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The Official Supergirl Match-Up Chart (Updated 10-7-17)

EMPRESS_SunFire

Regina George of discord
I say 6-4 Flash be once he's in he has better nuetral then Supergirl and can break MBb3's up like it's nothing as well as having basic combos that do two to three times as much.

She has no wakeups against flash...ZERO. She can still go for them but Alert Flash's that understand the MU will blow that shit up. And yes once in the corner with anything close to two bars Supergirl has to have the most respect she can have for Barry.
Flash has better neutral than Supergirl!? Yeah, you just lost any bit of credibility you had left lol
 

JDE

Pick up & kill it & kill it & kill it!
I had Supergirl 6-4 with Flash lol but I understand why some would think it's 5-5. I'm starting to lean towards this too. He does have good damage & 2 good anti-airs, but the problem is that he has to rely more on good reads than she does before he does his dirt. Plus, her trait in the air makes it hard for him to anti-air her. So air control hurts him too.

I don't see him 6-4ing her at all lol.
 
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Juggs

Lose without excuses
Lead Moderator
Premium Supporter
I thought she lost to Green Lantern but it was just because of laggy online play. She can teleport on reaction to most of his zoning which his zoning is one of the reasons I though he won. But you can't really TP on reaction in lag.
 

SM StarGazer

The voice of reason in a Sea of Salt
Flash has better neutral than Supergirl!? Yeah, you just lost any bit of credibility you had left lol
I had left? Never knew I even had any.

And yes I believe Flash has better nuetral. When he's in it's a fucking shitshow. The damage, how hard he punishes mistakes, 50/50's and fast Armored f3's....so yeah..that combined with his overhead and lows, backdash, mb b3's and f3's, I stick behind what I say. Flash opens you up far more then Supergirl. With twice the damage when he's frisky.
 

Zoidberg747

My blades will find your heart
I had left? Never knew I even had any.

And yes I believe Flash has better nuetral. When he's in it's a fucking shitshow. The damage, how hard he punishes mistakes, 50/50's and fast Armored f3's....so yeah..that combined with his overhead and lows, backdash, mb b3's and f3's, I stick behind what I say. Flash opens you up far more then Supergirl. With twice the damage when he's frisky.
What you're describing is not neutral. Neutral is when both characters are apart who has the tools to get in and get the first hit. Everything you are describing is once Flash gets in and gets the hit, but his neutral is trash.
 

Saturn_

Noob
Supergirl bodies Flash in the neutral. It's literally like one of the most lopsided neutrals in the game IMO, Flash has a below average neutral (especially according to Honeybee) and Supergirl is one of the best characters at controlling space (and if it weren't for Starfire she might be #1). If you're getting opened up nonstop by Flash you're probably playing the MU wrong. Stay fullscreen, laser to control space, use b12 to punish jumps, and he struggles far more than most to deal with her float, both when she uses it defensively and offensively. He has to commit to everything he does, make him miss and whiff punish. Don't let him jump in on you. His d2 is one of his best options so don't air dash if you're not getting to his far side. Flash can spend 60 seconds to back you into the corner and then you hit him with a single f23-teleport and he's back to square one. He's Flash, in order to win: Slow it down.

IMO...

EDIT: Oh and delay wakeup, he really struggles if he can't time your getups.
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
Deadshot has superior neutral but she can counter it pretty effectively with float,teleport, and lasers. He has a slight advantage up close with mix,but she has plus frames. He mops her in the meter department no question,but one of his biggest tools against the cast is low shot MB. She can ex tele that on reaction for a combo punish or just float in the air and do it as well as just floating above it. Her lasers are probably the biggest thing though because they knockdown and she can approach much easier when they land. She does more damage mid screen and in the corner too.
i respect your posts so i'd like to hear more about this. i feel like if i read the paragraph you wrote above, it's a very clear and concise explanation of exactly why deadshot loses.

it basically says that ds wins the neutral sort of but not really, and builds meter faster. in exchange, supergirl has counters for his low shot that lead to full combo punish, easy ways to avoid projectiles at any point on the screen, air lasers that kd on hit allowing her to close the gap, more damage midscreen and in the corner (aka everywhere), and 1000x better mobility.

i personally have problems with this mu, so maybe it's just me. someone suggested to watch nivek vs foxy, but I couldn't find it on youtube so idk. and based on that paragraph you wrote, it absolutely sounds like ds should get fucked in this mu.
 
