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Match-up Discussion Post-patch Match up List and Discussion

salvificblood

Worst Sub-Zero Ever
There are ways to deal with Doomsday. The only really that GL can't deal with is Doomsday's Trait with SN MB. (Supernova) Even still he only has to time to do that once before his trait runs out. From there pushblocking or B3 MB will get him away, or if blocked leaves you at advantage.

If he activates his Trait and starts coming in to pressure, use MG MB to hold him back and cause damage until his trait runs out.

If he throws out a SN MB you can either dash and full combo punish, or an easier option, a delayed B3 MB for a full B3 combo punish. You will of course take damage with this option but it's only 9% vs your full combo punish damage. This will certainly make the Doomsday player no rely on SN MB.

As far as Sinestro, it's up in the air at the moment. Myself and Pig Of The Hut believe it's 6-4 in favor of Sinestro, but KT Smith suggests 5-5. I will be looking into this MU in depth very soon.

With Batman, it's very difficult for GL. Especially if the Batman player is aware and punishes the string gaps in GL's B1 strings leaving the GL player to pretty much rely on 223. Best thing you can do in this MU I've found so far is keeping Batman just within LM range by using pushblocking, throws, and limited OR and AOR zoning. It's winnable for GL but probably not in his advantage.
The problem with MB MG is it's just not reliable when Doomsday can ex dash you in the face and make you wish you hadn't tried to shred his trait.
 
The problem with MB MG is it's just not reliable when Doomsday can ex dash you in the face and make you wish you hadn't tried to shred his trait.
This is true. You just need to observe your opponent's habits. Especially if Doomsday is full screen when trait is activated you have time to see if they MB shoulder dash or dash in. If they dash in you have time to use MG MB.

Some MUs just require player vs player skill in reading and reacting.
 

salvificblood

Worst Sub-Zero Ever
This is true. You just need to observe your opponent's habits. Especially if Doomsday is full screen when trait is activated you have time to see if they MB shoulder dash or dash in. If they dash in you have time to use MG MB.

Some MUs just require player vs player skill in reading and reacting.
Yeah, but fk Doomsday.

Against people who have trouble getting around our zoning (wonderwoman, Doomsday when has no meter), I've been using minigun to end combos. So a typical combo will be 223, lift mb, b3, j2, b13 mg. The reason for this is it gives you time to trait minigun cancel fairly safely. Minigun with trait against wonderwoman in particular, seems a very strong zoning tool. Literally spam it.
 
Yeah, but fk Doomsday.

Against people who have trouble getting around our zoning (wonderwoman, Doomsday when has no meter), I've been using minigun to end combos. So a typical combo will be 223, lift mb, b3, j2, b13 mg. The reason for this is it gives you time to trait minigun cancel fairly safely. Minigun with trait against wonderwoman in particular, seems a very strong zoning tool. Literally spam it.
That is interesting. Could be a viable option after combos that don't use trait in it.
 

salvificblood

Worst Sub-Zero Ever
That is interesting. Could be a viable option after combos that don't use trait in it.
I actually think we need to find more ways to end in minigun so we can trait up afterwards. It's really huge against Wonderwoman since her parry will negate our oar and the mb version but not our minigun. Minigun is beaten by her shield toss in shield stance but with our trait on we can outrange all of her options for a substantial period of time and build a tonne of meter.
 
I actually think we need to find more ways to end in minigun so we can trait up afterwards. It's really huge against Wonderwoman since her parry will negate our oar and the mb version but not our minigun. Minigun is beaten by her shield toss in shield stance but with our trait on we can outrange all of her options for a substantial period of time and build a tonne of meter.
Sounds good. I'll be busy for a few days so if you can come up with some BnBs starting from 223, B13, B3 and F3 I'll post them up on my BnB thread.
 

salvificblood

Worst Sub-Zero Ever
Sounds good. I'll be busy for a few days so if you can come up with some BnBs starting from 223, B13, B3 and F3 I'll post them up on my BnB thread.
Sure, off f3, for example, you can just f3, 223, bf1 mb, b13, mg. The thing with minigun variations of all our bnbs is that it usually has to follow a b13. 223, mg ending tends to drop in a lot of combos. That's the general rule anyway.
 

axeman87

Noob
I think Batman is 5-5. I main GL, my mate mains Batman. We've been playing a lot of local only.

