Rickyraws
This mean you don't like me?
You wouldn't understand...Aww, off to the Dark .Gif's II forum.
You wouldn't understand...Aww, off to the Dark .Gif's II forum.
is it just me or hawkgirl matchup isnt that hard...?
see hg is my 2nd main and i know how the ge out of pressure and also when the bitch is hovering over or is trying air mace charge 2ce when im on the ground i just j1 her... and go for 1,1,3,3 slide..It's not that hard but It's not that easy either.
I haven't ran the MU since I picked up wowo tho.
If Hawkgirl plays perfectly it is pretty annoying and a tougher match, as soon as Hawkgirl makes a mistake the matchup shifts in a big way. A lot of the matchup comes down to spacing/baiting. Any boot stomp that whiffs when you are close should be half Hawkgirl's lifebar and a 50-50 setup.is it just me or hawkgirl matchup isnt that hard...?
Because killer frost does 50% combos that end in a vortexIf Hawkgirl plays perfectly it is pretty annoying and a tougher match, as soon as Hawkgirl makes a mistake the matchup shifts in a big way. A lot of the matchup comes down to spacing/baiting. Any boot stomp that whiffs when you are close should be half Hawkgirl's lifebar and a 50-50 setup.
Exactly, you need to level up your combo execution maybe I guess... Or are you arguing the most stupid point possible that you can't generalize mid-40's damage or more as "half life"? It has to be 50% to call something half-life, it can't be 50.5%, it can't be 49.97%. Stop saying stupid things.Because killer frost does 50% combos that end in a vortex
I thought the scenario of hawkgirl missing a dive kick at close range so killer frost can full combo punish it was pretty stupid. Hawkgirl is listed as 5-5 and the only explanation is 'it's annoying to catch her but when you do she dies.' You also stated that Killer Frost was Top 5 and we all know that wasn't stupidStop saying stupid things.
I can't fix your reactions and execution issues. Sorry. Good Frost players should be punishing this.I thought the scenario of hawkgirl missing a dive kick at close range so killer frost can full combo punish it was pretty stupid.
Hawkgirl V Frost has always been one of those matches where I have felt it is more or less a 5-5, but is definitely not advantage Frost. If anything it is really slight advantage Hawkgirl. I have pretty much felt the same about this MU since the game came out, when I had her only losing to BA pre-patch and potentially Hawkgirl (pre-dlc completion).I've just played a set ft20 with a friend who has a really good HG. I didn't had much exp in this MU, so at first it was hard. Definitely annoying, but it's not that bad. Yeah you will take some chip or eat some mace charges, but 1 mistake from HG and your game begins. Also you are free to build meter and get trait, so 1 wrong guess on the vortex will pretty much end it. We were about even, I ended up winning the last 5 games, guess I adapted well. We also played various stages, like Asylum, Gotham rooftops and Strykers island.
I'd agree with the MMH/Zod. I still have quite a hard time with BA myself, but that's me. I've been fighting the KF/HG matchup since day one, and while it is definitely not easy, I wouldn't say either really has an advantage. Its a good match to utilize TA combos since you can charge trait safely from full screen without worrying about anything HG does. She can be tricky to get out of the air, and most of them will be up there MOST of the time. Dashing/sliding completely under her to bait out heavenward stop usually proves successful for a good punish into vortex. But once she guesses right she can WExxTrait Cancel and it's right back to the skies with her! Also, she has a great D1 and will often be more than happy to mash it, so dont forget to take advantage of parry when she's pressuring you up close! You have to play patiently, bait with trait/dashes (and parry to build meter) when she's in the air, and learn the MC punish. Once you have that down, you should be more than equipped to handle that pigeon. Just dont let her get you in the corner!Hawkgirl V Frost has always been one of those matches where I have felt it is more or less a 5-5, but is definitely not advantage Frost. If anything it is really slight advantage Hawkgirl. I have pretty much felt the same about this MU since the game came out, when I had her only losing to BA pre-patch and potentially Hawkgirl (pre-dlc completion).
For me personally, her hardest MU's are: MMH, Cyborg, Hawkgirl, and maybe Zod. The more I play Zod though the less hard it seems to get. What do you guys think about the Wonder Woman matchup? On paper it seems like she (WW) should have a slight advantage because of her aerial dominance. I have some experience against Forever King and I feel like you can run away pretty effectively in the MU, but on smaller stages it is tougher since you are cornering yourself quicker. D3 is also really good post slide.
Although, if you abuse MBF3, a good WoWo will learn very quickly to mash D3 :-/ Especially post slide. She's safe against Parry and MBF3 with a D3, and will punish a MBF3 fully after you whiff herI think MMH is the definitive worst, a clear 4-6 with potential to get worse depending on the stage. Cyborg is one of those match-ups that's clearly in his favor but not difficult, if that makes any sense... he can get a serious stage advantage sometimes. Hawkgirl's annoying, if not even then barely in her favor. So I agree with you for the most part.
