Erazor
Noob
So, after about a thousand (online) matches with GA here's a little breakdown of the issues I have with this character. I hope you guys can help me overcome these. Don't get confused by my somewhat negative tone, GA has a lot of strengths, but here I want to only discuss his flaws.
Jump-ins:
Tbqh I have no idea how the devs meant us to deal with these, for example batmans ji2. GA has quite a lot of anti-airs: d2, Sky Alert, Up Haven Blast and Up Arrow. But none of these are fast enough to consistently counter a jump-in on reaction. Yesterday I had an AI Batman jump at me and tried to anti-air it and the results were very poor. Today I fought a Batman player in an online match, same result. Out of desperation I started jumping at him as well, guess what, he couldn't defend it either... I'm quite good at blocking jump-ins, but punishing them is quite hard, if the opponent goes right into a string that's fast and safe on block.
Offense:
Oh how I enjoyed the early days of Injustice when you could actually zone with GA. That's long gone. The startup on the arrows is so incredibly high and on top of that they have a traveling time too, unlike Aquaman's or Raven's projectiles. Have you ever tried firing an arrow against a CPU Aquaman on very hard haha. I'm looking for some way to back up my approaches or make them a bit less predictable. Against certain characters I feel more like a Flash player who can't use projectiles either.
So how do I open up my opponent, for example Raven? The only viable strings are f2d13 and d1~arrow in my oppinion. A blocked 22(3) doesn't get you anywhere, 113 has short range and the first hit is high, b2 is inferior to f2d13 and b13 is crap anyways, not to mention 33.
General moveset:
I don't know what the devs thought when they developped GA's moveset. At first glance, it's just great, but now I feel the moves don't work together efficiently.
Hurricane Bow - useless out of combos or wakeup
Sky Alert - only good on read (or against Doomsday ) or in combos
Up Haven Blast - only good on read or in combos
Savage Blast - for a zoner this would be a great move, but GA has to rush down most of the cast, so why would I want to use this? Good on wakeup though
Stinger - high risk, low reward, there mostly used in combos
Arrows - mostly used in combos because of slow startup
Dead on - useless move in my eyes
What I want to say is, GA's moves are best used in combos, but even than you don't get big damage off of them, so what were they designed for?
That's it for now, hope you guys can help me step up my game.
Jump-ins:
Tbqh I have no idea how the devs meant us to deal with these, for example batmans ji2. GA has quite a lot of anti-airs: d2, Sky Alert, Up Haven Blast and Up Arrow. But none of these are fast enough to consistently counter a jump-in on reaction. Yesterday I had an AI Batman jump at me and tried to anti-air it and the results were very poor. Today I fought a Batman player in an online match, same result. Out of desperation I started jumping at him as well, guess what, he couldn't defend it either... I'm quite good at blocking jump-ins, but punishing them is quite hard, if the opponent goes right into a string that's fast and safe on block.
Offense:
Oh how I enjoyed the early days of Injustice when you could actually zone with GA. That's long gone. The startup on the arrows is so incredibly high and on top of that they have a traveling time too, unlike Aquaman's or Raven's projectiles. Have you ever tried firing an arrow against a CPU Aquaman on very hard haha. I'm looking for some way to back up my approaches or make them a bit less predictable. Against certain characters I feel more like a Flash player who can't use projectiles either.
So how do I open up my opponent, for example Raven? The only viable strings are f2d13 and d1~arrow in my oppinion. A blocked 22(3) doesn't get you anywhere, 113 has short range and the first hit is high, b2 is inferior to f2d13 and b13 is crap anyways, not to mention 33.
General moveset:
I don't know what the devs thought when they developped GA's moveset. At first glance, it's just great, but now I feel the moves don't work together efficiently.
Hurricane Bow - useless out of combos or wakeup
Sky Alert - only good on read (or against Doomsday ) or in combos
Up Haven Blast - only good on read or in combos
Savage Blast - for a zoner this would be a great move, but GA has to rush down most of the cast, so why would I want to use this? Good on wakeup though
Stinger - high risk, low reward, there mostly used in combos
Arrows - mostly used in combos because of slow startup
Dead on - useless move in my eyes
What I want to say is, GA's moves are best used in combos, but even than you don't get big damage off of them, so what were they designed for?
That's it for now, hope you guys can help me step up my game.