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This Is A Hunt I've Longed For: Cheetah General Discussion

Zionix

AKA Ponkster
So after a week of play, does anybody have any speculation on Cheetah's weak/strong matchups? Deadshot and characters with parries gave me the most trouble personally. Everyone else feels like it boils down to how well they as a player handle the setups, but I'm nowhere close to high-level play yet.
Ok so against parry wake-ups make sure to just jump in if your going straight for offence. NJP is really strong for this as well.

Cheetah is the kind of character that can blow anyone up with mix. However getting around zoning is hard and you can just lose from making too many wrong reads in the neutral.

Deadshot / Darkseid / Harley / Aqua / Supergirl / Batman / Black Adam are going to be tough match-ups because they can play a keep away style then just go in.

Outside of zoners

Wonderwoman is a massive counter and I have heard Catwoman is hard aswell.

Essentially anyone with long range strings or neutral tools is going to be a grind.

I personally haven't found an answer to brainiac and blue beetles jumping around everywhere yet. I can't get them out the air!
 

SmokeMaster

I got no time for whining!!!
I personally haven't found an answer to brainiac and blue beetles jumping around everywhere yet. I can't get them out the air!
Only thing I have found useful when fighting Braniac is position yourself directly under him and use D2. His jump is way to high for air-to-air. You can time a Lunge into J2 when he is about to descend but it's risky. Braniac's jump being floaty gives you time to position yourself for a D2 or get out of the way if need be.

Haven't played against a Blue Beetle yet.
 
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Deleted member 5032

Guest
Found 2 potential pieces of tech:

1) If you end a midscreen combo with f23(throw) and the last hit whiffs, it actually leaves you directly on top of your opponent at advantage. If you do nothing, you stay on the same side. But if you neutral jump, it crosses up. So you can whiff the last hit and then neutral-jump 1-332 for a really nasty midscreen meterless mixup, it seems.

2) (not really tech, but still really good): Anytime you land a d3, you get a free j1-332. If the d3 wasn't from max range, you will cross up your opponent, though it's pretty ambiguous.
 

Harlequin969

Always press buttons
What are Cheetah's tick throws? I've been doing the majority of my Cheetah nonsense of mix ups and cross ups. But are there tick throw setups that can also help pull of command grabs for more setups or just damage?
 
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Deleted member 5032

Guest
Anyone have any idea what to do against Batman? Or Green Lantern?
 
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Deleted member 5032

Guest
As a lantern player, what's the biggest issue aside from the get around zoning aspect? You might be able to stuff wall on wake up and you can punish the hell out of lift.
The zoning itself isn't difficult to deal with, but combined with his b1 and other footsie tools, it's very difficult for Cheetah to get into her necessary range. Blood Lunge isn't really an option except on a read, same with Predator Pounce.

He can also abuse his Oki shenanigans pretty hard since Cheetah's wakeup is booty.
 

Harlequin969

Always press buttons
The zoning itself isn't difficult to deal with, but combined with his b1 and other footsie tools, it's very difficult for Cheetah to get into her necessary range. Blood Lunge isn't really an option except on a read, same with Predator Pounce.

He can also abuse his Oki shenanigans pretty hard since Cheetah's wakeup is booty.
True that for the oki. It's one of his best tools. Though one way to work around b13 I'd say is with mb b3/f3. Not like we use meter for anything else and that'll get you on his face and once you're there he has no good way to get you off. I need to lab wall, I had a scarecrow stuffing it like it didn't exist so I'm wondering about those properties in regards to Cheetah. But it seems like most Cheetah matchups. Struggle to get in to a degree but once she's in there its about staying in.
 

JesterSMX

It's too laggy to poke...
Has anyone noticed mb divekick crosses up after non mb low command grab? Started labbing a couple days ago so sorry if its old news.
 

SmokeMaster

I got no time for whining!!!
Has anyone noticed mb divekick crosses up after non mb low command grab? Started labbing a couple days ago so sorry if its old news.
It only crossups on hit which isn't beneficial. It may only have one benefit against Aquaman when he has his trait on as a potential damage reset. That's just my theory.

If you are trying to find ways to crossup her Pounce you'll have to use setups where the opponent is waking up and holding back to block but in reality they would be walking into it. This can be achieved by landing a DB1 while cornered.
 

FoughtDragon01

Ask me about my Mileena agenda.
So, this here is less tech and more of a drill that could potentially help people having difficulty landing the D1 after Cheetah's DB2 in the corner. The method I used is explained in the video description as well, but the gist is that by giving my hands something to do during the gap between DB2 and D1 (in this case, the 112xDB2 that you see in the button log), it allows me to more easily find the rhythm and timing required to land the combo consistently.

Of course, this won't work for everyone, but I hope this can help some people having trouble.


P.S I really need a mic for videos like these. lol
 

Zionix

AKA Ponkster
So, this here is less tech and more of a drill that could potentially help people having difficulty landing the D1 after Cheetah's DB2 in the corner. The method I used is explained in the video description as well, but the gist is that by giving my hands something to do during the gap between DB2 and D1 (in this case, the 112xDB2 that you see in the button log), it allows me to more easily find the rhythm and timing required to land the combo consistently.

Of course, this won't work for everyone, but I hope this can help some people having trouble.


P.S I really need a mic for videos like these. lol
There is a visual way as well. When Cheetah lands her head bobs up and down you want to input d1 at the end of this animation, this is when she is free to act. Helped me alot
 

Damonta

Online Warrior
Her f3 crosses up in the corner if you do a short f3 into f3 combo first. The weird thing is that depending on the timing only the first hit connects and they stany standing.
 

Ns_Brutalmileena

Wheres Mileener!BRUH
(Edit can be back dashed and jumped) not as good as i thought
Dont no if this was found you can throw after restand on dash up, tight timing due to whiff if early great wall carry can be teched and throws have bad recovery it feels like in this game. But just more mind games
 
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Ns_Brutalmileena

Wheres Mileener!BRUH
Something that helped me find the timing to not whiff soon as restand animation is over dash push 3 nothing should come out then grab if done correct should throw counter if they were pushing buttons. Ive tried spammin buttons you win unless throwtech



Edit(Dam can be back dashed!!!! And jumped!!!)
 
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FoughtDragon01

Ask me about my Mileena agenda.
There is a visual way as well. When Cheetah lands her head bobs up and down you want to input d1 at the end of this animation, this is when she is free to act. Helped me alot
That's crazy, because I kinda had that same visual cue when I was first trying the combo week one and couldn't land it for the life of me. But hey, different minds, different methods. I'll sacrifice a goat if it means landing that d1 lol.
 

EMPEROR_THEO

I only use characters with wakeup scoops.
I've been desperate for Cheetah experience lately, so anyone who's committed and comfortable with her, I'd love to run sets with. My PSN is EMPR_Theo