FOREVER EL1TE
Warrior
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.
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.