Each match could go either way and neither of us are thrashing each other. I think both characters have answers for each players tools.

Batman has been getting me on the last couple of fights by gliding after a jump in and I'm going into LM which he then punishes because he's out of reach. I'll just forward dash from now on though and that should give time for him to drop from his glide and get blown up from a LM.
 

Tortonon

YOLO is power
I play both of them since the beginning, and I tend to think it as a 5.5-4.5 to Batman. There is not a clear advantage for Batman, but he's got more ways of getting the W than Hal. The way Hal can turn the odds in his favor is by abusing Batman's weakness, the lack of a proper anti-air (unless he yolo grapples/batrangs or has enough time for a b2). If GL keeps him on AOR position and eventually punishing with j3s, he can prevail. However, I'd say it's somewhere about 5.5 because even though he loses against an aerial Lantern, he can be a pain to deal with when he goes for trait-bats + batrangs from the floor beyond MG's range, or when he gets in or knocks you down. It's close, both of them have ways of winning, but I'd say Bruce has more options than Hal in this one.

As for the MG ending combos, I'm trying to end some of my combos with something like 223~trait, and then either trait-cancel into the MG or wait and MG (MB or not). That's a great way to keep people at bay and avoid their urge to press something or get funny on their wakeup, and also to avoid a wager when you're close to victory.
 
I ran into this crazy mixup from Bane in the corner, since I don't really have much experience in the GL's wakeup game I got blown up pretty hard between super armor, command grab, and air punishes. Anyone have much experience against good Banes?
Not saying its in Bane's favor but wholly crap I got messed up
 

G4S KT

Gaming4Satan Founder
I might have to write something up for the Cyborg match. That MU is so dumb. Gonna wait until I see how they adjust him though.
 

G4S KT

Gaming4Satan Founder
The Raven MU is starting to feel (5-5) or (4-6)

Anybody else play any good Ravens?
Possibly? In pre tournament casuals this weekend I played a dude who was telling me about how raven was a counter to GL. I beat him 6-0 I think. He then said his main was nightwing so idk
 
Possibly? In pre tournament casuals this weekend I played a dude who was telling me about how raven was a counter to GL. I beat him 6-0 I think. He then said his main was nightwing so idk
She has tools to deal with him in certain situations. But so does he against her. I'm not sure if the tools Raven has are better or not at the moment.

On a side note, I need to go to a tournament. I haven't been to one since Civil War LAST year lol.
 

dq47

Noob
I had trouble with a Joker spammer earlier, seemed like I couldn't get over his gun no matter what i tried. I probably just suck :( , but any ideas?
 
So far agreed with. Leaning towards even on Raven, but damn does she hurt.
I am too. The only thing that makes me consider 4-6 is her Trait teleport. Seems to be a free combo if you do ANYTHING to punish it. May be online, but I don't know. Yet another thing I need to take to PM.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I am too. The only thing that makes me consider 4-6 is her Trait teleport. Seems to be a free combo if you do ANYTHING to punish it. May be online, but I don't know. Yet another thing I need to take to PM.
I haven't fought a Raven that abused teleport all like that, so I can't vouch how silly it is.
 
Ok, I now believe the GL vs Raven MU is 5-5 at this point. You to play patiently, but like I said yesterday her trait teleport seems to be unpunishable. Well, not's not the case at all.

There's two different ones you can encounter. One Raven starting on the ground and one in the air. The one on the ground is a simple D1 LM combo punish on reaction. Raven can block the D1 after the teleport but most Raven's (that I've encountered) go straight to pressure after the teleport.

The second is from the air. After the teleport there's nothing the Raven player can do against GLs dash LM. Whether it's a straight teleport or teleport to pressure.

So given that the teleport is not a threat I do still believe it is 5-5. GL can approach Raven fairly easy but easy to make a mistake.

Never jump in this MU.