Forgot to mention that back foward 3 can be used as a wake-up. Haven't tested it in training mode but it seems to go through a lot of stuff even when you use it standing.That being said I did learn some stuff while getting my butt destroyed last night by an army or robins, supermans, and deadshots.
1. Jump+1 is probably his best air normal. It cross-ups. Is decently fast, especially compared to jump2 and jump3 which are super slow. So its good for air to airs and jump ins.
2. Stand 3 is not worth it. It has good range but its too slow. If the opponent jumps it your fucked.
3. Ending juggles with regular vine grab is not good. You don't have enough advantage midscreen to pressure. Juggles should be ended in either the log or ex vine grab.
4. down back 3 is your best anti-zoning tool. The best strategy against characters like deadshot is to duck or block the projectile then do any immediate down back 3. If they try to do a second projectile it should at least trade. When its hits you have enough frame advantage to do a log or dash up.
5. Vine grab is not good in the neutral. It works well once you about mid-screen against zoners who keep spamming. Just like down-back 3 you can use it after ducking or blocking some projectiles but its not as reliable because some ranges it just doesn't hit and if its trades it won't be in your favor.
6.Down+2 into down foward 2 is your best tick throw. Down+1 into tick throw is interruptable with normals and doesn't work on hit. Stand 2 is way to slow to be used reliable. Down+2 into tick throw works on block and on hit(if the opponent is close enough) and I don't believe theres as much of a gap(have to test).
7.Jump+3 in the corner leads to down+1 into down foward 2. You can land the crouch jab midscreen but all specials whiff.
8. His trait is hard to use. But after a ex vine grab you should have enough time to get it out safely.
9. Down+2 sucks as an anti-air. You have to do it super preemptively. Your better off using stand 1 or jump 1.
Thats all i have for now. Hopefully get to play some more tommorrow.
from what i see it seems like ending a corner combo in trait then shimmy is a good use - supposed it catches them in the corner and is not really just exactly below you. in that case youd need a knockdown where you end up kinda inside them.8. His trait is hard to use. But after a ex vine grab you should have enough time to get it out safely.
i suppose that is the doppelganger from behind? it might be fast enough to not trade if you use the ducking as part of the input of the move. gotta be precise though.4. down back 3 is your best anti-zoning tool. The best strategy against characters like deadshot is to duck or block the projectile then do any immediate down back 3. If they try to do a second projectile it should at least trade. When its hits you have enough frame advantage to do a log or dash up.
I'm trying to main him (suffering Doomsday withdrawal) and the mentality behind Swamp Thing is near the same. He's just so damned slow. He plays quick as hell ,though, at mid.so, does anyone play this character or has he been labeled "never alowed to live" on day 1? i dont play the game but im a swamp thing main at heart. he looks pretty lost in a game with strong zoners, but ive seen this one move where he summons his doppelganger from behind like scorpions demon, is that a legit counterzoning tool?
I super think that aerial zoning is what Swampy dies to. df1u can work at certain ranges, but that's about his only option to deal with it unless you want to MB Dash to get in.Forgot to add that a zoning Superman is impossible to compete against. No speed to close with and nothing to counter his flighty bullshit at such a distance
100% agree with this. There are so many matchups Swampy just can't handle. My backups right now are looking like Green Lantern for zoning and Atrocitus for pressure.If youre maining Swamp Thing and reading this... go ahead and post who your backup is lol. You'll need one.
Atrocitus vs pressure characters? Why/how so? I've spent no time with that character.I super think that aerial zoning is what Swampy dies to. df1u can work at certain ranges, but that's about his only option to deal with it unless you want to MB Dash to get in.
All other versions of df1 are so finicky that I'm finding them highly risky to use outside combos. Feels like Swampy is designed to be a highly counter-active character who limits the opponent's options because he has lots of checks, except they mostly aren't good enough that the opponent really has to respect them.
His Startup and Recovery frames on most all Specials & Trait are very high. Feels like a grappler version of Balanced Kenshi before he got buffed. I don't want to say he's bottom tier yet... but I just don't see how he could possibly be above average.
100% agree with this. There are so many matchups Swampy just can't handle. My backups right now are looking like Green Lantern for zoning and Atrocitus for pressure.
I meant Atrocitus being a pressure character himself. He can make anything safe or plus while his trait is active and sometimes full combo off things for no bar. He also does good chip and has the blood-stealing move up close.Atrocitus vs pressure characters? Why/how so? I've spent no time with that character.
Still learning him - so far trying to play around midscreen in most matchups where JI2 and F2 are threats, doing crossup JI1, D2 xx DF2 and moving in for tick throws with Trait setups in corner when possible. Mostly I find it's hard to be proactive due to his low mobility, so I watch the opponent a lot to make reads. Jump-ins are met with DF1U, crossups with DB2, dash-ins with F2, midscreen zoning with JI2 (usually) and fullscreen zoning with DB3.How do you guys usually play Swampy?
If you aren't using his Sweep and S3 along with F2 you need to fix that, these two buttons are fantastic for setting the pace of the match.Still learning him - so far trying to play around midscreen in most matchups where JI2 and F2 are threats, doing crossup JI1, D2 xx DF2 and moving in for tick throws with Trait setups in corner when possible. Mostly I find it's hard to be proactive due to his low mobility, so I watch the opponent a lot to make reads. Jump-ins are met with DF1U, crossups with DB2, dash-ins with F2, midscreen zoning with JI2 (usually) and fullscreen zoning with DB3.
Generally ending combos with DF1 or DF2. Command Grabs option is usually 3 for damage, 2 for side switch in corner only, 1 very rarely. Maybe in corner.
Bar is usually spent extending either B2,2,3 or F2,3 hit confirm or mb DASH to bypass zoning or escape corner. Sometimes Breaker or Air Tech immediately after opponent spends bar. Oki is either a D1 xx DF2; Throw; crossup 1 or OH/Low mixup with 2 or B1. I rarely spend bar to heal with command grab because I'm sort of greedy and try to get more than 8% for a bar unless I'm at max already. SUPER is generally only used on hit confirm (or otherwise caught opponent with no options to avoid) on first first healthbar or for lethal.
If any inputs listed are wrong above, I just got them mixed up. Game came out yesterday.
You don't.How do you guys usually play Swampy?
if you have nothing actually useful to say as an answer to my question probably shouldn't reply to itYou don't.
Yeah, 3 is mostly something I use on a read that the enemy will advance into it. D3 is good for the Low mixups since you can special cancel after the first hit.If you aren't using his Sweep and S3 along with F2 you need to fix that, these two buttons are fantastic for setting the pace of the match
Depends on if you want optimal or simple. Some of mine at the moment:Any BnB's figured out yet folks?