What's new

Question Wonder Woman Vs. Green Lantern? Halp!

9_Lives

Noob
Thoughts, anyone? I feel that it's in Green Lantern's favor, but I don't have a completely solid understanding of her sword/shield stance yet, so I'm looking for some input. Currently, this is the only mu I've played that I felt next to helpless in (not that I've played a whole bunch or anything.), and I'll share my opinion here:

-The lift thing does some work for Green Lantern.
  • hard for me to punish due to the speed it recovers for the distance it reaches. If he just throws it out at striking distance, I have no troubles, but I don't have a lot of fast options for responding to the farther lifts that will work consistently. (currently I try to throw a tiara upon blocking it. if the lift whiffs, I try to utilize it as an opportunity to get in with the jump and dash shenanigans.)
  • trying to stop him from spamming the lift with the tiara at the distance I was referring turns into a trade happy mess in which I eventually lose to the bf1 and bf2 before trying to leap over it and getting tagged by a lift.
  • The lift has a large hit radius, and it frequently pulls me out of jumps even when I am in the air some two thirds of the screen away, which really impedes the forward motion required to get in and stay there.
That being said, I don't feel that it's hopeless on my end. I do have the mobility, the damage, and at least one option to survive this mu (that being the tiara and sometimes b2, if I'm lucky.). It isn't like I'm getting butchered; the games were close, but I did not win a single game against the one Green Lantern I've met in the 5-6 game set I played against him.

I'm almost sure that there is something more to this matchup that I'm not implementing effectively while playing as Wonder Woman, but without any tourney footage or casuals of this matchup that I've seen yet, I'm don't have the foggiest idea of how to go about fighting this character. I'm just trying to learn everything I can about this matchup because there are going to be plenty of GL's out there, and the last thing I want to do is have to switch to an alt because I don't have the adaptability required to work around him.
 

Prinz

watch?v=a8PEVV6tt14
From what I've seen GL controls a lot of air, including his lift. So I'd suggest staying on the ground more. Lift is -27 on block and no pushback, so you can easily punish with amalthea bash while in range (it's 11 start-up) + it leaves you at +9 on hit and close to him. Tiara is a good option, but shield toss is better, it has more reach and better recovery. I feel GL will be a better MU played in her SS stance. The only problem would be getting in, but SS has great dash. I'd suggest staying in SS stance more for this one.
 

9_Lives

Noob
Alright, so the shield bash and shield toss. Upon blocking the grav lifts. I'm thinking tonight during casuals with my friends I'm going to use only the SS stance so I can get the hang of it.

For close range options, what are your favorite strings for pressuring? Also, do you know where I can find combos for this stance? I have very little understanding of this aspect of WW. >.>' Thank you for answering so quickly, by the way!
 

Prinz

watch?v=a8PEVV6tt14
Alright, so the shield bash and shield toss. Upon blocking the grav lifts. I'm thinking tonight during casuals with my friends I'm going to use only the SS stance so I can get the hang of it.

For close range options, what are your favorite strings for pressuring? Also, do you know where I can find combos for this stance? I have very little understanding of this aspect of WW. >.>' Thank you for answering so quickly, by the way!
Her up-close pressure in SS stance is mostly strings that leave you at + and hitconfirming them into shield bash (112, f12), mixing up with parry, d1's, d2's, f3's, b1's and shield toss (it's safe on block with pushback). Hitconfirming into shield bash is important since it leaves right next to them and at +9.
The most damage I can get out of SS stance right now is hitconfirming any string into stance change-spin, b3, j3, b113, lasso grab.
 

