Like a pussy?This is how I feel the "Catwoman/Green Lantern" match-up should be played.
Are you talking about the match that starts at 1:15? I like your catwoman and your keep way patient style is commendable but I dont think that Green lantern player was really capitalizing on damage. Several time He did b1, 3 and caught you only to go into turret gun instead of going for the combo damage. He would also hit with MB rocket and not follow it up with a big damage combo. I did not see him going for resets either. With him missing all that damage, the games were still close, Most Green lanterns I play only cancel into gun if you block the 1,3 string and try to optimize their damage. Hopefully we can see more of your approach towards this match up.I had a theory for this match-up and I played it when I was down in Arizona for the 5v5.
This is how I feel the "Catwoman/Green Lantern" match-up should be played.
Are you talking about the match that starts at 1:15? I like your catwoman and your keep way patient style is commendable but I dont think that Green lantern player was really capitalizing on damage. Several time He did b1, 3 and caught you only to go into turret gun instead of going for the combo damage. He would also hit with MB rocket and not follow it up with a big damage combo. I did not see him going for resets either. With him missing all that damage, the games were still close, Most Green lanterns I play only cancel into gun if you block the 1,3 string and try to optimize their damage. Hopefully we can see more of your approach towards this match up.
Like a pussy?
get it?
The only thing I would recommend is ending combos with low whip and make him guess the left/right mixup. Green Lantern has the ideal hitbox for this setup. There is a window that determines whether it hits in front or behind. If you jump instantly after low whip, you will cross up, but if you delay it half a second, you stay on the same side. Also, he doesn't have any wakeup options to deal with this so he has to guess.I had a theory for this match-up and I played it when I was down in Arizona for the 5v5.
This is how I feel the "Catwoman/Green Lantern" match-up should be played.
"You think the fire in your eyesLike a pussy?
get it?
You finish a lot of combos with 1f2 instead of f3 for hkd. Is this for your set ups on the follow up (f3 knocks opponents further away?) or is it for execution purposes?I had a theory for this match-up and I played it when I was down in Arizona for the 5v5.
This is how I feel the "Catwoman/Green Lantern" match-up should be played.
You finish a lot of combos with 1f2 instead of f3 for hkd. Is this for your set ups on the follow up (f3 knocks opponents further away?) or is it for execution purposes?
Also that double f3 catdashmb cross up tech is silky, and I'm stealing it.
Cool, I also noticed mid strings you're using j3 instead of f3 whiff, isn't f3 more dmg? Does it effect fall speed?Spacing and timing mid screen. There is also a reverse wake-up with the 1F2 knockdown and its a just frame. I just haven't practiced it yet, so I don't have it down.
In the corner its the best knockdown due to the hitbox properties. It allows you to phase through, and you get set-ups such as jump cross up, or it allows you to interact with items as you phase through.
Cool, I also noticed mid strings you're using j3 instead of f3 whiff, isn't f3 more dmg? Does it effect fall speed?
The only thing I would recommend is ending combos with low whip and make him guess the left/right mixup. Green Lantern has the ideal hitbox for this setup. There is a window that determines whether it hits in front or behind. If you jump instantly after low whip, you will cross up, but if you delay it half a second, you stay on the same side. Also, he doesn't have any wakeup options to deal with this so he has to guess.
I think he means trip whip, df 3.What do you mean end combos with low whip?
Yeah sorry I mean d+f3. Pretty much just end your combo with MB dash, then d+f3 which is a hard knockdown. It leaves you at a distance that leads to an extremely ambiguous j1. Some smaller hitbox characters always get crossed up, but normal-large hitbox characters have that window that I was explaining in my previous post. I definitely don't use this as my "go to" setup since the combo damage isn't optimized, but I do get a lot of mileage off of it and it is very good in some matchups.What do you mean end combos with low whip?
Cool, have you experimented using cat parry on his overhead for punishes? I've had some success with this on block strings finishing with cat claws, most often I find AM will go for the overhead low mixup, it's risky but if the overhead doesn't connect the low doesn't come out. Then punish with f1 catdash and f3 hkd mixupsAquaman is super tough. I've recently made some progress thinking outside the box and adjusting my game. Like she's gotta use jump 3 more. If you neutral jump a b+1,2 or crossup a wakeup scoop use jump 3 to launch. When a jump 2 hits I don't go into dash or claws, I will just take the frame advantage. Use f+3 as an overhead instead of f+1. Throw a lot and use sweep instead of b+1,2. If he traits preemptively then do that stuff until cool down then you can play your regular game.
So what would you catwoman players agree on more 6-4 gl? or 7-3 gl? I think 6-4 but possibly 7-3 maybe.
You going to tfc?Could go either way. Unquestionably bad for Selina but hard to say how bad.
6-4 GLSo what would you catwoman players agree on more 6-4 gl? or 7-3 gl? I think 6-4 but possibly 7-3 maybe.
I can definitely agree on that 6-4 gl. very winnable for catwoman6-4 GL
Its bad, but not nearly as bad as Batman.