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Match-up Discussion Green Arrow In Depth Match Up Discussion (1.06)

Jimmypotato

Mid Tier
Brand New Match up Discussion thread for 1.06 patch. Lets get down and dirty in these match ups. I will be adding tips and advice under each Match Up, as not only notes for new comers but perhaps tips tricks and things others haven't though of when they approach these matches. I will refrain from putting any Numbers ( eg: 5-5) by any for a couple months.

Lets try get real tested and proved strategies. Also punishes for certain moves and certain situations. If anyone has theory fighting Ideas for match ups on things that might work, lets all work together to test them in matches for viability so we can add them to our match up pointers.

Please try keep the thread clean, I will be checking in every other day and adding to the OP's.

All posts will be taken seriously, so please don't be scarred to post anything!!
 

Jimmypotato

Mid Tier
AquaMan

Ares

Bane
"GA needs a favorable stage to win this match IMO. Hall of justice, gotham street and fortress of solitude are probably the best.

The thing with this match is it's similar to the lex (minus the projectiles) match but you have no way to stop him from getting armor. On top of that bane can get in a lot easier than lex can. His forward and back dash are both very good. He also has an extremely long and fast low that gives him good advantage to close the distance.

Arrows really don't do much in this match at all. In a lot of cases if I used arrows they took too long to recover to stop his armored charge move with a MB b3. That leads to good chip and bane in your face with venom. Level 3 venom blows through armor too so if he's in with that it's game over.

If you run into bane I would do my best to get a favorable stage or counter pick. Backdash doesn't avoid the grab, also bow spin loses to double punch.
Also if they meaty b.23 you on wake-up, the 3 will hit you out of backdash." - Scoot Magee

To be Tested - Use of Fire Arrow on Charge Start up other then Level 3


"i'll just run through some things, hopefully some of it is helpful:


be smart about how you use regular arrows and what you do after one hits, load arrow (fire at range, ice closer up) or if you hit a regular arrow within a dash's distance you can go in for a quick mix-up and hopefully send him back full screen

Savage blast, lots of them. As long as you are paying attention to what the bane player is doing you will be able to react to a Charge and either block it or MB B3 it

Jump back 3 can keep him in check and open up empty backward jumps to gain space. Will lose to Charge on a read, as well as Venom uppercut if you are too close

using the occasional Slide to check him, will get beat out by random charges or jumps, so if the bane player starts trying to make random reads like that it works in your favor

saving your meter for MB B3s and MB Slides is a must, if you have it use it. You can't afford to sit on full meter in hopes of a super reset

Don't be so afraid of the double punch when you're knocked down, its better to get hit by a few of them then get hit by the grab or B23

you can jump back or forward out of repeat double punches, but it will lose to AA grab every time if its read and can be caught by a F2 (back jump) and D2 (forward jump)

If you block a double punch at its max range you can savage blast out off a follow-up (somewhat useless information, also can get beat out by level 3 venom F2) " - LEGEND


Batgirl

Batman

Black Adam

Catwoman

Cyborg

DeathStroke

Doomsday
"First off, if you don't already understand DD as a character and can't block ES, you've already lost.

Second, here are some ways GA can deal with trait :) :

-You can catch him out of a forward dash with 33-savage blast when he is traited an he has to take it, this helps keep him from getting in for free and usually means you only have to block ES once while he is traited. 111 and F2D13 into savage blast can be dashed out of and punished when he is traited up (but is worth using if your opponent doesn't know this)

-If DD's trait is around half way out then you can do a 111 or F2D13 linked with a delayed MB Stinger to keep him locked down until it runs out. Also can go straight to savage blast if has only a few ticks left of trait when you touch him with those strings and he'll have to block it

-you can choose to shoot out occasional savage blasts when he's traited up but that can be beat by Venom if he does his first in the neutral game, so i prefer waiting out his trait and trying to catch his dash ins with a string

-haven't tested this yet, but i think you get a free string if you manage to hit DD with a Ji3 while hes traited



Some footsie options when DD is not traited:

-regular standing 4. Use around jump distance if you are expecting a venom, it will beat out its start up and give you a free arrow load or dash in. Not much risk involved here

