Don't be afraid to use d3 just because it's basic. It's an amazing button. It also has almost twice as much range as standing 1 so it will catch a lot of things that standing 1 won't.D3 is my panic option because I don't know how negative they are this early in the game. You get a setup but I need an optimized punish that I'm still looking for.
I always forget to use it too, except for the d2~trait combos. I think he was holding out for that combo, since he did land it early on, but then he just never got the chance. I wanted him to meter-burn that car interactable during that last match.Is it just nerves or something, or is there a reason Noobe basically ignored trait for all of his matches?
Dbf1 leaves them close with you at +31. Db2 sends them full-screen with you at +40, which is enough for a free Blood Lunge. If trait is out, db2 does more damage, otherwise dbf1 typically does more. It could have also been tournament nerves, though. Db2 is easier to do and is extremely consistent; dbf1 is more difficult and is easy to whiff.Alright so most of us in this thread end combos with db1 or dbf1. Noobe has been ending a lot of his combos in df2 instead. What's the benefit of this? Is the dp better or is it a style thing?
I doubt Fate does much better. Batman can jump and float above his zoning and counterzone as well. And up close he absolutely wins, no contest.Cheetah - Batman. Is my answer in that matchup to pick Fate? D:
I played a Batman and he would trait up and chill. It was literally a shield against cheetah. I got lucky once and d3'd under the bat but every other time he had a free combo starter.I doubt Fate does much better. Batman can jump and float above his zoning and counterzone as well. And up close he absolutely wins, no contest.
But yes, I'll stick my neck out and declare Cheetah vs Batman as borderline unwinnable.
It's also way too easy to get an accidental MB.Blood Lunge going from blocking to mb.f3.I played a Batman and he would trait up and chill. It was literally a shield against cheetah. I got lucky once and d3'd under the bat but every other time he had a free combo starter.
On another note I would like command jump input to be changed to db3. Maybe its not that bad offline but against deadshot I don't have enough time to stand up and do an input that ends in forward without getting hit. The move is for mobility against zoners but ending in forward walks you into their next projectile. Maybe I'm a scrub.
The game holds on to directional inputs too long. I get it wrong inputs all the time. I'm hearing a lot of people saying the same thing.It's also way too easy to get an accidental MB.Blood Lunge going from blocking to mb.f3.
For supergirl in ranked i just always use mb f3 on her wake-up, its a given she will wake-up and it wins everytime.Any ideas for SuperGirl and Darkseid?
I have to guess what wakeup SuperGirl is going to do every time I knock her down. Cheetah's game is oki and against her its almost a lose lose.
With Darkseid I can't even low profile a high beam with pounce stance (wtf?) Or mb roll without getting hit. Its beams all day until trait then he goes in for a setup. If I'm right he does a safe wakeup and the nuetral is reset regardless.
Any pointers?
Primal range is only +40 when you hit a grounded oponent... After a long combo it has less than half that advantage and even when you hit your oponent on the ground, you din't get a free blood lunge, I use it a lot but it's a gimmick honestly since it can be easily anti-aired... People are just not doing it yet,Dbf1 leaves them close with you at +31. Db2 sends them full-screen with you at +40, which is enough for a free Blood Lunge. If trait is out, db2 does more damage, otherwise dbf1 typically does more. It could have also been tournament nerves, though. Db2 is easier to do and is extremely consistent; dbf1 is more difficult and is easy to whiff.
Wakeup teleport will punish mb f3 for supergirl. Wakeup hits armor then she punishes you during recovery. Expect the teleport and you walk right into the straight up one.For supergirl in ranked i just always use mb f3 on her wake-up, its a given she will wake-up and it wins everytime.
Against a real opponent in a set you just have to respect it sadly.
With Darkseid you just have to make yourself enter his deadzone. Where it is too risky for him to do his high laser or close (low) one. Once there just make good reads and win. His plus on block wake-up is (soap bar in my mouth) but we can pounce over his head and whiff punish with air db2.
It has no invincible frames the only reason teleport would work is if you do a late F3 after knockdown.Wakeup teleport will punish mb f3 for supergirl. Wakeup hits armor then she punishes you during recovery. Expect the teleport and you walk right into the straight up one.
I'm almost certain you can low profile Darkseid's wakeup knee with D3.Any ideas for SuperGirl and Darkseid?
I have to guess what wakeup SuperGirl is going to do every time I knock her down. Cheetah's game is oki and against her its almost a lose lose.
With Darkseid I can't even low profile a high beam with pounce stance (wtf?) Or mb roll without getting hit. Its beams all day until trait then he goes in for a setup. If I'm right he does a safe wakeup and the nuetral is reset regardless.
Any pointers?
I hear you and I get that but with delayed wakeup... I'm still the one that has to guess. I'll lab it. Need to find out how many more frames delayed is so if i whiff mb f3 (just wasted a bar thats hard to get) what I can do to keep my turn].It has no invincible frames the only reason teleport would work is if you do a late F3 after knockdown.