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This Is A Hunt I've Longed For: Cheetah General Discussion

You got thrown after your jump-in attack?
In theory, if you are not plus enough after your jump-in normal nothing will jail.If you already commited to a barely plus jump in and press a slow button, you might get thrown; seems natural.
I think i figured it out. I was doing j1 332 and i believe the s3 is too slow. I wasnt checking with a d1 or s2 like i should have.

Edit: i looked at the footage and even times when i did j1 into a 8frame d3 sweep i would get thrown. Is j1 really -12 on block? I had to revert to j1 x ticgrab 50/50 in the footage cuz as soon as i would land from a j1 on block he would INSTANTLY THROW it was so frustrating
 

Zhidoreptiloid

Watcher from the sky
She dont need changes. Or u wanna be broken shit, like firestorm will be in next patch? She is ok and have all, that she needs
 

Espio

Kokomo
No buffs needed, no nerfs needed either. The character is very solid, but she has legitimate flaws that keep her in check. That's what people should be aspiring for balance wise as a whole.

This character does have an advancing normal that isn't 30 frames, it's called plus on block jump 3 out of leap into high damage for one bar on hit lol.

If you think about leap into jump 3 as like a dive kick of sorts except for no matter the height you hit on block, you're not full combo punishable.
 
No buffs needed, no nerfs needed either. The character is very solid, but she has legitimate flaws that keep her in check. That's what people should be aspiring for balance wise as a whole.

This character does have an advancing normal that isn't 30 frames, it's called plus on block jump 3 out of leap into high damage for one bar on hit lol.

If you think about leap into jump 3 as like a dive kick of sorts except for no matter the height you hit on block, you're not full combo punishable.
Been awhile since I really used her, but always did Leap 3 into a command grab if I didn't get AA'd. Most people tried D2, or low poked anticipating 11 string so correct me if i'm wrong, doesn't that low command grab jail following leap 3?
 

Espio

Kokomo
Been awhile since I really used her, but always did Leap 3 into a command grab if I didn't get AA'd. Most people tried D2, or low poked anticipating 11 string so correct me if i'm wrong, doesn't that low command grab jail following leap 3?
Nope, it's too advantageous so it just whiffs.

It combos on hit though.
 

Espio

Kokomo
Good to know. What do you use a follow up on block? Standing 3, B1, B2, 22 or D1
down 1 and down 3 mostly to condition because people always try to poke. Jump 3 at the correct height is advantageous enough for a throw, standing 2 etc to beat the fastest reversals in the game and pokes.
 

Moms4lif3

Bruh.
Yo, has anyone any good meter build strategies with her? Lunge cancels are only good in certain MUs and running away, building meter is not always an option. Would much appreciate good tips :)
 

Banks

Noob
Sorry if this has already been addressed somewhere, but does anyone have any tips for comboing after db2 in the corner? Example: 112,db2,d1,db2. I know it's a tight window and it only works if the gravity is still low but I can't get it consistently/don't know exactly which starters I can combo from. Are there any tricks like plinking or anything or am I just working with a fast link to get max damage? TIA
 

Zionix

AKA Ponkster
Sorry if this has already been addressed somewhere, but does anyone have any tips for comboing after db2 in the corner? Example: 112,db2,d1,db2. I know it's a tight window and it only works if the gravity is still low but I can't get it consistently/don't know exactly which starters I can combo from. Are there any tricks like plinking or anything or am I just working with a fast link to get max damage? TIA
Works from any grounded string when trait isn't active.

Time the D1 press with her heading bobbing when she lands helps me. Its still hard though.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Sorry if this has already been addressed somewhere, but does anyone have any tips for comboing after db2 in the corner? Example: 112,db2,d1,db2. I know it's a tight window and it only works if the gravity is still low but I can't get it consistently/don't know exactly which starters I can combo from. Are there any tricks like plinking or anything or am I just working with a fast link to get max damage? TIA
I don't know if plinking works in this game. I always go for d1~db1 just in case I miss I don't want to whiff a db2 and be open to a full punish. Whiffing db1 is much safer. Or you could do d1, d1~db2, hit confirming the first d1 juggle.
 

Banks

Noob
Thanks for the responses, I didn't realize it didn't work when trait was active. I appreciate the help, I'll keep practicing.
 

Espio

Kokomo
I've been playing her since day one and am always optimistic about my characters, but these are my honest thoughts, she has great mobility and damage but her weak neutral, string gaps and high risk to get damage mix ups hold her back because unlike an actual overhead that you have to block, you whiff these command grabs and die offline. She does more guessing than her opponent at times.

