Exorcist, Demonologist and Master of the Dark Arts
Hello fellow B.P.R.D Agents this is where we shall discuss our methods of dealing with each of our opponents.
Post your insights of each Matchup's here.
Post your insights of each Matchup's here.
Yeah this mu does suck. As for the whiffing issues I have only had it when I try to pressure at max range that's when she low profiles my shit. As for the j2 AA you can bait this really easy with a leap cancel and you can get the trip guard on her with f23 similar to most AA's against Hellboy.Catwoman is his worst matchup. Her small figure ruins most of his approaches, as she can duck under his f2 and b3 with her b3 and d1. There have been so many moments where I was at advantage and trying to continue pressure where she gets out of it by throwing out one of her moves that make her even smaller. She has great AA against his leaps with her j2 also.
Can Batman really up batarang on reaction to leap? His leap is extremely fast. Can Batman react only at full screen maybe? What about 3/4 or half? Also, it seems like Hellboy's gun beats out straight batarang pretty bad, so I didn't think Hellboy should really be too concerned with Batman's zoning. I haven't played a lot of Hellboy's or labbed the MU, but these are the early impressions I've gotten.Batman.
We all know Batman's a well rounded. So far when I have been grinding out this matchup I have noticed that he can control Hellboy very well. He has his batrang's for zoning and can use the up batrang on reaction to a leap.
His pressure decent enough to negate Hellboy's armor trait very well and his damage is good enough to keep up with Hellboy. For the most part in this matchup I have noticed that the Batman players tend to just sit back and wait with a bat out. If Hellboy uses mb charge he can't get much but that's even less against Batman with trait out if you even go for the d1 check expecting them to advance the bat trait can punish the d1 whiff for free giving the Batman a full combo. If Batman gets the life lead the only thing the Hellboy player can do is slowly and patiently wait for the right time to get in along with applying some counter zoning and trait in the neutral.
I also have been playing this mu quite a bit and I agree that Manta has very good control over Hellboy however I do think it's an even mu at the moment.VERY early impressions.. but I think Manta is going to be a rough MU.
He can contest any kind of leap attempts it seems.. From close, his d2 whacks you out of the air very easily, and with his extremely solid dashes and walk speed, he can often just panic dash to safety or literally walk away from any real danger. From mid to far ranges it seems he can j3 to cover the entire screen in front of him and smack you out of the air. You can to cancel out of course, and bait the j3, but even then, he can forgo j3 entirely and air shark attack you pretty effectively.
Manta of course has some of the best anti-zoning around, so we cant rely well on gunshots. He can just duck about two of them and he's in, or tele on a read, or jump and air harpoon, etc. Of course we can read that and air gunshot, but if you're wrong, you only get one attempt and he's in. You can def catch him with a stray shot occasionally, but the risk/reward seems to be thoroughly in his favor and you wont keep him out for any length of time.
Neutral feels tough too. He has tons of options to stop f23, or just flat out contest it with his own f21.. but he can play back at a mid range where our f23 whiffs, he can still react to leap attempts and he can whiff punish the hell out of us with f21.
On knockdown, laser can stop shoulder it SEEMS. I had several get stuffed right out. Manta is generally extremely strong on oki anyway.
Dont get me wrong, these are SUPER early impressions, but Ive played the Beetle v Manta MU vs the same person and I felt WAY more comfortable. As Hellboy I felt like I couldnt do *anything* from *anywhere* without it being easily stopped, or adapted to. Obviously I need to run the MU way more, and IM not putting numbers on this, just passing along some observations. There may be some key to this MU that I totally missed, but when playing vs the same player as Beetle, I felt like I was losing to the player, but when playing vbs the same guy as Hellboy, I felt like i was losing to the character before I even got a chance to play the player, lol.
Sounds like I've been respecting leap too much and not turtling enough. I've mainly been going in. I'll take your thoughts and try them out. Thanks!I have played this mu a lot more recently and people are getting the Hellboy match up down very well.
I have certainly been taken out of leap on reaction from anywhere between half and full screen I have even been hit by mb batrang whilst doing a leap cancel off a block string which is the easiest to react to but shows that batrang is an option.
Batman's zoning is only a pain to Hellboy because of the traited bats. Batman can just sit back and chill with them out and even when he's waiting for trait he can just duck all of Hellboy's shots and wait for a leap etc until trait comes back.
I think this is a harder mu for Hellboy but its probably a tough 5-5.
In my opinion the flash mu is 5-5. We can keep him out pretty well and use our long range normal's to play a very strong neutral against him. One thing I will say is you can't do as many leaps against his godlike d2 as it will lower his hitbox a lot and allow a clean punish every time and a flash who knows the mu will obviously react to leap every time.What do you guys think now that Hellboys has a little more time to sit? I still find Flash to be a pretty difficult mu, and Supergirl.
I to think it's a 5-5.What's your guys opinion on the RH mu? I think its 5-5 but I want to know how that mu works.
Don't let Atom build meter, stay on his butt all game.Any advice with the following mus?
Atom, Flash, Manta, Enchantress, Bane and Sub.
I just now noticed this reply. Don't know how I didn't get a notification? Thanks for the tips.Don't let Atom build meter, stay on his butt all game.
BF2 him out of trait if he does it in neutral. If he cancels into it either spend the bar for push block or eat the mix.
Atom's D2 is kinda eh and his air-to-air options are pretty good but you'd have a hard time doing a reactionary air-to-air against a Hellboy leap (Well, I do at least). Just be wary of MB BF1's as they full combo you and have a pretty wonky hitbox for catching people jumping, but still more of a read than anything. He has other options to assist him in anti-airs but I think that's getting into fiddly matchup knowledge stuff. Armour trait also helps with getting in against these options, since Atom struggles to break it outside of trait.
Hellboy obviously far out damages Atom, get a life lead and you can begin to compete in the lame game more and take riskier leaps as Atom will have to go for riskier options in the neutral himself in order to shift momentum back, such as doing multiple stomps in a row, which Hellboy can chew up on a solid read with a leap.
I think it's even. F2 is a strong tool provided you don't overuse it as it gets low profiled, but it's an option. Hellboy has options fullscreen and Atom has some answers to them, and D3 and trait are both good options for Atom to deal with Hellboy's neutral and up close game pretty well.