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

Just tossing this in as a Shazam main, I think GL is his toughest MU at a whopping 7_3. I think Shazam may have two 7_3 mu's in the game ( maybe ) and they are GL and KF. Personally I think GL is the worst mu
Game is early plus I wouldn't say I have 24hrs on each MU with shazam yet
- things like b1 bullet, lift, iabullet, and f3 take crazy ground away for shazams close range footsies game. I often wait for something unsafe or a whiff b1 to punish or something. Very difficult to stay on this character with his ability to make space and continue his assault.
- I see alot of yolo GL online. This is probably one of the safest characters. He keeps you at his mid distance generating tons of chip, gaining meter. His trait is one of the best for sure. all it seems to do is make him better, harder, more 8_2.
_ at full screen I seem to out zone every GL because lighting bolt is wide mixed with GL only full screen projectile being bullet that doesn't trade too well. But I refuse to believe this. There is no damn way Shazam is out zoning GL with all those tools. maybe torpedo is all right with iabullet but torpedo is an easy punish for GL, like the easiest.
_ GL's high low game is a beast, b1 is inconspicuous with lots of options afterwards. F3 is one of the best f3s in the game imo. His okie game has been pretty difficult to deal with even with the wakeup MS teleport buff ( which works )
_ I strongly believe lift is the best AA in the game. It can mange to grab Shazams ji2 cross up. The threat of the start up makes jumping an extremely dangerous trap. This is bit of a deal because of how powerful Shazams jump is supposed to be to start an offence. but unless you got an air cancel of any sort you can't really even use jump to move in. Shazam's will need to be trickier with when they decide to jump
 

Orochi

Scorpion Scrub
At full screen I seem to out zone every GL because lighting bolt is wide mixed with GL only full screen projectile being bullet that doesn't trade too well. But I refuse to believe this. There is no damn way Shazam is out zoning GL with all those tools. maybe torpedo is all right with iabullet but torpedo is an easy punish for GL, like the easiest.
You are right about this, Shazam shouldn't be able to outzone GL, GL has the normal rocket, the air rocket and the minigun with trait which covers almost full screen. That's enough to keep most shazams out, don't even try to use teleport after minigun since it can be meterburned and you'll eat some good damage. Once I have a good life lead on shazams I just back away and watch them kill themselves.
 
Care to elaborate? Since, i dont see this MU being even at all. More to say, i think, Killer Frost is the worst match of GL. =\
My approach to this MU is about 60% zoning and 40% footsies.

Using AORs after Ice Spike and trading Daggers with ORs. Her slide isn't as ridiculous as everybody says it is. It just means you can't blindly pressure or zone her. The thing I do is stay outside of her F3 range, which is easy to do outside of her reset, and after her slide check her with D1, MB B3, or even (depending on the KF player's play style) backdash and whiff punish her strings.

This tactic has, so far, worked for me to the point of calling it even. She doesn't have advantage, nor does he. It comes down to the smarter and better player.

And as far as GL's worst MUs; BG and maybe Supes and BM. They force GL to actively make his way in otherwise risk getting chipped to death. And even when he's in, each of these has more options and shenanigans than he does.
 

Immortal Kombat

almost moderate success
I main aquaman and GL and Superman are by far his worst matchup. I actually came here to find out what it is about aquaman that frustrates GL users. I've tried every approach i can think of on GL. Honestly if its a good GL, GL is 7-3 against aquaman. Your only hope as aquaman is to time him out, or if your lucky stay on top of him.(which is almost impossible with push block and those fucking air darts that make me miss my spear) Someone please tell me what aquamans do to beat you
 

Orochi

Scorpion Scrub
I main aquaman and GL and Superman are by far his worst matchup. I actually came here to find out what it is about aquaman that frustrates GL users. I've tried every approach i can think of on GL. Honestly if its a good GL, GL is 7-3 against aquaman. Your only hope as aquaman is to time him out, or if your lucky stay on top of him.(which is almost impossible with push block and those fucking air darts that make me miss my spear) Someone please tell me what aquamans do to beat you

Meh, I think it's pretty even. Both characters damage is about the same, Aqua maybe a little stronger and his mixup game is not so bad either. This match up has to be played smart from both sides, whoever has the life lead in the beginning has the advantage as they can both lure the other to make mistakes and use the stage to their advantage, you def don't want to jump on Lantern and Lantern def shouldn't jump on you as they both have great anti airs. Best recommendation I have for you is if you make a move that you think will be punished use your trait right away to avoid the B13 Lantern's launcher.
 

