hg can punish all of flashes wakeups or specials in general, she can wing evade punish his frame traps . flying 2 trades with flying uppercut and heavenly stomp beats it .
flash has no easy time escaping the corner against hg and she can reverse position much easier . at mid to long range she is always at advantage and upclose they are even .
corner damage is even when flash has trait , but hg's is always above 50% .
going off of character abilities and not individual players skills it's clear 6-4 hg but what harold said in his example is exactly how i feel about my supposedly bad mu's .
because you have to play a very different way to make it even doesn't make it bad as long as you know how to do that it is a 5-5 .
all that long rant lol but this should be labeled as 6-4 hg but keep it controversial