Qwark28
Joker waiting room
I want to talk about how pushblock is good for some characters and not that great for others.
Pushblock costs 1 bar and pushes your away to jump distance at neutral, this is useful when being pressured in certain matchups e.g Bane is almost out of venom and tries to pressure you one last time and you pushblock him out. This can also be used to bait Bane into going lvl 3 whereas he could've planned to just sit it out until he gets venom back, it can create a train of thought of the likes of "damn he just pushed me back and I NEED to get in and my venom's almost out at lvl 2" where as before he could be thinking " I'll just do this double punch, pushblock him away and closer to the corner and wait 3 more seconds for the cooldown, I've gained ground and can start a venom cycle again.
Another example can be used against KF, if you block a slide you know there are mixups after you block one, d1 slide, parry or another slide to catch a backdash, maybe even a F3 if the KF player thinks you're baiting the parry. In that situation, if you don't want to enter the mixup because you're keeping her away as a zoner or have the lifelead with very little time left, you can pushblock her out. This can lead into an interesting scenario where if the KF player slides in again, you will have another chance at punishing a slide by neutral or back jumping it, maybe MB B3 in and cancelling it, pushblock can create a lot of very nice and baitable thoughts because of its defensive nature.
Other characters can also much more heavily abuse it, Sinestro, Raven, Deathstroke, all these characters have a basic mixup after a pushblock because they are zoners with the ability to catch dashes, the type of movement this game is built around and that gives them a distinct advantage when it comes to abusing this game's mechanic over other characters.
Every time they pushblock you you must respect the fact they can punish almost any movement with fear blast/soul crush/gunshot so after pushing you away, you must also let them back off even more of risk being hit. Now these characters all gain different boons from you disrespecting them after pushblock, Sinestro punishes you for 8% and has time to back off or charge his trait a little, Deathstroke can back off a little, Raven though can hit confirm soul crush and MB it for a full combo that will send you fullscreen and get her into trait mode which will then keep you fullscreen and chip you.
Then you must account for walking back, Sinestro and Raven have very good walkback speeds with very decent backdashes so in reality, a pushblock entitles them to breathing room and a free 50/50 with great reward, possibly game changing for Raven.
Then there are some characters like Joker that get to get something out to stop you from going in, teeth for example, which people too hasty with their movement can be pushblocked into or as simply a deterent to getting in, teeth into teeth into teeth, etc. Joker in particular establishes his own wakeup pressure game against overly aggressive characters like Bane due to the nature of teeth combined with pushblock, lay them down, wait for a button press, cash in combo. MMH can do this in a similar way with his orbs, Zod with his air Zod balls or even trait up, Harley to start her excelent ( against some ) zoning game. Another character that falls in this category is Lex with his trait and probes, mines I find are a bit too slow.
If a character is also being pressured badly while having superior footsies then pushblock is a way to reset the tempo of the footsie game, if Batman is pressuring Green lantern, GL has way better footsies than Batman with B13, but Batman is now in and he has bats out. In that situation, a pushblock would both strip Batman of his bats and reset the situation back to a neutral game where GL is dominant with his B13 and max lift range.
Other characters like to force pushblock up to a degree, like Doomsday, Aquaman.
Doomsday relies on MB venom to get in most of the time, he loves trading meter with you because it means you won't win clashes, if your character is meter dependent then you won't have meter, that is an indirect way by which pushblock benefits Doomsday, up to a point. If Doomsday is left with no meter he has a harder time getting in and he doesn't like being left without. If a character is even on meter then pushblock is neutral to him, if he has more meter then it is heavily beneficial while if he has only one bar and his opponent has more, he will be left at jump distance with no meter, unable to properly clash or do combos while the opponent will still have meter for their combos, specials and clashes. The same applies to Aquaman with MB trident rush and Lobo with hook charge.
I will probably update this in the future, just wanted to expand on the pushblock mechanic.
Pushblock costs 1 bar and pushes your away to jump distance at neutral, this is useful when being pressured in certain matchups e.g Bane is almost out of venom and tries to pressure you one last time and you pushblock him out. This can also be used to bait Bane into going lvl 3 whereas he could've planned to just sit it out until he gets venom back, it can create a train of thought of the likes of "damn he just pushed me back and I NEED to get in and my venom's almost out at lvl 2" where as before he could be thinking " I'll just do this double punch, pushblock him away and closer to the corner and wait 3 more seconds for the cooldown, I've gained ground and can start a venom cycle again.
Another example can be used against KF, if you block a slide you know there are mixups after you block one, d1 slide, parry or another slide to catch a backdash, maybe even a F3 if the KF player thinks you're baiting the parry. In that situation, if you don't want to enter the mixup because you're keeping her away as a zoner or have the lifelead with very little time left, you can pushblock her out. This can lead into an interesting scenario where if the KF player slides in again, you will have another chance at punishing a slide by neutral or back jumping it, maybe MB B3 in and cancelling it, pushblock can create a lot of very nice and baitable thoughts because of its defensive nature.
Other characters can also much more heavily abuse it, Sinestro, Raven, Deathstroke, all these characters have a basic mixup after a pushblock because they are zoners with the ability to catch dashes, the type of movement this game is built around and that gives them a distinct advantage when it comes to abusing this game's mechanic over other characters.
Every time they pushblock you you must respect the fact they can punish almost any movement with fear blast/soul crush/gunshot so after pushing you away, you must also let them back off even more of risk being hit. Now these characters all gain different boons from you disrespecting them after pushblock, Sinestro punishes you for 8% and has time to back off or charge his trait a little, Deathstroke can back off a little, Raven though can hit confirm soul crush and MB it for a full combo that will send you fullscreen and get her into trait mode which will then keep you fullscreen and chip you.
Then you must account for walking back, Sinestro and Raven have very good walkback speeds with very decent backdashes so in reality, a pushblock entitles them to breathing room and a free 50/50 with great reward, possibly game changing for Raven.
Then there are some characters like Joker that get to get something out to stop you from going in, teeth for example, which people too hasty with their movement can be pushblocked into or as simply a deterent to getting in, teeth into teeth into teeth, etc. Joker in particular establishes his own wakeup pressure game against overly aggressive characters like Bane due to the nature of teeth combined with pushblock, lay them down, wait for a button press, cash in combo. MMH can do this in a similar way with his orbs, Zod with his air Zod balls or even trait up, Harley to start her excelent ( against some ) zoning game. Another character that falls in this category is Lex with his trait and probes, mines I find are a bit too slow.
If a character is also being pressured badly while having superior footsies then pushblock is a way to reset the tempo of the footsie game, if Batman is pressuring Green lantern, GL has way better footsies than Batman with B13, but Batman is now in and he has bats out. In that situation, a pushblock would both strip Batman of his bats and reset the situation back to a neutral game where GL is dominant with his B13 and max lift range.
Other characters like to force pushblock up to a degree, like Doomsday, Aquaman.
Doomsday relies on MB venom to get in most of the time, he loves trading meter with you because it means you won't win clashes, if your character is meter dependent then you won't have meter, that is an indirect way by which pushblock benefits Doomsday, up to a point. If Doomsday is left with no meter he has a harder time getting in and he doesn't like being left without. If a character is even on meter then pushblock is neutral to him, if he has more meter then it is heavily beneficial while if he has only one bar and his opponent has more, he will be left at jump distance with no meter, unable to properly clash or do combos while the opponent will still have meter for their combos, specials and clashes. The same applies to Aquaman with MB trident rush and Lobo with hook charge.
I will probably update this in the future, just wanted to expand on the pushblock mechanic.
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