DarksydeDash
You know me as RisingShieldBro online.
This is a matchup chart that is a work in progress and will continuously be updated throughout the game's life.
Everyone's input is welcome so notes can be added about each matchup.
I'd also be great if anyone is willing to make a visual once it's finalized.
EVERYTHING IS SUBJECT TO CHANGE
Aquaman: 6-4
- Trait punishes Tentacle Strike from anywhere.
-Trades are not in his favor even if he spends bar.
Atom: 4-6
- We lose all trades
- 5 frame teleport
- Poor normals make it difficult to hit him out of trait
- Low profiles everything
Atrocitus: 6-4
-Trait blasts through shield from Dex Starr
- Trait punishes puddle anywhere.
- Always have bar to pushblock
- Option select on his wakeup
- 7 frame D1
Bane: 6-4
- Chip while in debuff hurts
- Trait blows through armor
- Strings such as 21 murder armor
- Pushblock stops offense
- Multiple safe and throw immune wakeups
- needs armor to escape D1 mashing
Batman: 5-5
- Struggles with zoning but makes up for with up-close tools
- Both bully each other on knockdown (F3 on wakeup goes over slide)
- BF2 punishes B23
- Parry gets him out of d1 mashing
- Strongest MB roll in the game thanks to bats.
Black Adam: 4-6
-Severely out damages
- Black Magic Check in neutral
- Divekick on block is extremely hard to punish when spaced properly
- Win button at low health (orbs)
- Divekick threat
- Wins trades
Black Canary: 6-4
- Orb makes trait useless
- No counter projectiles
- Will always have pushblock
- F3 low crushes her b1
- Db3 shuts down interactable mobility and Canary drop shenanigans
- Has a 7 frame d1
Black Manta: 4-6
- Threat of Teleport
- Strong chip game from both
- Shark attack can low profile starbolts
- Can't shut down flight shenanigans due to bad
- Better upclose game
Blue Beetle: 4-6
- We Lose projectile war
- Air mobility lets him get in for free if a projectile is whiffed, especially when followed up with trait
- Even footsies
- Shield Bash post block is a problem
- very powerful mixupgame
- Extremely risky to anti air him due to float shenanigans
- 50/50s
- Mandible Strike goes under projectiles and is extremely hard to punish when spaced out properly
Brainiac: 6-4
- Air Mobility gets shut down even with drone but can use early divekick to avoid db3.
- Weak Wakeup game
- Punish drone calls on reaction with trait
- Loses Footsies but can quickly gain momentum with 50/50s and superior damage
- Can Dive kick early in the air to bait db3.
Captain Cold: 6-4
- Trait ignores ice wall
- Can't charge gun in neutral
- Struggles against zoning and loses trades
Catwoman: 4-6
- Severely outdamages and bullies on knockdown
- DB3 stops her from jumping in neutral
- superior footsie game
- B3 low profiles and makes the neutral heavily in her favor.
- F22 randomly crosses up on her..
- Catdash randomly ducks starbolts, reversal punishes any string canceled into stardust and sweep for a full combo,
- Feline evade forces us to use trait .
Cheetah: 4-6
- Nonexistent footsies
- DB3, Orb, MB Trait, shut down pounce on ground and airborne.
- Pushblocking hurts
- She can quickly get the life lead
- Both Characters bully on knockdown
- Impossible to anti air her on reaction
- Her (MB) F3 is +10 and breaks our armor with ease
Cyborg: 5-5
- Trait checks instant air fireballs
- Grappling lets him run away and be done after anything on block
- BF2 can fly over his grounded trait.
Darkseid: 4-6
- He wins trades
- Superior damage but can be air escaped
- Weak up close
- JD3 all day on his wakeup
- Teleporting is extremely risky for him
-Trait punishes Parademon call on reaction
-Trait punishes whiffed Omega Beams at certain distances.
- stupidly strong mixup game
- B2 is our saving grace.
Deadshot: 5-5
- Heavily controls the screen
- Can be checked with trait after anything at isn't straight shot
- A stardust can be thrown after straight shot but will trade in your favor.
