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New Supergirl Advice thread for new players

If any seasoned Supergirl players have any advice please let me know and I will state where I got the advice and give credit to the person the advice was from. This advice includes anything from Combos, Strategies and how to defend against Supergirl when your fighting her yourself.
 
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Hello everyone. I'll help you out . Supergirl is a mixup and neutral monster who has the ability to do anything pretty well. When at midscreen make sure to bully hard with b12 its an amazing whiff punisher that doubles as a mixup. Make sure to cancel into a meterburned ice breath to keep it safe if you don't confirm it. f23 would be your next best whiff punisher as it has more range but is slower and leads to less damage. Did I mention b1 is 9 frames? That's really good, that string could also double as your go-to punish. Outside of whiff punishing, make sure to control the screen with your airdashes in to floats and lasers.You make yourself hard to catch and a well read laser will knock them down. Usually with stuff like this you'll frustrate the opponent so look out for stuff like mb rolls and high recovery strings like Wonder Woman's b23 and punish.(edited)



Also use lasers alot in the neutral. You can whiff punish many high recovery strings just because of how fast it is.



Keep in mind spending meter on anything else but combos is usually a bad idea unless you have the read. As she needs meter to do her below average damage.(edited)



D2 is godlike. and 112 is good to use when you want to keep up pressure, use 11up3 for meterless damage. Build meter as much as you can with lasers and floats integrated with your movement.
 
It hits low, you also have the option for staggering B1 in to B21+3, 112 for plus frames or canceling in to laser for frames ect. Many possibilities once you condition.
I know it hits low, but staggering that string isn't a mix up. I agree using b2throw because they ate conditioned to block low but b1 is not a mix up to me. Isn't b1 negative anyway? Most characters have fast d1
 
Yes, in this game you have to condition opponents with certain things in order to open them. Staggering B1 allows you to do that. It is minus, which is why it's not meant to be a freely used mixup but it is effective as opponents are eager to block the incoming quick low. When you have the players in that mindset staggering your strings becomes more effective. It has been the same way with all NRS games where a character doesn't have 50/50 strings. Stagger it in to your other strings to maintain plus frames or enforce a mixup. You can even continue with the entire string to catch them off guard with a low and then confirm or end with a down laser and be plus. But there is a gap there, which means you again have to condition them. You have to be creative on offense or else you're just going to get punished and read very easily.
 

CmC_HAt

Noob
hey guys, im playing SG as new main,
what is the optimal meterless follow up to : mid screen b2, MB 1+3....
 

Sazbak

Noob
If I can't bgb I do b1 b2 b123.
I think the consensus is that it's not worth to MB your b2 1+3 because you can't do much damage after that.
Unless:

-You can finish your opponent's health bar with it.
-There is a bgb interactable avaliable to you.
-Your opponent is close to the corner and you can do the f23 loop on him.
 

CmC_HAt

Noob
If I can't bgb I do b1 b2 b123.
I think the consensus is that it's not worth to MB your b2 1+3 because you can't do much damage after that.
Unless:

-You can finish your opponent's health bar with it.
-There is a bgb interactable avaliable to you.
-Your opponent is close to the corner and you can do the f23 loop on him.
thanks, very helpfull, what is the meterless follow ups of anti-air d2_???