What's new

Cheetah Official Matchup Chart

Circus

Part-Time Kano Hostage
@Circus I believe the black canary matchup is much closer to a 5/5.

My thoughts are because on knockdown it is very hard to keep her from front or back hand spring on wakeup. I played a really good canary that would do this which led me to respecting her wakeup, as a majority of my wakeup options were null/void.

An example is this you don't respect the wakeup and you f3 or try something on knockdown in a corner hard knockdown situation. Her front hand spring rolls through all of it and you have to block the mixup.

You don't get the mixup.... Her resets and damage are insane. You can back off and approach when you want to, but then you also have to worry about full screen scream.

You can bait the hand spring, but canary has these options on cheetah. Cheetah options on canary are very limited on wakeup. Push block on her I find effective to avoid some nasty mix and get set up again.

If I am missing something here. I would appreciate your input. I have tried everything I can think of in practice.

Maybe a different oki option on canary that you guys might know. air pounce catches the away handspring, but puts you like full screen on a handspring through you. Can lead to some pretty heavy mind games.

@Zionix
@Circus
@RevetLeafing

You could grab her flip out with dbf1 grab. It's active enough to grab it every time for some reason.

Also, just like Flash, Canary doesn't have a far'ish reaching option that is 11 frames or less. This means that if they block a D1 you could immediately go for a D3 and they can't counter with ANY of their buttons. This makes it so they have to either block both the D1 and the D3 OR you could go for D1 into the db1 grab. Even if the Canary jumps after the blocked D1, depending on the range, most of the time she will whiff her jump in because you will low profile it (same for Flash too). Once you start incorporating this into your neutral you really start to give these two characters hell.
 

Osty

Noob
You could grab her flip out with dbf1 grab. It's active enough to grab it every time for some reason.

Also, just like Flash, Canary doesn't have a far'ish reaching option that is 11 frames or less. This means that if they block a D1 you could immediately go for a D3 and they can't counter with ANY of their buttons. This makes it so they have to either block both the D1 and the D3 OR you could go for D1 into the db1 grab. Even if the Canary jumps after the blocked D1, depending on the range, most of the time she will whiff her jump in because you will low profile it (same for Flash too). Once you start incorporating this into your neutral you really start to give these two characters hell.
Hmm I can't recall trying the dbf1 grab on that. I did try the db1, and that didn't work. I will test this a bunch in practice. It doesn't whiff at all?? I thought I had exhausted my options. In memory though I can't recall trying this..... lol I am kinda embarrassed about that.

Getting in isn't the problem for me. I also was aware of that frame data actually. The matchup became stupid hard because I didn't know how to stop the handspring on wakeup. Cuz if you d3 on wakeup the handspring rolls through and you are getting hit.

I have never had an issue with flash either. Canary really either until I was baffled by the handspring on wakeup.

This is a lifesaver for me. Thanks for the information. I appreciate it!!! :)

@Circus THANKS!!
 

bishbash

Magic as easy as 1 2 standing3
How did I miss this....

I'd be interested in seeing some of these match ups played out I don't think some of the mu you have listed as advantage are even 5/5- although I do know that I struggle more than the character does (if that makes sense)

Swamp thing for example, he has an 8f normal that will AA all of cheetahs jump ins/lunges, he out ranges her in the neutral, he has a +on block wake up and doesn't have to respect her oki at all unless she has meter- I don't even think a 12f dash helps her in that mu. Looking at the character kits and imagining them both played at the highest level I just can't see how it would be her advantage
 

RevetLeafing

Tanya, Tanqui, and Kaprisun Specialist
Played as WoWo against a Cheetah friend for about 30 games.

This match-up is 7-3 in WoWo favour, Cheetah just can't get anything going and when she gets a knockdown its still tough to get anything going with a plethora of wake-up options available in this game.

Between D2, all of her jump attacks and jp attack shield cancels, IA down-shield and straight-shield, lasso anti airs and D1 through gaps and easy punishes for big damage, WoWo has all the answers.