-Savage blast. if you are standing around the edge of DD's D1 range you can throw out savage blast on a read and to punish his D1. susceptible to Venom, damage is not in your favor in this meta game though it does keep dd in check and lets you do other things in that range like F2D13

-Jumping 3, same scenario as savage blast but with greater risk and reward. though sometimes you can dash up and cross up ji3 and if DD isn't on point or tried something other than D1 you'll get a combo or at least force him to block it

-Stinger. Good tool to check DD from carelessly moving in, but it carries heavy risk if DD reads it, his JiD3 leads to 40% or more depending if he's near a BG bounce

TAKE NOTE:

-never try to D1 doomsday when he dashes in, he will hop right over it and blow you up. instead use 111 or F2D13

-DD's wake-ups suck. time a B2, Stinger or F2D1 for whatever free mix-up you want. Or bait and punish with B3/F3 MB

-you Can't jump freely on DD, his AA grab with stop you every time. Only jump on a read that he'll wiff a D1 or something else as mentioned above

-don't wake-up in the corner. This isn't really specific to GA but seriously don't wake-up in the corner. Just block, Backdash or pushblock to find an opening" - LEGEND

Flash

GreenArrow

Green Lantern

Harley Quinn

HawkGirl

The Joker
 

Jimmypotato

Mid Tier
Killer Frost

Lex Luthor
"Your main goal should be to not let him get armor at all. Make it so that he will have to eat an arrow if he charges. Pretty much keep arrows on screen constantly. IMO you should pretty much never load ice arrows, it's a waste and just gives lex a free shot at armor.

You can't control the match with ice the way you can with fire and lightning. be smart with arrow loads, sometimes a switch arrows before I run out to restock unexpectedly. Try not to load unless it's after something with enough advantage, you need to be able to shoot armor charge attempts. If you have to, keep firing green arrows until you get a hit and reload.

This match is tough because 1 mistake will most likely lead to a world of armor in the corner. Try to stay mid to long range and don't get knocked down. If you do get knocked down GA's wake ups are very risky to use. They can work but will get you blown up. Your best bet is to just block and hope you don't die.

It's risky but for 2 bars you can d1xx mb b3. Considering what can happen if you just block wrong one time it's probably not that bad of an idea.

Also savage blast works well if used correctly. Normally only after they dash or corp charge from far enough as to where it will eat the armor safely or eat least minimize his pressure/damage.

This match imo is still 7-3 in lex's favor. I don't think Arrows buffs really did anything to change how the match is played. As always it could vary from stage to stage."

"Arrow does have the tools to keep him out and win the match that way. As I said before keeping arrows on the screen is key. Holding arrows is a great way to get the positioning that you want on the screen which can lead to good situations for arrow. Still though if lex gets momentum and armor you will have a very hard time.

MB sky alert works pretty well against lex's armor jump ins and MB dead on woks in some situations to get rid of armor because it knocks down.

Also fucking J3 crossup setups into MB dead on (34% if all arrows hit) are pretty damn good after a J2. If you end a combo with freeze then j2 the stagger makes it so you set up some tricky crossups with j3 and dead on. Works really well in some match ups, not really lex specific." - Scoot Magee

Lobo

Martian ManHunter

Nightwing
"You'll never outzone Nightwing with GA. His ground sparks are too fast and deal too much damage. Your best bet in this match is to try and keep him in his escrima sticks stance. Once he's in staff stance, it's a whole different story and becomes extremely hard for GA to deal with. But, Nightwings love to Flying Grayson the second you get within mid range. Crouching ice arrow will deal with that. Catch him a few times and he'll start respecting you from mid range allowing you some mix up opportunities. But, he will beat you upclose and from full screen.

And you gotta respect his wake up in staff stance. In escrima, I usually bait the overhead flip jump bs he has and catch him with an ice arrow when he misses. Do that a few times and you'll earn some more respect.

But, these are just ways I've found useful in this MU. I'm sure there's other ways to deal with him too. I do believe blocked wingdings up close can be punished. " - @SoundLikePAUSE

"They made the Nightwing match up easier with the low arrow fix. Since you kan duck his Flying Grayson now, Arrow has a viable midscreen game... Before he used to pretty much lose at all ranges.