- Deadly assault low profiles all of her projectiles
- Even footsies
- Gets out damaged
- Wins trades
- 50/50s
- 7 frame D1
Dr Fate: 4-6
- Extreme trait management match
- MUST get life lead or counter zoning is not an option
- Trait punishes ankh calls and orbs on reaction
- F2 glyph pushback forces a guess at a F2 to stop another F2 glyph
Enchantress: N/A
Firestorm: 5-5
- Gets whiff punished by B2 (lol)
- Loses to zoning
- Even damage
- 7 Frame d1
- Trait can punish both non MB and MB versions of Molten Trap
Flash: 4-6
- Running man stance 1 punishes stardust and starbolts on reaction/whiff
- Trait stops running man stance at the cost of a bar
- Extremely life lead dependent
- Forced to Pushblock
- Severely outdamages
- 50/50s
-Running Man stance randomly ducks starbolts while advancing
Gorilla Grodd: 7-3
- Leap is not an option due to B2 and DB3
- Pushblock hurts
- Forced to take tons of chip damage
- Gets armor broken easily
- His D1 is not a threat
- Trait ignores projectile immunity
- Large hitbox
Green Arrow: 4-6
- Zoning game completely counters ours
- Trait punishes reload on reaction
- 23 always stuffs his wakeup
- Savage Blast lets him get away once we're in
- We lose trades
- 50/50s
Green Lantern: 6-4
- Pushblock hurts
- 7 Frame d1
- Counter zoning tools are meter dependent
- Low damage
- Backdashing B13 gap leads to a d1 punish.
Harley Quinn: 6-4
- Her B2 hitbox is smaller on floating characters
- loses the zoning game
- Hyena call gets punished on reaction
Hellboy: 4-6
-DB3 can shutdown air mobilty but he can bait it out
-Gunshot checks zoning
-Can leap out of stardust on blockstrings or neutral
-multiple options to shut down armor; db2mb, trait, 232, 213, etc.
- Severely outdamages us
Joker: 6-4
- Gets out zoned
- Pushblocking hurts
- loses trades
-His corner game is very hard to escape.
Poison Ivy: 5-5
- Even footsies
- She depends on her MB B3, especially for anti airs
- Even Zoning once trait is out
- Her F3 low profiles in neutral
- 7 frame D1
- Trait can be used to check her own trait
-bf2 can fly over vine drills
Raiden: 6-4
- Teleport can full combo punish a stardust
- Threat of Electric Fly
- Even damage
- Both weak on knockdown
- F2 punishes his far versions of teleport
- Electric ball gets punished on reaction by trait
-poor footsies
Red Hood: 5-5
- Threat of lunge after nearly anything blocked
- Lunge goes under starbolts and through stardust
- 23 stuffs all of his wakeups on knockdown
- our wakeups also get stuffed on knockdown from mine
- Even zoning
- Whiffed air guns gets punished by a stardust and trait
- Overhead trait option gets punished by F2, db3, etc.
Robin: 5-5
- Has superior footsies
- Birdarang gets punished on reaction by trait
- 8 frame reversal threat
- Gets zoned out
- Out damages us
-50/50s
Scarecrow: 4-6
- Projectile immunity on teleport which leads to full combo
- Extremely difficult to anti air
- just arc goes clean over trait and all our zoning opens at midscreen
- Win button in trait
- Counter poking is risky
-F1 ducks our starbolts and advances him forward.
Starfire: 5-5
- Whoever mashes d1 the fastest wins
Sub Zero: 5-5
- Trait ignores ice clone, punishes it on reaction, and whatever he chooses to do behind the clone.
- Slide lets him get in quick
- He damages us
- Even footsies
- 50/50 reset threat
- Forces us to pushblock
- corner game is extremely hard to escape
Supergirl: 4-6
- SG has Superior footsies
- 6 frame gap lets us punish her gaps
- 7 frame d1 makes it hard to counter poke -1 on block strings and specials
- Lasers punish stardust, starbolt, and trade with trait, all on reaction
- Out damages us
- Air lasers can not be punished but can be checked with trait or stardust on landing recovery
- Threat of teleport
-Very strong walk speed makes it too risky to play footsies with her.
Superman: 5-5
- Even zoning
- Forced to hold a d1 after breath unless he backdashes which is punished by trait and sometimes f2
- Superior footsies
- Out damages us.
- Both characters lack a solid anti air
Swamp thing: 5-5
- Superior Footsies
- Struggles with zoning
- Log trades on reaction by trait
- Pour wakeup game
- Whiffed command grab gets punished by trait or forced to hold a stardust
- Pushblocking hurts
- His corner game is death
- Advancing low profiling mid that 5-5
TMNT: N/A
Wonder Woman: 5-5
- NonMb Shield gets punished by trait and can not be parried
- MB Starbolt hits multiple times and can not be parried
- Stardust on block gets parried on reaction and punished for over 50% or more if she has artemis buff
- Pushblocking hurts
- J3 gets shut down by db3
- Trait call gets punished on reaction by trait
- Stardust can not be parried
- Out damages us
- Everything she does knocks us fullscreen for the most part.
