Rip Torn
ALL I HAVE IS THE GREEN.
Yeah, it's pretty dumb. It really shouldn't do that. I'm sure he's got a few more setups like that too.
Yeah, it's pretty dumb. It really shouldn't do that. I'm sure he's got a few more setups like that too.
Batgirl player komplaining about 50/50's??Yeah, it's pretty dumb. It really shouldn't do that. I'm sure he's got a few more setups like that too.
Haha, ok they are both pretty dirty but he clearly breaks the rules of the game.Batgirl player komplaining about 50/50's??
Nah, but it is dumb.. I like it!
No.. He makes the rules of the game...Haha, ok they are both pretty dirty but he clearly breaks the rules of the game.
Not me. I've been in limbo for the matchup for a while, actually. It's bad online, but offline, it's not as bad. Her footsies compared to GL are shit, and bola doesn't really rule the projectile game like you'd expect. Really, the only thing she actually does take away is being dumb with air oas and the wakeup offense, which is easily substituted with just going for max damage.Batgirl beats lantern 6-4. pretty much accepted by GL players
Too bad we didn't get a chance to run this MU when you were here.Not me. I've been in limbo for the matchup for a while, actually. It's bad online, but offline, it's not as bad. Her footsies compared to GL are shit, and bola doesn't really rule the projectile game like you'd expect. Really, the only thing she actually does take away is being dumb with air oas and the wakeup offense, which is easily substituted with just going for max damage.
Yeah, maybe next time we can.Too bad we didn't get a chance to run this MU when you were here.
I've come to feel that this is an issue that Batgirl has in a lot more match ups then I thought. There are a few characters that if they can get the life lead, can just turtle her out. Against characters like MMH, GL, and Sinestro who out footsie her, she basically has to make some sort of read on a teleport, or just inch her way past their footsie tools and go for a 50/50.Yeah, maybe next time we can.
It's not really bad. If GL gets the life lead, she gets turtled. If Batgirl does, it's the other way around. That's basically what it comes down to.
well anyone that outzones him is a badmu online lol and GL outfootsies everyone though so that doesnt matter much plus its all situational because her b1 can trade with GL's depending on timing and spacing and her mobility is ridiculously better, she can also punish b13. but like ive been saying people arent completely fighting lantern right yet, once they start to especailly with a character like Batgirl im sure more people will see it in her favor. not unwinnable just annoying and in her favorNot me. I've been in limbo for the matchup for a while, actually. It's bad online, but offline, it's not as bad. Her footsies compared to GL are shit, and bola doesn't really rule the projectile game like you'd expect. Really, the only thing she actually does take away is being dumb with air oas and the wakeup offense, which is easily substituted with just going for max damage.
Trading a 14f move with a 9f one isn't easy. That's something that can be applied to anything, though. b1 still has a better shot at stuffing her normals than the other way around. And spaced well, it's not possible to interrupt b13 with a backdash punish. What is she doing in the neutral that scares him? Not much, really. It's her vortex and ability to punish air rocket into that that's scary there. He still beats her in footsies.well anyone that outzones him is a badmu online lol and GL outfootsies everyone though so that doesnt matter much plus its all situational because her b1 can trade with GL's depending on timing and spacing and her mobility is ridiculously better, she can also punish b13. but like ive been saying people arent completely fighting lantern right yet, once they start to especailly with a character like Batgirl im sure more people will see it in her favor. not unwinnable just annoying and in her favor
This i found out the hard way lolAnother thing I forgot to mention about MMH is that his pillars reach so high up for whatever reason, that MB pillar can actually stuff her Smoke Bomb on her way down.
He has superior footsies with b1, his trait nullifies her vortex and he outzones her with FtD.Just curious what makes the Aquaman MU a 7/3.
You can punish charge from anywhere but right in the face with double tele (tele oncce to avoid the charge and twice to punish).In the Bane MU, did you guys know that if Bane charges you from anywhere outside of dash range, you can do DB32 (makin' it rain) and it will avoid it and put you closer to him. Might be a good option to use when Bane is running out of level 3 so you end up closer and he is on debuff.
Unfortunately, even if you space it perfectly to land right next to him the recovery on DB32 is such total shit that you can't even dream of getting a punish. #BuffBatgirl
What types of things are you guys doing to deal with some of Bane's level 3 stuff?