Marth

Hawkgirl Aficionado
DO NOT JUMP! lol. Like for real. Lantern is good because of his lift. It's extremely powerful, BUT he's extremely reliant on it. Avoid playing into it and the matchup should get a lot easier for you. Also, they're going to try and use it anyway, as it's their way of doing damage, just remember that lift doesn't have pushback on block and it's negative. In addition, remember to block low - both of his best strings start either low or mid (b1,3; 2,2,3). Make him use b1, 2 (overhead + knockdown) instead of b1, 3 > lift 30% bnb combo. I'm not very proficient with S&S stance yet, but in lasso, keep her b2-3 string in mind. I think it hits right outside lantern's lift range (need to test it, but it's worked for me). Instant-air df3 is also good. You can Bracelet Parry his standard projectile & use air down tiara to projectile fight him. I try to fight GL at 2 ranges, either 3/4 screen or right up on him. He dominates 1/2 screen. His anti-airs are very good, so don't try for cross-ups. Play the footsie game, advance on knockdowns, backdash, and try to wiff punish. Try not to wiff a single attack, as you will be guaranteed to eat 30%. Just be patient, you can make up damage a lot better than he can. Hope this helps!
 

DanCock

Cock Master!!
Do what I did, drop her for superman.

They need to buff her fireball.

1 - having it go full screen always

Or

2 - speed up the recovery.


FYI sword stance air fireball goes lower to help.


Sent from my iPad 2 using Tapatalk
 

9_Lives

Noob
Her up-close pressure in SS stance is mostly strings that leave you at + and hitconfirming them into shield bash (112, f12), mixing up with parry, d1's, d2's, f3's, b1's and shield toss (it's safe on block with pushback). Hitconfirming into shield bash is important since it leaves right next to them and at +9.
The most damage I can get out of SS stance right now is hitconfirming any string into stance change-spin, b3, j3, b113, lasso grab.
Thanks for the tips, man. I'll try to incorporate this into my play.

Also, I need a ton of help on the Aquaman MU. For me, it is the matchup that feels unwinnable.
BC_Rayman Prinz Any tips?
My roommate currently mains Aquaman, and we've had some pretty interesting matches (no really long sets yet, though. :( ). Although he does not quite playing Aquaman to his full potential, he's improving rapidly. From what I can tell, both characters are rather aggressive , but I think WW's best chance is at a close range, since a lot of her projectiles are kind of slow. Feels pretty even to me at the moment. (subject to change!) If you have any thoughts on this Prinz, feel free to disagree with me. I'm certainly not trying to claim to be an expert, lol.

When setting in with pressure, watch out for his passive. It can guard against your attacks even after you're already hitting him and can totally turn the game around if you're reckless on the offense. If you can see that it's close/active then it can be really hard to land damage on him with the usual b1, 1, 3. Launchers will still work on him like b/f3. I've had it used on me several times when I'm coming in to pressure him, and it's really annoying. Here are a couple of its properties from the guide book as well:
  • Can be activated at any time (even while he is being hit.)
  • Cannot use it to escape from juggles; capacity to escape comes only from grounded situations. So if he's using it during the later part of your combo, worry only about dealing with him as he gets up, depending on if the passive lasts through it all.
  • If he's activating it while being hit by a string, he will be taking the next hit you dole out, but not the one after that. So if he uses it on a jump in attack, or at the beginning of a string, try to find a safe way to cut it short because he'll be able to guard quickly after that, turning the pressure on you.
Trident scoop hits low, and can lead to combos. My buddy likes using this a lot because it has good reach and takes opponents advancing on the ground off guard. Watch out for that if you coming at him from the ground because it can lead to some serious damage. It can also be punished by b1, 1, 3 if you block it, so make sure to watch that for some combo opportunities.

If you block a db2 (that thingy that comes up from the ground, or whatever. I'm not sure what it's called.), you can do a reversal on it with the tiara. I've done it before, but I'm not sure if that's just because he wasn't paying attention or trying to do another db2 or something like that. You also get a chance to move which will help you to get in on him more effectively.

If you leave the ground, Aquaman's options become a lot more limited since he doesn't have a whole of of anti air options. This should play to your favor, as long as you don't lose the air to air trades. A lot of things that Aquaman does can be punished on block with advancing or even just quick strings. I'll post them in a bit so you can get a better idea of what's safe/not safe for him. But be careful with it. You can jump, air dash, and then use a special to either come downwards at him/zoom over the top of him (db3 in air/df3 in air) which leaves you at liberty to switch up your movement methods and keep him guessing as to where you are going to end. If you aren't careful on that, he will be able to time db2 to hit you as you are landing, and with meter burn at certain ranges can convert it into full damage.

