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Wonder Woman General Discussion Thread

I don't like b2 either. But D2 has been useful for me. I really need to use bash more and less grounded shield toss cause that shit is hella punishable.

But air shield seems pretty safe, so... I use that A LOT. lmao

I also need to figure out something to do when in very close range because I find myself just D12ing all day. =/
you could Armor B3 or F3 into combo
 

shyndoa

Noob
In neutral, d2 max range. Air db2. Shield bash ex. You can just shield without mb sometimes. It's hard to punish because they're afraid of the mb. Ji3 is good too. You can instant air bf2. D12. D3 if you see they block high. Sometimes you can b3 armor too. Bf1 also.
 

wselak

Noob
Don't =/ because D12 is the only thing WoWo has going for her, its fast and
easy to hit confirm and leads to massive damage, if you can hit the b3 after the f23 that is.
i think characters have different gravity.. plus being launched so high in the air, and having a tiny window makes this combo real inconsistent.
 

LEGI0N47

I like to play bad characters
I don't like b2 either. But D2 has been useful for me. I really need to use bash more and less grounded shield toss cause that shit is hella punishable.

But air shield seems pretty safe, so... I use that A LOT. lmao

I also need to figure out something to do when in very close range because I find myself just D12ing all day. =/
Been using her standing strings a lot, mainly 113 and 22 or 223 a lot. 22 seems to have a more consistent hitbox than B11 and reaches farther than D12 and 11 a lot of times. There are a lot of wakes ups and strings with enough pushback that D12 won't reach, but 22 will and they're negative enough it still nets a punish. If I think they'll block it I'll just so the string and be plus. Yes it has the infamous gap, but I don't worry about it because no one has ever punished me during a gap in 3 games now so I view that as a bunch of hocus pocus.
 

Akromaniac27

Ready to lose your head?
A visual on instant air shields:


I left my inputs on to check the frame data. In general, it takes 5f of a jump to be able to input something, so you'd add 5f to whatever the startup of said move is for the total number.

Startup:
Air down shield - 7f startup pointblank to 12f max range
Air straight shield - 12f startup pointblank to 15f midrange (have yet to check max range)

On block:
Air down shield is -17 from pointblank to -14 max range; MB version is +5 pointblank (have to check max range MB)
Air straight shield is -16 pointblank to -13 midrange; MB version at max range is +1

Other miscellaneous frame data:

Front dash is 21f total duration
Back dash is 36f total duration
 

STB Sgt Reed

Online Warrior
Been using her standing strings a lot, mainly 113 and 22 or 223 a lot. 22 seems to have a more consistent hitbox than B11 and reaches farther than D12 and 11 a lot of times. There are a lot of wakes ups and strings with enough pushback that D12 won't reach, but 22 will and they're negative enough it still nets a punish. If I think they'll block it I'll just so the string and be plus. Yes it has the infamous gap, but I don't worry about it because no one has ever punished me during a gap in 3 games now so I view that as a bunch of hocus pocus.
I've started using 22 myself as well... ESPECIALLY after jump in's as it seems to stuff people trying to poke you out of your followup to the blocked jump in. 11 being a high was constantly poked out. And I, too, like to use the full 223 string for the plus frames. Haven't been punished yet either. It'll happen, but until it's consistent, as long as you keep in mind to mix it up with staggering 22 or 223, I'm gonna keep using it.

I do end things with 113 now to either whiff the dash, trait up, or dash in and block/throw. It's great.
 

shyndoa

Noob
I think she's tournament viable. You need a good neutral game. And a lot of patience against zoners. But obviously need a counter pick for some match up.
 

Ryu Hayabusa

Filthy Casual
She is definitely one of the worst characters in game at this point.

- No safe way to build meter from distance.
- Needs meter to get in against zoners.
- Needs meter to do decent damage.
Worst trait.
- 2 mobility tools from previous game taken away and air dash is random Trait and not as good as it was.
- turtle in zoning heavy game
- meter burn shield bash knocks away opponent, can't be used to extend combos.
- parry doesn't reflect projectiles

Success against scrubs and somewhat decent players online doesn't make her tournament viable.

