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Match-up Discussion DS Matchup Chart after a year into IGAU

Flawless Thomas

Apprentice
I think his air gunshots need to be abused against Zod full screen because when I played Dave I was having alot help from it. Talking about the super low ones by the way. Those are a must
 

RM Jonnitti

Hot Dog
I think his air gunshots need to be abused against Zod full screen because when I played Dave I was having alot help from it. Talking about the super low ones by the way. Those are a must
i just use standing guns when dealing with the instant airs. is there any reason why you should do air guns over standing guns?
 

Flawless Thomas

Apprentice
i just use standing guns when dealing with the instant airs. is there any reason why you should do air guns over standing guns?
It depends on how the Zod is playing actually. I do alot of standing guns as well, but when he starts wanting to jump higher with Zod balls and meter burn them you can jump over one and before touching the ground do air gunshots. A lot of times you'll either catch them out of the air or beat their straight pistol shots. And the time it takes for them to fall to the ground after being shot gives you enough to close the distance between you and him.
Don't get me wrong on that, I probably shouldn't have said abuse them. But use them more precisely and they're helpful in more situations
 

RM Jonnitti

Hot Dog
It depends on how the Zod is playing actually. I do alot of standing guns as well, but when he starts wanting to jump higher with Zod balls and meter burn them you can jump over one and before touching the ground do air gunshots. A lot of times you'll either catch them out of the air or beat their straight pistol shots. And the time it takes for them to fall to the ground after being shot gives you enough to close the distance between you and him.
Don't get me wrong on that, I probably shouldn't have said abuse them. But use them more precisely and they're helpful in more situations
oh yeah absolutely when he jumps higher. i feel like DS has a lot of tools to deal with zod but trait is always a dick. zod kinda ignores fundamentals and just makes everyone deal with bullshit which makes me kinda :/
 

Flawless Thomas

Apprentice
oh yeah absolutely when he jumps higher. i feel like DS has a lot of tools to deal with zod but trait is always a dick. zod kinda ignores fundamentals and just makes everyone deal with bullshit which makes me kinda :/
Haha yeah I totally feel you on that man. Can you get a reversal in on his trait grab? I feel like I did that and it worked well
 

L1FTER

Noob
My one biggest goal in Injustice from now on, is to learn this matchup well enough that it will actually feel like this, and not like it's 9-1....
I feel for you on this one man. I really have no idea what Lex can do if he's full screen from DS.
 
@AVN PTH jonnitti, I will start with batman and list advantages for ds vs him:
*DS wins the zoning war (especially when u have a life lead) so dnt be afraid to land some hits and then make batman force the issue while u are sitting back and getting chip/dmg/meter.
*Ds's down 2 is very good vs batman. It can beat all of his jump attacks and can be used in footsies to blow up batman when he tries to dash in or use a slower normal than DS's d2. Also with one bat, batman doesn't have advantage on block, so sneak in some d2 if he tries pressuring u with one bat.
*up close, abuse the hell out of his wakeups. Batman only has slidekick or parry for wakeups. Parry wont help since ds has b1 u2 and u can best slidekick by just blocking it or using jump back 3 to punish it for a full combo. Also in the corner, dnt be afraid to get a knockdown and apply jump 3 pressure since he has bad wakeups.
*batmans AAs arent good without bats, so dnt hesitate to test him out with some jump hits and if he counters jump 3 with junp 2, go to jump 1 and blow him up.

If I am missing anything, let me know and I will get back to you.
 

RM Jonnitti

Hot Dog
@AVN PTH jonnitti, I will start with batman and list advantages for ds vs him:
*DS wins the zoning war (especially when u have a life lead) so dnt be afraid to land some hits and then make batman force the issue while u are sitting back and getting chip/dmg/meter.
*Ds's down 2 is very good vs batman. It can beat all of his jump attacks and can be used in footsies to blow up batman when he tries to dash in or use a slower normal than DS's d2. Also with one bat, batman doesn't have advantage on block, so sneak in some d2 if he tries pressuring u with one bat.
*up close, abuse the hell out of his wakeups. Batman only has slidekick or parry for wakeups. Parry wont help since ds has b1 u2 and u can best slidekick by just blocking it or using jump back 3 to punish it for a full combo. Also in the corner, dnt be afraid to get a knockdown and apply jump 3 pressure since he has bad wakeups.
*batmans AAs arent good without bats, so dnt hesitate to test him out with some jump hits and if he counters jump 3 with junp 2, go to jump 1 and blow him up.

If I am missing anything, let me know and I will get back to you.
how would do you fight batman in neutral around a character space or 2 away? thats the range where i have trouble
 
how would do you fight batman in neutral around a character space or 2 away? thats the range where i have trouble
I say utilize guns if he Doesn't have bats on at times to check him.
D2 is a go to tool since it is an AA, beats dashes, nd can be used on batmans one bat pressure. Also it has great recovery nd is plus on block. It beats b2,3 since it is faster than it nd out ranges batmans b1 as well.
B1 for ds is effective at right range plus his f3 can be optimized as well. Standing 3 can be used from time to time
Also his jump 3 is great vs batman also bcuz without bats, his AA game is decent at best.
 

