Saboteur-6
Filthy Casual
Wonder Woman Matchup Discussion
The purpose of this guide:
- Establish an archived discussion specific to MU exploration that won’t get buried amongst other information in other threads.
- Provide a platform for players to seek support from other players more versed in specific MU strategy.
- Allow room for debating MU numbers / MU charts / Tier lists (though I ask to please provide explanation/context in addition to numbers or it’s not much of a conversation.)
- Quoted / lifted conversation from this thread (and others) about specific beneficial aspects of a MU strategy.
- Video highlighting MU strategy against specific characters.
- I’ll be sporadically adding to the spoiler tab section of each character based on the level of conversation, information, and user created content that I come across.
- Additional DLC characters being added upon release into the live game.
- Appendix tabs that highlight general Wonder Woman strategy / stage strategy / game mechanic strategy.
Try to be always at the range of shield toss. If aquaman db2, punish him with shield toss. Congrats you have the life lead lol.
If he try to jump in = anti air. His jump is very floatty
Almost string combo of aquaman with long range are unsafe. Punish with lasso, charge or shield. Or even d2.
Keep your meter for a air escape and punish.
I sincerely feel its a hard 5-5 for HIM, or a 4-6 for him. He literally can't do anything anywhere. If he's in shield toss range, he isn't getting out anything because she will punish each and every time. If he's fullscreen, she's walking him down; anything blocked or crouched is a free whiffed bash to close to gap in an instant and you're in sweet spot range again. In the corner, you can safely stay out of his range and chip him with JI3's or air down shields. One, because if he tries to armor, you can shield on reaction from the JI3 and break it, and two, his best punish at that distance is FTD, and its too slow to punish her, so he'll risk eating a shield reversal or combo depending on the distance. And of course, the infamous MBbash which he has to hold. If he plays smart, he's gonna get chipped out; if he plays risky or unsafe, he's eating damage. You literally have to do nothing but let him hang himself or respect you.
This is the range, in all aspects, I'm talking about. And it conditions him to respect her jump ins, so he's going to eat JI3's eventually. Mind you, this character isn't moving but a Aquaman player will be walking themselves into the corner where you can camp outside
Shield toss range, he can't blood puddle. In the corner, even on knockdown, he isn't getting up because crouching will punish him, or using lasso grab will snag him out of his wakeup. In the neutral, he's risking his mixes to either open up or receive a 40% punish minimum. It evens out when trait is out but that's the case with every character. This a MU where if you play it smart, you will have meter to pushblock to run eDexxstar out. Or you can run away to fullscreen and use shield tosses in the air to hover over the orbs and puddle zoning. Cornered, everyone suffers no matter who it is so it's kinda whatever. She can abuse her JI3 against him too and upclose, can interrupt his d1 cancels on block for a full punish.
He currently just has too many tools and plus frames tbh. Her d2 is too slow to stop his jumping around if he plays it safe and smart so you have to hold it half of the time. There's no actual risk for him to do anything anywhere so that's why I put it as a 4-6 and not a 5-5. In the corner, she can bully him, sure, but he will nearly always have meter and trait available to find the means to get out or push you back so he gets an opening.
A look on approaching the Black Adam MU. Starts off a little rocky, but progresses each match:
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