I'd like to get some discussion about Doomsday going. In Sonicboombrad's recent guide to fighting doomsday, @
deg222 said about the Zat-Doomie MU this:
"Teleporting - irrelevant, MB venom catches her anytime. If she teleports behind, you d1 xx ES. If she MB teleport behind, jump back every once in a while.
Levitate Teleport - irrelevant , MB venom catches her out of the air.
Damage output - not as significant as you think when you completely out footsie her with d1. Sure she has better mixups on big characters like DD, but she's not gonna land a clean hit very often.
And not only that, but he controls the air by just body splashing. She can somewhat deal with it by f3 on reaction (non-MB), but he can still block when he lands. Post f3, she just gets a standing 3 and her pressure ends there.
Only thing that's preventing this MU from being 7-3 in DD's favor is her trait. When she activates it, she controls half to full screen."
I disagree with the statement that teleporting is irrelevant. Doomsday can't just go ham with venom against Zatanna in neutral or on her wake-up, as if he does venom and Zatanna teleports behind him then she gets a full combo punish. The teleport means that Zatanna is one of the few characters who makes Doomsday think twice about venom. If he catches her with mb venom then he can't just dash up on knockdown and mash buttons either because of wake-up multi-kicks. Knockdown's aren't that bad against Doomie either imo, it just gets an interesting guessing game going, where zatanna has better damage output than him, and ever combo either ends in a vortex, sending doomsday fullscreen into trait or into her corner game.
Thoughts? I'd like to here from a doomsday player's perspective as well.
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EMPEROR PRYCE
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EMPEROR_SunFire
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Mr. Mileena
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Tm_whiteboi
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Pan1cMode