@Pan1cMode @Rip Torn @SonicFox5000 @Batgirl Mains
Why the hell haven't I been doing double teleports to punish...? Duh. I used to always just teleport and just start spamming bolas to move in and play footsies outside of his ridiculous D1 (wtf NRS....mega range and a low...are you serious??) to bait and whiff punish hard. Regardless of what character I play against Bane I always play him the same way, just bait out something and punish it, and blow up his dash attempts.You can punish charge from anywhere but right in the face with double tele (tele oncce to avoid the charge and twice to punish).
For Bane in level 3, it's mainly a matter of knowing when you can poke out. After a blocked double punch, 111 helps as does d1~db2 (this is kind of an option select. If they backdash or jump out the db2 doesn't come out and you're safe, if they block they have to block the cartwheel and if they go for a move they'll get hit out) 111 is a surprisingly useful string in general in this MU as Bane's fastest normal is 9 frames. On wakeup, don't be afraid to abuse all your options (db2, df2, dd3 and db3). Bane has to guess just as much as you do. Running away from Bane in level 3 can be challenging but don't let him dash up for free. Check his dashes with b1 and df2 etc.
RE your other post, I can see all of what you've said being true. In fact, I'm more inclined to agree with you. The numbers I posted were a compromise on my part rather than what I actually think the MUs are. I must admit however that I do struggle with HG's pressure up close (although being more yolo with df2 has helped). Bane is probably a 6-4, BM is probably a 4-6 and the AM MU is just terribad in general.
Yeah. I've been using the double teleport for awhile when I play against Max. Honestly, when we play, Max never goes lvl 3 against me anymore because risk reward isn't in his favor.Why the hell haven't I been doing double teleports to punish...? Duh. I used to always just teleport and just start spamming bolas to move in and play footsies outside of his ridiculous D1 (wtf NRS....mega range and a low...are you serious??) to bait and whiff punish hard. Regardless of what character I play against Bane I always play him the same way, just bait out something and punish it, and blow up his dash attempts.
IMO Bane is only really scarey after a knockdown, but definitely less so with Batgirl. He does have some decent ways to hit you out of your teleport when jumping, so even a wake up teleport on reaction to a jump won't win out every single time. But you are right, Bane has to actually think about what he is going to do on wakeup because BG has some great options, which probably greatly pains Bane players who just want to go HAM.
Poking after a block double punch isn't a good idea. The move is -5 on block and Batgirl's 1 is 7 frames. Bane can easily do DP into DP and if you're not on point, will just blow up your poke attempt.You can punish charge from anywhere but right in the face with double tele (tele oncce to avoid the charge and twice to punish).
For Bane in level 3, it's mainly a matter of knowing when you can poke out. After a blocked double punch, 111 helps as does d1~db2 (this is kind of an option select. If they backdash or jump out the db2 doesn't come out and you're safe, if they block they have to block the cartwheel and if they go for a move they'll get hit out) 111 is a surprisingly useful string in general in this MU as Bane's fastest normal is 9 frames. On wakeup, don't be afraid to abuse all your options (db2, df2, dd3 and db3). Bane has to guess just as much as you do. Running away from Bane in level 3 can be challenging but don't let him dash up for free. Check his dashes with b1 and df2 etc.
RE your other post, I can see all of what you've said being true. In fact, I'm more inclined to agree with you. The numbers I posted were a compromise on my part rather than what I actually think the MUs are. I must admit however that I do struggle with HG's pressure up close (although being more yolo with df2 has helped). Bane is probably a 6-4, BM is probably a 4-6 and the AM MU is just terribad in general.
Poking after a block double punch isn't a good idea. The move is -5 on block and Batgirl's 1 is 7 frames. Bane can easily do DP into DP and if you're not on point, will just blow up your poke attempt.
Are they doing DP into DP? When ever I try to poke out with 111 or d1 cartwheel, I get blown up by the second DP. It's almost a pseudo block infinite in venom.I normally d1 cartwheel here without any problems. Am I missing something?
I will have to mess with it in training mode. I normally poke out. I don't usually do 111 but I don't see why that wouldn't work either. I don't play Bane's all the time though like you do at GGA though. I only have a few good ones I have access to.Are they doing DP into DP? When ever I try to poke out with 111 or d1 cartwheel, I get blown up by the second DP. It's almost a pseudo block infinite in venom.