Cheetah can still take games because if she gets her reads right she is a powerhouse, but WoWo just doesn't need to take any risks and still does solid damage and meter build.
Just realized you're ponkster Omg, you join my streams
 

Tweedy

Champion
Idk how Superman wins. Maybe Revet is just better than me, but when I play him he finds a sweet spot where he can pounce without getting hit by lasers. Superman's anti airs aren't super great, I think it's 5-5.

I think you guys should play revet before questioning him. A lot of your guys match up numbers are like "lol Cheetah not top tier and X character top tier so she must lose". He's actually grinding out sets with high level representatives of these characters.
 

kcd117

Kombatant
Idk how Superman wins. Maybe Revet is just better than me, but when I play him he finds a sweet spot where he can pounce without getting hit by lasers. Superman's anti airs aren't super great, I think it's 5-5.

I think you guys should play revet before questioning him. A lot of your guys match up numbers are like "lol Cheetah not top tier and X character top tier so she must lose". He's actually grinding out sets with high level representatives of these characters.
Lasers are not the problem in this matchup. And superman can anti air cheetah even without great anti airs, he can also air to air cheetah free, his jump arc and godlike jump normals beat her's clean. She can't compete in the neutral, and his floaty hitbox makes d3 whiff very often. When superman is down it's very hard to captalize since both rising grab and flying punch can beat all her options. I don't see how this specific matchup can be 5-5 since superman can check her fullscreen with lasers, apply his pressure without any major risk, and wakeup basically for free while cheetah has to deal with the fact he always is gonna have more options than she has, his options are safer and give him way better rewards.
 

Tweedy

Champion
Lasers are not the problem in this matchup. And superman can anti air cheetah even without great anti airs, he can also air to air cheetah free, his jump arc and godlike jump normals beat her's clean. She can't compete in the neutral, and his floaty hitbox makes d3 whiff very often. When superman is down it's very hard to captalize since both rising grab and flying punch can beat all her options. I don't see how this specific matchup can be 5-5 since superman can check her fullscreen with lasers, apply his pressure without any major risk, and wakeup basically for free while cheetah has to deal with the fact he always is gonna have more options than she has, his options are safer and give him way better rewards.
How is Superman ever waking up for free. Dash punch has little i frames and rising grab is easily low profiled. He can't anti air her without jumping which is risky.

What is his pressure? F23 breath into -1? F23 trait is +2 but holding f23 breath after that is gonna do about 1.75% chip.

Superman getting way better rewards is downplaying. Cheetah does a ton of damage.

Edit: Seriously Superman's wake ups are not good. They're something that will phase out 5-6 months into the game. They're no better than Atro's punchwalk.
 

Circus

Part-Time Kano Hostage
How is Superman ever waking up for free. Dash punch has little i frames and rising grab is easily low profiled. He can't anti air her without jumping which is risky.

What is his pressure? F23 breath into -1? F23 trait is +2 but holding f23 breath after that is gonna do about 1.75% chip.

Superman getting way better rewards is downplaying. Cheetah does a ton of damage.

Edit: Seriously Superman's wake ups are not good. They're something that will phase out 5-6 months into the game. They're no better than Atro's punchwalk.

Jumping forward with Jump1 even when you think a pounce is coming is a good idea because you could still be relatively safe from anything she could do if she doesn't initiate the pounce. Superman is actually one of the best characters to deal with the pounce because of his jump arc.

Lasers are not the problem at all either, they are just a means to slow her down so she has to walk her way into better ranges. There is also very little reason to use grounded lasers vs her too much because it just gives her opportunities to get in. It's better to focus on air lasers if you do feel like zoning a bit. The game becomes Superman jumping back constantly waiting to press jump1 on a pounce attempt and occasionally lasering. Cheetah has to dash or walk into a better range but at this point Superman literally controls the pace of the battle and she has to basically find a way to close distance without Superman going for a F23 first. His backdash is also very strong.