-Threat of the fastest MB roll in the game
- Airdash helps her get in easier.
Everyone's input is welcome so notes can be added about each matchup.
I'd also be great if anyone is willing to make a visual once it's finalized.
EVERYTHING IS SUBJECT TO CHANGE
Aquaman: 6-4
- Trait punishes Tentacle Strike from anywhere.
-Trades are not in his favor even if he spends bar.
Atom: 4-6
- We lose all trades
- 5 frame teleport
- Poor normals make it difficult to hit him out of trait
- Low profiles everything
Atrocitus: 6-4
-Trait blasts through shield from Dex Starr
- Trait punishes puddle anywhere.
- Always have bar to pushblock
- Option select on his wakeup
- 7 frame D1
Bane: 6-4
- Chip while in debuff hurts
- Trait blows through armor
- Strings such as 21 murder armor
- Pushblock stops offense
- Multiple safe and throw immune wakeups
- needs armor to escape D1 mashing
Batman: 5-5
- Struggles with zoning but makes up for with up-close tools
- Both bully each other on knockdown (F3 on wakeup goes over slide)
- BF2 punishes B23
- Parry gets him out of d1 mashing
- Strongest MB roll in the game thanks to bats.
Black Adam: 4-6
-Severely out damages
- Black Magic Check in neutral
- Divekick on block is extremely hard to punish when spaced properly
- Win button at low health (orbs)
- Divekick threat
- Wins trades
Black Canary: 6-4
- Orb makes trait useless
- No counter projectiles
- Will always have pushblock
- F3 low crushes her b1
- Db3 shuts down interactable mobility and Canary drop shenanigans
- Has a 7 frame d1
Black Manta: 4-6
- Threat of Teleport
- Strong chip game from both
- Shark attack can low profile starbolts
- Can't shut down flight shenanigans due to bad
- Better upclose game
Blue Beetle: 4-6
- We Lose projectile war
- Air mobility lets him get in for free if a projectile is whiffed, especially when followed up with trait
- Even footsies
- Shield Bash post block is a problem
- very powerful mixupgame
- Extremely risky to anti air him due to float shenanigans
- 50/50s
- Mandible Strike goes under projectiles and is extremely hard to punish when spaced out properly
Brainiac: 6-4
- Air Mobility gets shut down even with drone but can use early divekick to avoid db3.
- Weak Wakeup game
- Punish drone calls on reaction with trait
- Loses Footsies but can quickly gain momentum with 50/50s and superior damage
- Can Dive kick early in the air to bait db3.
Captain Cold: 6-4
- Trait ignores ice wall
- Can't charge gun in neutral
- Struggles against zoning and loses trades
Catwoman: 4-6
- Severely outdamages and bullies on knockdown
- DB3 stops her from jumping in neutral
- superior footsie game
- B3 low profiles and makes the neutral heavily in her favor.
- F22 randomly crosses up on her..
- Catdash randomly ducks starbolts, reversal punishes any string canceled into stardust and sweep for a full combo,
- Feline evade forces us to use trait .
Cheetah: 4-6
- Nonexistent footsies
- DB3, Orb, MB Trait, shut down pounce on ground and airborne.
- Pushblocking hurts
- She can quickly get the life lead
- Both Characters bully on knockdown
- Impossible to anti air her on reaction
- Her (MB) F3 is +10 and breaks our armor with ease
Cyborg: 5-5
- Trait checks instant air fireballs
- Grappling lets him run away and be done after anything on block
- BF2 can fly over his grounded trait.
Darkseid: 4-6
- He wins trades
- Superior damage but can be air escaped
- Weak up close
- JD3 all day on his wakeup
- Teleporting is extremely risky for him
-Trait punishes Parademon call on reaction
-Trait punishes whiffed Omega Beams at certain distances.
- stupidly strong mixup game
- B2 is our saving grace.
Deadshot: 5-5
- Heavily controls the screen
- Can be checked with trait after anything at isn't straight shot
- A stardust can be thrown after straight shot but will trade in your favor.