Can't she just use her mobility? His f2 only hits low to the ground, while his b2 is pretty slow.
But his d2 is top tier vs air dashes and b3 his huge. Don't play either character much, but on paper I'd say a big chunk of SG's neutral relies on out-spacing her opponent with her footsie sting (don't even know the input :p) but AM outspaces even that option and has good answers for the rest of her kit. 6f d1 for gaps and winning the matchup by default through chip seems in AM's favor too.

edit:
on top of all that, AM's trait is great vs freeze combo starters
 
not surprised flash and sg having dispute over mu score, the two biggest downplayers since week one. both of those chars should be significantly nerfed next patch.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Supergirl bodies Flash in the neutral. It's literally like one of the most lopsided neutrals in the game IMO, Flash has a below average neutral (especially according to Honeybee) and Supergirl is one of the best characters at controlling space (and if it weren't for Starfire she might be #1). If you're getting opened up nonstop by Flash you're probably playing the MU wrong. Stay fullscreen, laser to control space, use b12 to punish jumps, and he struggles far more than most to deal with her float, both when she uses it defensively and offensively. He has to commit to everything he does, make him miss and whiff punish. Don't let him jump in on you. His d2 is one of his best options so don't air dash if you're not getting to his far side. Flash can spend 60 seconds to back you into the corner and then you hit him with a single f23-teleport and he's back to square one. He's Flash, in order to win: Slow it down.

IMO...

EDIT: Oh and delay wakeup, he really struggles if he can't time your getups.
This is not how the neutral is played. It's a guess for both players. Flash is going to RMS in and either cancel it and block to bait your reaction, cancel it and go into a string if they suspect you'll whiff something, or end it with the overhead (or something else on a read). If you're tossing lasers all day, you're going to end up making an incorrect read on one on them, which will result in you losing a massive chunk of health and being cornered for mixups. So you have to be smart and also very quick to react to what's going on.

This is not to say who wins or loses the MU, but the neutral against a good Flash is definitely more nuanced than you're making it out to be. It's like a game of "chicken" with both players trying to make the other commit.
 

SaSSolino

Soul Stealing Loyalist
But his d2 is top tier vs air dashes and b3 his huge. Don't play either character much, but on paper I'd say a big chunk of SG's neutral relies on out-spacing her opponent with her footsie sting (don't even know the input :p) but AM outspaces even that option and has good answers for the rest of her kit. 6f d1 for gaps and winning the matchup by default through chip seems in AM's favor too.

edit:
on top of all that, AM's trait is great vs freeze combo starters
I'm still not conviced about his b2, but you are right about his b3 and trait. Also Teejay's usually pretty good with MU numbers.
 

x TeeJay o

Canary Cry Gapless Pressure
Why does she lose to Aquaman?
He outfootsies her, outranges her w f2/b2/b123, keeps her air mobility in check with b2/d2,air to air j1. He slips out of her breath combos which is a big deal because she needs meter to combo for big damage. He wins in the meter department as well. Although it did get better after his nerfs, he still is much better at controlling neutral than she is
 

ATP2014

The best mediocre Batman
Wouldn't Aquaman be forced to approach Supergirl in this MU? FTD at most ranges gets punished by trait.

The MB trident rush mind-game also seems to be relatively non-existent here, since Supergirl can always contest with b1.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Wouldn't Aquaman be forced to approach Supergirl in this MU? FTD at most ranges gets punished by trait.

The MB trident rush mind-game also seems to be relatively non-existent here, since Supergirl can always contest with b1.
It's a chicken/egg scenario. FTD interrupts attempts at trait, trait punishes FTD at close range. So it's all about who made the better reads from midscreen.

