I played a pretty good batman very frequently pre patch and I believe it's pretty solidly 7-3. The gun whiffing on his batarang animation drives me crazy and he can pressure so much more efficiently than Joker. The b23 nerf may have changed this slightly by making him a bit less safe though... but I doubt it.
Not sure I agree on Sinestro and GL though. I play a good GL pretty often and we tend to go more or less even these days. Joker actually can zone him out somewhat since he can't get you from full screen and the gun is faster than his bullet. GL is much better up close with his b1 and f3 shenanigans, but if you're patient you can generally find a spot to catch him. I also think the gun is relatively effective to counterzone Sinestro and let us close some ground. Need to respect the stinger thing on wakeup because you don't want to be put back at full screen. Once we're in, though, I think he's pretty managable, albeit getting in is tough. I'd put both of these at 6-4.
Was struggling with the flash matchup a bit this weekend. Not much at all for us to do against him full screen because he gets around gun easily and can punish pretty much any of the canisters on reaction. Once he's in your face he is ridiculous at stuffing wakeups and has those 50/50s that eat up over half a life bar. What are your thoughts there?
Wow for the me. I find batman much easier than GL.
For me, yes batman's zoning is annoying but one touch is all it takes. If my timings are on, he cannot wake up. He's forced to guess on the tech roll every time, and every time he guesses wrong i'm taking 30%+. And when i want the full damage i can take the rest of the combo for over 40%.
Yes i won't randomly catch a j2 with a good batman, but I don't gameplan around that. One sweep, one crowbar, and we slowly get closer to the corner where it becomes hell for him. His inability to wake up hurts him a tonne in this match.
I think at worst it would be 4-6. He outzones, but up close, if we get a successful d1, thats a guaranteed 2,1,2 in to teeth set up. The mix up midscreen isnt the greatest, but he won't be pushing forward after this in fear of the push block set up. So he just corners himself faster.
Once we hit the corner, things just go to shit. b2,3 is better here since he recovers faster (well at least pre patch), but he still cannot wake up. 2,1,2 teeth on block or hit leads to legitimate damage and set ups now.
As for GL. I find it hard to zone him out. GL's walk speed is far superior to jokers, so he can stay within his air rocket range and force us to take chip. Only if the GL mis-spaces his air rocket do we get the gun shot. Once he corners you, he can just bully you with b1,3 and we can no longer back dash it to punish with b1,3 in the corner.
Straight rocket is also the same speed as jokers gun shot. It has the same start up but the projectile travels slightly slower. Regardless though it trades evenly most of the time. Which isnt the best for us cuz we will most likely be down due to chip damage. If we try to gunshot, the GL can duck it and then get a free air rocket off. Based on spacing (close to full screen), we can jump back to avoid this. But this just resets to neutral. We aren't catching up on life through zoning unless the GL gets impatient and tries to dash in.
From the onset of the match we are already down on life since he basically gets the free b1,3 minigun at the start of the match. Unless we neutral jump to blow this up, we are going to be down on life. Jumping against a lantern at the start of the match is no good idea in general due to threat of reactionary lifts. This is even worse on stages on with closeby interactables (im trying to develop my reactions to insta j3 the jump back on reaction though)
But yes if the lantern holds full full screen we can go toe to toe with his zoning, otherwise no we will not be catching up on life unless he tries to dash in or mispaces an air rocket. And even if you just dodge each others straight projectiles he will build as much meter as us and then chip us using the mid hitting mb straight rocket.
We are forced to go in, but even when we go in he can bully us with b1,3. We have to give up the b1,3 to initiate any pressure cuz insta j2 following b1,3 minigun beats out d2 and lift attempts (it does lose to insta j1's though). We have to play defensively and move after blocking b1,3's. With the parry buff now this is better, and we can still back dash and punish with b1,3 midscreen. The match is still horrible though.
The main saving grace though is lantern is free on wake up. One touch like batman and he cannot get up safely if you know your knockdowns properly.
Idk im probably missing something for this match up. I'd love to be enlightened, but from my experience GL Joker is minimum 3.5-6.5 and imo is much worse than Batman. We can at least play the footsie game with batman cuz we can outrange his normals. GL just controls the screen outside of full full screen, and even there I believe we go even. For this match up everything is reactionary. Everything comes after blocking a b1,3 or air rocket. After blocking air rocket at some ranges, dashes will be caught by lift. We can bait and punish this though.
Regardless this match up feels super up hill.
You need to muscle memory the b1,3 back dash and the b1,3 parry. You need to capitalise on all punishes and sit on that lifelead at full screen if you want to trade rockets with guns.
In regards to sinestro and flash. Havent played the matches enough, but only advice i can offer is. If flash is using the f3 timing to blow up wake up flower. You can dash under him. This is a ballsy read, but it stops him from getting free pressure on wake up.
I've been using dashing to great effect against people who try to blow up wake up acid flower.