master MB.... here you go for a mixup, untechable knockdown etc.
Aquaman also needs a completely different mindset and I can say confidently it is a 4-6. Yeah puppet master can get punished by FtD on block, but it's not needed really. In this MU, you gotta learn to do d2 combos to ignore his trait and if you're out of range to punish with d2, you can use either standing 3 xx bf1MB (free chip) or standing 3 xx teleport away. This is a pretty awkward MU in that you want to stand just out of range our bf2 so incase he decides to get in, you can use it. And no, a spaced bf2 is not punishable which is why it's so important to use in this MU. I guess a few other notes about the MU would be:
-Aqua's d2 is punishable by our standing 3 at pretty much any range
-If he traits during MB puppet master, wait for it to wear off, then either go for an ambiguous crossup reset, or play it safe and use f3 which is +8 on block.
-Do not get reckless or you'll get caught by either his jump back j2 or a b3
Not really, Fireball is a great factor in this MU, Zatanna can zone him & he can't dodge because of puppet master, he wins up close but she has enough tools to keep him away.how is the flash 5-5? i find this a bad match up for zatanna
personally i find it difficult to keep him away, most flash players play rushdown and mb fireball startup is so slow that i never use it unless he is full screen away... if you make a mistake with him youre eating a 60% combo, which i find hard to recover from... i dunnoNot really, Fireball is a great factor in this MU, Zatanna can zone him & he can't dodge because of puppet master, he wins up close but she has enough tools to keep him away.
Also she can use trait in this MU ^_^
Yes, but she can freely teleport at full screen and then Fireball, if he tries to get close with torpedo at that distance the fireball will hit him & you have te opportunity to use nither fireballpersonally i find it difficult to keep him away, most flash players play rushdown and mb fireball startup is so slow that i never use it unless he is full screen away... if you make a mistake with him youre eating a 60% combo, which i find hard to recover from... i dunno
Lol OMG sorry. My bad i meant to gat jer (is that his name)
lmao yesLol OMG sorry. My bad i meant to gat jer (is that his name)