A F0xy Grampa
Problem X Promotions
This is all just stuff I've been using/found with the folks I play with UsedForGlue PND i2 Gaug3
Right, WW is a BEAST of a character when you manage to get the opponent in the corner.
Since wakeups are so shite in this game, her max range B23 becomes a serious mindfuck on knockdown.
B23 is an overhead, 17f start up, long reach and massive vertical hitbox. The opponent has pretty much NO chance of escaping the corner if you're gonna be throwing this move out.
The B2 by itself causes and untechable knockdown when used outside of a combo (remember this, I think it'll be alot more important in the future).
Her normals work together exceptionally well when the opponent is either on an untechable knockdown or in the corner.
The options I've been using work like this:
B1 - +4 on block, 12f starter, good range and can be used for tick throw set ups/baiting a response & neutral jumping/opening up a chance to D12 or 11(hitconfirm into lasso spin.
Probably best for the tick throw though.
B113 - -1 on block, opponents generally like to press buttons/do shit after they block this string. If its a character without stupid long ass reach (Superman) you can usually use it as an opportunity to backdash and whiff punish their response with either B113 or B23.
Alternatively, if its just a single poke the opponent responds with, you can use her braclets (DB1) to parry the poke and then respond with either her 8f 11, or her B113 and punish for roughly 40% depending on the combo you do.
D12 - 7f start up, short range, at this stage in the games life, most effective after a blocked 33, if the opponent tries to jump your D12 after a blocked 33, you can AA combo them for it. I know that at least a B23 will connect midscreen, you may be able to get B1 B1 B113 B113 lasso in the corner.
On block, this move is -1, since alot of you are MK players, I know how you all for some reason love mashing D1 after everything, WWs D12 on block is -1 and has a little pushback, I've noticed that some characters that immediately respond with their own D1 are free to whiff punishment with WWs B113 into full combo -> vortex.
33 - This is supposedly +3 on block, and again people like to press buttons after it, so you have the option to D12 after it, if you do D12 and it hits them, you get a free B23 on block, unless they have a parry (in which case you can either bait, or just throw out another 33 if it dont work against lows)
B23 - Her entire corner game works off of how effective this move is. This is your go to move to check the opponent in most scenarios. The B2 is overhead, the 3 is mid, so they have to block both standing. The 3 can be armoured through however.
Try using this as a backdash killer.
If you think the opponent will attempt to armour between this and you have 2 bars of meter and the testicles to do so, you can always do B2 MB B3/F3 depending on situation. B3 midscreen, F3 in the corner. This will absorb their armour and hit back giving you a combo. Also note that this grants you frame advantage for things like B113 in the corner.
If the opponent has no meter and respects the mid after the B2, then you can mix it up with B2-Lasso grab which leaves you at (supposedly) +14. In the corner you can use this as a gauranteed B2 loop.
Counter Zoning
She has various options for counter zoning, alot of them are quite tricky to do, but I guess with more practice it could be easier.
The main tools she has for projectile wars are:
- Sheild bash, use this after ducking a projectile, immediately charge them while they recover. This leaves you at +9. Your options here are MBF3, this stops any backdash attempt/ slight walk B22/B23. Ideally you want to score a knockdown in sword stance so you can change back to lasso stance.
Good thing about this move is that you have a MASSIVE window to block confirm it, the perfect outcome from this move, is that you hit with the regular version so that the opponent is standing infront of you. But if you have a bar of meter, you can charge the opponent, see if its blocked, if it is use the MB button, the delay will either catch the opponent out and knock them away (in which case you get to dash in), or keep them standing and give you frame advantage.
- Bracelets, use these just to absorb projectiles, will only work against single hit projectiles. Leaves you at serious advantage when you do, and will also make your next hit deal more damage.
Against something like Supermans flying heat vision, as you see the start up of the beam, use the bracelets and go into and instant air superman (Jumping DF3/ Demigodesses Might)
- Air down tiara/sheild throw, as well as the air superman, you can use this against things like Supermans heatvision, or Lanterns air missles. However, for WW this is her worst counter zoning option since she covers no ground doing it.
- Air dash, obvious reasons.
Sorta Vortex Like Shit
Standard combo for WW is [Whatever combo starter) - > 2 3, B3, J3, (optional B1), D3.
This leaves her at a perfect range for a B23 to connect on the opponents wakeup. Make sure you end all of her combos with D3.
Here are a few options I've found.
- B23 their wakeup, use this as the general move that you want them to respect, it will stop pretty much anything but some backdashes.
- Walk in 33
- Jump in 1, this can be used for crossup ambiguity when you combine it with things like J3 and reverse air dashes.
-B1 tick throws etc.
If the opponent can backdash it you have yourself a potentially horrific scenario for them. Jump in as if you were doing a J1 and then airdash to follow them, punish the backdash as you fall from your airdash with a full combo, and repeat the set up.
If they get real clever they might start dashing the opposite direction, but that basically means that on wakeup they'll be dashing right into you, so make sure to lay down the law with B2 and B23 first.
Other Stuff
She struggles against characters like GL since she is pretty air based. Her normals are too slow for his 9f low. Her D12 is probably more useful against him since thats her quickest normal. Or maybe its just me, but every GL player I've played against lately has just walked over me lol.
I think her biggest issue is the moment she lets go of the opponent. You have to be very careful and calculating with every move you do to get near the opponent. This means that throws midscreen are generally gonna be outta the question.
I'm finding that the best way to play her at the moment is a sort of Tom Brady Sub Zero style, make each movement count, and force them to a wall.
In the corner, you wanna end all of your combos with lasso grab, or Ex lasso grab, the Ex version will boost your damage if you land a 5050, and reduce the opponents damage if they hit you (I think thats what it says). The regular lasso grab puts you in good space for max range B2s
May add more sometime, may not.
