I also think Aquaman is 5-5. It's super easy to play Aquaman in general so it's easier to execute Aquaman's game plan - however I don't think it's better.i think AM - GL is a solid 5-5. Also Batman GL is probably 5-5 still too.
Just jump on knockdown, b13 will punish himI know it has been discussed a bit, but does anyone have tips for me on how to deal with Beetle. His wakeup ruins all of my knock down combo setups, and I find it difficult to get in on him with his projectiles, and flying all over the screen. Or is it simply I just need to get better?
You really need to focus on zoning her out. This is one of a few mu's where GL can truly function as a zoner.I'm definetly missing something with the Canary MU. I know need to learn her strings better but I'm struggling with this one. I see a lot you guys say it's 6-4. Not sure how to handle her.
this is probably the most accurate thing thats gonna come out of this thread.aquaman: 4-6, losing diagonal air rocket was huge.
Atrocitus: 5-5, This is the top tier GL can compete against and he does it well. He can low profile Dex-Star's shots and when Dex isn't out he outfootsies and out zones Atrocitus. If it wasn't for the cat GL would win this imo.
Batman: 4-6, there is nothing GL has in this match up that Batman doesn't have but better. He's also free to jump all around the screen due to LM nerf.
Bane: Without minigun I want to say this is bad but GL can play a solid keep away game. Not giving this one a number.
Black Adam: Only a 4-6 because of the astronomical difference in damage output. GL just has to make less mistakes and guess right more. Zoning and footsies game is even.
Captain Cold: I refuse to believe people have played against Cold enough to give this a number.
Black Canary: Seems in GL's favor but I haven't played enough of them to give it a number. High damage off of unreactable 50/50s can't be ignored.
Blue beatle: 4-6, Beetle controls the screen from anywhere, always has a meter advantage, out damages GL, has a much better wake up game (any forward advancing wake ups fuck with GLs set up game and it being safe on block is just icing on the shit cake), and they gave him GLs diagonal air rocket (I'm just salty about that). I'm adamant that anyone whose played this match for at least 20 or so games against a good Beetle would agree that this is a struggle for GL......oh and LMing him out of the air while he's hovering around (ala Hawkgirl) is very inconsistent and almost un-doable.
Brainiac: Same answer as Cold.
Catwoman: 3-7 (hear me out, I'm going to list my reasons),
- Catwoman controls the air from mid screen and closer with her insane J2 which leads into full combos for huge damage, GL used to be able to LM from almost full J2 range but that's not even close to an option any more.
- Her ground whip out distances GLs B1 which is huge for the footsie game.
- She out damages GL with or without meter
- With the loss of minigun she can meter burn cat dash punish all of GLs ranged options on reaction except for meter burn battery blast (which needs to be a read) for huge damage, OR she could cat dodge them easily to gain trait. Which is a 1 button wakeup that ruins any and all set up attempts from GL due to there being no buttons to cross up.
- She can absolutely destroy GLs 1 wake up option with her low starter. This is probably the single worst thing on here imo. GL already has a weak wake up game but at least if you read a jump over you know you'll have to hold it and block. But when a character can blow up your wake up from anywhere so easily it pretty much means you're eating free pressure on almost all knock downs.
- All that on top of her tiny hurt box and low profiling bull crap (I know, not character specific but still) I think this might be one of GLs worst match ups. I would love to hear where I'm wrong but this is one I feel fairly confident on and I believe anyone just saying GL wins because that's how it was in IGAU1 really needs to take a look at her new tools compared to GLs.
Cheetah: 6-4, GL wrecks her, he controls the footsie game and obviously the zoning. The only thing Cheetah has is damage....risky risky punishable damage. Honestly if her damage wasn't so high I'd say this was 7-3.
Cyborg: I'm tempted to say this is still bad because they just made Cyborg even better from the first game but I haven't played enough against the new Cyborg to say anything.