You're going to have to take to the air to hit him with a laser at anything outside of half screen distance, which is also a punishable risk.

MB Trident rush is mainly significant because of the chip.
 

Saturn_

Noob
I don't disagree with anything. Someone had literally described punish games as why Flash wins neutral, which conveys a lack of fundamentals. Regardless of whether you agree with my description of the Flash/SG neutral, it is "how the neutral is played" in that it discusses how to approach neutral advantage, rather than calling a good punish game "the neutral."
This is not how the neutral is played. It's a guess for both players. Flash is going to RMS in and either cancel it and block to bait your reaction, cancel it and go into a string if they suspect you'll whiff something, or end it with the overhead (or something else on a read). If you're tossing lasers all day, you're going to end up making an incorrect read on one on them, which will result in you losing a massive chunk of health and being cornered for mixups. So you have to be smart and also very quick to react to what's going on.

This is not to say who wins or loses the MU, but the neutral against a good Flash is definitely more nuanced than you're making it out to be. It's like a game of "chicken" with both players trying to make the other commit.
 

SM StarGazer

The voice of reason in a Sea of Salt
I don't disagree with anything. Someone had literally described punish games as why Flash wins neutral, which conveys a lack of fundamentals. Regardless of whether you agree with my description of the Flash/SG neutral, it is "how the neutral is played" in that it discusses how to approach neutral advantage, rather than calling a good punish game "the neutral."
I literally meant what I was talking about. I know what neutral means. And I do believe Flash wins. Like Shadow said. RMS, his smoke punch, armored b'3-f3's, and his jump ins make him a threat. Supergirl outranges him with her normal, yes that true, however Flash can EASILY make her whiff something then do twice the damage she does with a FAAAAARRR better oki game.


So I'll ask this: Who's scarier to get in on during the neutral. Flash or Supergirl? Most will say Supergirl due to teleport and b12. Which is naïve is all heck. It's even with a slightly advantage to SG, but not by much. Getting in on flash can cost you the game. Getting in on Supergirl can cost you barely half your life bar. Two-Four mixups later and your died. With the flash One-three mixups afterwards and your dead, yet he also has the openers and footies to straight blow that shit up. HIs wakeup game is also better then Supergirl, whom as the easiest wake-ups to blowup in the game.
 

SM StarGazer

The voice of reason in a Sea of Salt
Also Supergirl cannot rely on Air lasers against Barry. He can punish them on whiff or block slightly further then mid screen and closer, just like half the cast. Barry sitting fullscreen on needs to walk forward and duck over and over. One mistimed Air laser, laser, b12, f2, b3 can spell doom. The risk/reward factor is highly in Flash's favor. And his d2 is just as good if not as good as Supergirls, better if you count just how much damage he can convert from that plus the following oki setup.
 

Blackburry

Buffs needs buffs
Seems pretty good. Honestly though I struggle against Brainiac a whole lot. I disagree with Green Arrow. His counter zoning against her seems kinda OD.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
This is not how the neutral is played. It's a guess for both players. Flash is going to RMS in and either cancel it and block to bait your reaction, cancel it and go into a string if they suspect you'll whiff something, or end it with the overhead (or something else on a read). If you're tossing lasers all day, you're going to end up making an incorrect read on one on them, which will result in you losing a massive chunk of health and being cornered for mixups. So you have to be smart and also very quick to react to what's going on.

This is not to say who wins or loses the MU, but the neutral against a good Flash is definitely more nuanced than you're making it out to be. It's like a game of "chicken" with both players trying to make the other commit.
the risk reward is heavily in your favor with anything concerning RMS in the neutral. It's a neutral tool, but it's not a particularly good one compared to other chars. Also, flash doesn't have igau lightning charge anymore, it's not like he gets a full combo off one good read.
 

Tweedy

Noob
Between Flash's jump 1 and rms idk why he's still being downplayed. His neutral isn't the best but it's okay and once he gets in good luck homies.