Full Screen against Staff just dash into Midscreen to avoid the blasts. If he gets you in MB Ground Blast then you kan backdash the follow up to avoid chip. It's actually possible to backdash both hits of MB Ground Blast but you must do the first backdash a bit early and it's a bit difficult. If he's waiting for you to dash, then you kan start shooting low arrows, he kan duck under the high ones a lot of times. If you did it early enough, you'll recover before he does and win the trade (assuming you had fire or electric arrows).

Up klose you mostly want to D1~Savage since his D1 is so good at kounter poking and then he gets the advantage.

Midrange is where you'll want to be though against Staff. Once he finds that you kan beat him out of Flying Grayson, you kan start to Savage Blast to null his advance.

In Escrima the match up is easier and I don't feel like getting into that right now. Just don't forget about his Auto Kross Ups with strings into Flip Kick. And learn the spacing on that as it doesn't always kross up.

If any of you guys find a way to Oki him while he's in Staff the let me know. I've tried to before but I kouldn't find much outside of "stay midrange and hope he wakes up with Flying Grayson"- Red Reaper

Raven

Scorpion

Shazam
"Vs. Shazam: Either stay on him or 3/4 to full screen to be safe. He can't outzone you but the increased range on his HM and B23 make sweep distance and slightly under half screen distance Danger Zones.

That being said, When you're 3/4 screen you wanna try and bait his B23. Since it results in a 40% combo now, every Shazam player and their mom is religiously using it. On block you can get a D1, arrow combo with ice arrow or D1, Savage Blast to get out and do quick damage. I did savage blast because it knocked him down and on wake up Shazam players mostly teleport.

Teleport is another thing that can be baited by a backwards J3 if they tele towards you and you can dash forward if they tele away. Only do 1 dash though because Shazam can buffer HM, so a good idea might be to dash forward and duck that way you can punish HM on whiff.

If Shazam does Torpedo(Psycho Crusher) You can D1, ice arrow on block for a combo just like the B23 punish. You can still crouch block Shazam's 22 HM and punish with D1 as well but if they start doing AC instead then back dash. You used to be able to back dash both, but with the increased range of HM I think it won't work if you don't have a long back dash. This is something I need to test further and there is more tech in Arrow's favor for this MU but this is all I can remember at the moment." - ando1184

Sinestro

Solomon Grundy

Superman

Wonder Woman

Zatanna

Zod
 

Eddy Wang

Skarlet scientist
Okay, with this version Dealing with other characters has become more tolerable due the recent things:

Indirect MB B3 Buff increased his Damage output:
- Now you can MB3 after an Ice arrow to do insane damage, and save a bar.
- You can bounce cancel (2 bars) a string (punish) before you use the Ice arrow (which will xcale the damage afterwards but, it will be a bit irrelevant, the damage has been done.)
- Punish with MB B3

Low Arrow Shot now forces lots of zoners to bring on the fight to midscreen.
Db2 still builds up lots of meter, and is one of the best things to do more often against some characters who can't hit anywhere on the screen like KF and AAAHQUAMAN!
MB Stinger can be delayed to bring on the mind games, is safe on block, and Stinger Max Ranged is about -5 on block.

Without mentioning the universal D2 Buff, his D2 hitbox has been Adjusted and i can even hit Flash's J2 and DS's J3 out of the air 96% of the time and still get a pretty basic combo, OR now those D2 to Reload Arrow Combos are very doable now because after it you can MB B3 and put your damage in the house of 29% or 30%.

So Far, though i agree that is too early to tell, i'm not having problems with DS, Superman and Flash anymore like i used to do due lack of the damage and the other things mentioned above, and these used to be some (soap bar in my mouth) matches. I will invicte a NW and a GL player sooner over the weekend to test out other matchups, then i will give a full review.
 

Jimmypotato

Mid Tier
Okay, with this version Dealing with other characters has become more tolerable due the recent things:

Indirect MB B3 Buff increased his Damage output:
- Now you can MB3 after an Ice arrow to do insane damage, and save a bar.
- You can bounce cancel (2 bars) a string (punish) before you use the Ice arrow (which will xcale the damage afterwards but, it will be a bit irrelevant, the damage has been done.)
- Punish with MB B3

Low Arrow Shot now forces lots of zoners to bring on the fight to midscreen.
Db2 still builds up lots of meter, and is one of the best things to do more often against some characters who can't hit anywhere on the screen like KF and AAAHQUAMAN!
MB Stinger can be delayed to bring on the mind games, is safe on block, and Stinger Max Ranged is about -5 on block.

