What's new

FOREVER EL1TE'S NW MU CHART.

This chart will show you the mu number and how-to play the matchup generally or how I'd play it.

Flash,5-5:
Pretty much zone but be careful of lighting charge. Dont do wingdings at least he's at a distance. Upclose he'll punish you with uppercut. Switch between stances but stay in staff 60% of the time.

Batman, 5-5
Same thing with flash. But zone with escrima spark alot. He can also zone back. So it comes down on who has meter and health lead. When he gets close beware if your in escrima and you get knocked down your in big trouble. And be careful on pressure. He can parry anything.

Cyborg,4-6:
You get zoned out completely if he masters IANB. If he doesn't try to counter zone. Rush in and stay in.

Green Arrow,6-4
You zone him out. In escrima or staff. When he gets in you can choose to go head to head because your faster, better block strings, and damage. You can demolish his wakeups with JB WD. You can look up his anti wakeups in the NW thread.

Superman, 4-6.
He zones you out. If he does alot of eye lazers. (The one thats duckable) you can outzone him by doing ground spark. Basically be patient n get in. Also if he does F23, F23 trait,F23 breath. Interrupt it with standing 112 or 113.

Raven,4-6? I dont have no experience.

Aquaman,5-5
Basically get in staff and staff pound the shit out of him.

WonderWoman,5-5
Zone her. If she jumps alot to get pass it or just jumps alot get in staff and jump back 2.

Hawkgirl. 4-6
Basically try to get in. And for wakeups in escrima JB3 WD is a life saver. In escrima standing 1 or JB2 should do the trick.

Shazam. 6-4
Zone him as usual. And be patient on wu since he has teleport.

Green Lantern, 4-6 annoying MU but very winnable.
Basically get in and do work.
In escrima, flipkick destroys his wakeup game.
If you find yourself full screen either get back in or counter zone with ground spark. And avoid every air missle with ground spark cancel backwards. I prefer escrima in this mu.

Joker, 6-4
Zone him.

Harley Quinn, 5-5.
Basically yall zone each other but she has upper hand with air gunshot. Once you get in stay in. #I Never played Saltface Soooooooo

Grundy,7-3
Zone him with windings or staff pound. When he gets close staff spin him. Spam it. If he blocks it d1 him . I believe his fastest startup is 12 frames? Ours would be 10 frames if staff pound is blocked.

Lex Luther,6-4.
Zone him. If he has trait wingding him or staff spin or FG.

Cat woman,5-5
Zone her. Play catwoman like this. Zone but when she gets in be defensive. If she has no meter go offensive. This MU is complicated.

Deathstroke, 5-5
You can basically counter zone or zone with him the whole time. So you still wanna rush in. But you can always trade with zoning.

Ares,6-4
Dont have much exp but get in staff. Zone in staff. And any teleport you d1 him .

Killer Frost, 4-6?
You can't really punish slide. With her parry. But you can stop slide with JB3 in escrima or Jb1 with staff. (In staff it has to be a distance. )
Basically rush in

Doomsday. 5-5
This MU comes down to who knows it better and who playes it alot more. You wanna zone in escrima but its only a matter of time before he's in. Which you wanna switch to staff.

Sinestro 4-6,5-5
I never losed to a sinestro. But he outzones you alot. But you can CAREFULLY COUNTER ZONE. Play this like the deathstroke mu except he zones better than you.

Black Adam, 4-6.
You wanna basically get in. J3 in escrima handles divekick and j2 in staff handles it to.

Bane, 5-5
Use windings alot . Once he's in pushblock, mb3 him or wateva to get him off of you.

Batgurl, 5-5, possible 6-4
Get in staff and play patient as hell. Use standing 1 to dash punish her and jb2 to keep her from getting in.
Only do staff pound if you feel its right.

Zod,4-6?
No exp but I heard you zone with ground spark if he does IAB. And mb it to hit him.

Zatanna, 5-5
Yes I think this mu is 5-5.
Its hard tho. It can be 4-6 but once you play it. You got it.
At far range if your escrima throw ground spark here n there and get in. In staff be patient and counter zone with staff pound.
If she does air teleport j2 may win.

Lobo, 5-5
Zone him in escrima. Mix it up between ground spark n windings. Sometimes dash up and b2. It works. If he has a nukeshell loaded up. Make your wingdings IA. And block after every ground spark.

MMH,5-5
Get in staff and zone him carefully. If you block a OV TELE standing 1 will hit them.
If they backdash FG will catch them every time.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
You do not zone Ares with Staff...you just turn into a projectile magnet in which, you end up wasting meter on MB Ground Pounds that get stuffed.

Escrima is the go to stance if you want to beat Ares. 5-5 IMO.
 
You do not zone Ares with Staff...you just turn into a projectile magnet in which, you end up wasting meter on MB Ground Pounds that get stuffed

Escrima is the go to stance if you want to beat Ares. 5-5 IMO.
hm...... I don't have much exp. In this mu but I heard that was the way. But I personally prefer escrima
 

Emperor Eevee

Learn to take a joke pal!
Harley vs NW is 5-5. Well time grounded guns/cupcakes keep NW in check and can stop him from doing YOLO flying Graysons on staff. In escrima, she outzones him. Now if NW has the lead, wingdings/ground pound help with keeping Harley in check if she stops her zoning game and tries to get in.
 