Hope this info helps you out a bit! If you figure out exactly what aspects of the mu are giving you trouble, lemme know and I'll look into it with my roommate to see if WW has any options against it.

Do what I did, drop her for superman.

They need to buff her fireball.

1 - having it go full screen always

Or

2 - speed up the recovery.


FYI sword stance air fireball goes lower to help.


Sent from my iPad 2 using Tapatalk
I kind of agree that WW is like a lesser Superman with poorer options at a range. I might drop her someday, but I've been having a good week with her, so I'll see what happens. Thank you for the info on the SS stance, by the way. Any contribution helps!
 

Prinz

watch?v=a8PEVV6tt14
Also, I need a ton of help on the Aquaman MU. For me, it is the matchup that feels unwinnable.

BC_Rayman Prinz Any tips?
What exactly do you have problems against?
Aquaman has great upclose and midranged attacks. I believe his zoning is not that great though. My best bet would be to air-dash/air-DM. I think SS is bad against him unless you want to gain frame advantage from AB or mbAB on hit/block.
 

DanCock

Cock Master!!
I wish she had her air mobility in weapon stance. I'm trying to find a way to transition smoothly with out being punished up close so I can use the over head, overhead/low mix up.

You play online? On psn? I'd love to see what you have come up with her. Your play style.


Sent from my iPad 2 using Tapatalk
 

Prinz

watch?v=a8PEVV6tt14
I wish she had her air mobility in weapon stance. I'm trying to find a way to transition smoothly with out being punished up close so I can use the over head, overhead/low mix up.

You play online? On psn? I'd love to see what you have come up with her. Your play style.


Sent from my iPad 2 using Tapatalk
I don't have the game yet :) And I'm EU. When I have it I'll see if we can get some games.
The fastest way to change stances without being punished is to change and do a special right away. For example if you're at mid range in LS you can stance change into Amalthea Bash and get in and hit. I don't know how much recovery stance change gets when canceling into specials, but it seems almost immediate (like adding 1-2 frames to the special's start-up). So in this case Amalthea bash would be 12-13 frames of start-up instead of 11.
 

DanCock

Cock Master!!
I don't have the game yet :) And I'm EU. When I have it I'll see if we can get some games.
The fastest way to change stances without being punished is to change and do a special right away. For example if you're at mid range in LS you can stance change into Amalthea Bash and get in and hit. I don't know how much recovery stance change gets when canceling into specials, but it seems almost immediate (like adding 1-2 frames to the special's start-up). So in this case Amalthea bash would be 12-13 frames of start-up instead of 11.
Yea I just don't want to be punished lol it just seems she's mediocre up close and far away. Sindel all over again lol


Sent from my iPad 2 using Tapatalk
 

Prinz

watch?v=a8PEVV6tt14
Yea I just don't want to be punished lol it just seems she's mediocre up close and far away. Sindel all over again lol


Sent from my iPad 2 using Tapatalk
She has pretty good game up-close in SS, but her strings lead to little damage in this stance. LS seems better from close and mid. I don't get the purpose of SS, it should have more + string and reset options. 11 is minus, 22 pushes too far etc, Shield bash punishable on block etc. There's just little options. Also stance change has too much recovery, thus canceling makes it just frame sometimes. Zoning is crap (man, her LS projectiles are more useless than Jade's).
I started a thread with these suggested changes and more on her zoning game and got bashed because it was just DEMO, the full game wasn't out yet, etc. But she remained the same in the final build. I'll make another thread suggesting changes when I get the game so people shut up. Right now, she's just in the game, nothing dirty about her.
 

DanCock

Cock Master!!
She has pretty good game up-close in SS, but her strings lead to little damage in this stance. LS seems better from close and mid. I don't get the purpose of SS, it should have more + string and reset options. 11 is minus, 22 pushes too far etc, Shield bash punishable on block etc. There's just little options. Also stance change has too much recovery, thus canceling makes it just frame sometimes. Zoning is crap (man, her LS projectiles are more useless than Jade's).
I started a thread with these suggested changes and more on her zoning game and got bashed because it was just DEMO, the full game wasn't out yet, etc. But she remained the same in the final build. I'll make another thread suggesting changes when I get the game so people shut up. Right now, she's just in the game, nothing dirty about her.
Exactly, it's stupid.