Right, WW is a BEAST of a character when you manage to get the opponent in the corner.
Since wakeups are so shite in this game, her max range B23 becomes a serious mindfuck on knockdown.
B23 is an overhead, 17f start up, long reach and massive vertical hitbox. The opponent has pretty much NO chance of escaping the corner if you're gonna be throwing this move out.
The B2 by itself causes and untechable knockdown when used outside of a combo (remember this, I think it'll be alot more important in the future).
Her normals work together exceptionally well when the opponent is either on an untechable knockdown or in the corner.
The options I've been using work like this:
B1 - +4 on block, 12f starter, good range and can be used for tick throw set ups/baiting a response & neutral jumping/opening up a chance to D12 or 11(hitconfirm into lasso spin.
Probably best for the tick throw though.
B113 - -1 on block, opponents generally like to press buttons/do shit after they block this string. If its a character without stupid long ass reach (Superman) you can usually use it as an opportunity to backdash and whiff punish their response with either B113 or B23.
Alternatively, if its just a single poke the opponent responds with, you can use her braclets (DB1) to parry the poke and then respond with either her 8f 11, or her B113 and punish for roughly 40% depending on the combo you do.
D12 - 7f start up, short range, at this stage in the games life, most effective after a blocked 33, if the opponent tries to jump your D12 after a blocked 33, you can AA combo them for it. I know that at least a B23 will connect midscreen, you may be able to get B1 B1 B113 B113 lasso in the corner.
On block, this move is -1, since alot of you are MK players, I know how you all for some reason love mashing D1 after everything, WWs D12 on block is -1 and has a little pushback, I've noticed that some characters that immediately respond with their own D1 are free to whiff punishment with WWs B113 into full combo -> vortex.
33 - This is supposedly +3 on block, and again people like to press buttons after it, so you have the option to D12 after it, if you do D12 and it hits them, you get a free B23 on block, unless they have a parry (in which case you can either bait, or just throw out another 33 if it dont work against lows)
B23 - Her entire corner game works off of how effective this move is. This is your go to move to check the opponent in most scenarios. The B2 is overhead, the 3 is mid, so they have to block both standing. The 3 can be armoured through however.
Try using this as a backdash killer.
If you think the opponent will attempt to armour between this and you have 2 bars of meter and the testicles to do so, you can always do B2 MB B3/F3 depending on situation. B3 midscreen, F3 in the corner. This will absorb their armour and hit back giving you a combo. Also note that this grants you frame advantage for things like B113 in the corner.
If the opponent has no meter and respects the mid after the B2, then you can mix it up with B2-Lasso grab which leaves you at (supposedly) +14. In the corner you can use this as a gauranteed B2 loop.
Counter Zoning
She has various options for counter zoning, alot of them are quite tricky to do, but I guess with more practice it could be easier.
The main tools she has for projectile wars are:
- Sheild bash, use this after ducking a projectile, immediately charge them while they recover. This leaves you at +9. Your options here are MBF3, this stops any backdash attempt/ slight walk B22/B23. Ideally you want to score a knockdown in sword stance so you can change back to lasso stance.
Good thing about this move is that you have a MASSIVE window to block confirm it, the perfect outcome from this move, is that you hit with the regular version so that the opponent is standing infront of you. But if you have a bar of meter, you can charge the opponent, see if its blocked, if it is use the MB button, the delay will either catch the opponent out and knock them away (in which case you get to dash in), or keep them standing and give you frame advantage.
- Bracelets, use these just to absorb projectiles, will only work against single hit projectiles. Leaves you at serious advantage when you do, and will also make your next hit deal more damage.
Against something like Supermans flying heat vision, as you see the start up of the beam, use the bracelets and go into and instant air superman (Jumping DF3/ Demigodesses Might)
- Air down tiara/sheild throw, as well as the air superman, you can use this against things like Supermans heatvision, or Lanterns air missles. However, for WW this is her worst counter zoning option since she covers no ground doing it.
- Air dash, obvious reasons.
Sorta Vortex Like Shit
Standard combo for WW is [Whatever combo starter) - > 2 3, B3, J3, (optional B1), D3.
This leaves her at a perfect range for a B23 to connect on the opponents wakeup. Make sure you end all of her combos with D3.
Here are a few options I've found.
- B23 their wakeup, use this as the general move that you want them to respect, it will stop pretty much anything but some backdashes.
- Walk in 33
- Jump in 1, this can be used for crossup ambiguity when you combine it with things like J3 and reverse air dashes.
-B1 tick throws etc.
If the opponent can backdash it you have yourself a potentially horrific scenario for them. Jump in as if you were doing a J1 and then airdash to follow them, punish the backdash as you fall from your airdash with a full combo, and repeat the set up.
If they get real clever they might start dashing the opposite direction, but that basically means that on wakeup they'll be dashing right into you, so make sure to lay down the law with B2 and B23 first.
Other Stuff
She struggles against characters like GL since she is pretty air based. Her normals are too slow for his 9f low. Her D12 is probably more useful against him since thats her quickest normal. Or maybe its just me, but every GL player I've played against lately has just walked over me lol.
I think her biggest issue is the moment she lets go of the opponent. You have to be very careful and calculating with every move you do to get near the opponent. This means that throws midscreen are generally gonna be outta the question.
I'm finding that the best way to play her at the moment is a sort of Tom Brady Sub Zero style, make each movement count, and force them to a wall.
In the corner, you wanna end all of your combos with lasso grab, or Ex lasso grab, the Ex version will boost your damage if you land a 5050, and reduce the opponents damage if they hit you (I think thats what it says). The regular lasso grab puts you in good space for max range B2s
May add more sometime, may not.