Bibulus
Noob
I'm gonna be posting my notes in this thread, feel free to critique whatever and please cite me for whatever I misinterpret. This is still a work in progress, but I'm posting it anyways because crowd sourcing is a great way to fact check things. I will be happy to cite help where it's given and maybe we can all learn something
Batman – Trait Universal Variable! Essentially blocking his trait gives him a free jump in even if the move was unsafe. Beware this whenever his trait is active.
Punishing Specials –
d,b+1 Grapple – Lift at all ranges is free. Outside that range just take the advantage to get zoning advantage.
Trait Active – Minigun outside of lift range.
b,f+2 Batarang – Unsafe to lift only in b+1 range... So just b+1 punish unless you want to transition behind them with MB Lift . Can't be ducked.
b,f+3 Slide – Unsafe to b+3 at all ranges but tip.
Parry - This only beats highs/overhead
String Responses - Batman can special cancel in a lot of these unsafe strings, this includes cancels into his parry.
122 – String ending with batarangs - Unsafe to lift at all ranges where you actually block it
123 – Low ending string - Safe and close range, outside overhead range inside standing 2 range.
Standing 223 will beat everything he has except block and it's safe, but you're not really at a range where you get a good mixup to . You're outside of overhead/throw range and inside of the range where you can jump at someone and apply pressure. So you can setup a jump away or try to walk into mixup range... You're not far from the range of your overhead or grab and overhead beats panic d+1's so from this range I actually like GL step up into offense.
b+23: Blocking this puts Batman at midrange right outside where lift is ideally spaced and he's at huge advantage. If he dashes in your face the only way to beat it seems to be d+1, not sure how to hit confirm off of that into serious damage. If he wants to jump in on you lift beats it, but you're not in lift range unless he moves at you so don't just commit to it.
Punishing Specials –
d,b+1 Grapple – Lift at all ranges is free. Outside that range just take the advantage to get zoning advantage.
Trait Active – Minigun outside of lift range.
b,f+2 Batarang – Unsafe to lift only in b+1 range... So just b+1 punish unless you want to transition behind them with MB Lift . Can't be ducked.
b,f+3 Slide – Unsafe to b+3 at all ranges but tip.
Parry - This only beats highs/overhead
String Responses - Batman can special cancel in a lot of these unsafe strings, this includes cancels into his parry.
122 – String ending with batarangs - Unsafe to lift at all ranges where you actually block it
123 – Low ending string - Safe and close range, outside overhead range inside standing 2 range.
Standing 223 will beat everything he has except block and it's safe, but you're not really at a range where you get a good mixup to . You're outside of overhead/throw range and inside of the range where you can jump at someone and apply pressure. So you can setup a jump away or try to walk into mixup range... You're not far from the range of your overhead or grab and overhead beats panic d+1's so from this range I actually like GL step up into offense.
b+23: Blocking this puts Batman at midrange right outside where lift is ideally spaced and he's at huge advantage. If he dashes in your face the only way to beat it seems to be d+1, not sure how to hit confirm off of that into serious damage. If he wants to jump in on you lift beats it, but you're not in lift range unless he moves at you so don't just commit to it.
This matchup is all about getting into lift range and outside of his normal range... He has nothing to deal with you in this zone because you can punish almost everything he does with lift and you can use lift to stop him from spamming shots. This will allow you to trade chip with him using minigun if you have to do that to keep up with a patient Deathstroke.
Midrange - Once you hit lift range, you can punish most of everything
Long range - Just low block and step forward after everything. You can dash after blocking assault rifle if he's got no meter to MB or if you just want to guess he isn't going to use it. If you're not used to reacting just take short steps forward between high shots and after blocking low ones... Focus more on not getting hit than getting max distance because if you duck all of the high shots you can open him up to a
If he's not using lots of high or jumping shots Forward jumps or High Oa's Air Rocket can be good just to get him to take to the air himself... Do not try to jump at him like it's a good strategy or he will own your face off. Just do it once or twice to mix it up to keep him in check.
Specials - Flippy Spinny thing is unsafe to lift
Machine Gun unsafe to lift. MB version is overhead!
Inside lift range the overhead whiffs on you entirely so just lift. At point blank the overhead will hit, but is still rather unsafe so b+1 him whenever you realize what happened and hope you reacted in time to no MB.