Zod is Frost's weirdest match-up, imo, and I think I see where you're coming from. Like, if we're playing on a stage like Batcave/Lagoon I feel that Frost has a slight advantage over Zod, but then there's a large number of stages, maybe like 1/3 of the stages or more, where Zod's interactable control sways the match-up to his favor.
WoWo could be slightly advantaged, but Frost controls the pace imo. She has to dance around daggers from the 3/4 screen, and despite her aerial control, every time she jumps she's leaving herself open to air-to-airs or anti-airs of some sort. It's on the Frost player to threaten her air game, and even though she can hurt us for it I think it's always worth going punch for punch with her air game. If she ever decides to play lame or sit on a health lead or something we can just build trait and meter with daggers, icebergs and whiffed parries - this usually makes her antsy, and if it doesn't we're building resources to mount a comeback if we need to. When she's close and playing her frame trap game she has to consider parry and mb.f3 and backdash. So long as you avoid getting cornered the match-up feels even to me. (I could simplify the match-up as: build meter, abuse mb.f3... profit)
Yeah it has always felt even to me, but I am not playing the best WW's so that is why I am thinking it could potentially be bad. King is good, and I play some pretty good ones online, but I wouldn't say they are playing to her full potential. And with that said there is plenty I can do better too in that respect. Daggers being two hits is really important in the MU because it forces her to have to deal with them instead of being able to parry them free like some other projectiles...I think MMH is the definitive worst, a clear 4-6 with potential to get worse depending on the stage. Cyborg is one of those match-ups that's clearly in his favor but not difficult, if that makes any sense... he can get a serious stage advantage sometimes. Hawkgirl's annoying, if not even then barely in her favor. So I agree with you for the most part.
Zod is Frost's weirdest match-up, imo, and I think I see where you're coming from. Like, if we're playing on a stage like Batcave/Lagoon I feel that Frost has a slight advantage over Zod, but then there's a large number of stages, maybe like 1/3 of the stages or more, where Zod's interactable control sways the match-up to his favor.
WoWo could be slightly advantaged, but Frost controls the pace imo. She has to dance around daggers from the 3/4 screen, and despite her aerial control, every time she jumps she's leaving herself open to air-to-airs or anti-airs of some sort. It's on the Frost player to threaten her air game, and even though she can hurt us for it I think it's always worth going punch for punch with her air game. If she ever decides to play lame or sit on a health lead or something we can just build trait and meter with daggers, icebergs and whiffed parries - this usually makes her antsy, and if it doesn't we're building resources to mount a comeback if we need to. When she's close and playing her frame trap game she has to consider parry and mb.f3 and backdash. So long as you avoid getting cornered the match-up feels even to me. (I could simplify the match-up as: build meter, abuse mb.f3... profit)
Also, her wakeups don't seem terribly good. Most of the time I find myself baiting out the lasso spin as WW's go-to wakeup and it is an easy whiff punish...especially when they are trying to avoid a 50-50 attempt off a meterless vortex setup after you dash in. Just the normal dash back out and slide as the punishment routine...then you are playing KF's game again, being forced to guess your way out.Although, if you abuse MBF3, a good WoWo will learn very quickly to mash D3 :-/ Especially post slide. She's safe against Parry and MBF3 with a D3, and will punish a MBF3 fully after you whiff her
again, just don't let her corner you :-PAlso, her wakeups don't seem terribly good. Most of the time I find myself baiting out the lasso spin as WW's go-to wakeup and it is an easy whiff punish...especially when they are trying to avoid a 50-50 attempt off a meterless vortex setup after you dash in. Just the normal dash back out and slide as the punishment routine...then you are playing KF's game again, being forced to guess your way out.
agreed. Both daggers were getting parried pretty regularly, and most of my game was simply revolving around trying to avoid getting caught in the corner! The parry is really our only option, but its quite tough to read the B2. I had a little luck baiting a B2 in the corner by tapping 4xDB1, but thats not really something to rely on. And you're right, there really is no post slide game. If wowo blocks, you better back offWoWo can parry daggers as long as you time it right. Meterless vortex is a risk because if your f3 gets backdashed you're either eating 41% + a safe jump that beats all of your wake-ups or 30% into a mid-screen OTG. Either way, waking up doesn't really work. There's really no need for WoWo to jump unless she's reading a slide or reacting to daggers. She can walk you down until she's in b2 range, and then your options aren't very good. Your walk speed sucks, so trying to make b2 whiff isn't easy; you can't jump because of d2; and dash into anything can get punished on reaction. You do have parry, but it's not like you're reacting to a 17-frame overhead. The post-slide being nonexistent basically means that KF is the one getting mixed up after she starts respecting d3. I feel like if WoWo has a life lead, gets into b2 range and just sits there, there's little you can do about it except hope she gets hit by a random slide or makes some other kind of mistake. It's a lot easier for WoWo to come back from a life deficit than it is for KF.
