AK Harold
Warrior
Elaborating on some MU's
Superman
The more I play against him the more I understand we force him to come in and I think the MU is evenish. Our ground projectile is superior to all his grounded options. Most will take to the air and use laser sweep. If you can force an opponent to do something you are already winning. But the thing about air laser is when he started to rely on it, jump and stay out of mid range and do a float. If you time it right you will see it and can hop forward to punish him with a full combo. If you did not time it right it is ok, just unfly or fly back and reset the situation. The meter gain will be equal or greater for you and you have just caused his main tool to deal with your plasma to be a risk. Up close, you have to leverage your meter advantage to fight his f23 that's what supes does deal with it.
Aquaman
You want to stay within jump distance so that you can plasma and he cannot counter with FTD which means he must jump which is great. Also if you want to go in using jump and float to check his d2 gives you intel, or spend a meter for mb plasma to punish it and make him doubt his d2. His best option at that point is to try to air to air you. You can do a quick float and drop down and d2 to punish his air to air attempts. Also blade form can make things uncomfortable for Aquaman as you can now punish FTD from far away. You can also footsie him pretty hard with F2 and secure knockdowns, dont bother with F23 as it is not safe and it is better to just use the hard knock down.
Really looking forward to playing against more of you all to experience Match ups if anyone is interested. Don't be shy I lose most my sets online anyways as anyone can tell that has played me.
Superman
The more I play against him the more I understand we force him to come in and I think the MU is evenish. Our ground projectile is superior to all his grounded options. Most will take to the air and use laser sweep. If you can force an opponent to do something you are already winning. But the thing about air laser is when he started to rely on it, jump and stay out of mid range and do a float. If you time it right you will see it and can hop forward to punish him with a full combo. If you did not time it right it is ok, just unfly or fly back and reset the situation. The meter gain will be equal or greater for you and you have just caused his main tool to deal with your plasma to be a risk. Up close, you have to leverage your meter advantage to fight his f23 that's what supes does deal with it.
Aquaman
You want to stay within jump distance so that you can plasma and he cannot counter with FTD which means he must jump which is great. Also if you want to go in using jump and float to check his d2 gives you intel, or spend a meter for mb plasma to punish it and make him doubt his d2. His best option at that point is to try to air to air you. You can do a quick float and drop down and d2 to punish his air to air attempts. Also blade form can make things uncomfortable for Aquaman as you can now punish FTD from far away. You can also footsie him pretty hard with F2 and secure knockdowns, dont bother with F23 as it is not safe and it is better to just use the hard knock down.
Really looking forward to playing against more of you all to experience Match ups if anyone is interested. Don't be shy I lose most my sets online anyways as anyone can tell that has played me.