Sent from my iPad 2 using Tapatalk
 

Marth

Hawkgirl Aficionado
Hope this info helps you out a bit! If you figure out exactly what aspects of the mu are giving you trouble, lemme know and I'll look into it with my roommate to see if WW has any options against it.
What exactly do you have problems against?
Aquaman has great upclose and midranged attacks. I believe his zoning is not that great though. My best bet would be to air-dash/air-DM. I think SS is bad against him unless you want to gain frame advantage from AB or mbAB on hit/block.
Honestly, it's because he has such good footsies and anti-airs. He also has that ground spike that tracks you and can hit you when you're jumping. It's nice to know that Trident Scoop is punishable on block, but it's just hard to get in close enough to start a combo. He has such good range on his normals and he just keeps me from being able to get in. He has so many lows and overheads that it makes blocking really hard. His best string starts with a low, and is safe on block. He can combo off of an overhead. etc. Once I finally get in and can hit confirm a b1,1,3, and start my b&b he can just trait and make me drop the combo. Then I have to worry about trying to get in again. He out-zones me, out-pokes me, and has a ridiculously powerful trait. Do we need to come up with combos specifically for Aquaman that avoid launcher? Simplifying my strings seems bad though, it's hard enough to get something started.

I guess what I need to know is when are my opportunities? And what strategy can I implement that is effective against him? What distance gives me the advantage? Should I just try to stay in b2 range? And punish his ground spike on block? This may also be the distance where I can neutral jump - forward air dash, and land right on top of him. If I can knock Aquaman down, I feel really good about being able to keep pressure on him, but what are the best ways to knock him down? There's no way I can land a d3 against him. I'm going to hit training mode now and try to figure this out. Otherwise I'm going to have to pick up Raven, Catwoman or Ares.
 

Prinz

watch?v=a8PEVV6tt14
Marth try this trick against his zoning: parry his trident, jump and bait ground spike. What is great about WW's LS is that you can jump forward, dash forward and divepunch/forward dive in one single jump. So you can jump and react with forward dive to ground trident, or jump-dash to bait trident then dive forward to punish. This would be your best way to take him down. Also try SS stance and jumping back or straight to hit him with down shield. It may work. And if he tries to come in on you, shield bash him for advantage and start pressure or back away again.
 
TO be honest WW is lacking in a lot of areas .
her projectiles are almost useless terrible recovery, slow start up ,poor hit box and terrible range.
the problem is if she was amazing upclose then i would understand the reason for bad projectiles.
but shes just very mediocre in every way right now.
yes she has a parry but who cares if she can parry from full screen, she isnt being rewarded for it.
the one thing she has is good mix ups from the air dash ,b2 ,3 for good whiff punish.
the problem with b2 3 is that it pushes them so far away on hit its grants no oki options at all.
fix this NRS ,her projectiles either need to be full screen or have faster recovery and start up.
what kind of balancing is this superman is better up close yet better zoning.
the one thing she had was good damage but that got hit so hard all combos of back 2 scale so hard.
why the need for a damage nerf its just stupid.
she has many useless moves like , lasso spin what on earth is the use of this move outside of combos its useless.
terrible start and hit box is just plain terrible, and its unsafe for such a useless move.
 

Shiizu

Theory Fighter
She's fine the way she is, she doesn't need any more tools than she already has. Her and Supes play differently, he has a better full-screen game, she has better mid-range game. Up close her SS stance has good frame traps and mix-ups that can lead to full combos. Against GL, play patient. Lift is easily punishable (shield bash or B2 in LS), try to bait it and play defensively until you are in close range.
 
She's fine the way she is, she doesn't need any more tools than she already has. Her and Supes play differently, he has a better full-screen game, she has better mid-range game. Up close her SS stance has good frame traps and mix-ups that can lead to full combos. Against GL, play patient. Lift is easily punishable (shield bash or B2 in LS), try to bait it and play defensively until you are in close range.
i think you miss the point the fact you can punish a move doesnt mean its not op.
besides what are you not getting sitting around waiting for a lift to punish will just allow GREEN LANTERN to take the initiative something that kills wonder woman game completely.
you wont be punishing well placed lifts for very much anyway.
youre advice is just not good enough you make it sound so easy this isnt maths.
what people here dont get they never take in the full picture,the problem is not his lift the problem is wonder woman has to tip toe around all day because shes scared of lift.
once GL knows your waiting for lift he can take full advantage of your passive play.
you see the problem starts when you start respecting his lift to much, to beat GL you need to go in period.
 

