the b3 will OTG? crazyWowo mains, I'm calling for help.
Here's what I've found so far.
Midscreen
Any starter -> 23 -> b3 -> dash fwd -> delay f3 slightly (so they land in front of you)
This will restand the opponent right in your face. Works magnificently against large hitbox characters and I've gotten to work on superman and black Adam once each. This is where I could use some help, because I can't consistently land it on smaller characters.
Something else I found which perhaps is also useful (I use it as a setup)
Mid screen
Any starter -> 23 -> b3 -> dash fwd 2x (twice!) -> then b3.
It's an OTG that will hit them into a literal full combo with potential juggle opportunities (does not have any combo restrictions!)
Blocking and low and opposite direction can block it though, but thrown in with the regular F3 setup and crossover setup then you've got yourself a pretty sick ass mind game.
Test WOWO mains and let me know what you guys come up with.
Batgirl's zoning shouldn't be too much of a problem. From full-screen you can walk forward and jump over her projectiles on reaction. As long as you don't jump without reason you shouldn't take any unnecessary damage. For her wake-ups, if she keeps trying to use cartwheel/smoke bomb you can beat both options by dashing, waiting a half-second and doing a j2 after a lasso grab knockdown. This loses to flying bat (df2) but it forces her to use her more unsafe wake-up option. I should note that while it is possible to beat her wake-up cartwheel with b2/33, the timing is really tight so it's probably not worth going for. If you can get it down then props to you. Smoke bomb gets stuffed easily, though no one good should be waking up with it unless you're in the air.Anyone have problems with batgirl? The few good ones I've played give me nightmares... Her wake up game is ridiculous, and her ability to control space makes things tough for wowo. Plus she is a meterless character too, so we lose that advantage we normally have. Any tips?
It helps nonetheless, that stuff on the cartwheel is pretty useful I find it gets abused by most BG players simply because it's tricky to punish so if I could punish it consistently, especially on wakeup that would be great. So instead of dashing twice after a lasso grab I dash once and jump in? I know jumping back blows it up but that gets caught by smoke bomb quite easily. I find that this match comes down to who can get the other to the corner first (then I don't have to deal with that damn wakeup...).Pretty general but that's what I've got.
In theory, but a lot of times it'll trade with it. IADG isn't too hard once you understand the concept of it to the buttons.Kiko Yea I was actually just messing around with batgirl on practice and trying out the parry, definitely seems like it could have it's uses. I don't know if my IADG is good enough to be abused like that, it tends to be kinda punishable but still due the surprise factor I get away with it. Actually looking at her moves, she doesn't have a poke faster than 7 frames apart from her standing jab which is a high, doesn't that mean that b113 into d1 is a frame trap on her?
Yea I like that she has all these tools, no matchup is impossible it's just on us to work it out.In theory, but a lot of times it'll trade with it. IADG isn't too hard once you understand the concept of it to the buttons.
Neutral jump -> Down -> Forward, 3
After neutral jumping you shouldn't wait for a visual, just assume it's going to jump all the time and hit that df3 and it'll come out really low pretty consistently. I've almost but mastered doing it from P1 view, but those pesky P2 swaps can screw it a bit.
I guess it's just practice with our dear Wonder Woman.
You can't really abuse iaDG vs Batgirl because you may get caught by bola.
That applies to both characters, really. She has good answers to WoWo's pressure because of b3 going under b1 and being able to punish b1 > 33 with jump back 2, but they can be worked around. As long as WoWo isn't overaggressive I think she does fine since b3 still gives her a mix-up on block and the jump back 2 can be beaten by doing b1 > b2. It helps that she always has meter for MB b3/f3 vs j2 and can trip guard with b2 from max range. I think it's pretty even.WW vs. CW = Almost Too Easy for CW. One HKD and it's over.
WW's d3 vs. Catwoman's wakeups is also a nightmare because you either have to wake up with trait or block it.WW vs. CW = Almost Too Easy for CW. One HKD and it's over.
The amount of misinformation in these posts is too damn high.After any blocked projectile you get a free IADG assuming you aren't completely full screen.
That's a waste though. Meaty b2 and 33 beat her wake-ups really easily (except trait of course) if you just do lasso grab, dash twice and wait a half-second before doing them.WW's d3 vs. Catwoman's wakeups is also a nightmare because you either have to wake up with trait or block it.
This. This is a completely shit use of D3 which is used to avoid shit, why would you ever use D3 istead of a meaty normal that also gets you a combo?That's a waste though. Meaty b2 and 33 beat her wake-ups really easily (except trait of course) if you just do lasso grab, dash twice and wait a half-second before doing them.
That's assuming I even wake up. Plus even if you do the D3, and I block it, you wind up at D1 Cat claws punishable and another CW mixup that will be hell for you. And trust me, it's like I said earlier, one HKD from CW and WW is toast.WW's d3 vs. Catwoman's wakeups is also a nightmare because you either have to wake up with trait or block it.
The amount of misinformation in these posts is too damn high.
Bolas isn't every projectile in the game.I don't see how, go into lab and try it, spam bolas and after it's blocked you can pull off an IADG before she gets the next one out
And the d3 is a preference I use on MMH/KF/Zod and Catwoman. Simply for the respect and follow up.