At range you can dash in immediately and be safe to other shots but lose to MB. If you want to be safe you can not dash and just walk a whole bunch after seeing MB or not.
High Shots - Safe on block
Lift Range unsafe to lift if you duck them - Opponent can MB to hit you for trying, but the risk/reward is in your favor because if you keep ducking you can punish MB high shots too
At range just briefly step forward and duck again after you see there is no MB.
Low Shows - Only safe shots that hit crouching block.
At lift range you can jump at him in anticipation of low shows/machine gun and take a free combo if you guess right. To antiair that jump he has to commit to unsafe moves you can punish him for with lift should you not jump.
At range just briefly step forward and duck again after you see there is no MB.
Midrange - Once you hit lift range, you can punish most of everything
Long range - Just low block and step forward after everything. You can dash after blocking assault rifle if he's got no meter to MB or if you just want to guess he isn't going to use it. If you're not used to reacting just take short steps forward between high shots and after blocking low ones... Focus more on not getting hit than getting max distance because if you duck all of the high shots you can open him up to a
If he's not using lots of high or jumping shots Forward jumps or High Oa's Air Rocket can be good just to get him to take to the air himself... Do not try to jump at him like it's a good strategy or he will own your face off. Just do it once or twice to mix it up to keep him in check.
Specials - Flippy Spinny thing is unsafe to lift
Machine Gun unsafe to lift. MB version is overhead!
Inside lift range the overhead whiffs on you entirely so just lift. At point blank the overhead will hit, but is still rather unsafe so b+1 him whenever you realize what happened and hope you reacted in time to no MB.
At range you can dash in immediately and be safe to other shots but lose to MB. If you want to be safe you can not dash and just walk a whole bunch after seeing MB or not.
High Shots - Safe on block
Lift Range unsafe to lift if you duck them - Opponent can MB to hit you for trying, but the risk/reward is in your favor because if you keep ducking you can punish MB high shots too
At range just briefly step forward and duck again after you see there is no MB.
Low Shows - Only safe shots that hit crouching block.
At lift range you can jump at him in anticipation of low shows/machine gun and take a free combo if you guess right. To antiair that jump he has to commit to unsafe moves you can punish him for with lift should you not jump.
At range just briefly step forward and duck again after you see there is no MB.
I don't really get this matchup yet... But I know MB Minigun will chew up his passive. FUCK YOUR 10 HITS OF ARMOR!
Minigun this silly dude because he gets 3 hits of armor and minigun hits 4 times.
I have yet to fight a good Raven so I don't get how her in close works... But her zoning is fairly straightforward. The general idea is the same as the rest, to maintain range where lift hits but footsies do not. So advance from range and create space from close to maintain midrange. This match's ideal spacing is inside lift range and outside singularity range, which is great for MB OR into b+13 combos.
Specials - df+2 - Squeeze - This is like Lift but 3/4 screen, slower and unsafe. Don't jump on this bitch or this move will be free if she uses it. This seems to be able to turn into a full combo from all ranges with a MB or 2... So you need to make sure you don't eat these for free once your opponent has meter. When they don't have meter it can be a good time to condition them and risk getting hit by it, the risk is less and it gives them more to think about.
Far range - Your whole goal at far range is to bait her to throw this out when you're blocking. If you do that you get a free dash and if you do it twice from full screen you're at lift range, where she can't do shit without getting lift punished.
df+1 - This is a high projectile.
Far range - If you block it and try most of anything squeeze hits you. So duck it and walk in briefly a la deathstroke, if you dash you'll be unsafe to squeeze so don't do that unless opponents aren't using the squeeze or don't have meter for MB combos.
db+1 - Empty Void - This will absorb projectiles to gain a bunch of meter and can MB to return fire with an unblockable projectile. It's the reason you don't just sit at full screen outside of squeeze range and throw stuff at her. She will get ahead in meter real fast and then if she can find time to change forms her teleport will let her get in your grill with all that meter to make it rain pain.
db+2 - Singularity - This seems to be a lot like lift with shorter range and more startup, but safe. Gives ground bounce with MB so seems to be mostly a combo tool
Midrange - This is where you can fight her with projectiles because if she does almost anything to fight back lift punishes it. This includes whiffing Empty Void and Singularity or blocking Squeeze. Her high projectile isn't punishable, but it isn't damaging either and ducking it gives you tons of advantage to minigun to stuff straightforward attacks afterwards and lift will beat everything else because you're out of range of universal armor move.