Immortal Kombat

almost moderate success
Meh, I think it's pretty even. Both characters damage is about the same, Aqua maybe a little stronger and his mixup game is not so bad either. This match up has to be played smart from both sides, whoever has the life lead in the beginning has the advantage as they can both lure the other to make mistakes, you def don't want to jump on Lantern and Lantern def shouldn't jump on you as they both have great anti airs
All GL has to do is throw close to midscreen air darts and i cant punish. The only option is to trade with spear or advanced forward and bait GL lift, which will catch you alot of times because aquamans dash forward has terrible recovery. Might just be me but hes my hardest matchup in the game.
 

Orochi

Scorpion Scrub
All GL has to do is throw close to midscreen air darts and i cant punish. The only option is to trade with spear or advanced forward and bait GL lift, which will catch you alot of times because aquamans dash forward has terrible recovery. Might just be me but hes my hardest matchup in the game.

Like I said this matchup is all about who has the lead, if you're losing then yeah it'll be tough getting in GL if you're winning you should be keeping him full screen, his air darts are easily punishable then once you do that a few times GL will have no choice but to dash having to deal with 2 of your long range moves, if there's interactables you can take advantage off them. Go to practice and record yourself as GL doing air darts for 20 seconds or so and find ways to counter it.

If you want we can practice later.
 

NY_Jailhouse

Warrior
Green lantern bad matches off top of my head:

Superman 7-3
Batgirl 6-4
Cyborg 6-4
Scorpion (never played it but I'm positive its bad, lol)
Batman 5.5-4.5
 

Immortal Kombat

almost moderate success
Like I said this matchup is all about who has the lead, if you're losing then yeah it'll be tough getting in GL if you're winning you should be keeping him full screen, his air darts are easily punishable then once you do that a few times GL will have no choice but to dash having to deal with 2 of your long range moves, if there's interactables you can take advantage off them. Go to practice and record yourself as GL doing air darts for 20 seconds or so and find ways to counter it.

If you want we can practice later.
Thanks for your feedback. Sounds like im missing something obvious on punishing midscreen darts. I think i need to walk forward, block, then trident for a punish. Hopefully that will hit him before hes grounded and can block then punish me. Ill hit you up if i cant get this figured out.
 

Orochi

Scorpion Scrub
Thanks for your feedback. Sounds like im missing something obvious on punishing midscreen darts. I think i need to walk forward, block, then trident for a punish. Hopefully that will hit him before hes grounded and can block then punish me. Ill hit you up if i cant get this figured out.

Well I meant air darts are easily punishable full screen, mid screen im not so sure though I'm sure you can find out. But yea hit me up for some matches later if you need any practice.
 
I realized recently I put the Supes MU as 6-4 in favor of GL. This was a mistake that's been fixed. At best for GL it's 4-6. It could be argued to be worse, but absolutely not better.

Sent from my SCH-R830 using Tapatalk 2
 

G4S KT

Gaming4Satan Founder
IMO green lanterns only true bad match ups are batman & batgirl and MAYBE cyborg and sinestro (I haven't played a sinestro since his buffs but his buffs are serious)

Everyone else he beats or goes even with, including superman. And I've played a ton of supermen in tournament and have regular matches against Klassy Sasquatch who is easily top 3-4 superman out there.

I firmly believe that GL is #4 in the game behind supes, batman, and scorpion
 

Orochi

Scorpion Scrub
So how are you guys dealing with Nightwing and the pokes of death? It's my worst matchup for me, the pokes could get a little overwhelming specially if put in the corner and only time I seem to have a chance is when I get a good life lead and bait nightwing. My usual tactic is air rockets to evade the ground spark and try to bait them for Lantern's Might. I'm thinking of learning Hawkgirl just because of this matchup lol.

Also i feel this matchup could be in Lex's favor, his axe jump beats almost all jumps and once he gets in his loop is hard to stop it, you have to wake up LM or minigun and lex can just block and retaliate, you can't really be on him because of his fast body slam that seems pretty safe haven't test it and Lex zoning game is way better than Lantern's you cant use the turbine to get in because Lex will punish it and the dash is pretty slow plus all his tools and shenigans will be waiting for you, might need to study the match up a little more to come with some actual stats. Not like it matters anyway cause barely anyone plays Lex lol but the good ones are a royal pain.
 

