What's new

Match-up Discussion HoneyBee's Flash MU Chart

Captain Oxygen

The end of one combo is the beginning of another
In all seriousness I hate this character, but I think Lobo v Flash is 5-5 slight flash advantage. Lobo can footsie and keep up with the Flash well enough, Lobo has more damage and better mixups, but Flash has better footsies.

I've ran this MU with Zyphox, Witness, and You. And you all play pretty differently but the gameplan feels the same. Just keep up in the neutral and Lobo's fine.
 

Fromundaman

I write too much.
For once I agree with a Joker number. This MU is abysmal.

On a completely different note, what makes Hawkgirl a 5-5 MU? On paper it feels like you would have trouble getting a patient Hawkgirl out of the sky.

Also, what makes the Lex MU only 6-4? My lex is nowhere near Rev0lver's, but it felt to me like Flash could punish anything Lex does from anywhere on screen. Is that not the case?
 

HoneyBee

Flash God Lord
For once I agree with a Joker number. This MU is abysmal.

On a completely different note, what makes Hawkgirl a 5-5 MU? On paper it feels like you would have trouble getting a patient Hawkgirl out of the sky.

Also, what makes the Lex MU only 6-4? My lex is nowhere near Rev0lver's, but it felt to me like Flash could punish anything Lex does from anywhere on screen. Is that not the case?
It's hard to explain the HG MU because I approach it completely differently from other MUs but her mace charge can be baited by jumping over and punished, when she's full screen tossing maces it's possible to catch her out of the sky with a Flying Uppercut and converting into 50%+ damage with trait. Among other things, I find this MU very enjoyable to play and in no way does she win.
Lex's J3 can work pretty well to keep Flash at bay and once he has his trait active, I'm forced to deal with traps/orbs/lasers like any other character. Revolver also takes the last hit of a string with his armor to punish me so I feel like Lex definitely has options but it can be very hard for him to get things started, making it a 6-4.
 

HoneyBee

Flash God Lord
Can a mod retitle this to "Necessary Flash buffs"?

F2(1) shouldn't whiff on crouching opponents.
Even though this is a troll post, I would like to say that I used to think that back when I first found out about it like a year ago but it's fair. If it didn't, Flash could get +10 block pressure all day. He would be undisputed top 5 IMO if he could get away with that
 

Zyphox

What is going on guys, Ya Boi Zyphox here.
When I was playing Gross in Noobe's/My room I beat him 5-2 so I dunno what you're talking about lol. And what about Batman?

lol.

I actually love playing the GL v Flash MU. I'm very familiar with it
Not saying you're not, just responding to m2dave about how not every mu is fleshed out yet. And lbsh all your tech was stolen from me, which I stole from muffin :DOGE:DOGE:DOGE
 

Mr Aquaman

Armored Launcher
Administrator
Premium Supporter
Agree. Its a hard earned 6-4 though. Ares is super annoying for the flash.
 

HoneyBee

Flash God Lord
Not saying you're not, just responding to m2dave about how not every mu is fleshed out yet. And lbsh all your tech was stolen from me, which I stole from muffin :DOGE:DOGE:DOGE
It's odd how everyone I play casuals with says I do stuff/setups/resets they've never seen before. Don't get me wrong, you came up with a lot of good tech for Flash back when the game came out but don't try to take credit for everything and try to pass it off like it's a joke by mentioning muffin muggers. I don't know why people are so obsessed with that guy anyways, he's a joke.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
I can confirm that Joker hates this matchup. One of the few that we all agree on lol.
Curious though, what is it that you think prevents the GL matchup from being a losing matchup? I have always thought it was based on a lot of experience with the fight via some close friends.
 

HoneyBee

Flash God Lord
I can confirm that Joker hates this matchup. One of the few that we all agree on lol.
Curious though, what is it that you think prevents the GL matchup from being a losing matchup? I have always thought it was based on a lot of experience with the fight via some close friends.
If you're saying why do I think Flash doesn't lose vs GL it's because he has ways to get around GL's zoning and once he gets things started, Flash's oki game can completely ignore GLs lift, forcing GL to guess. After a minigun, Flash can do B22 and there's very little GL can do about it besides block and then take the pressure that comes with it. GL's mix up game I find is reactable so it isn't extremely difficult to deal with. The hardest part is having to always respect his B1 because when he's in range I can't do anything but respect it. I think it's a very solid 5-5 MU
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
If you're saying why do I think Flash doesn't lose vs GL it's because he has ways to get around GL's zoning and once he gets things started, Flash's oki game can completely ignore GLs lift, forcing GL to guess. After a minigun, Flash can do B22 and there's very little GL can do about it besides block and then take the pressure that comes with it. GL's mix up game I find is reactable so it isn't extremely difficult to deal with. The hardest part is having to always respect his B1 because when he's in range I can't do anything but respect it. I think it's a very solid 5-5 MU
What does Flash do to ignore wake-up lift?
 

HoneyBee

Flash God Lord
What does Flash do to ignore wake-up lift?
By ending a combo with B22F3 (which is a hard knock down) or 32, and using RMS to go into their body and neutral jump, it completely avoid wakeup lift, forcing the GL player so sit and block the J2 and then guessing between an overhead or low right after. I have other set ups that can be used to avoid it as well but that's just one example
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
By ending a combo with B22F3 (which is a hard knock down) or 32, and using RMS to go into their body and neutral jump, it completely avoid wakeup lift, forcing the GL player so sit and block the J2 and then guessing between an overhead or low right after. I have other set ups that can be used to avoid it as well but that's just one example
That's cool. B22F3 xx RMS has become my go to ender for most of my combos now, so it's good to know its blows up lift as well.
 
This is a good chart but there are probably a few MU that should be even better for flash. As far as no majors, the Flash players aren't good enough yet.