Vagrant

Champion
Batman: 5-5
Cyborg: 6-4
Doomsday: 5-5
Nightwing: 5-5
Raven: 6-4
Wonder Woman: 5-5
Zatanna: 5-5

these are matchups i struggle in. can you guys help me out on these? especialy nightwing, doomy and raven :/
@MITDJT @GGA Slips @RedRaptor10 @G4S J360 @Crathen @Vagrant

NW:
Zone when he's in escima, airshot wing dings, j3 okizeme into mixup, after you block MB staff pound, respect the next, if he does the regular though you have a window to quick fire him before he gets another one off, this will re establish your zoning advantage but be warned, he loses the chip war against NW in staff. Around mid screen if he's in staff he will probably try to cheat his way in with flying grayson. Practice d2ing it and be ready to do so. His only consistent anti air against you is a pre emptive j2 or j1 in staff I forgot which one it was exactly.

Doomy:
Understand the post blocked MB venom game and capitalize when you guess right, I believe 132 is a safe string against him to kill off some of his trait time when he's in trait but I could be wrong. Practice blowing up both versions of his invincible wake up (Up shoulder). Don't make the mistake of thinking you have to zone him. doomsday is just as vulnerable to DS mixups as anyone. Your main obstacle is working around MB venom. Which is what makes doomsday and something pretty much everyone has to deal with. Oh and shooting MB guns at him when he's in trait is kind of a bill to be honest wastes the meter and you need like 3 bars to bring his armor down anyway. There's no way your bringing a good doomsdays armor down before he gets to you.

Raven:
If she lifts. Punish her
If she crushes. Punish her
If she fireballs. Punish her
If she traits. block
If she teleports d2 (use your judgement, there are some spots it will whiff)

When you knock her down. vortex.

You outfootsie her if she gets impatient and wants to bring the fight closer.
Block her low and watch for the startup of the overheads if she does somehow get in.
 

RM Jonnitti

Hot Dog
I say utilize guns Doesn't have bats on at times to check him.
D2 is a go to tool since it is an AA, beats dashes, nd can be used on batmans one bat pressure. Also it has great recovery nd is plus on block. It beats b2,3 since it is faster than it nd out ranges batmans b1 as well.
B1 for ds is effective at right range plus his f3 can be optimized as well. Standing 3 can be used from time to time
Also his jump 3 is great vs batman also bcuz without bats, his AA game is decent at best.
Awesome thanks a lot! One more question though, what would you recommend post b23? With and without bats loaded. I feel like there are a bunch of options im not exploring here but I have some stuff
 

Chongo

Dead Kings Rise
NW:
Zone when he's in escima, airshot wing dings, j3 okizeme into mixup, after you block MB staff pound, respect the next, if he does the regular though you have a window to quick fire him before he gets another one off, this will re establish your zoning advantage but be warned, he loses the chip war against NW in staff. Around mid screen if he's in staff he will probably try to cheat his way in with flying grayson. Practice d2ing it and be ready to do so. His only consistent anti air against you is a pre emptive j2 or j1 in staff I forgot which one it was exactly.
If you want to interrupt Nightwing zoning with regular ground blasts don't do that because you'll either get blown up or you'll trade and I think Nightwing wins. If you make the read that he's just gonna machine gun them block one, dash forward and whiff punish with guns.
 

Vagrant

Champion
If you want to interrupt Nightwing zoning with regular ground blasts don't do that because you'll either get blown up or you'll trade and I think Nightwing wins.
Ground blast: +9
21 frame start up

(12 frame gap)

Quick fire is 11 frames and reversal windows are pretty easy in this game.
 

Chongo

Dead Kings Rise
Ground blast: +9
21 frame start up

(12 frame gap)

Quick fire is 11 frames and reversal windows are pretty easy in this game.
Yes but if you're 3/4ths or full screen away the guns take a little bit longer to get there, allowing a trade to happen where nightwing wins.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I want to add something to the GL matchup.

I skimmed through, so Idk if this was brought up, but dealing with b13 CRP has an extra option. d1. It will duck under the rocket. I think d3 may work, but I don't remember if it does or not, and I didn't test out to see the post-situation options. I just know it's a possibility, and probably easier to do than just backdash since you're likely aready crouching.

If d3 works, though, then (b^.^)b
 

KingHippo

Alternative-Fact Checker
Also, let's not forget DS's super good backdash in the NW matchup. You can be as little as three character length away and still do low gs and backdash a reversal blast. You can do the same with the mb blast>blast thing. Also, d2 will beat all followups after b2 in Escrima, so there's that to help avoid that mixup.
 
Also, let's not forget DS's super good backdash in the NW matchup. You can be as little as three character length away and still do low gs and backdash a reversal blast. You can do the same with the mb blast>blast thing. Also, d2 will beat all followups after b2 in Escrima, so there's that to help avoid that mixup.
I actually didnt know this, I shall really blow djts NW up now :p.
 
I want to add something to the GL matchup.

I skimmed through, so Idk if this was brought up, but dealing with b13 CRP has an extra option. d1. It will duck under the rocket. I think d3 may work, but I don't remember if it does or not, and I didn't test out to see the post-situation options. I just know it's a possibility, and probably easier to do than just backdash since you're likely aready crouching.

If d3 works, though, then (b^.^)b
Also I would like to add that gl can blow up backdashing of his b1,3 with any character by doing b1 mb oa rocket. So backdashing it isnt safe at all now.