Stop playing bad Aquaman players.
UFGT...Lol think what you want man, I'm done arguing with people who don't understand the game or the character.
So I'll leave you with this:
And I'll be on my way.
Anyone know a good way to deal with Sinestro? Since DS deals basically zero chip damage now, I'm finding this MU almost unwinnable. Trying to get in is a nightmare because of back-to-block making you walk backwards. Sure you can hold down, but as an online player it becomes very difficult to react to boulders. Even when you do get in, Sinestro seems to have a solid wakeup game, so maintaining pressure is difficult. Overall, I'm finding the nerf to DS's chip damage the most debilitating thing about the previous "normalization".
On a side note, I found that you can d3 under full-screen Fear Blasts. The timing isn't terribly strict, and it could potentially be useful to come back from a life deficit.
Anyone have any good punishes for MM's overhead TP or Ares's MB.TP? For MM, it seems that a j2-b1u2 is pretty safe, though I'm not sure if he can back-dash to avoid it. He's definitely safe from f23 and 132. Sword Flip can catch him of you do it early enough, but it's fairly unreliable and barely connects for somewhere around 4% and a soft knockdown.
For Ares, the MB.TP drives me insane. He can basically appear next to you with his d1 already out and hitting you. I've been working on jumping punishes, which seem to work pretty well, though you have to be very quick when reading the start-up of the TP, and if he follows the TP with d1, about the most you can hope to score is a j3 knockdown. J1 and J2 both whiff.
I mean on block, since the "walking forward" tactic is so risky. I'm also aware mb.b3 is an option, but for times when I don't have the meter, it would be nice to have a decent followup in mind.Punishing the MMH overhead teleport? You mean after you dodge it, or after you block it? If I dodge it (as in get behind him), I usually go with 1, 323, F23 xx Flip. If I block it, I go for a Ji2, and then follow it with a mixup (B1/B2).
Ares I'm not sure yet, haven't fought enough Ares post patch. Prepatch, I would jump back 1 every teleport he did that I saw coming. Ji1 has a deceptively good hitbox, and leads to a 132 combo. If he's doing teleport, D1 xx Trait, if you block D1, you can retaliate and interrupt him before the trait will hit you. D1 is a go to option to interrupt strings, Flip and Spin also work.
Re: cyborg machine gun wins a damage trade with any projectile in the game. Most underutilized antizoning tool deathstroke has.You can't really jump fear blasts though, because Sinestro can just MB on reaction. I was also having similar issues with a good Cyborg player the other day. We just kept trading at range, and DS seems to lose all ranged trades now. I'll admit I'm definitely rusty after my 4 or 5 month hiatus, but I just feel totally impotent from full-screen, which seems wrong for a hybrid character.
considering it's pretty slow, I wouldn't put too much stock in itRe: cyborg machine gun wins a damage trade with any projectile in the game. Most underutilized antizoning tool deathstroke has.
Thats because youre dumb lol get into the lab and work it outconsidering it's pretty slow, I wouldn't put too much stock in it
so it's only good for trading on the read that they'll throw something out? why not just QF them out of start up?Thats because youre dumb lol get into the lab and work it out
First this is an assumption. Second you cannot make reads?so it's only good for trading on the read
you're not going to react to any projectile except Shazam's with machine gunFirst this is an assumption. Second you cannot make reads?