Shiizu

Theory Fighter
Yeah, you have to respect his lift, but he also has to be cautious with it because it's punishable. I don't see how that is unfair. He makes a good read, WW eats some damage. If WW makes a good read, she punishes and he eats damage. Once you force GL to be more cautious with his lifts, WW can get in a lot easier. The lift is not even his best tool in this match-up. Good GLs will abuse his mini-guns a lot more.
WW can also get in from mid-range with armored f3 in SS stance. It costs meter but it plows right through lift, puts WW in her best position for this match-up, and it's +7 on block.
 

CamChattic

Eternal Champion of Justice
Played a few sets of this earlier and found it very easy tools you want to use is your lasso grab its just outside of lanterns might range but doesn't have the ridiculous recovery tiara has. Other wise sit on the life lead her hit box is small so obv rocket isn't gonna hit you he has to get within lasso grab range. Any closer he's either a right in the lm sweet spot which he cant stay in cuz theres no push back or hes in b1 range which means hes gonna have a bad time.Jumping obv isn't a good choice against WW like ever. Iadg blocked chain guns and ducked rockets sit on the life lead. Gl's approach is anything but scary and his damage output is nowhere near good enough to deal with a timer scheme.
 
hello! i just begin to post stuff and my english its so bad lol.
so lets get to the point:
I really love ww and i think he can cover all the matchups BUT! i have a hell of problems with GL AND DD( i hate this two chars so much i think that DS GL SM and DD are for mental retard peple lol). I must say that ww its my second and black adam its my main char but i have have the same troubles.

mmm i think this poits are the more important to cover

1.how can follow the pressure after kd in mid screen and corner, i try to figure out how but i alway get catch by the stupid ermac like power.
2. a way to punish b12 b13 consistenty
3. i dont find the ss stance any good in this mu even in the corner
4.any tips for this mu i just get destroyer by tylernlantern this mornin and i feel that the matchup its 7-3 in Gl favor 1 mistake and i lost a lot of fucking health by the stupid and retard grab power
5. fuck Gl lool
 

Lex Luthor II

Lord of Lightning
GLs easy for me to beat as WW, but i have a SUPER hard time with ANYONE whos good with NightWing :( :(

Because WW is primarily a rusher obviously but up close NW just owns, and in staff mode he can just keep me too far away to do anything.

SPOILER FOR THE COMICS FOLLOWS:
I like what happened to him in the comics, I'm glad, cuz I hate him.
 

CamChattic

Eternal Champion of Justice
GLs easy for me to beat as WW, but i have a SUPER hard time with ANYONE whos good with NightWing :( :(

Because WW is primarily a rusher obviously but up close NW just owns, and in staff mode he can just keep me too far away to do anything.

SPOILER FOR THE COMICS FOLLOWS:
I like what happened to him in the comics, I'm glad, cuz I hate him.
I feel like nightwing gets raped in the airgame in this matchup he cant jump and yeah at range 0 he rapes but idk how hes gonna get there. + at range 1 or 2 if you do like a b2 trait cancel into s&s and take the fight to him hes gonna have to be on the defensive and start respecting you from distances that are going to make him second guess his approach. This combined with parry attempts and poking with lasso i feel like escrima is useless for him no matter what stance your in. His zoning is pretty ghetto and unless hes got staff and is like in your b2 (where no character in the whole game wants to be) range he cant get any rewarding damage off of his zoning. This goes like any matchup played optimally as well he doesnt have any good wakeups in staff so your really gonna just gonna score one knockdown and either get a life lead, through mixing him up, which i feel life is super hard to take from WW, or mix him up till you catch up which results in another knockdown and another attempt.

What happened to NW i havent read any bat books since Damian died