UsedForGlue
"Strength isn't everything"
Hey guys.
Blue Beetle just dropped for the beta, and its only day 3, but I thought I would give some opinions on what I have noticed so far.
First of all, let me start with his good points.
His grounded projectile. This is obviously his main tool and something you should expect most of his matches to revolve around, as he is an excellent zoner once he gets his way. But if he can't abuse this, he will have to move into trait for other matches specially, as the trait doesn't really work as an on off or cancellable trait move, you have to choose it early and stay on it for what ever suits that match, for Example:
Batman = Projectiles
Supergirl = Trait
Superman = Trait
Atrocities = Projectiles and abuse of air escape.
The only chance we get to see of him excelling in a grounded game is against Batman, and in his own mirror. Unfortunatly the rest of the cast in the Beta can stop from using his main tool, his projectile. But with only these two MU's to go by, it shows early potential for anyone that has no air mobility or air projectile.
He also an excellent get away and escape option, with excellent air control and mobility, this folds into his grounded projectile game excellently, as when you want to switch sides or escape, it can be quite easy with the right manoeuvres.
MAIN ISSUES:
D1:
His D1 on hit actually doesn't guarantee any offence at all, as he can constantly be D1'd in return. So he has to throw or do standing 3 into Shield. If you are in trait stance, 3 Dive is not a option. So this doesn't allow any offence to be started.
3:
Mid, 8 Frames. Sounds awesome, but you cannot actually hit confirm anything from this normal, and 33 is not only unsafe on block with NO PUSHBACK, but it has a huge gap between 33 into Special cancel, so be prepared to be full combo punished on sight.
21:
0 on block, 15 frame start up. Can only be used from jump ins to hit confirm a combo launcher.
111:
0 on block, and starts high. This folds back into the D1 problem and 3 problem again that I just mentioned. He can't go to his other mid, standing 2 as it's 15 frames and his 1 is high again. Also, there is a gap in the last hit of 111 and it also whiffs from max range on hit and block.
F23:
Combo extender. Too slow to whiff punish with and completely punishable. You can't special cancel his F23 on block like Superman can, so if you use this string in the neutral or footsies, you will be punished. There is no guess work here. This means he has to use F2 shield bash. This is not hit confirmable. Sometimes the 3 will come out on block also.
132:
Full punishable, High, Mid, Overhead.
Its a cool string, but it doesn't work as well as we all would have hoped. You can float cancel the 3, but if you try to extend a block string, you can be mash D2'd everytime, so float away is your only option, and even if you do and cancel into an air projectile, it won't catch the D2 whiffing. Also, in the corner, if the opponent is crouching, 13 Air Projectile will whiff.
So this string retires itself to a punisher that requires a certain amount of execution for not a great pay out and a corner shenanigan game.
This might not seem like a big deal to some people, but I can tell you that there are serious little issues with his general move set. So don't expect to be rushing people down or even getting out safely in a guaranteed way after confirming lets say a D1, into 13 Float away. He would honestly need 33 to have a decent amount of push back, but for now use 3 Shield Bash. But, in trait, the problem persists.
Again, I could sit here all day and talk about his good points, but that won't help the discussion of the character or help anyone to figure him out.
Anyone else experienced any of this while playing him?
VS SONICFOX:
VS VLADEE7R:
VS HONEYBEE:
Blue Beetle just dropped for the beta, and its only day 3, but I thought I would give some opinions on what I have noticed so far.
First of all, let me start with his good points.
His grounded projectile. This is obviously his main tool and something you should expect most of his matches to revolve around, as he is an excellent zoner once he gets his way. But if he can't abuse this, he will have to move into trait for other matches specially, as the trait doesn't really work as an on off or cancellable trait move, you have to choose it early and stay on it for what ever suits that match, for Example:
Batman = Projectiles
Supergirl = Trait
Superman = Trait
Atrocities = Projectiles and abuse of air escape.
The only chance we get to see of him excelling in a grounded game is against Batman, and in his own mirror. Unfortunatly the rest of the cast in the Beta can stop from using his main tool, his projectile. But with only these two MU's to go by, it shows early potential for anyone that has no air mobility or air projectile.
He also an excellent get away and escape option, with excellent air control and mobility, this folds into his grounded projectile game excellently, as when you want to switch sides or escape, it can be quite easy with the right manoeuvres.
MAIN ISSUES:
D1:
His D1 on hit actually doesn't guarantee any offence at all, as he can constantly be D1'd in return. So he has to throw or do standing 3 into Shield. If you are in trait stance, 3 Dive is not a option. So this doesn't allow any offence to be started.
3:
Mid, 8 Frames. Sounds awesome, but you cannot actually hit confirm anything from this normal, and 33 is not only unsafe on block with NO PUSHBACK, but it has a huge gap between 33 into Special cancel, so be prepared to be full combo punished on sight.
21:
0 on block, 15 frame start up. Can only be used from jump ins to hit confirm a combo launcher.
111:
0 on block, and starts high. This folds back into the D1 problem and 3 problem again that I just mentioned. He can't go to his other mid, standing 2 as it's 15 frames and his 1 is high again. Also, there is a gap in the last hit of 111 and it also whiffs from max range on hit and block.
F23:
Combo extender. Too slow to whiff punish with and completely punishable. You can't special cancel his F23 on block like Superman can, so if you use this string in the neutral or footsies, you will be punished. There is no guess work here. This means he has to use F2 shield bash. This is not hit confirmable. Sometimes the 3 will come out on block also.
132:
Full punishable, High, Mid, Overhead.
Its a cool string, but it doesn't work as well as we all would have hoped. You can float cancel the 3, but if you try to extend a block string, you can be mash D2'd everytime, so float away is your only option, and even if you do and cancel into an air projectile, it won't catch the D2 whiffing. Also, in the corner, if the opponent is crouching, 13 Air Projectile will whiff.
So this string retires itself to a punisher that requires a certain amount of execution for not a great pay out and a corner shenanigan game.
This might not seem like a big deal to some people, but I can tell you that there are serious little issues with his general move set. So don't expect to be rushing people down or even getting out safely in a guaranteed way after confirming lets say a D1, into 13 Float away. He would honestly need 33 to have a decent amount of push back, but for now use 3 Shield Bash. But, in trait, the problem persists.
Again, I could sit here all day and talk about his good points, but that won't help the discussion of the character or help anyone to figure him out.
Anyone else experienced any of this while playing him?
VS SONICFOX:
VS VLADEE7R:
VS HONEYBEE:
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