Doombawkz
Trust me, I'm a doctor
And WC?the toss up grab(bf2) is way too slow and can be blocked. Its also -34234234283 frames on whiff/block
And WC?the toss up grab(bf2) is way too slow and can be blocked. Its also -34234234283 frames on whiff/block
Slow enough to jump away/react with mbb3. But no joke most people will get caught by it...And WC?
The best way I've found to do it is to do 3xxWC. Outside of that, grundy doesn't have any kind of answer for reverse tele unless you count swamp hands.Slow enough to jump away/react with mbb3. But no joke most people will get caught by it...
The thing about 3 is that d.2 is actually too fast. 3 is literally the best frame advantage you can get and still have time to do the Aug 2 to catch back tele.3 is really gimmicky though. With 3s range you probably can get more use out of d2. Anyway the big issue in the MU is that shazam is fast as hell and has the right tools vs Grundy all the time. The time Shazam will start shitting himself is when he is in the corner and eating 80%
Second day using Captain Marvel. Hardest match-up I've run into is Zod. His keepaway seems so hard to get past right now. Any advice on how to tackle this particular fight?
Well, the matches I fought generally played out like this. Start of the match Zod would immediately run away. If I tried chasing he's charge me before I could block and run away some more until he could get the wraith out. Then he's start zoning. He's launch an orb at various heights, usually the slow one. If I tried teleporting through, jumping over or dashing in on block he'd either hit me with the laser pistol on recovery or grab me with the wraith. If he grabbed with the wraith he'd do a combo then run away again, using the same zoning strategy of a slow orb and then laser pistols timed to hit me on recovery of whatever I used to try getting past it. He'd keep doing this until the wraith was available again and the circle just repeated.Yeah, zod doesn't really have a great way to zone shazam out. Trait is annoying, but he won't always have it. Zod balls can be teleported through on reaction.
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Wakeup teleport is useless against Zod. Duck the shots and dash through or torpedo if you think he'll do zod ball. His j.1 is super annoying and pretty much beats your options clean in terms of AA and air to air.Second day using Captain Marvel. Hardest match-up I've run into is Zod. His keepaway seems so hard to get past right now. Any advice on how to tackle this particular fight?
I wish i could like this more but i cantI wish that shit would be more consistent x(
Wakeup teleport is useless against Zod. Duck the shots and dash through or torpedo if you think he'll do zod ball. His j.1 is super annoying and pretty much beats your options clean in terms of AA and air to air.
His punish on torpedo is shitty though so risk reward is pretty high if you get that knockdown. His wakeup is also pretty crappy. crossup j2 might beat push but zod charge gets away free so you have to sit there and are forced into a shitty 33% mixup meterless or you can just mb f3 and say fuck it and hope he doesn't wakeup parry.
What options are there?If you don't know the matchup then how can you say it's 7-3?
Overhead pistol is hella - and the tantrum stance is punishable.
tantrum stance into cartwheel is -7 if you block it crouching, d1 HM punish or just a torpedobear.What options are there?
Because bold statements elicit prompt responsesIf you don't know the matchup then how can you say it's 7-3?
If you can't dash it's either online or your characters dash, I doubt its the second.Because bold statements elicit prompt responses
It doesn't feel like I'm able to dash in after a blocked normal gunshot, as I am normally able to do on most zoning.
Noob question: how does one take advantage of a 'fuzzy guardable' thing?
Thanks, I'll give it a shot in training - my internet at the moment seems to be mostly crap so its probably that.If you can't dash it's either online or your characters dash, I doubt its the second.
Fuzzy guardable means you can defend against the mixup without it being 50-50
This MU. Oh man. I remember when i first thought this was really bad as well. One of things you need to do is Play very Patient. When she gets her guns going sometimes thats all you can do. Duck and move in on here until you can get into Grapple range. If memory Serves you can Punish Cartwheel if you block the second part standing. And try to bait out her WU Cartwheel. Once you get in stay in you dont want to have to deal with her Zoning. Also watch her Meter. Since she is able to use Super in her combos you may die before you even get to clash.Having Trouble dealing with Harley's zone. Seems like she can pistols at distance, and if you by chance get in, she just switches to a jumping pistol overhead to her drop kick (low)
I feel like the matchup is 7-3 Harley's favor. Unless I'm totally missing how to play her which is probably likely.
Great stuff, thanks!This MU. Oh man. I remember when i first thought this was really bad as well. One of things you need to do is Play very Patient. When she gets her guns going sometimes thats all you can do. Duck and move in on here until you can get into Grapple range. If memory Serves you can Punish Cartwheel if you block the second part standing. And try to bait out her WU Cartwheel. Once you get in stay in you dont want to have to deal with her Zoning. Also watch her Meter. Since she is able to use Super in her combos you may die before you even get to clash.