Also, I am a witch.Whoever thinks this character is trash needs to be burnt at the stake.
So lots of work for meager damage and setups? Sounds like my kind of characterNo range on normals. Trait which is suppose to give range to normals doesn't even work properly with all strings, changes your -4 shield bash with a fully combo punishable -14 move, and you lose your projectile on top of that. Basically his trait is ass. Your only forward advancing string is unsafe on block. Your damage is low and most of the time you have to invest 2 bars for decent damage. Probably his best string 111 has a pretty massive gap at the end you can easily just mash through. He has no real way to open you up and most of the time if you just hold back when he approaches you and then down after the first hit of basically every string he won't hit you for anything significant at all. If you can land a clean jump in you'll get superman 1 bar damage for 2 bars, but if you're playing a good player it can be pretty rough to do that unless they get hit by a gimmicky set up. Essentially when playing Beetle you have to work way harder than most of the cast to do half the damage and get half as effective set ups.
This guy gets it, he is decent when you are playing someone that doesnt know what to do...but I think he will actually get worse when people start to get more knowledge. Against my normal practice partner(aquaman) I can't even use beetle any more because he just punishes every unsafe move I make and does double damage every time. Bottom line is he just has to work really hard for minimal damage when other characters get it easier. It's not his playstyle because he feels really fun to play around with.No range on normals. Trait which is suppose to give range to normals doesn't even work properly with all strings, changes your -4 shield bash with a fully combo punishable -14 move, and you lose your projectile on top of that. Basically his trait is ass. Your only forward advancing string is unsafe on block. Your damage is low and most of the time you have to invest 2 bars for decent damage. Probably his best string 111 has a pretty massive gap at the end you can easily just mash through. He has no real way to open you up and most of the time if you just hold back when he approaches you and then down after the first hit of basically every string he won't hit you for anything significant at all. If you can land a clean jump in you'll get superman 1 bar damage for 2 bars, but if you're playing a good player it can be pretty rough to do that unless they get hit by a gimmicky set up. Essentially when playing Beetle you have to work way harder than most of the cast to do half the damage and get half as effective set ups.
Bb relies heavily on flight cancel shenanigans, ambig x-ups with jump 2 and 3, solid fundamentals, resource management and constant trait switching.
Cheerio blast being a high is balanced by its meter build, decent frame data and damage. He can also use this mid air, for a downward blast - including on hit, blocked and whiffed air normals (the latter reduces his air time, effectively changing the trajectory of his cheerios)
In Gun stance, he can cancel all his strings into shield bash, leaving him unpunishable (-4 on block) and grants him sizeable pushback.
Gaps in strings is part of the injustice meta - deal with it.
In sword stance, his effective range on virtually all his normals (including b2, his overhead) is doubled...and he gets a damage boost. Db1 is now a reaction AA and not a predicition.
His D3 is a sick ranged sweep and all round great footsie tool.
You want block pressure, use gun stance. You want hit confirmable damage, use trait.
BB is also very mobile, being able to flight cancel indefinitely and at any jump height, including off his 1,3 pressure string, which he can then get ambig x-ups off.
His damage being relatively low is to offset all this and keep him in check.
He does take work (both physical dexterity and mental fortitude) to win with yes, but that's
A) tempered with a really good all round tool set.
B) only in comparison to face roll over your controller characters like super douche, aqua turd, deadshit and bat-twat.
Constant trait switching lol. His trait is worthless. Half of his strings at the range where your trait actually would matter don't combo or land on block because he doesn't use his blade for every hit. You essentially become unsafe on almost everything you do because you lose safe shield bash and your projectile. His trait is so worthless. And you maybe get like 5-10 extra damage per combo in trait. It's negligiable. And you can cancel everything into safe shield bash,but it puts you at a range to where you can't do anything if your opponent just holds back. Having to approach anyone as beetle is pretty hellacious with his awful normals. Just holding back when you have a life lead vs Beetle will shut down so many of his options. You have to just dash up and sweep + hope they don't know how to block on wake up. Most of his flight set ups are straight gimmicks that are easy to get out of if you have match up experience.Now I admittedly don't know jackshit about Beetle but don't you guys who keep claiming his strings are unsafe have a safe special you should be ending them in on block?
Holy shit you're alive?I am fairly content with Blue Beetle so far. He is an adaptive character in that he changes his game plan based on player/match ups. So far he seems like an even character. As far as combo damage etc. that people are noticing the most. He reminds me of hawk girl in a way where you just do consistent small damage until corner then he gets ridiculous.
People never mention his D2 which is really good, beats batmans J2 good lol. He also requires patience, his advantage is that he can build meter against most of the cast with donuts non stop then engage in melee when they close in. He is one of the better up close fighters when you look at the zoning characters.
Pros and cons time. [x] denotes in blade form.
Pros
Great fast high projectile to build meter.
D2 Godlike
Air mobility is great versus most of the cast
Good footsie tool in F2 for trip guard
Safe long reaching D4
Has an overhead B2 to safe shield bash
Angled projectile to chip pressure when needed
Can conserve meter very well
Corner game mix ups are ridiculous
[x] Fast punishing move for footsies to replace shield bash
[x] Safe far reaching overhead
[x] Air superiority
Cons
Has mediocre damage opportunities
Outside of corner has no block pressure
Has to choose between stances aka Wowo syndrome
[x] Bad wake up game
Does not have efficient ways to use meter offensively
Super sucks
When I play him people do not think it is "exciting" enough
Do you play him as a keep away character or do you generally try to stay in your opponents face? Saw Chris G play pig last night and he just zoned the whole game which is fine, BB can zone pretty well. But I think it's pretty boring to zone as him so people are trying to play him differently and rush down. That can lead to people feeling he is worse than he is because they can be playing him wrong.I am fairly content with Blue Beetle so far. He is an adaptive character in that he changes his game plan based on player/match ups. So far he seems like an even character. As far as combo damage etc. that people are noticing the most. He reminds me of hawk girl in a way where you just do consistent small damage until corner then he gets ridiculous.
People never mention his D2 which is really good, beats batmans J2 good lol. He also requires patience, his advantage is that he can build meter against most of the cast with donuts non stop then engage in melee when they close in. He is one of the better up close fighters when you look at the zoning characters.
Pros and cons time. [x] denotes in blade form.
Pros
Great fast high projectile to build meter.
D2 Godlike
Air mobility is great versus most of the cast
Good footsie tool in F2 for trip guard
Safe long reaching D4
Has an overhead B2 to safe shield bash
Angled projectile to chip pressure when needed
Can conserve meter very well
Corner game mix ups are ridiculous
[x] Fast punishing move for footsies to replace shield bash
[x] Safe far reaching overhead
[x] Air superiority
Cons
Has mediocre damage opportunities
Outside of corner has no block pressure
Has to choose between stances aka Wowo syndrome
[x] Bad wake up game
Does not have efficient ways to use meter offensively
Super sucks
When I play him people do not think it is "exciting" enough
Why do people keep talking about his awful trait? The minor advantages you gains are COMPLETELY outweighed by the negatives. You are now unsafe on so much and have no projectile. Chris G is is the best beetle player I've watched so far by a good margin has been saying this same thing from the beginning.
But why though? I feel like the only real benefit you get is a longer range b2. You get more f2 range but now you don't have shiel bash and you're unsafe. Plus most of the strings in trait won't fully land on block or hit unless you're in it's normal range anyways. I would rather be in his normal stance in every situation.@ATL Jones Bro3
I think his trait should be treated like the others and just use it for a limited time in a match. Very seldom am I staying in blade form trying to rush people down. Think more like shield stance for WoWo in inj1