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GA vs Supergirl Advice?

Is GA Supergirl MU really 5/5?

  • Yes

    Votes: 12 40.0%
  • No

    Votes: 18 60.0%

  • Total voters
    30
Lots of people are saying that this MU is even and I never really tried it out fearing it would be terrible.
Any tips or advice for the GA and Supergirl MU?
 

myri

Time Warrior
You can outzone SG pretty well. Low arrow going under straight laser and jumping arrow to stop her air dashes. She has to play pretty reactionary at full screen. Up close using slide mb and that backdash wakeup arrow thing that I forget the name of are pretty good. I'd say you'd want to keep SG away from you the whole match honestly unless you can get her in the corner.
 
You can outzone SG pretty well. Low arrow going under straight laser and jumping arrow to stop her air dashes. She has to play pretty reactionary at full screen. Up close using slide mb and that backdash wakeup arrow thing that I forget the name of are pretty good. I'd say you'd want to keep SG away from you the whole match honestly unless you can get her in the corner.
Why can't she just tele the shots?
Wouldn't the GA always have to be on the look out for the tele and almost never be able to get shots off? It seems that you can't react tele the high and low shot but you can definitely tele on prediction.
Plus her lasers and air mobility still would give him a hard time.
That means that every single shot could be potentially punished. Also with the new change to GA's low shot the low shot may not go underneath the high laser from supergirl
 
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myri

Time Warrior
Why can't she just tele the shots?
Wouldn't the GA always have to be on the look out for the tele and almost never would be able to get shots off? It seems that you can't react tele the high and low shot but you can definitely tele on prediction.
Plus her lasers and air mobility still would give him a hard time.
That means that every single shot could be potentially punished.
Regular teleport will whiff on crouching GA as he does his low arrows and if the SG player is committing to mb teleport then you should be able to bait it and block on reaction. It's also a question of risk vs reward, if the SG player is teleporting your shots then they aren't going to get much damage for the regular teleport where as they risk giving you a full combo on block or whiff.

The lazers do allow SG to check him at full screen but the only guaranteed check is using down lasers since he can low profile the straight shot so Supergirl will have to be decently close before she can do that. Every shot can be potentially punished but it's a read and you can start baiting it out if the SG player is getting frisky with their teleports.
 
Regular teleport will whiff on crouching GA as he does his low arrows and if the SG player is committing to mb teleport then you should be able to bait it and block on reaction. It's also a question of risk vs reward, if the SG player is teleporting your shots then they aren't going to get much damage for the regular teleport where as they risk giving you a full combo on block or whiff.

The lazers do allow SG to check him at full screen but the only guaranteed check is using down lasers since he can low profile the straight shot so Supergirl will have to be decently close before she can do that. Every shot can be potentially punished but it's a read and you can start baiting it out if the SG player is getting frisky with their teleports.
I can't test it rn but recently it was discovered that every projectile that is a high that I've tested can stuff out the low shot if the low shot is released when the high projectile goes over. I haven't tested it for supergirl yet so you could be right that it doesn't but I'm not sure if you know how it works.
I feel the mb teleport is still a better risk reward for supergirl than GA. If her random tele works out it will get great full combo damage and then she'll be in and not be zoned out and this threat will always limit GA's zoning because he has to be weary of it. If she's wrong she eats a relatively small damage punish and gets put about half screen away from GA. This can be done at anytime and could easily catch GA on his startup animation for his arrow shots at anytime and combine this with her lasers and her air dash and it makes it very difficult for GA. Not to mention that the tele will also catch arrow loads and savage blast and any air shots
These are the reasons why I never even tried to actually play the mu but since so many people were saying it's even I thought I was missing something
 
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CrimsonShadow

Administrator and Community Engineer
Administrator
If she's getting cocky, make her pay for her air mobility by contesting/punishing it with Ice Arrows. That'll make her think twice about jumping and airdashing in.
I feel the mb teleport is still a better risk reward for supergirl than GA. If her random tele works out it will get great full combo damage and then she'll be in and not be zoned out and this threat will always limit GA's zoning because he has to be weary of it. If she's wrong she eats a relatively small damage punish and gets put about half screen away from GA.
Green Arrow's arrows recover incredibly quickly. As Supergirl I wouldn't waste precious bar attempting to do this against any decent GA.
 