Work in progress will finish when I have time... Now off to VSM
Specials - df+2 - Squeeze - This is like Lift but 3/4 screen, slower and unsafe. Don't jump on this bitch or this move will be free if she uses it. This seems to be able to turn into a full combo from all ranges with a MB or 2... So you need to make sure you don't eat these for free once your opponent has meter. When they don't have meter it can be a good time to condition them and risk getting hit by it, the risk is less and it gives them more to think about.
Far range - Your whole goal at far range is to bait her to throw this out when you're blocking. If you do that you get a free dash and if you do it twice from full screen you're at lift range, where she can't do shit without getting lift punished.
df+1 - This is a high projectile.
Far range - If you block it and try most of anything squeeze hits you. So duck it and walk in briefly a la deathstroke, if you dash you'll be unsafe to squeeze so don't do that unless opponents aren't using the squeeze or don't have meter for MB combos.
db+1 - Empty Void - This will absorb projectiles to gain a bunch of meter and can MB to return fire with an unblockable projectile. It's the reason you don't just sit at full screen outside of squeeze range and throw stuff at her. She will get ahead in meter real fast and then if she can find time to change forms her teleport will let her get in your grill with all that meter to make it rain pain.
db+2 - Singularity - This seems to be a lot like lift with shorter range and more startup, but safe. Gives ground bounce with MB so seems to be mostly a combo tool
Midrange - This is where you can fight her with projectiles because if she does almost anything to fight back lift punishes it. This includes whiffing Empty Void and Singularity or blocking Squeeze. Her high projectile isn't punishable, but it isn't damaging either and ducking it gives you tons of advantage to minigun to stuff straightforward attacks afterwards and lift will beat everything else because you're out of range of universal armor move.
Work in progress will finish when I have time... Now off to VSM
So I got some experience vs Superman and I have the breakdown of how to deal with Superman Zoning Ver 1. I don't think you want to fight this in close, Supermans point blank pressure seems awesome. I need to have Superman in my grill for a few sets and I will do a breakdown on what happens where.
Outside of lift range you have a hard time winning in projectiles unless he spams air to ground beams. You can block one, wait for MB and then do max range db2. This is one of those matchups where that move is just amazing at it's max range because if he starts trying to close the gap or block in situations your input of the distance is reactable to a jump or a dash so you can antiair him for trying to jump at you at that range and make him block if he dashes at you quickly. Disregard all of this once you are in his rush punch range.
Rush punch range you can use minigun to control the ground, don't whiff the minigun or he will punish for free. I really like minigun at near it's max range though because it makes superman want to jump forward and do stuff when he can't reach you without airdashing. This has to make for the easiest antiair possible because with LM you can be out of range of his jumping normals. He can still jump back freely and punish both of those things.
If he wants to jump back beam consistently from this range you want to block the beam, wait for the MB and then dash at him. Once your dash takes you into lift range you can use lift to check him from doing anything. He will be able to block and punish your lift from all ranges, so don't use it unless he's being obvious about running away at bad ranges and be careful if you dash when he jumps up. If superman wants to do multiple jump back beams you CAN dash twice and be safe... But if he lands and does his rush punch you get wrecked. Just walking forward at this point gives you a SAFE advance, make sure to low block into mid block when you see him do ANYTHING from this range. Arcing beam and rush punch go into overheads and they are the only things that he has to threaten a low block from there.
Ok so when you space superman outside of b+1 range and inside lift range, his options are pretty ass. You can punish his arcing beams or he has to burn meter. You can't punish his high beam, but you can check him after ducking it with a lift if he tries anything so he can't use it to start offense predictably. His dashing punch can give you full combos on block and the MB version sets you at the range you want to see.
Minigun is boss at this range, it loses to jumping stuffs like the ever popular airdash over your head for ambiguous drop ins. But all that jumping BS loses to lift as long as you got initiative by him doing something. I actually do a lot of jump back from this range,
Special Move Breakdown -
bf+3 - This is supermans dashing punch, it hits mid and has a MB version that strings 2 overheads and spaces you out on block and gives you enough advantage to check whatever he tries with a lift if he's feeling froggy. This move is unsafe to b+1 with no MB. Well it just so happens that this move can check you for dashing into half screen faster than his projectiles, so learn the range for this move so you know where to stop dashing and start walking at Superman. Baiting him into doing it when you're blocking either burns up his health or meter and both feed into your overall strategy.
