BrianTheBEAST
Banned
Agree with Joker Mu
I dont understand this matchup, green arrow can literally spam low arrows and turtle the entire time... it feels like an awful matchup for FSDo you think arrow loses to firestorm because of the long startup on arrows?
Cant you dash in once and lava floor them?I dont understand this matchup, green arrow can literally spam low arrows and turtle the entire time... it feels like an awful matchup for FS
yeah i take back any canary complaints about any MU lmaoowelp the patch made this list irrelevant lol
I disagree with the controlling the air bit, and that's really where I think we lose this. It feels like SUPER finicky timing to punish the air lasers with the torpedo (or maybe I just haven't gotten the hang of it yet?), and his aerials absolutely wreck Firestorms too, so if you're both trying to use air dashes to get in he'll win 9/10 times OR if he's abusing air dash himself then the lack of a real AA attack with FS becomes a veeeery glaring weakness.high, highly, HIGHLY disagree with superman. i think we at least go even. biggest difference in this match is that after breath superman cant shimmy firestorm because if he tries to walk backwards he ends up blocking a d1. also the fact that lasers go away on hit really help us out because he can't trade with us in most cases. if it looks like hes about to sneeze you can do an ex fireball out of the startup, its slow as shit and i used to do that with ex guns from deathstroke all the time in inj1. also we control the skies with the air psycho crusher. i think this next patch we might beat him
when you punish the air laser, you need to wait for the animation of the laser to end and then input the torpedo and you hit superman on the way down. best idea is to jump when the laser comes out instead of jump with himI disagree with the controlling the air bit, and that's really where I think we lose this. It feels like SUPER finicky timing to punish the air lasers with the torpedo (or maybe I just haven't gotten the hang of it yet?), and his aerials absolutely wreck Firestorms too, so if you're both trying to use air dashes to get in he'll win 9/10 times OR if he's abusing air dash himself then the lack of a real AA attack with FS becomes a veeeery glaring weakness.
Hmm, okay, I'll try and approach the timing like that, thanks.when you punish the air laser, you need to wait for the animation of the laser to end and then input the torpedo and you hit superman on the way down. best idea is to jump when the laser comes out instead of jump with him
outside of divebombs superman doesnt have a cross up and he doesnt have any real low/overhead after a jump in so im indifferent to getting jumped in on. as far as air dashes go i find them extremely easy to block because your opponents body literally turns around if they cross you up and thats a huge visual que, but keep in mind if they cross you up with an air dash the burst is a good tool to deal with it. also if superman is air dashing at you, you can hit him with an air torpedo.
like i said before, breath is nothing to be scared of. he can't shimmy after breath because d1 reaches him and if he tries to walk backwards hes going to block a d1. he has to go for other options to open you up post breath which has a lot of superman players go for goofy airdash crossups (which you can do the burst to punish since you can't stick out a button during your air dash) or they will go for backdashes (which is whatever)Hmm, okay, I'll try and approach the timing like that, thanks.
I don't tend to get hit by the raw air dash aerials, and obviously he's not super mixup heavy when he gets in, but after you block the aerial (since you can't AA him out of it) it's kinda hard to deny that Superman's pressure is tremendous with the frames on his pokes and strings, his breath, his trait cancels. He doesn't have 50/50's or anything really, but you he has so many options with great frames that you kinda have to respect a ton of potential followups, which can do considerable chip even if you don't get opened up. The fact that he can get in and start that pressure with an aerial really easily because FS has a hard time AAing feels kinda like a distinct weakness in the matchup.
Darkseid wins 7-3, he controls every part of the screen, firestorm cant anti air, firestorm loses the zoning war, and darkseid outdamages firestorm.Everyone I talk to tells me that firestorm loses badly to the Seid, just cuz I can jump forever and u can't stop me. But with the ability to full screen check w insta laser and punish my zoning attempts w MT and very damaging and easy punishes w d1 xx MT and B1 xx MT the risk reward isn't so bad. Also point blank DS best punish on mb MT is f2 which leads to a good combo but is a 1f punish and can be high punished if I'm a frame slow. But I wanna hear an in depth explanation from @EMPEROR_KNICKS aka the biggest up player cuck ever. He is sure that DS wins 6-4 but all he's ever said is that Seid controls the air. Speak.
I dislike ur opinion. It contradicts w mine. Burn forever in the flames of Apokolips.Darkseid wins 7-3, he controls every part of the screen, firestorm cant anti air, firestorm loses the zoning war, and darkseid outdamages firestorm.
Maybe I am yet to verse a darkseid of your level but I disagree.Darkseid wins 7-3, he controls every part of the screen, firestorm cant anti air, firestorm loses the zoning war, and darkseid outdamages firestorm.
Darkseid does out damage for a fact lol, i play the mu alot. And darkseid wins the trades, and obvi im not jumping around 24 7, but for firestorm its hard to anti air darkseid on reaction.Maybe I am yet to verse a darkseid of your level but I disagree.
You can't really throw lasers in this match up, without that you don't build enough meter to do combos.
If you do nothing but jump around, firestorms air to air options are actually decent.
And darkseid definitely does NOT outdamage firestorm. Our bnbs do good dmg, on darkseid especially.