I'm on the fence saying it's a 3-7 like some other Cheetahs are saying but I'm very adamant that it's at least a 4-6. It's possible for her to win, but really the pace of the battle should be 100% in the hands of the Superman player at all times.
 

kcd117

Kombatant
How is Superman ever waking up for free. Dash punch has little i frames and rising grab is easily low profiled. He can't anti air her without jumping which is risky.

What is his pressure? F23 breath into -1? F23 trait is +2 but holding f23 breath after that is gonna do about 1.75% chip.

Superman getting way better rewards is downplaying. Cheetah does a ton of damage.

Edit: Seriously Superman's wake ups are not good. They're something that will phase out 5-6 months into the game. They're no better than Atro's punchwalk.
Flying punch beats d3 and all grabs on oki, it also beats f3 with a bar of meter, rising grab beats f3, all grabs and crossups. Of course it is baitable, just like everything in a fighting game, but he can always backdash or wake up buttons to make you completely loose your turn.

F23, f23 trait, and f23 breath are legit options to pressure cheetah. Just look at his rewards compared to her's, f23 breath leaves you at -1, you can bait a poke, bait a sweep, read a backdash, insta air dash, or just f23 breath again. If supes hits cheetah, full combo, if cheetah hits supes with a sweep or poke... 8% into a knockdown.
Saying that f23 pressure isn't legit is downplaying.

Also, forgot to mention, superman's trait is basically a better version of cheetah's, that can break armor and make playing the neutral game against him even worse.
 

Zionix

AKA Ponkster
How is Superman ever waking up for free. Dash punch has little i frames and rising grab is easily low profiled. He can't anti air her without jumping which is risky.

What is his pressure? F23 breath into -1? F23 trait is +2 but holding f23 breath after that is gonna do about 1.75% chip.

Superman getting way better rewards is downplaying. Cheetah does a ton of damage.

Edit: Seriously Superman's wake ups are not good. They're something that will phase out 5-6 months into the game. They're no better than Atro's punchwalk.
Sounds like you need more experience in the match up. Props to Revet though he is giving a good representation of Cheetah!
 

Circus

Part-Time Kano Hostage
can u pls explain this one?
in my experience this is 6-4 or worst in favor for catwoman.
maybe im playing this mu wrong.
After any combo ending in dbf1, you could get a dash up into neutral jump that will stuff all her wakeup attempts. The only other option besides blocking she'll have is to backdash which you could counter on a read safely with dash up (MB)F3 or a good pounce.

You absolutely cannot play the pounce game against a Catwoman that knows the matchup if she has a meter because MB Catdash will punish any pounce attempt. It's best to play the dash up neutral and place your MBF3s well against her jump2s and her advances. In the end, both Catwoman and Cheetah's backdashes will make the matchup pretty strange and slippery but Cheetah's pounces actually make it so on a read of a backdash from up close, you could actually get a strong punish.
 

Ns_Brutalmileena

Wheres Mileener!BRUH
I need help, I struggle with the superman match up the most, any tips cheetah fam. I lab him but its just one of thos things, its gotten so bad I'm picking him up just to understand his game plan.:p
I'm not getting zoned out, hit with rising grab, or anything like that. Just bodied in the neutral pretty much lmao! I know his frame data but i still feel confused lol HELP
 
Last edited:

Osty

Noob
I think Cyborg beats Cheetah or at least goes even. Can anyone explain how she beats him?
I do really well againat any cyborgs. They olay max rand cand cant dounle agot forver. He haa a decwntly love recocer on fireball. What i do is land my ji3 bigh for an immediate deadly hook. Then you can get extremely high damage.

You can alao duck his grapple opener if he keepa doing that as his wakep. Patient o. The fireball chain and he will run out of meter.

I have been ablr to get timed jumpins easily on green lanter. And cyborg. Pracricie the timinf on you ji3 or ji1 deasly hook buffer. If you are landimg in the correct spots. You grab them and can combo whatever.

I currently habe it down super well. And it has helped me tremendously.
 