db1 - Arcing beams hits crouching and has a huge hitbox as well as an air version and a MB that turns overhead. This is UNSAFE to lift at all ranges, but MB version can get you lit up for trying to punish and feels like advantage for him if you block it.
db1 (Air) - This is like the ground version... Only it's more unsafe. If superman wants to spam this you can just block it, block overhead briefly to make sure MB doesn't check you, and then dash at him for free. If he does it high in the air, you will dash and have advantage so you can check him with a lift if he tries to do anything. You can also use db+2 to check him for doing anything after you block a high jump beam from anywhere.
db3 - High beam is all I can think when I see this one... The recovery of this thing is AMAZING! It's one of the few high projectiles I can't duck and punish on reaction from point blank. If you block it Superman has an advantage and can punish you for trying to dash at him from full screen. This move is the sole reason you want to block low at range, if you make it whiff you have plenty of time to move before another projectile can hit you, but if you block he's got you where he wants you and you need to play like it or get bopped.
Outside of lift range you have a hard time winning in projectiles unless he spams air to ground beams. You can block one, wait for MB and then do max range db2. This is one of those matchups where that move is just amazing at it's max range because if he starts trying to close the gap or block in situations your input of the distance is reactable to a jump or a dash so you can antiair him for trying to jump at you at that range and make him block if he dashes at you quickly. Disregard all of this once you are in his rush punch range.
Rush punch range you can use minigun to control the ground, don't whiff the minigun or he will punish for free. I really like minigun at near it's max range though because it makes superman want to jump forward and do stuff when he can't reach you without airdashing. This has to make for the easiest antiair possible because with LM you can be out of range of his jumping normals. He can still jump back freely and punish both of those things.
If he wants to jump back beam consistently from this range you want to block the beam, wait for the MB and then dash at him. Once your dash takes you into lift range you can use lift to check him from doing anything. He will be able to block and punish your lift from all ranges, so don't use it unless he's being obvious about running away at bad ranges and be careful if you dash when he jumps up. If superman wants to do multiple jump back beams you CAN dash twice and be safe... But if he lands and does his rush punch you get wrecked. Just walking forward at this point gives you a SAFE advance, make sure to low block into mid block when you see him do ANYTHING from this range. Arcing beam and rush punch go into overheads and they are the only things that he has to threaten a low block from there.
Ok so when you space superman outside of b+1 range and inside lift range, his options are pretty ass. You can punish his arcing beams or he has to burn meter. You can't punish his high beam, but you can check him after ducking it with a lift if he tries anything so he can't use it to start offense predictably. His dashing punch can give you full combos on block and the MB version sets you at the range you want to see.
Minigun is boss at this range, it loses to jumping stuffs like the ever popular airdash over your head for ambiguous drop ins. But all that jumping BS loses to lift as long as you got initiative by him doing something. I actually do a lot of jump back from this range,
Special Move Breakdown -
bf+3 - This is supermans dashing punch, it hits mid and has a MB version that strings 2 overheads and spaces you out on block and gives you enough advantage to check whatever he tries with a lift if he's feeling froggy. This move is unsafe to b+1 with no MB. Well it just so happens that this move can check you for dashing into half screen faster than his projectiles, so learn the range for this move so you know where to stop dashing and start walking at Superman. Baiting him into doing it when you're blocking either burns up his health or meter and both feed into your overall strategy.
db1 - Arcing beams hits crouching and has a huge hitbox as well as an air version and a MB that turns overhead. This is UNSAFE to lift at all ranges, but MB version can get you lit up for trying to punish and feels like advantage for him if you block it.
db1 (Air) - This is like the ground version... Only it's more unsafe. If superman wants to spam this you can just block it, block overhead briefly to make sure MB doesn't check you, and then dash at him for free. If he does it high in the air, you will dash and have advantage so you can check him with a lift if he tries to do anything. You can also use db+2 to check him for doing anything after you block a high jump beam from anywhere.
db3 - High beam is all I can think when I see this one... The recovery of this thing is AMAZING! It's one of the few high projectiles I can't duck and punish on reaction from point blank. If you block it Superman has an advantage and can punish you for trying to dash at him from full screen. This move is the sole reason you want to block low at range, if you make it whiff you have plenty of time to move before another projectile can hit you, but if you block he's got you where he wants you and you need to play like it or get bopped.