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Wakeups and You !

Glass Sword

Nobody
Wakeup invincibility
All supers serve as universal wakeups. They can be stuffed by armor break properties however.

Aquaman- "Always top 3" Ed Boon
Trident Scoop- stuffable right before it becomes active
Trident Rush- stuffable right before it becomes active
Water Shield - Stuffable right before it becomes active.
As demonstrated by @AK Pig Of The Hut

Ares- The Rain of Injustice.
Warp transmission- invincible, but can be punished in recovery. Meter burn version safe.
Godsmack- can be stuffed right before he leaves the ground

Bane- Armor lol!
Venom uppercut- fully invincible even without venom. Shoryuken! Can be punished on whiff or block however.

Batgirl - I <3 50/50s.
Batwheel- Stuffable after she leaves the ground. Window is very tight and most likely will not be stuffable point blank. A well timed neutral jump will beat it.
Flying Bat- Fully invincible until active very punishable. Shoryuken!
Bat Evade- invincible until high in the air. Can be stuffed with an air to air.
Smoke Bomb- fully invincible must be blocked to punish.

Batman - The answer is always trait.
Cape parry- lows stuff it and jump ins. Terrible on whiff.
Slide Kick- invincible until active can get stuffed at a distance. Terrible on whiff and block. Jump ins cover both options.

Black Adam - No mix ups.
Lighting Cage- Invincible until 1 or 2 frames before wakeup. Very strict timing can stuff the wake up. Can also be punished with delayed disjointed moves.
Lighting Storm- Stuffable right before it becomes active. His hands are above him like he is trying to scare a small child or a grizzly bear.
Cage stuffing by @Braindead

Catwoman - A bill of goods.
Trait- Fully invincible and safe on block.
Catdash - Stuffable before it becomes active. She is already in the catdash pose, but has not started moving. Unsafe on block.
Catclaws- Stuffable before it becomes active. Safe on block.

Cyborg - Needed mid instant airs.
Power Fist-Fully invincible until active frames. Can anti-air. Very punishable on block only slightly harder to whiff punish.
Tehno Tackle - Little to no invincibility.

Deathstroke - low gunshots.
Sword flip- fully invincible until active. Muti-hitting and unsafe on block.
Sword spin- fully invincible until active. Safe on block and punishable on whiff.

Doomsday - Only idiots use Super Nova.
Venom- Stuffable before it becomes active. Timing is tough.
Up Venom- Invincible until the first active frame. Highly punishable on block.

Flash - We just don't know.
Lightning uppercut- fully invincible. Punishable on block. Shoryuken!
Speed Dodge. Will dodge single hits. Punishable with strings. Meter burn makes safe.
Lightning charge -invincible until activation. Point blank it is unstuffable.
Lightning Kick- Stuffable right before it becomes active very tight window.
Sonic Pound- Stuffable in the air invincible on the ground.

Green Arrow - Loses trades with Raven.
Savage Blast- Stuffable, but only in the air making it tough to stuff with normals.
Stinger- invincible until it's active frames. Can be stuffed with a jump back.

Green Lantern - Can we talk about his mobility?
Lantern's Might- Stuffable on a single frame; 1 frame too early you get lifted one frame too late you trade.

Harley Quinn - top 5 in Atlanta
Tantrum Stance- fully invincible. Punishable on block. On whiff only things that reach the floor can punish.
Silly Slide- Lots of invincibility. Easily punished up close, but blows through ranged attacks. Can be punished at range with delayed or well placed projectiles on a read.

Hawkgirl - SQUAAK!
Mace Charge- Stuffable, but do the backwards movement most a charters have a hard time. Incicibility stops at the peak of the loop she makes.
Wing Evade- Stuffable. Loses it invisibility very early in the air.

The Joker - agreed upon worst in the game
Crowbar- Stuffable right after he takes out the crowbar.
Acid Flower- Fully invincible and plus on block. It's only weakness is its one hit. Does have a two or one frame gap according to @Qwark28

Killer Frost - Not Captain Cold.
Black Ice- Invincible until active and safe on block. Can be punished with a jump back. Don't 't get hit.

Lex Luthor - "Trudy, call a meeting of the board I just killed Martian Manhunter."
Corp charge- fully invincible until active. Recommended to block since it is very punishable on block and has a very large hitbox.

Lobo - Top tier back walk.
Chain Charge- invincible until fir active frame . Can be stuffed with a jump back or well timed neutral jump.

