Good stuff
Espio. Though, do we really want a vid on how to counter HG? I thought we all mained her because no one knows the MU....
I do because I do not want my wins to come from ignorance and lack of match up knowledge. I'm still winning against great players who know how to counter a lot of her options...it inspires innovation, improved footsies and a more complete grasp of match ups and the meta to win with her.
I don't like shallow wins and I like to think and work for every win I acquire. I'm here to level up and help others to level up too.
I main her because of a bad initial choice and a combination of laziness and stubbornness after that.
Sooner or later people will realize that there are universal options to deal with mace charge on reaction and that Hawkgirl has practically no tools against zoning. Relying on naïvety won't keep you winning for too long.
This character is good though lol so that is not a bad choice. She has a couple tough match ups, but does superbly against the vast majority of the roster.
She's more than mace charge ...her pressure is sick, her mobility is superb and her ability to transition from in your face rushdown to runaway and zoning is safe and can even be plus on block if done competently and correctly...this character is great at what she does, but has faults...that makes her on the mid tier side of things. She's incredibly versatile.
I'm not in the least bit worried about people punishing mace charge because if you're throwing it out in a predictable fashion then yes you will get blown up (and you should), but if you play strategic and footsie oriented with smart spacing and reads(not abusing one move and relying on it primarily to win) you won't be crippled because someone can punish one move. I'm hopeful my video will help inspire people from all sides to level up.
I personally don't rely on ignorance to win with her, I tell everyone what to do to beat her and still keep winning so I'm not worried about it and nobody else should be either if they know how to use this character beyond mace charge, down 1, and wing evade.