I agree completely with your post. His zoning to me, is a fun puzzle. It's most effective if you switch stances frequently, and keep your opponent guessing.
Has anyone tried punishing every jump with a ground pound? Obviously air attacks and projectiles mess up this strategy, but every other character that jumps gets punished.
If I think the opponent is gonna jump, I use spark => worst case scenario is that they block the spark and you'll still be +.
How and when NW switches depends on the MU, you've got characters with floatier jumps(Bane, Grundy, Arrow, ...) and characters with "normal" jumps(Aquaman, ...).
Against floaty characters you better use spark while against others it's better to use Ground Pound MB after checking them with a normal Ground Pound. But it depends on the MU, what stance you are currently in and what you read.
Some players only dash forward instead of jumping, so best decision here is to stick with spark.
Decided today to try and get frame data on full screen Spark.
Here's what I found out:
- Full screen normal Spark is around +17 on block(maybe 1-2 frames more)
- Full screen MB Spark is around +33 on block(maybe 1-2 frames more)
This is important based on what the opponent's options are.
For example against Aquaman if he blocks an Spark, the mix-up begins:
- If you think Aquaman will jump, use another Spark(will AA him)
- If you think Aquaman will use From The Deep, switch and do Ground Pound MB to punish
Also found out that a Full Screen MB Spark guarantees a Ground Pound check, opponent cannot backdash.
It feels like a just-frame, but I'm not sure(stance change into GP takes 33 frames).