Martian Manhunter - the Kabal of Injustice
Psionic Push- fully invincible until active. Safe on block and has a great hitbox. Point blank it will whiff if neutral jumped by certain characters.
Martian Grab- invincible until active frames. Punishable on block.
Phase Assault- very few invincible frames

Nightwing - not a citizen of 50/50 town.
Escrima Fury- fully invincible until active. Punishable on block.
Flip Kick- Invincible until he comes down in his active frames. Safe with meter burn.
Staff Spin- Invincible until active. Is Stuffable by disjointed hitbox moves.
Flying Grayson- Stuffable after he leaves the ground.

Scorpion - Breaks the rules of the game.
Flip Kick- Invincible until its active frames. Punishable on block.
Teleport Punch- Invincible until he appears on the other side.
Takedown- Invincible until its active frames. Punishable on block.

Shazam - Wonderchef's main
Atlas Tornado- Stuffable before he leaves the ground as he is preparing to jump.
Herculean Might- Very little invincibility on this.
Mercury Storm- Fully invincible must be punished on a read.

Sinestro - Has like 7 bad matchups.
Arachnid Sting- Invincible until active. Punishable on block without his trait. Will anti-air jump ins.

Solomon Grundy - Often gets confused for Tyrant.
Clever Spin- invincible until active. Punishable on block unless mb.
Walking corpse- loses invincibility 2 steps in. Has lots of armor.
Pain Chain- no invincibility, but watch out for armor.

Superman - Got booed at EVO.
Low Scoop- Fully invincible until active. Very punishable.
Rising Grab- invincible until in the air can be punished with d2
Super Breath- Stuffable after he takes his breath before he breaths out.
Flying punch- Stuffable when he is rearing back to punch. He counts as air born when he does this.

Wonder Women - An honest character.
Lasso spin- Fully invincible. Punishable on block and also
Sometimes fails to stuff cross ups.
Shield strike- fully invincible until active, but has terrible range and gets beat by disjointed lows.

Zatanna - "Want to see a gimmick?"
Cards- Stuffable right before she lets the cards go.
Kicks- invincible until active frames. It has terrible range however and is beaten by disjointed hit boxes.
Teleport- invincible until the frame she reappears

Zod - Name your wraith.
Zod Charge- Stuffable before he starts moving.
Phantom Strike - Stuffable, the timing is tough.
General Parry- stuffs highs and mids. Don't jump at him however you will get hit by another wakeup.
Aquaman effectively gets 6% more vs Zod on a combo.

Please double check my work.
 
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KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
Cyborg's wakeup techno tackle is as good of an option as Power Fist, as Techno Tackle is an unblockable throw that probably loses invincibility as soon as the move is active.
It works as a wakeup mixup though, because TT is countered in a way opposite that of Power Fist, which is blocked or else.
 

4x4lo8o

Noob
Cyborg's wakeup techno tackle is as good of an option as Power Fist, as Techno Tackle is an unblockable throw that probably loses invincibility as soon as the move is active.
It works as a wakeup mixup though, because TT is countered in a way opposite that of Power Fist, which is blocked or else.
Except that it hits high, so holding down counters both
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
Awesome!!! One thing, silly slide is a viable Harley wake up. im sure AK SaltFace will agree and won't mind explaining.
I (think) can explain that in the same way Saltface, Deg, or any competent Harley player can.
Not only does silly slide allow you to immediately close distance on any opponents who want to keep you away,
but it also makes almost any jump in attempt miss-
and, more importantly, in the event of Harley's silly slide going under the opponent, Harley's player can option select when to cancel into tantrum stance off of the slide--
allowing for even more distance closing, or turning around immediately, and punishing the opponents jump with one of the tantrum stance moves.
 

Qwark28

Joker waiting room
Joker's flower is not invincible, same situation as GL's lift.

Also, mb F3 works on D Stroke's sword flip if you hit them after the first hit and before the second, something which with practice can be done 100% consistently.
 

Doombawkz

Trust me, I'm a doctor
Figure I'll say it, charge has about 11 or so frames of invincibility on its start-up.

But who cares. Armor - lol
 

deg222

Best Zatanna that uses Aquaman
You can actually stuff Sinestro's arachnid with a well timed jump attack (I normally use a neutral jump). The jump attack has to hit him after the active frames come out... when the tail is in front of him and on the ground.
 

Braindead

I want Kronika to step on my face
Black Adam - No mix ups.
Lighting Cage- Invincible until active and safe on block, hold that! Can be punished with delayed disjointed moves.
I am afraid you are mistaken there, friend.

EDIT: I'll try to record a video where I stuff Lightning Cage. Not sure exactly how long it'll take me.
 
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E

Eldriken

Guest
"Only idiots use Super Nova."

HEEEEEY. >:/

I only use it on occasion because some folks just don't expect it. >_>

But yeah, it's generally not a good idea to use it at all. If they block the first hit of it and know how to avoid the second hit, you're in some trouble.