Deadshot: 6-4
Gorilla Grodd: 6-4
Poison Ivy: 6-4
Hellboy: 6-4
Joker: 6-4

Blue Beetle: 5-5
Black Canary: 5-5
Flash: 5-5
Bane: 5-5
Raiden: 5-5
Swamp Thing: 5-5
Harley: 5-5
Sub-Zero: 5-5
Cyborg: 5-5
Red Hood: 5-5
Dr. Fate 5-5
Starfire: 5-5
Black Adam: 5-5
Aquaman: 5-5
Captain Cold: 5-5
Green Lantern: 5-5
Black Manta: 5-5
Atrocitus: 5-5


Catwoman: 4-6
Brainiac: 4-6
Firestorm: 4-6
Darkseid: 4-6
Robin: 4-6
Superman: 4-6
Supergirl: 4-6
Batman: 4-6
Scarecrow: 4-6
Green Arrow: 4-6
Wonder Woman: 3-7


@DC4-3 @Mista_Snacks @x TeeJay o @Crusty @hatyr @EMPRESS_SunFire @Raiderhorn @tafka Djinn
 
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Zionix

AKA Ponkster
I've been playing her since day one and am always optimistic about my characters, but these are my honest thoughts, she has great mobility and damage but her weak neutral, string gaps and high risk to get damage mix ups hold her back because unlike an actual overhead that you have to block, you whiff these command grabs and die offline. She does more guessing than her opponent at times.

Deadshot: 6-4
Gorilla Grodd: 6-4
Poison Ivy: 6-4
Hellboy: 6-4
Joker: 6-4

Blue Beetle: 5-5
Robin: 5-5
Black Canary: 5-5
Flash: 5-5
Bane: 5-5
Raiden: 5-5
Swamp Thing: 5-5
Harley: 5-5
Sub-Zero: 5-5
Cyborg: 5-5
Red Hood: 5-5
Dr. Fate 5-5
Starfire: 5-5
Black Adam: 5-5
Aquaman: 5-5
Captain Cold: 5-5
Green Lantern: 5-5
Black Manta: 5-5
Atrocitus: 5-5


Catwoman: 4-6
Brainiac: 4-6
Firestorm: 4-6
Darkseid: 4-6
Superman: 4-6
Supergirl: 4-6
Batman: 4-6
Scarecrow: 4-6
Green Arrow: 4-6
Wonder Woman: 3-7


@DC4-3 @Mista_Snacks @x TeeJay o @Crusty @hatyr @EMPRESS_SunFire @Raiderhorn @tafka Djinn
Some unusual ones here but I won't debate, its opinion and I respect it.
 

Zionix

AKA Ponkster
You can debate if you want as long as you make a credible case I'm not going to Revet you.
I don't mean it in that way.

Match-ups are opinion to begin with, nothing on your list is strikingly out of place (like how bads revets was) so anything to discuss wouldn't change much, if at all.

1 thing I will say is Robin feels like a losing match-up, you have it at 5-5, whats your line of thinking?
 

Espio

Kokomo
I don't mean it in that way.

Match-ups are opinion to begin with, nothing on your list is strikingly out of place (like how bads revets was) so anything to discuss wouldn't change much, if at all.

1 thing I will say is Robin feels like a losing match-up, you have it at 5-5, whats your line of thinking?
Robin I'm not opposed to being losing, I just don't see it currently.

My current rationale is that Robin's wake ups are unsafe unless he spends a bar and swoop has issues on her hitbox. His normals check her but not so oppressively to make them a huge problem. I'm guessing part of her issue you're thinking is dealing with his rang based attacks?

The match up seems pretty simple/straight forward to me.
 

Zionix

AKA Ponkster
Robin I'm not opposed to being losing, I just don't see it currently.

My current rationale is that Robin's wake ups are unsafe unless he spends a bar and swoop has issues on her hitbox. His normals check her but not so oppressively to make them a huge problem. I'm guessing part of her issue you're thinking is dealing with his rang based attacks?

The match up seems pretty simple/straight forward to me.
Birdarang is just mvp in the match-up. Cheetah is just up against a wall of no hurtbox normals behind birdarang.
 

DC4-3

Low tier button masher.
I've been playing her since day one and am always optimistic about my characters, but these are my honest thoughts, she has great mobility and damage but her weak neutral, string gaps and high risk to get damage mix ups hold her back because unlike an actual overhead that you have to block, you whiff these command grabs and die offline. She does more guessing than her opponent at times.

Deadshot: 6-4
Gorilla Grodd: 6-4
Poison Ivy: 6-4
Hellboy: 6-4
Joker: 6-4

Blue Beetle: 5-5
Robin: 5-5
Black Canary: 5-5
Flash: 5-5
Bane: 5-5
Raiden: 5-5
Swamp Thing: 5-5
Harley: 5-5
Sub-Zero: 5-5
Cyborg: 5-5
Red Hood: 5-5
Dr. Fate 5-5
Starfire: 5-5
Black Adam: 5-5
Aquaman: 5-5
Captain Cold: 5-5
Green Lantern: 5-5
Black Manta: 5-5
Atrocitus: 5-5


Catwoman: 4-6
Brainiac: 4-6
Firestorm: 4-6
Darkseid: 4-6
Superman: 4-6
Supergirl: 4-6
Batman: 4-6
Scarecrow: 4-6
Green Arrow: 4-6
Wonder Woman: 3-7
Could you please elaborate a bit on why Cheetah loses to Firestorm? I didn't really play that matchup a lot and just assumed it was 5-5. Was it the buffs Firestorm received that made it into a losing matchup or did he win it before the patch?
 

hatyr

ball roll enjoyer.
I struggle in the Robin match-up but I'm probably playing it wrong. I feel like with his range/footsies and that remote birdarang that I can't get much going at all. Match-ups like his are why I've mostly moved on from Cheetah. I haven't played her in much of a serious capacity in a while. She's either the most fun I've ever had playing a character or she's the most frustrating; I can never decide which.