E

Eldriken

Guest
I wouldn't recommend trying to zone Doomsday with Escrima. His dash alone allows him to hop over them and if he gets close enough, he can jump cancel his dash to catch you while you're recovering.

I generally have the hardest time against Nightwing when he's in his staff stance. However, getting him to the corner and knocked down can let you keep him there all day if they're wake up happy. You can reverse Flying Grayson, his flip kick move and staff spin. Reversing his staff spin WILL hit you, but only the first hit and you recover before he finishes his animation and are free to punish.

If they're not wake up happy, just commit to regular Doomsday pressure.

While mid-screen, if they're Ground Pound happy, just inch your way in between MB Ground Pound > Ground Pound.
 

oP Twist

Unknown Nightwing
Grundy i feel is 6-4, he can get past non mb wingdings with walking corpse and punish u heavily, b2 is effective on grundy since its throw immune so the walking corpse grab whiffs and zoning in staff is dangerous because mb swamp hands has armor that will beat gp
 
Grundy i feel is 6-4, he can get past non mb wingdings with walking corpse and punish u heavily, b2 is effective on grundy since its throw immune so the walking corpse grab whiffs and zoning in staff is dangerous because mb swamp hands has armor that will beat gp
If you wanna zone in staff bait him into using it.
 

Mr Aquaman

Armored Launcher
Administrator
Premium Supporter
Yeah ares gets to meter drain you all day and trades most of the time in which case ares hitstun allows him to either move in, teleport shennanies, gs in, toss a trait finally, or mb himself and he gets the health lead. D1 is a problem against teles but its adaptable. In pressure i agree staff fucks his shit in though.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Its 5-5 lol I just need more practice
Although I've never lost to a MMH, I feel like it could potentially be 4-6 if you were facing a player like Jupiter. If they get one good read on a teleport and a few good reads on a F2, you're in Martian City - Not to mention MMH can get freaky all over your body with air dashes and there's not much you can do about it. The only thing that saves us is that we can somewhat 'zone' him out, except people don't seem to realise that ground pound has poor tracking so they can literally just dash in.
 
Explain on Lobo vs NW.

I don't see how it's even.

You open yourself to a pump shot to the face if you zone with ground sparks. Lobo's ranged tools are better than Nightwings. Lobos damage is better than Nightwings. Nightwing gets eaten alive on wake up, and Lobo has a dangerous oki game. And no, dash up B2 wouldn't work, because you're asking to get poked or eat a standing 3.

I don't see how it's not atleast 6-4 lobo.
 

Sajam

Nightwing In Retirement
Grundy i feel is 6-4, he can get past non mb wingdings with walking corpse and punish u heavily, b2 is effective on grundy since its throw immune so the walking corpse grab whiffs and zoning in staff is dangerous because mb swamp hands has armor that will beat gp
MU is 6-4 NW.

He does pretty well at dealing with some of your zoning tools, and has great damage, but NW dictates control of neutral and can escape all of his mixups pretty easily.

His b1/f1 mixups are reactable offline, same with his clever/swamp feet. Mb b3ing through Grundy's options is very strong, and NW's stand 1 in footsies/jump back 1 to avoid pressure situations is really hard for him to deal with. NW does fine in this MU.
 

oP Twist

Unknown Nightwing
Although I've never lost to a MMH, I feel like it could potentially be 4-6 if you were facing a player like Jupiter. If they get one good read on a teleport and a few good reads on a F2, you're in Martian City - Not to mention MMH can get freaky all over your body with air dashes and there's not much you can do about it. The only thing that saves us is that we can somewhat 'zone' him out, except people don't seem to realise that ground pound has poor tracking so they can literally just dash in.
Nw can make some reads that can hurt mmh badly, if u make a read on air dash ij1 and most of the time it will autocorrect to the right side and will give u around a 38% convert, same if u FG and make his teleport whiff u get great damage, and post tele nw is at a huge advantage if u predict he will do mb b3 walk back and whiff punish, fg the back dash, and if he stays and blocks pressure him with s1
 

Shaazzyam

undefeated online evo champion
It's gotta be pretty hard to make reads when you're being hit by guaranteed interactables, huh?

NW has options, sure. Doesn't mean the risk reward isn't always in MMH's favor.
 

oP Twist

Unknown Nightwing
It's gotta be pretty hard to make reads when you're being hit by guaranteed interactables, huh?

NW has options, sure. Doesn't mean the risk reward isn't always in MMH's favor.
All im gonna say is, if this was 6-4 mmh i wouldnt of beat u 3-1 in the tournament last night
 
Although I've never lost to a MMH, I feel like it could potentially be 4-6 if you were facing a player like Jupiter. If they get one good read on a teleport and a few good reads on a F2, you're in Martian City - Not to mention MMH can get freaky all over your body with air dashes and there's not much you can do about it. The only thing that saves us is that we can somewhat 'zone' him out, except people don't seem to realise that ground pound has poor tracking so they can literally just dash in.
I played Jupiter. Now while he won more matches. Every match were super close. Basically10% health difference