I exaggerated some of her shortcomings but that doesn't change the fact she isn't tournament material.

Who was the genius who decided to take away her air dash and make it random trait? Not only that they made her air Amazonian slam gear ability which should be part of her base moveset + projectiles reflecting parry.
 

Yoaks

A spaceman
Then who is ?

Also is She tournament viable ? Looks like she will have some crippling MUs to me.
Probably Brainiac.

Shes definitely viable. There's no way to tell if she has any "crippling" mu's as of now. The only one to me that feels reallllly tough is Atrocious. But we need to just adapt and use what we got. This character is solid. She doesnt have anything that is reallly cheap like the top characters currently have.
 

shyndoa

Noob
I like the new wonderwoman. She's totally a new character. She's quite balanced and fair.
She doesn't need to rush the oppenent. Just stay on the range of your bf2, air bf2, air db2, lasso, b2, ji3, shield bash, d2. Try to have the life lead and run x)
Yes she has some difficulties against heavy zoners. But it's not impossible. The hardest match up for me is deadshot.
Imo she needs an air dash on her basic moveset.
And maybe a better recovery on her parry. Because it's quite useless when you parry a string combo or even a gap. You can't punish some gap.
The parry need to be 4f.
Maybe a faster d2. Because it's almost impossible to d2 some jump in in reaction. (i miss her d2 on igau)
A faster d3 too.
And fix her wake up. Sometimes her db3 lost to some jump in.

She's a solid character. She doesn't need a real buff. The others characters need some nerf.
 

Akromaniac27

Ready to lose your head?
She is definitely one of the worst characters in game at this point.

- No safe way to build meter from distance.
- Needs meter to get in against zoners.
- Needs meter to do decent damage.
Worst trait.
- 2 mobility tools from previous game taken away and air dash is random Trait and not as good as it was.
- turtle in zoning heavy game
- meter burn shield bash knocks away opponent, can't be used to extend combos.
- parry doesn't reflect projectiles

Success against scrubs and somewhat decent players online doesn't make her tournament viable.

I exaggerated some of her shortcomings but that doesn't change the fact she isn't tournament material.

Who was the genius who decided to take away her air dash and make it random trait? Not only that they made her air Amazonian slam gear ability which should be part of her base moveset + projectiles reflecting parry.
She's the furthest thing from a bad character. Just because she isn't like her first version doesn't mean she's bad or unviable. Her neutral and space control is so strong on this game that you literally win MU's by that in its own. She doesn't even need 50/50s or cross ups to currently win numerous MUs. Her only bad MUs, are the top tier that are going to get nerfed either way, it's not any fault on her current design.
 

STB Sgt Reed

Online Warrior
She's a fair character in a sea of broken ones is all. When the others get normalized, she'll seem a lot better.

She's a character you win with by having solid spacing, a good neutral, and general fundamentals. Sorry you can't mash one special repeatedly to win.

She does struggle against zoners. I'll either find a counterpick for those, or level up my ww.
 
She's a fair character in a sea of broken ones is all. When the others get normalized, she'll seem a lot better.

She's a character you win with by having solid spacing, a good neutral, and general fundamentals. Sorry you can't mash one special repeatedly to win.

She does struggle against zoners. I'll either find a counterpick for those, or level up my ww.
is there any other character similar to WW with those qualities
 
The number 1 thing Wonder Woman need in my opinion is a forward moving string. It doesn't even have to be a great one but just a one that would allow her to whiff punish into big damage more effectively. I think that is totally 110% fair thing. Lets say your opponent whiff something, what do you do ?

-You either BF3 which is eh but doesn't lead to much.
- You B2 but unless you MB B3 that, you don't really get that big of a damage too.
- You might B11 into MB BF2 which is alright but again is really hard for the situation to come by.

Now I also use Ivy, Superman and Scarecrow. Now whiff something in front of these dudes and you will eat F23. B2D2,etc,etc and they ALL lead to damage with really strong positioning afterwards.

The other alternative is to bump her B2 startup to something like 15 frames, which again is completely fair given what the other characters have and what she herself had in Inj1. Trying to whiff punish with a 22 frames move that doesn't lead to much is an issue she needs to have solved.