If she's getting cocky, make her pay for her air mobility by contesting/punishing it with Ice Arrows. That'll make her think twice about jumping and airdashing in.

Green Arrow's arrows recover incredibly quickly. As Supergirl I wouldn't waste precious bar attempting to do this against any decent GA.
they recover quickly but the start up is no joke, she may not be able to react punish with tele but she definitely can easily predict a shot and punish it no reason not to go for it, its potential free damage if youre getting zoned out. GA basically always needs his arrows to be loaded and started up so a random tele would catch him more likely than not on the startup of his arrows. Basically its another big mind game that GA has to worry about in his zoning and I just cant see how it still would be even


If you think arrows going to just pull out ice arrows while zoning you dont really know arrow. Once you load the ice arrow youre basically telling the opponent 'im not going to zone you anymore', not necessarily the best idea
 
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CrimsonShadow

Administrator and Community Engineer
Administrator
they recover quickly but the start up is no joke, she may not be able to react punish with tele but she definitely can easily predict a shot and punish it no reason not to go for it, its potential free damage if youre getting zoned out.
Extremely risky man. Startup is slow enough that the GA can be in the middle of shooting the arrow, see the teleport and still block. Desperation is not usually the way to go in this MU. Better to just be patient and move yourself into footsie range, unless you're fighting a truly braindead Arrow.

You're not pulling an ice arrow out for 'zoning' -- it's a check for movement. It says, "Slow your roll or risk being full comboed". If Supergirl is repeatedly going to air lasers etc., she will eat the worse end of a trade.
 
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Extremely risky man. Startup is slow enough that the GA can be in the middle of shooting the arrow, see the teleport and still block. Desperation is not usually the way to go in this MU. Better to just be patient and move yourself into footsie range, unless you're fighting a truly braindead Arrow.
Yes but if the green arrow has just started the arrow startup or is just about to and supergirl teleports its a free punish.
Its not desperation its a read and it is just one more option that GA would have to worry about.
Either way I still can not see how this MU could be a 5/5 or as some even suggest in GA's favor
Also im the GA player not supergirl player.
 

PunkMafia83

PSN: YaRnToNpUnKMAFIA
When you do get a re load? Do you guys go for ice or fire in this mu?

I kind of have preferred preferred arrows depending on mu but I kind of go on the Supergirl's players tendencies....
 

SM StarGazer

The voice of reason in a Sea of Salt
Go for Electric or Ice arrow again Supergirl while in neutral. Use fire for knockdowns and trade advantages.

Block the teleport. It's 5/5 but arrow has the slight advantage. Once she knocks him down it becomes 5/5 SG favor. The same is said for when he knocks her down or hit with fire arrow
 

Red Reaper

The Hyrax Whisperer
Poke away good sir. She has gaps in everything after d1
Just like Arrow doesn't have to do D1~Low Arrow, Supergirl doesn't have to do D1~Ice Breath....

I can't test it rn but recently it was discovered that every projectile that is a high that I've tested can stuff out the low shot if the low shot is released when the high projectile goes over. I haven't tested it for supergirl yet so you could be right that it doesn't but I'm not sure if you know how it works.
I feel the mb teleport is still a better risk reward for supergirl than GA. If her random tele works out it will get great full combo damage and then she'll be in and not be zoned out and this threat will always limit GA's zoning because he has to be weary of it. If she's wrong she eats a relatively small damage punish and gets put about half screen away from GA. This can be done at anytime and could easily catch GA on his startup animation for his arrow shots at anytime and combine this with her lasers and her air dash and it makes it very difficult for GA. Not to mention that the tele will also catch arrow loads and savage blast and any air shots
These are the reasons why I never even tried to actually play the mu but since so many people were saying it's even I thought I was missing something
I played this match up a lot and I think it's in Supergirl's favor. But I don't think her teleport is as big of a deal as you think. She kan use it as a check, but without meter it's not much, and with meter she's betting the bar on top off solid 111 starter kombo damage. The main thing her teleport prevents you from doing, is holding out your arrows too long; this does help her in the match up, because it means you usually kan't hit her out of the air with arrows and it requires more layers of konditioning.