Trip Se7ens

Nom Nom
GnG CrimsonPanther

what is the best punish for scorps/batgirls whiff teleports on block? b12?

And how in the world do I get Supermanf23 breath, and batman off of my D?? Seems like Bms j2 beats EVERYTHING IN THE WORLD

And for Doomsday and Grundy, so I just trait MG and AOR to try to zone? Because we all know lift aint gonna do shat. Can GL forward dash under DD's Supernova MB? Trying to find good punishes, but all my punishes require meter and only hover around 31-32% against those guys. And if I burn MB b3 to take the super nova I can't even punish for more than 20% without burning another meter, sucks. :(

I need your wisdom GnG CP!!!
 
GnG CrimsonPanther

what is the best punish for scorps/batgirls whiff teleports on block? b12?

And how in the world do I get Supermanf23 breath, and batman off of my D?? Seems like Bms j2 beats EVERYTHING IN THE WORLD

And for Doomsday and Grundy, so I just trait MG and AOR to try to zone? Because we all know lift aint gonna do shat. Can GL forward dash under DD's Supernova MB? Trying to find good punishes, but all my punishes require meter and only hover around 31-32% against those guys. And if I burn MB b3 to take the super nova I can't even punish for more than 20% without burning another meter, sucks. :(

I need your wisdom GnG CP!!!
Scorpion and Batgirl's teleport is, of course, very punishable at -42 for Scorpion and -18 for Batgirl. The problem alot of people have though, especially online, is that Scorpion balls up in the air making some combo punishes impossible to complete due to high gravity if done while he's still in the air and Batgirl's lowers her hitbox a little making it difficult for certain characters to punish with certain string starters (Superman's F2 whiffs if done too early).

GL can punish both with two of his best BnBs. His optimized BnB which is one bar, trait included punish for 41% starting from B1, or if you have the meter to spare, and especially after they've already wagered, you can use GL's 49% combo with two bars starting from his B23.

These can take a little practice especially for online to get the timing down. Scorpion's is a little bit harder because, like I said, he needs to touch the ground for the gravity to reset to normal. A combo that does work for Scorpion while he's in the air is a 46% two bar combo but sometimes 3% can mean the difference between win or loss.

For the Superman breath loop, you can time a D1 after the breath to keep him from doing another F2. However Superman could do a MB B3/F3 on a read and punish you for trying to poke out. The thing I do most of the time is use MB B3 after breath. That way it will absorb the F2 and punish or if he block you're +9. He CAN, again on a read, back dash instead making your B3 whiff. If I'm not mistaken you do have one hit of armor throughout the animation of B3 and not just on start up so if this happens just block instantly to avoid a F2 punish.

Batman kind of the same thing. Use MB B3/F3 and D1. I haven't had a chance to play many top Batman players so I'm still working on this MU myself.

For DD you need to play smart and patient. You can't really zone him much and you can't pressure him either. You can dash forward to avoid the SN and use either GL's B23 combo or his B1 optimized combo. Online this is pretty difficult so while I'm playing online I resort to using MB B3/F3. Just know his strings, know his frame data, and honestly stay calm under his pressure. I'm currently working on this MU myself.

For Grundy the only thing he has to get around SMART zoning from GL (I emphasize smart because some people believe you can blindly zone Grundy and it's a free win. If the Grundy player is good at Walking Corpse cancels and Swamp Hand punishes this is obviously not the case). This is another smart and patient MU but also a spacing one. You need to keep as much distance from Grundy as you can WITHOUT cornering yourself. In the corner, against a top Grundy, there's not much you can hope for except for him to mess up and eat a MB B3/F3 or let you ATS out.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Scorpion and Batgirl's teleport is, of course, very punishable at -42 for Scorpion and -18 for Batgirl. The problem alot of people have though, especially online, is that Scorpion balls up in the air making some combo punishes impossible to complete due to high gravity if done while he's still in the air and Batgirl's lowers her hitbox a little making it difficult for certain characters to punish with certain string starters (Superman's F2 whiffs if done too early).
That was before the patch; now if you duck the non-MB tele it whiffs high and he's left standing right next to you, which gives you a free b1 combo.

Also with good Supermans, it's more common that rather than wasting a bar on MB b/f3 after f23breath, they will wait you out and punish whatever you do next. D1 with a short split-second pause, or the MB moves with a longer one. It's a pretty tricky guessing game.