Hey all just finished reading through the thread. Also, forgive me for the wall of text that is coming I do a lot of training mode and just started playing, but I have some tech/advice that I haven't seen used yet. I want to first suggest for now to remove the 5/5 4/6 scoring system in this discussion right now. If we could, can we just compile tech that is character specific first before we get into more flame wars about matchup numbers? Because we can all universally agree on two things.
1. To date there is no high profile Flash player yet.
2. It is near impossible to find equal skilled players to make a judgement on matchup numbers at this time.
I do like what DGOD is doing showing actual footage and showing specific tech in each match up. Lets try and do that for all matchups and we will all level up. I don't have much to offer yet but based on your videos DGOD I would recommend this.
1. When projectile punishing with trait > RMS slide. You can do same or more damage following with LC's and juggle instead of burning 4 meters.
2. Controlling RMS dash cancels fixes a lot of match ups in the neutral game. (The execution is tough at first but a good start is to do F B B as one motion or half circle back back.) RMS also cancels itself on cross under so you get free trip guard on neutral jump projectile spams and neutral game jumps in general.
3. RMS 1 2 and 3 each have a use. RMS1 after patch can lead to combo without trait. RMS2 is surprisingly good at snuffing air opponents. RMS3 traited for combos and obviously because its a low. RMS run cancel is instant and resets positioning for throws or footsies.
4. Flashes regular dash swoops down in the middle of it to avoid high projectiles and gain ground ie. Sinestro non meter burn orb.
5. F3 works as a low crush against a lot of good pokes ie. Harley Q tantrum wakeup etc. Leads to free 30%+
6. Depending on health levels Traiting jumps to punish against weak air characters is usually worth it since you do not have to mb to get a full juggle.
7. Speed dodge more interactables. It is something I know we all know, but I am sure none of us are doing it 100% yet.
Before this gets too long some char specific stuff.
Grundy - I do not think he has a legitimate punish of LC on block.
Superman- d2 beats his poke, jumping air laser sweep to trait gives free big combo. punish wakeup upper with 21 or 11 while in air for consistency/ if you happen to block it instead of duck just throw him
WonderW - RMS F her air dash tricks for trip guard. Bait whips with RMC dash cancel and punish with new LC mb combos.
Aquaman - he cannot zone you at all so do not run into stuff for free. Respect his poking and whiff punish with LC mb combos. He is fairly free to jump in if knocked.
I know I am not well known yet in this community, but I hope this stuff helps to build upon our matchup discussions. I want to request we stick to 5 of the top 10 characters. My top 5 I would like to vote for are
1. Black Adam
2. Superman
3. Batman
4. Wonder Woman
5. Green Lantern