It's 5-5 if the Supergirl kan't instant air dash low enough, but if she kan, she kontrols the midscreen game since shooting arrows then becomes a bigger risk. Unlike the teleport this leads into a full kombo without meter, and Arrow doesn't have a reliable way to AA it on reaction from most spacings.

You normally want to shoot low arrows since her straight lasers will beat your straight arrows, but from a krouch draw it takes significantly longer to jump and shoot in kase you want to AA her. She is able to to check Arrow with her air lasers; she kan do these to kounter Arrow's low arrow shots and it is quite safe from the ranges she would be doing it. Overall, you lose against the lasers if you rely only on arrows. J3 helps kounter her air lasers, but it depends on how instant she made her air laser, since if it's really low you kan't do a J3 on reaction. Then if she's doing her air lasers low, you kan start shooting straight arrows. It's a pretty big loop of konditioning and reads for small damage when both players are playing this game.

In footsies, you either wait for her to do something and react to take advantage of her minus frames or you Savage Blast if you read a B1 or Breath. From outside of her B1 range, you kan mix in his slide, but it does lose to straight laser during the start up. F2D1 is a big risk in footsies because of the recovery, but it's up to you if you feel you want to throw it out.
 
Just like Arrow doesn't have to do D1~Low Arrow, Supergirl doesn't have to do D1~Ice Breath....



I played this match up a lot and I think it's in Supergirl's favor. But I don't think her teleport is as big of a deal as you think. She kan use it as a check, but without meter it's not much, and with meter she's betting the bar on top off solid 111 starter kombo damage. The main thing her teleport prevents you from doing, is holding out your arrows too long; this does help her in the match up, because it means you usually kan't hit her out of the air with arrows and it requires more layers of konditioning.

It's 5-5 if the Supergirl kan't instant air dash low enough, but if she kan, she kontrols the midscreen game since shooting arrows then becomes a bigger risk. Unlike the teleport this leads into a full kombo without meter, and Arrow doesn't have a reliable way to AA it on reaction from most spacings.

You normally want to shoot low arrows since her straight lasers will beat your straight arrows, but from a krouch draw it takes significantly longer to jump and shoot in kase you want to AA her. She is able to to check Arrow with her air lasers; she kan do these to kounter Arrow's low arrow shots and it is quite safe from the ranges she would be doing it. Overall, you lose against the lasers if you rely only on arrows. J3 helps kounter her air lasers, but it depends on how instant she made her air laser, since if it's really low you kan't do a J3 on reaction. Then if she's doing her air lasers low, you kan start shooting straight arrows. It's a pretty big loop of konditioning and reads for small damage when both players are playing this game.

In footsies, you either wait for her to do something and react to take advantage of her minus frames or you Savage Blast if you read a B1 or Breath. From outside of her B1 range, you kan mix in his slide, but it does lose to straight laser during the start up. F2D1 is a big risk in footsies because of the recovery, but it's up to you if you feel you want to throw it out.
I never really felt that the tele was a make it or break it for the mu just another tool at her disposal. I dont recall if i had claimed in this thread the reasons why she wins the zoning war but eventually I got around playing the mu and I found out. Good post tho, the point in the thread was to see the GA's percpective but all I got was a bunch of supergirls.
 
When you do get a re load? Do you guys go for ice or fire in this mu?

I kind of have preferred preferred arrows depending on mu but I kind of go on the Supergirl's players tendencies....
Highly discourage lightning arrows, they only do 1 more damage than supergirls trait so the trades arent really in your favor since you have to load the arrow plus you only get two of them.
 

Red Reaper

The Hyrax Whisperer
Highly discourage lightning arrows, they only do 1 more damage than supergirls trait so the trades arent really in your favor since you have to load the arrow plus you only get two of them.
Electric arrows are good or Anti-Airs since you get good damage if you use them there. They also have more range on the overhead, and you kan still just do a low arrow and not risk going against her straight laser (assuming you don't get that glitch timing).
 
Electric arrows are good or Anti-Airs since you get good damage if you use them there. They also have more range on the overhead, and you kan still just do a low arrow and not risk going against her straight laser (assuming you don't get that glitch timing).
yea but she can still punish the low option and if youre planning on hitting her overhead youre still at risk at eating the trade.