Pakman
Lawless Victory!
With EVO just around the corner and VS Fighting not soon after, tournament season has officially kicked in.
As such, I felt we would all benefit from a quick go to guide for all BB's MUs.
Members feel free to pick a character (or 5...) and go to town! (Both myself and Espio have already picked a handful) Video footage and GIFs are encouraged!
BB's main game plan revolves around the following:
1) Zone (and build meter) with energy cannon
2) Shield slam for block pressure (Safe on block, excellent range, safe, builds crazy meter. Did I mention it is safe???) It is however susceptible to lows.
3) Trait switch / 1,3 fly mix ups in the corner to open his opponents up.
Aquaman
Atrocitus (Espio) NEW
Bane (Pakman) Updated 27/08/2017
Batman
Black Adam
Black Canary (Espio)
Blue Beetle
Brainiac
Captain Cold (Pakman)
As such, I felt we would all benefit from a quick go to guide for all BB's MUs.
Members feel free to pick a character (or 5...) and go to town! (Both myself and Espio have already picked a handful) Video footage and GIFs are encouraged!
BB's main game plan revolves around the following:
1) Zone (and build meter) with energy cannon
2) Shield slam for block pressure (Safe on block, excellent range, safe, builds crazy meter. Did I mention it is safe???) It is however susceptible to lows.
3) Trait switch / 1,3 fly mix ups in the corner to open his opponents up.
Aquaman
Atrocitus (Espio) NEW
The basic gist of this match up is Blue Beetle's high mobility and zoning allow him to get around a great deal of Atrocitus' core gameplay. Most characters have to be constantly wary of his bloodnado puddle while Blue Beetle is capable of zoning him with ground and air fireballs(they recover so quickly that Beetle can jump and go airborne again before he can get one out if spaced correctly) and fly around the screen thus avoiding being counter zoned and harassed by Atrocitus entirely full screen.
When Atrocitus activates Dex-Starr, his character power, Blue Beetle's flight and high mobility allow him to bypass trait blasts and stall trait for a very notable portion of the match up. If Atrocitus does happen to get in and Blue Beetle doesn't wanna guess a mix up, he builds so much meter that pushblocking is almost always a viable option.
Atrocitus has great footsies so he can definitely force Beetle to be keenly aware of his spacing especially if he can catch him without meter and force him to guess. Overall though, Blue Beetle's mobility, safety, invincible wake up and zoning make this match up an irritating affair for Atrocitus
When Atrocitus activates Dex-Starr, his character power, Blue Beetle's flight and high mobility allow him to bypass trait blasts and stall trait for a very notable portion of the match up. If Atrocitus does happen to get in and Blue Beetle doesn't wanna guess a mix up, he builds so much meter that pushblocking is almost always a viable option.
Atrocitus has great footsies so he can definitely force Beetle to be keenly aware of his spacing especially if he can catch him without meter and force him to guess. Overall though, Blue Beetle's mobility, safety, invincible wake up and zoning make this match up an irritating affair for Atrocitus
Bane (Pakman) Updated 27/08/2017
Full Screen
Zone him to death. Keep in mind raging charge level 3 negates any damage and he will go full screen. At this range however, you can guarantee one energy cannon blast (2 if you have the dexterity). Try and keep him here for as long as possible - even if he ducks to avoid EC, you are at the very least building meter. Also be mindful of his dash forwards - he covers a lot of ground very quickly.
Mid screen
At this point, you have two options: Fly, retreat to pressure/meter build with EC. Or, Fly, advance to close in to zone 1-2 for block pressure and combo damage. Be wary of venom strike (cancel fly into retreat to avoid it).
Up close
Optimal spacing at this range is zone 1-2 - here you are just outside of his main footsie range and can whiff punish/block pressure/react easily. Bully with shield slam, but be mindful of his command grab, raging charge and elbow drop reversal guessing game that force you to block, or back dash.
Corner
Your back against the wall is where Bane wants you to be - he has overhead and low mix ups (with d1 being safe) Venom uppercut to catch you flying, and his command throw. Having said that, all of his special moves are block punishable.
Espio's notes:
Shield slam makes command grab whiff and you recover at roughly the same time if not a bit sooner and can down 1 check him into shield bash for safe pressure and his post blocked shield bash meta is pretty weak. Beetle also seems like he breaks Bane's armor pretty reliably up close with things like down 1 shield bash and such too.
Bane's floaty jump makes it unattractive to jump at many angles and makes it even easier to zone him than others because he has to walk/dash or risk getting knocked down and sent to square one much more easily. His floaty jump makes it easier to anti-air him too
Summary: You can pretty much stay in gun stance the entire match (even up close, due to Shield Slam being so useful and Bane not really being able to do much about it post block). BB has all the tools to keep Bane out - use them. If you are low on health and/or meter, consider fly, retreat, repeat until full screen and maintain that distance until you're in a more comfortable position.
Zone him to death. Keep in mind raging charge level 3 negates any damage and he will go full screen. At this range however, you can guarantee one energy cannon blast (2 if you have the dexterity). Try and keep him here for as long as possible - even if he ducks to avoid EC, you are at the very least building meter. Also be mindful of his dash forwards - he covers a lot of ground very quickly.
Mid screen
At this point, you have two options: Fly, retreat to pressure/meter build with EC. Or, Fly, advance to close in to zone 1-2 for block pressure and combo damage. Be wary of venom strike (cancel fly into retreat to avoid it).
Up close
Optimal spacing at this range is zone 1-2 - here you are just outside of his main footsie range and can whiff punish/block pressure/react easily. Bully with shield slam, but be mindful of his command grab, raging charge and elbow drop reversal guessing game that force you to block, or back dash.
Corner
Your back against the wall is where Bane wants you to be - he has overhead and low mix ups (with d1 being safe) Venom uppercut to catch you flying, and his command throw. Having said that, all of his special moves are block punishable.
Espio's notes:
Shield slam makes command grab whiff and you recover at roughly the same time if not a bit sooner and can down 1 check him into shield bash for safe pressure and his post blocked shield bash meta is pretty weak. Beetle also seems like he breaks Bane's armor pretty reliably up close with things like down 1 shield bash and such too.
Bane's floaty jump makes it unattractive to jump at many angles and makes it even easier to zone him than others because he has to walk/dash or risk getting knocked down and sent to square one much more easily. His floaty jump makes it easier to anti-air him too
Summary: You can pretty much stay in gun stance the entire match (even up close, due to Shield Slam being so useful and Bane not really being able to do much about it post block). BB has all the tools to keep Bane out - use them. If you are low on health and/or meter, consider fly, retreat, repeat until full screen and maintain that distance until you're in a more comfortable position.
Batman
Black Adam
Black Canary (Espio)
Blue Beetle
Brainiac
Captain Cold (Pakman)
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