Meterless vortex isn't a risk, if you time the f3 set-up meaty back dash is not an option. You also have to worry about knockdown set-ups into meaty command throw, which force reversals... and you have to worry about mb.f3/b1~slide - both eat your reversals. WoWo's wake-up game is free to Frost's oki.WoWo can parry daggers as long as you time it right. Meterless vortex is a risk because if your f3 gets backdashed you're either eating 41% + a safe jump that beats all of your wake-ups or 30% into a mid-screen OTG. Either way, waking up doesn't really work. There's really no need for WoWo to jump unless she's reading a slide or reacting to daggers. She can walk you down until she's in b2 range, and then your options aren't very good. Your walk speed sucks, so trying to make b2 whiff isn't easy; you can't jump because of d2; and dash into anything can get punished on reaction. You do have parry, but it's not like you're reacting to a 17-frame overhead. The post-slide being nonexistent basically means that KF is the one getting mixed up after she starts respecting d3. I feel like if WoWo has a life lead, gets into b2 range and just sits there, there's little you can do about it except hope she gets hit by a random slide or makes some other kind of mistake. It's a lot easier for WoWo to come back from a life deficit than it is for KF.
Good points, I agree with a lot. Every WW I have played gives up on parrying daggers after a while, so you may be able to parry them with perfect timing...but for the sake of discussion I am going to conclude that the WW player is going to have to deal with them. The meterless vortex is a good meta game with both players receiving ample rewards for the risks that they are taking. It is the Frost player's responsibility to be clever here to get hits to convert. Let's play sometime I am sure I need to level up some in the MU, and maybe you can make me a believer about parrying daggers.WoWo can parry daggers as long as you time it right. Meterless vortex is a risk because if your f3 gets backdashed you're either eating 41% + a safe jump that beats all of your wake-ups or 30% into a mid-screen OTG. Either way, waking up doesn't really work. There's really no need for WoWo to jump unless she's reading a slide or reacting to daggers. She can walk you down until she's in b2 range, and then your options aren't very good. Your walk speed sucks, so trying to make b2 whiff isn't easy; you can't jump because of d2; and dash into anything can get punished on reaction. You do have parry, but it's not like you're reacting to a 17-frame overhead. The post-slide being nonexistent basically means that KF is the one getting mixed up after she starts respecting d3. I feel like if WoWo has a life lead, gets into b2 range and just sits there, there's little you can do about it except hope she gets hit by a random slide or makes some other kind of mistake. It's a lot easier for WoWo to come back from a life deficit than it is for KF.
It seems like everyone is kind of coming to a consensus lately about KF's bad matchups. I need to play more WW players to get a better feel for it , admittedly.MMH beats her for sure. No need to explain.
We just acknowledged that cyborg beats her and there's plenty of explanations.
I admitted to myself that HG beats her, then I admitted it to trepound. Its nowhere near as tough as MMH and is easier than cyborg, but HG has a slight advantage.
@astronout feels as if WoWo beats her. The more I play the MU from both parties, the more I start to agree. WoWo probably has the best post slide option in the game, out damages her, out footsies her, has complete air dominance, parries her zoning, and is a complete dick with a life lead. KF gives her trouble as well and parry really fucks up her pressure, a well timed spike with hit her if she parries dagger, a delayed MBF3 will hit her D3 after a blocked slide, and the meterless vortex is really really good in this MU. It all comes down to her has the life lead but WoWo has the overall better tools in this MU. Slight advantage for her.
Zod is a 5-5. This is a MU I play A LOT. Its definitely a weird one tho and is one that requires a lot of thinking from both parties. @Relaxedstate helped me a bit with the MU lately and the more I play it, the more I think its even. I also played Viking305 at Winter Brawl and I did extremely well. Pig is dead set on it being even and he thinks the Frost players need to work on the MU.
MMH beats her for sure. No need to explain.
We just acknowledged that cyborg beats her and there's plenty of explanations.
I admitted to myself that HG beats her, then I admitted it to trepound. Its nowhere near as tough as MMH and is easier than cyborg, but HG has a slight advantage. @RunwayMafia should happy that I've seen the light lol.
@astronout feels as if WoWo beats her. The more I play the MU from both parties, the more I start to agree. WoWo probably has the best post slide option in the game, out damages her, out footsies her, has complete air dominance, parries her zoning, and is a complete dick with a life lead. KF gives her trouble as well and parry really fucks up her pressure, a well timed spike with hit her if she parries dagger, a delayed MBF3 will hit her D3 after a blocked slide, and the meterless vortex is really really good in this MU. It all comes down to her has the life lead but WoWo has the overall better tools in this MU. Slight advantage for her.
Zod is a 5-5. This is a MU I play A LOT. Its definitely a weird one tho and is one that requires a lot of thinking from both parties. @Relaxedstate helped me a bit with the MU lately and the more I play it, the more I think its even. I also played Viking305 at Winter Brawl and I did extremely well. Pig is dead set on it being even and he thinks the Frost players need to work on the MU.