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Noob
Hey guys, just though of making a post 1.06 matchup thread that the whole flash community can contribute to detailing what flash's advantages and disadvantages are in certain match-ups, how to play the footsie game, how to punish wakeups, etc...
I will start it off with the matchup I know most which is the batgirl - flash matchup. Will be updating this thread until we have a complete matchup discussion thread that can help current flash mains as well as help out new flash players.
Aquaman
Ares (Coming Soon)
Bane (Coming Soon)
Batgirl
Batman (Coming Soon)
Black Adam (Coming Soon)
Catwoman (Coming Soon)
Cyborg (Coming Soon)
Deathstroke (Coming Soon)
Doomsday (Coming Soon)
Flash (Coming Soon)
Green Arrow (Coming Soon)
Green Lantern (Coming Soon)
Harley Quinn (Coming Soon)
Hawkgirl (Coming Very Soon)
The Joker (Coming Very Soon)
Killer Frost (Coming Soon)
Lex Luthor (Coming Soon)
Lobo (Coming Soon)
Martian Manhunter (Coming Soon)
Nightwing (Coming Soon)
Raven (Coming Soon)
Scorpion (Coming Soon)
Shazam (Coming Soon)
Sinestro (Coming Soon)
Solomon Grundy (Coming Soon)
Superman (Coming Soon)
Wonder Woman (Coming Soon)
Zatanna (Coming Very Soon)
Zod (Coming Soon)
I will start it off with the matchup I know most which is the batgirl - flash matchup. Will be updating this thread until we have a complete matchup discussion thread that can help current flash mains as well as help out new flash players.
Aquaman
Brief Matchup Discussion
Flash-Aquaman seems to be an even matchup. Flash does get out footsied by Aquaman however he does have the tools to deal with him. Flash should try to stay out of b1 range and try to anti-air aquaman if aquaman tries to jump in either by flying uppercut or d2 on reaction.
Aquaman can’t zone flash out as if a special apart from water shield and super is thrown out, Aquaman risks losing 46% if flash has 1 bar and trait from max LC distance even if his trait is up.
Sonic Pound should be used as a launcher rather than Lightning Kick as the Aquaman player has a lot less time to react with trait to block in time. b1 into MB sonic pound should be used to punish specials up close and unless trait is inputted immediately after the special they will get launched for big damage. If MB SP gets blocked then flash is at +11 so he can continue on pressure after that. On knockdown, aquaman cannot wakeup safely with anything apart from super.
Once Flash gets the life lead, Flash should just back off as there will be no need for flash to get it as he can punish everything that Aquaman can do from 3/4 of the screen.
Specials/Wake-ups
Trident Rush – both versions of the move are punishable by flying uppercut. If the last hit of the trident rush does whiff can be punished with b2/lightning charge. On wakeup can be stuffed by 21, d12 and f3 if timed right.
From the Deep – Full combo punishable on block from max lightning charge range even if trait is active so flash can punish with 46% with 1 bar of meter and trait from 3/4 of the screen.
Water Shield – On wakeup can be easily stuff up by d12/21
Trident Scoop – Punishable with Lightning charge even from max distance and if trait is up. B2 MB SP also works well unless trait is inputted immediately.
Trident Toss – Full combo punishable on whiff by lightning charge from max lightning charge distance even if trait is up.
Flash-Aquaman seems to be an even matchup. Flash does get out footsied by Aquaman however he does have the tools to deal with him. Flash should try to stay out of b1 range and try to anti-air aquaman if aquaman tries to jump in either by flying uppercut or d2 on reaction.
Aquaman can’t zone flash out as if a special apart from water shield and super is thrown out, Aquaman risks losing 46% if flash has 1 bar and trait from max LC distance even if his trait is up.
Sonic Pound should be used as a launcher rather than Lightning Kick as the Aquaman player has a lot less time to react with trait to block in time. b1 into MB sonic pound should be used to punish specials up close and unless trait is inputted immediately after the special they will get launched for big damage. If MB SP gets blocked then flash is at +11 so he can continue on pressure after that. On knockdown, aquaman cannot wakeup safely with anything apart from super.
Once Flash gets the life lead, Flash should just back off as there will be no need for flash to get it as he can punish everything that Aquaman can do from 3/4 of the screen.
Specials/Wake-ups
Trident Rush – both versions of the move are punishable by flying uppercut. If the last hit of the trident rush does whiff can be punished with b2/lightning charge. On wakeup can be stuffed by 21, d12 and f3 if timed right.
From the Deep – Full combo punishable on block from max lightning charge range even if trait is active so flash can punish with 46% with 1 bar of meter and trait from 3/4 of the screen.
Water Shield – On wakeup can be easily stuff up by d12/21
Trident Scoop – Punishable with Lightning charge even from max distance and if trait is up. B2 MB SP also works well unless trait is inputted immediately.
Trident Toss – Full combo punishable on whiff by lightning charge from max lightning charge distance even if trait is up.
Bane (Coming Soon)
Batgirl
The video below starts off by discussing the flash vs batgirl footsie game, then goes into her wakeups and finally discusses her corner game.
Batman (Coming Soon)
Black Adam (Coming Soon)
Catwoman (Coming Soon)
Cyborg (Coming Soon)
Deathstroke (Coming Soon)
Doomsday (Coming Soon)
Flash (Coming Soon)
Green Arrow (Coming Soon)
Green Lantern (Coming Soon)
Harley Quinn (Coming Soon)
Hawkgirl (Coming Very Soon)
The Joker (Coming Very Soon)
Killer Frost (Coming Soon)
Lex Luthor (Coming Soon)
Lobo (Coming Soon)
Martian Manhunter (Coming Soon)
Nightwing (Coming Soon)
Raven (Coming Soon)
Scorpion (Coming Soon)
Shazam (Coming Soon)
Sinestro (Coming Soon)
Solomon Grundy (Coming Soon)
Superman (Coming Soon)
Wonder Woman (Coming Soon)
Zatanna (Coming Very Soon)
Zod (Coming Soon)
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