Osty

Noob
I do really well againat any cyborgs. They olay max rand cand cant dounle agot forver. He haa a decwntly love recocer on fireball. What i do is land my ji3 bigh for an immediate deadly hook. Then you can get extremely high damage.

You can alao duck his grapple opener if he keepa doing that as his wakep. Patient o. The fireball chain and he will run out of meter.

I have been ablr to get timed jumpins easily on green lanter. And cyborg. Pracricie the timinf on you ji3 or ji1 deasly hook buffer. If you are landimg in the correct spots. You grab them and can combo whatever.

I currently habe it down super well. And it has helped me tremendously.

****sorry very drunk post. I will try and remember ti fix everything appropriately.
 

Rip Torn

ALL I HAVE IS THE GREEN.
****sorry very drunk post. I will try and remember ti fix everything appropriately.
No, leave it... it's hilarious. There's some good points in there if you can decipher it!

The issue I have with cyborg is that he can shoot at every angle which really hurts cheetahs chances of a successful lunge. He also has a good backdash and grapple is very annoying. This allows him to play runaway almost the entire match.
 

DC4-3

Low tier button masher.
I do really well againat any cyborgs. They olay max rand cand cant dounle agot forver. He haa a decwntly love recocer on fireball. What i do is land my ji3 bigh for an immediate deadly hook. Then you can get extremely high damage.

You can alao duck his grapple opener if he keepa doing that as his wakep. Patient o. The fireball chain and he will run out of meter.

I have been ablr to get timed jumpins easily on green lanter. And cyborg. Pracricie the timinf on you ji3 or ji1 deasly hook buffer. If you are landimg in the correct spots. You grab them and can combo whatever.

I currently habe it down super well. And it has helped me tremendously.
Ooh. I love playing this game...

 

PANDA

*Supreme Member*
What's the game plan vs SubZero? I usually fake out lunge and make them use their clone and while its recharging i go in. What are you guys' strategy vs sub?
 

br8kz

YouTuber
Can you explain to me the cheetah/batman match up because I main batman and I play someone who's really good with cheetah and I feel kind of helpless against her. I can zone with batarang's but it almost never really connects because she can duck everything. I just don't really understand the mu that well so can you help explain it to me?
 

br8kz

YouTuber
I realize ranked is ranked. But there are a ton of very respectable players that go on ranked regularly on PSN and I know your usually in the top 40 with Cheetah.

Me and Alcatraz are the only other Cheetahs that are always in the top 100 so I like seeing your opinion on stuff. I play EMPR Knicks and a few other tournament players pretty often too.
I'd love to share oki options in certain matchups.

Here is my tier list though:



JTCircus' Cheetah Living Matchup Chart
(Disclaimer: 4/6s are still VERY winnable)

Losing: 11

Batman 2/8 (his backdash recovers fast, his MBBatrangs and MBUprangs stop everything cold on reaction in combination with his trait, and he could get free safe pressure anytime he wants because he builds all the meter in the world while you starve for it. Even bad Batman players will give a good Cheetah a decently hard time but it's a Batman that knows his options in the matchup 100% that will make it feel unwinnable)
Hey bro I saw that you gave batman 2/8 against cheetah, I main batman and I play someone who has a decent cheetah regularly and I struggle so hard against cheetah can you elaborate a little bit more on the mu so I can play it like it's 2-8?
 

Zionix

AKA Ponkster
Hey bro I saw that you gave batman 2/8 against cheetah, I main batman and I play someone who has a decent cheetah regularly and I struggle so hard against cheetah can you elaborate a little bit more on the mu so I can play it like it's 2-8?
The batarangs are used to buy time for trait. Everytime you have trait you want to use it to either start so offence or use it so anti air or shutdown/punish her approach, which she really stop you from doing.

If you are feeling uncomfortable use mb batarang to knock her away or start offence and remember to finish pressure with his overhead retreating string which she can't do much about and rinse repeat until defeat.

Cheetah has no fast foward advancing attacks that isn't lunge, she is a sitting duck is this match-up.