Darkseid: 4-6, pretty straightforward bad match up. Darkseid wins the zoning game, meter game, damage game, he has comparable set ups to GL and he has a forward advancing safe wake up which messes with a lot of set ups.
Deadshot: 4-6, similar story to Darkseid but it's not as bad for one reason. GL's excellent walk speed makes getting in on Deadshot doable (no teleport shenanigans) and when you're in GL can do some work. Not to mention GL can compete zoning wise IF he has a sizable life lead and some meter. I feel like this match up is exaggerated in the GL community as of right now. Sure it takes more effort from the GL player to win but that's not really what match up numbers are supposed to reflect. Match up numbers take into account both players playing at a high level.
Doctor fate: 4-6, at this point we can pretty much list any about average zoning character as a bad match up for GL, similar to the first game. Fate is very similar to Deadshot, except instead of worrying about a 50/50 when you get in you have to worry about his shoulder charge/ankh combo which is safe on block.
Firestorm: Seems bad on paper but I haven't really labbed this match up too much. I played Red Raptors Firestorm for about 20 games but I had no idea what I was dealing with. Not gonna give a number.
Grodd: I haven't managed to play one of the 3 Grodds out there.
Green arrow: It was 4-6 in IGAU1 but they gave GL an option for dealing with jump shot and duck shot but also gave GA more tools. I have no clue what the number is, seems even though.
Harley: 5-5 Harley out damages GL, out zones him, and usually will have the meter advantage. Up close GL wins the footsie game and you should be able to get in before she gains too much meter. This is probably even.
Joker: Haven't played any new Jokers, who knows.
Poison ivy: I've played like 2 random Ivys since the game came out. Can't seem to find any to play against.
Red Hood: Obviously no numbers here.
Robin: No clue as I don't know Hayatei personally.
Scarecrow: Same as Robin except switch Hayatei with Whiteboi, Rico or Toxin. Seems in GLs favor on paper though.
Super girl:5-5 I hate the teleport but that's a personal gripe. This is probably 5-5, she out zones GL but she can't do it forever due to it being tied to her trait. This might be the only character GL out damages.
Superman: 5-5, might be 4-6 but GL getting a straight air projectile really gave him an option against air lasers. I think Superman still wins the zoning game but it's definitely a lot close than IGAU1. Footsie game is pretty similar here, know your gaps and make a read.
Swamp thing: At this point I'll probably run into an actual swamp monster before I face a Swamp Thing player.
The Flash: Probably still 5-5 but I haven't played many Flash players.
Wonder Woman: Who knows but the movie was good.
I didn't give a lot of numbers because the game is still new, these are just my first impressions.
If they're air teleporting without minion out on you and you're not d2ing that's definitely part of the problem. If you've got that part of the matchup under control, I'm not sure. We definitely destroy darkseid in footsie range though. Our oki isn't as effective as it can be, but I wanna say a well timed mb f3 works but I haven't labbed DS options in a long time nor do I ever play any good ones.Any input on how to handle a good Darkseid? This character seems more prevalent at this stage of the game, I run into quite a few on ranked and usually end up with an L. The beams aren't my issue it's his crazy mobility and the OH low stomp BS. I can't D2 or J1 while he's airborne. Is it just my timing?
Darkseid has a ton of recovery on raw air tele, but his hitbox is there really quick. You can let d2 rip for full combo. Hell ya might be able to IA j1 even. I do see a lot of people just walk forward (away) after the tele too. So if someone is autopiloting or just commits to stomp you should be able to punish.I feel like my D2 either trades or gets blown up, it must be my timing. One thing I never do is simply back up when I see the teleport coming, lol. I always try and knock him out of the air or try and block the OH/LOW. I'll try and lab it a bit tonight.
Yeah I agree, I was really annoyed that a bunch of clowns were telling me I'm crazy. Not saying it's unwinnable or anything but it's a losing matchup for GLI think Fate wins for sure. Reo's Fate was pretty rusty and my GL isn't rusty even though I don't use him in tournament much.