heymanjack
Injustice modder
How do you guys deal with Lex? His trait is freakin cheap. With out my trait up, I'm basically getting my ass handed to me.
Zone him out. Then trait when he traits up. He has a shitty dash so he has to work hard to get in. Zone wisely though to keep him out efficiently. Learn his mixups so if he gets in you don't let him get started. Once he gets started with all his setups it becomes difficult on us. Also learn the spacing of his corpse charge that way you can prevent him from using that as the final move to get in and punish a laser attempt.How do you guys deal with Lex? His trait is freakin cheap. With out my trait up, I'm basically getting my ass handed to me.
Yes precisely. His trait buff makes the match slightly more annoying but it doesn't change the overall meta for supes I don't think. Lex is slow in starting up all his stuff so zoning him is the smarter option. Up close, he's not terrible to handle. I believe that superman's normals/frame traps are better. Corp charge is completely full combo punishable. what will trip you up is what Everlast stated. Give lex a chance to throw out his gravity mines and set you up for big damage and you're looking at a bad night. You must impose your gameplan before he imposes hisZone him out. Then trait when he traits up. He has a shitty dash so he has to work hard to get in. Zone wisely though to keep him out efficiently. Learn his mixups so if he gets in you don't let him get started. Once he gets started with all his setups it becomes difficult on us. Also learn the spacing of his corpse charge that way you can prevent him from using that as the final move to get in and punish a laser attempt.
xQUANTUMx
Gurimmjaw
HazeJupiter
Anything you guys want to add or correct?
Not really at all. The start up frames is a lot on the heat zap so MMH can punish us for that.Okay but how viable!?
It's really annoying because you have to turn off your muscle memory and make Aquaman specific combos. I try unpredictable instant air lasers to catch the Aquaman doing something or keep him on his toes, meterburn them on block to keep them safe, and avoid using raw Heat Zap unless I have a ridiculous life lead and he's trying to get in with dashes and jumps. If you freeze him, and he traits up, just use Heat Zap to maintain +frame pressure. I hope these videos are of use to you:Ok, so. Aquaman.
How are you guys playing the neutral game in this MU? Especially when out of meter.
Zoning: Heat zap gets blown up on reaction from anywhere by FTD, Air lasers get blown up by FTD on block, Ground lasers technically punishable on block (although I don't see anyone do it).
Rushdown: F23 outranged by B2 and B12, and slower than F1.
Air dash crossups: D2 lololololololololol
Defense: No way (that I know of) to punish Trident Rush, which most good AM's hit confirm into on block. Blockstrings have enough pushback to cause an F23 whiff on back walk.
And when you finally do get in on him and land anything but an immediate launcher (MB F/B3, Scoop, IAGS on a reset, which can be traited out of after MB breath), he traits up, pushblocks you, and you're back in hell.
If this is supposed to be a 5-5, then I'm missing something. Suggestions?
Things I'm considering: Getting better at IA dashes to avoid the reaction d2. Running like hell and throwing out lasers on baited FTD's. Small mixups based on immediate launches when AM's trait is up. Picking up GL or MMH (lol).
Ready Big Blue?@Emperor DMS thanks for your contributions keep 'em coming man
I agree with what Quantum said above. The match is 5-5. You can change up your laser patterns or "tea bag"(buffer lasers) to bait a Demi Goddess and full combo punish her descent to the ground. This is a match where Superman has to play her game and respect her options. You can't autopilot F23; this has to be reserved for whiff punishing.How are you guys feeling about the wonderwoman match up? it feelins like its 6-4 WW after the patch. Superman's zoning isnt that much of a threat to her adn she can whiff punish him harder and easier than he can her. No to mention when she is on top of you all her stings are plus so its a bitch and a half to get away or retaliate, and if she take shield and sword stance in the corner it might very well be GGs, any advice or thoughts
I didn't get the alert for this, only reason why I opted to look was because this just got bumped :/.It is a nightmare. Jb2 helps beat her wakeups and rising grab can take her out of the air (if you make it past the barrage of maces). I save most of my meter for Pushblock bc this bitch likes to press buttons since she's safe on almost everything
@Espio anything to add from your perspective?