Yea scorps was never a issue for me , and MM teleport is punshiable its his anti rush down im worried aboutScorpion is a non issue now, though. Batgirl can still trade one bola with us and get in for free, if not get a combo, and her teleport isn't beatable by any tool we have. Very different ballgame with those two. I think MMH will be a match we have to play cautiously and prudently, but probably very winnable.
Nice find. I thought he would have been able to since his dash is one of the faster ones. Shit.Well , turns out Deathstroke can't forward dash green lanterns b13xx close rocket , only way out of it is to either backdash the b1(3) here and punish or time the backdash to avoid the close rocket only to be at even frames with GL. #cool
Well , turns out Deathstroke can't forward dash green lanterns b13xx close rocket , only way out of it is to either backdash the b1(3) here and punish or time the backdash to avoid the close rocket only to be at even frames with GL. #cool
what u mean d1 into j3? does that work vs kf?D1 into j3?just j3 if the kf player is Aa you you switch up to d1 ss or throw for safety and then when she stays blocking you can go into your b1/b2 50 50 or f3 if you feel gutsy
Inviato dal mio Nexus 4
You have to know when you can safely use low gunshots and MB low gunshots and you have to threaten The Flash with certain normal attacks (i.e., 3, f+3, b+1, and b+2) when he does get too close.and if u can't zone flash, how are u supposed to play against him then?
the flash wins the MU but you don't know everything to do against the flash at the same time. basing it purely on how DS can't zone is a mistake. DS has that option select wake up that takes away a bunch of options for flash and they are both multi hit special which means i have to make a read which on if i want to MB b3 early. if i don;t pressure you on wake up then you can escape and be at a range that favors you, also you should look into find the best possible punish for MB LC when you duck it.You have to know when you can safely use low gunshots and MB low gunshots and you have to threaten The Flash with certain normal attacks (i.e., 3, f+3, b+1, and b+2) when he does get too close.
But regardless what the fools in this forums tell you, Deathstroke has no chance in this match up. I have just finished playing Zyphox 's The Flash and I lost convincingly. No lag. No excuses. Using the trait, the Flash has a safe 50/50 mix up that does 60% of damage. He can
get in easily with the improved forward dash. Plus, you have to play with great caution at mid range because the charge whiff punishes everything and leads to a 30% combo.
Easy losing 7:3 match up. Even pre-patch Deathstroke would have problems fighting this version of The Flash.
I will push for Zyphox to be invited on the next Kryptonian Council Podcast, so that we can discuss this match up and many others.
Guaranteeing Dave stops reading here.you don't know everything
We have to play some more, so I can learn.the flash wins the MU but you don't know everything to do against the flash at the same time. basing it purely on how DS can't zone is a mistake. DS has that option select wake up that takes away a bunch of options for flash and they are both multi hit special which means i have to make a read which on if i want to MB b3 early. if i don;t pressure you on wake up then you can escape and be at a range that favors you, also you should look into find the best possible punish for MB LC when you duck it.
Nope , iirc it only trades the first hit while you get hit by the missile ( and surprise surprise GL gets a MB lift into full combo ) and i'm not a fan of 2% vs 10%+knockdown trades in the first place.Reversal flip doesnt work?
isn't mb lgs just as unsafe as regular lgs?
ah, ok. and the fact that u can meterburn it mid shot can catch em off guard too right? Lgs seems like it has this sweet spot where u can mb it just as its about to end, and they'll usually get caught.Nope , check the in game frame data. Lgs is -25 point blank / -16 fullscreen MB Lgs is -18 point blank / -9 fullscreen.
ah, ok. and the fact that u can meterburn it mid shot can catch em off guard too right? Lgs seems like it has this sweet spot where u can mb it just as its about to end, and they'll usually get caught.
also, when u get the 123 ender, couldn't u cross up with ji1? cuz thats what mikeman made that 1 vid about.