- Deadly assault low profiles all of her projectiles
- Even footsies
- Gets out damaged
- Wins trades
- 50/50s
- 7 frame D1
Dr Fate: 4-6
- Extreme trait management match
- MUST get life lead or counter zoning is not an option
- Trait punishes ankh calls and orbs on reaction
- F2 glyph pushback forces a guess at a F2 to stop another F2 glyph
Enchantress: N/A
Firestorm: 5-5
- Gets whiff punished by B2 (lol)
- Loses to zoning
- Even damage
- 7 Frame d1
- Trait can punish both non MB and MB versions of Molten Trap
Flash: 4-6
- Running man stance 1 punishes stardust and starbolts on reaction/whiff
- Trait stops running man stance at the cost of a bar
- Extremely life lead dependent
- Forced to Pushblock
- Severely outdamages
- 50/50s
-Running Man stance randomly ducks starbolts while advancing
Gorilla Grodd: 7-3
- Leap is not an option due to B2 and DB3
- Pushblock hurts
- Forced to take tons of chip damage
- Gets armor broken easily
- His D1 is not a threat
- Trait ignores projectile immunity
- Large hitbox
Green Arrow: 4-6
- Zoning game completely counters ours
- Trait punishes reload on reaction
- 23 always stuffs his wakeup
- Savage Blast lets him get away once we're in
- We lose trades
- 50/50s
Green Lantern: 6-4
- Pushblock hurts
- 7 Frame d1
- Counter zoning tools are meter dependent
- Low damage
- Backdashing B13 gap leads to a d1 punish.
Harley Quinn: 6-4
- Her B2 hitbox is smaller on floating characters
- loses the zoning game
- Hyena call gets punished on reaction
Hellboy: 4-6
-DB3 can shutdown air mobilty but he can bait it out
-Gunshot checks zoning
-Can leap out of stardust on blockstrings or neutral
-multiple options to shut down armor; db2mb, trait, 232, 213, etc.
- Severely outdamages us
Joker: 6-4
- Gets out zoned
- Pushblocking hurts
- loses trades
-His corner game is very hard to escape.
Poison Ivy: 5-5
- Even footsies
- She depends on her MB B3, especially for anti airs
- Even Zoning once trait is out
- Her F3 low profiles in neutral
- 7 frame D1
- Trait can be used to check her own trait
-bf2 can fly over vine drills
Raiden: 6-4
- Teleport can full combo punish a stardust
- Threat of Electric Fly
- Even damage
- Both weak on knockdown
- F2 punishes his far versions of teleport
- Electric ball gets punished on reaction by trait
-poor footsies
Red Hood: 5-5
- Threat of lunge after nearly anything blocked
- Lunge goes under starbolts and through stardust
- 23 stuffs all of his wakeups on knockdown
- our wakeups also get stuffed on knockdown from mine
- Even zoning
- Whiffed air guns gets punished by a stardust and trait
- Overhead trait option gets punished by F2, db3, etc.
Robin: 5-5
- Has superior footsies
- Birdarang gets punished on reaction by trait
- 8 frame reversal threat
- Gets zoned out
- Out damages us
-50/50s
Scarecrow: 4-6
- Projectile immunity on teleport which leads to full combo
- Extremely difficult to anti air
- just arc goes clean over trait and all our zoning opens at midscreen
- Win button in trait
- Counter poking is risky
-F1 ducks our starbolts and advances him forward.
Starfire: 5-5
- Whoever mashes d1 the fastest wins
Sub Zero: 5-5
- Trait ignores ice clone, punishes it on reaction, and whatever he chooses to do behind the clone.
- Slide lets him get in quick
- He damages us
- Even footsies
- 50/50 reset threat
- Forces us to pushblock
- corner game is extremely hard to escape
Supergirl: 4-6
- SG has Superior footsies
- 6 frame gap lets us punish her gaps
- 7 frame d1 makes it hard to counter poke -1 on block strings and specials
- Lasers punish stardust, starbolt, and trade with trait, all on reaction
- Out damages us
- Air lasers can not be punished but can be checked with trait or stardust on landing recovery
- Threat of teleport
-Very strong walk speed makes it too risky to play footsies with her.
Superman: 5-5
- Even zoning
- Forced to hold a d1 after breath unless he backdashes which is punished by trait and sometimes f2
- Superior footsies
- Out damages us.
- Both characters lack a solid anti air
Swamp thing: 5-5
- Superior Footsies
- Struggles with zoning
- Log trades on reaction by trait
- Pour wakeup game
- Whiffed command grab gets punished by trait or forced to hold a stardust
- Pushblocking hurts
- His corner game is death
- Advancing low profiling mid that 5-5
TMNT: N/A
Wonder Woman: 5-5
- NonMb Shield gets punished by trait and can not be parried
- MB Starbolt hits multiple times and can not be parried
- Stardust on block gets parried on reaction and punished for over 50% or more if she has artemis buff
- Pushblocking hurts
- J3 gets shut down by db3
- Trait call gets punished on reaction by trait
- Stardust can not be parried
- Out damages us
- Everything she does knocks us fullscreen for the most part.
-Threat of the fastest MB roll in the game
- Airdash helps her get in easier.
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