She struggles to do anything against a well-spaced jump-in (her anti-airs really suck), after which point you get a free mix-up - yay. Always be ready to crouch block outside of close range, and keep the gap closed as much as possible. On paper, at least, this MU should be in Catwoman's favour.Any advice on the killer frost match up?
Never use miau... Never use D1 after failed slide... If you watch your opponent use parry a lot of times after slide... Then full combo with B1,2,D3 and never get close and hit after 1,F2Any advice on the killer frost match up?
Hmmmm... In my personal experience against Green arrow... It's a 4-6 Catwoman beats him bad up close... It takes hard time to get in... But you can armor aout his arrow easily, also if you fail a cat dash... You're kinda dead... His tools are great and he can push Catwoman back easily too... So if he is intelligent he can have you the whole time at full screen... Where he wins :3Catwoman-Green Arrow 4-6 or 5-5
Catwoman has a really hard time getting in against Arrow and if she wiffs on a combo she gets punished then pushed back. Plus, she doesn't have strong enough mid rang pressure to out footsie Arrow. She has a pretty strong anti air game but I'm not sure if it's enough...
EDIT: Actually wait, the guy is Spanish speakingMIAU is her evade i think?
Anti air whip erry timewhat are some tips to deal with batman? I feel like he can jump in and just press buttons and be safe for it. I have tried pushblocking but it only buys me a little time before he is at it again. You can only guess his mix up correctly so often before his button rampage catches you in a combo.
Grundy is all about reads and evading. If he tries to WCC you need to either low evade on reaction or backdash on reaction. B3 can be a good thing to keep him in chek with, just make sure to backdash after.Hey, I am a new Catwoman player and I am curious about some matchups. From my experience with her I notice that I struggle against GL, Grundy, Doomsday, and the infamous "runaway, throw bolts, and dive kicks bc I don't know what I am doing when I get close" Black Adam! These characters give me serious trouble and I was wondering if the forum could help me with solutions to these matchups.
If I notice a pattern from the HG player and they are spamming the Mace Charge, you can go into Cat Stance and it will go past you...then I wait for the directional change and you do Cat Stance 3 or sometimes if she is right above you do Cat stance 1. Also, forward whip works great as well.Anti air whip erry time
Grundy is all about reads and evading. If he tries to WCC you need to either low evade on reaction or backdash on reaction. B3 can be a good thing to keep him in chek with, just make sure to backdash after.
Never played any of the other ones, at least not against anyone competent.
Also RunwayMafia what the hell am I supposed to do in the HG matchup? Is there any way to keep her from just mace charging you constantly?
Exactly what I needed.If I notice a pattern from the HG player and they are spamming the Mace Charge, you can go into Cat Stance and it will go past you...then I wait for the directional change and you do Cat Stance 3 or sometimes if she is right above you do Cat stance 1. Also, forward whip works great as well.
If I notice a pattern from the HG player and they are spamming the Mace Charge, you can go into Cat Stance and it will go past you...then I wait for the directional change and you do Cat Stance 3 or sometimes if she is right above you do Cat stance 1. Also, forward whip works great as well.
I used to just rip MB dashes in combos for more damage but yesterday I tried conserving my meter and staying around 3-4 bars throughout the match. It prevented the opponent from clashing and allowed me to use super combos to close out matches. Although I was losing out on damage on some combos, I felt like I was controlling the flow of the match when I was constantly winning the meter battle. She doesn't really benefit from using meter in the neutral game like other characters (with the exception of MB CatDash to full punish certain characters).
Have you checked Ra Helios's MB Catdash whiff combo's? If you're planning on spending meter in a combo for damage, these are the ideals to use and they significantly boost your damage for 1 bar:
http://testyourmight.com/threads/the-complete-combo-guide-to-catwoman.34372/
Scroll down to the - Ra Helios' Dash whiff - one bar
Yeah they are really clever! What I meant to say was her meter was only really useful in combos (either for extra damage or to end a combo for a specific setup like the low whip). Yes you can MB interactables and your b3/f3 for armor, as well as MB CatDash for full screen punishes (aka Sinestro's boulders, missed grappling hooks, ect) but you don't really throw out MB attacks like Superman with his lasers, or DS with his guns, or BA with his projectiles. The only thing that she has close to that is the MB wiff Catdash setup; however, that is more of a gimmick that a useful strategy and REALLY risky.
TL;DR: Would it be more beneficial to use meter every time you get a hit for extra damage or would saving meter (at least enough to stay ahead of your opponent) so you can take away their clash (comeback factor). The drawback of CW is that she has no real zoning tools so she can't play keepaway when she has the life lead like a Superman or DS to chip out the opponent. I feel that conserving meter is a strategy to help strengthen that part of her game.
Your probably not going to take down a whole life bar with 3 moves, just sayin.I think it's an ever-changing dynamic, all dependent on the match at hand.
On the opponent's 2nd life bar, I'm always trying to land the Catdash as soon as possible so that I can go into the B3, F3, F3 unclashable. I'll take 25-33% unclashable damage every single time on the 2nd bar over a more damaging combo. IMO Catwoman should always, always be denying the opponent their Clash if at all possible.