Without mentioning the universal D2 Buff, his D2 hitbox has been Adjusted and i can even hit Flash's J2 and DS's J3 out of the air 96% of the time and still get a pretty basic combo, OR now those D2 to Reload Arrow Combos are very doable now because after it you can MB B3 and put your damage in the house of 29% or 30%.

So Far, though i agree that is too early to tell, i'm not having problems with DS, Superman and Flash anymore like i used to do due lack of the damage and the other things mentioned above, and these used to be some (soap bar in my mouth) matches. I will invicte a NW and a GL player sooner over the weekend to test out other matchups, then i will give a full review.

Awesome, I'm going to run Bane and Lobo hopefully offline. GL probably too, and anything else I can get my hands on. You game me an interesting Idea with the DB2 vs AM, a guy could do those to bait a From The Deep? I've never thought to do it before. I just know loading an arrow can be FTD on reaction by good AM players so I usually load after a blocked FTD.

Nice start to the thread man, thanks. This thread will look great once we really get going on it, and should be easially modified if another patch comes.
 

ando1184

Noob
I've only been able to play competitively online since the patch dropped but the characters I have fought against in a good connection was vs ajuiceman's Bane and a cyborg player friend of mine on PSN. Both players were really good and both the MU's are insanely tough now IMO. Ajuiceman's patient play and really good venom management made this MU impossible. Every time I did get a combo in he would boost up and I was only dishing out 19-23% combos and on average I did a jump3, jump 2 after a b3. However I didn't MB any of the B3's on the regular but I did land a MB starter combo and still only did in the 20's because of those boosts. The Cyborg player just IAFB and neutral fireballs and when I got close he grappled full screen and kept zoning again. Because of the armor on his Grappling hook and mid fireballs on the ground with insane block stun and chip IDK what to do. I even tried sliding under air fireballs but he always seemed to recover before arrow and continue his game. IDK what to list these numerically but I believe it's not in Arrow's favor.
 

SoundsLikePAUSE

Neptune's Beard!!!
I've only been able to play competitively online since the patch dropped but the characters I have fought against in a good connection was vs ajuiceman's Bane and a cyborg player friend of mine on PSN. Both players were really good and both the MU's are insanely tough now IMO. Ajuiceman's patient play and really good venom management made this MU impossible. Every time I did get a combo in he would boost up and I was only dishing out 19-23% combos and on average I did a jump3, jump 2 after a b3. However I didn't MB any of the B3's on the regular but I did land a MB starter combo and still only did in the 20's because of those boosts. The Cyborg player just IAFB and neutral fireballs and when I got close he grappled full screen and kept zoning again. Because of the armor on his Grappling hook and mid fireballs on the ground with insane block stun and chip IDK what to do. I even tried sliding under air fireballs but he always seemed to recover before arrow and continue his game. IDK what to list these numerically but I believe it's not in Arrow's favor.
I'm a firm believer that the Bane vs. GA match was already in Bane's favor before the patch and with the buffs Bane's gotten, it's only worse now. I'd love to give you advice on this but I have yet to face a post-patch Bane.

As for Cyborg, he takes a lot of patience, but I'd say it's still even. Cyborg's love to shoot fireballs and then grapple hook away soon as you get close. But, you can punish them on the landing. GA's got a great dash to make it over to Cyborg quickly as he's landing. I've experimented with fire arrows in this MU but I don't think GA can win a zoning war with Cyborg so I usually stick with ice arrows. But, whatever you do, don't get cornered. His damage output in corners is ridiculous. Even with Cyborg's buffs though, I'd say this MU is still even. But, I'll be taking on a great Cyborg tonight, so I'll be able to test it out myself.
 

Scoot Magee

But I didn't want to dash
The bane match when played properly I think is going to be a 5-5 to 6-4 in favor of Bane (depending on the stage). I've been playing a lot against BiPolarExxpress and I had a very hard time but I got better at the match over time.

Against bane you really have to pay attention to the venom levels and you must hold onto your meter. Without meter bane can get right in and rape GA and his family. MB b3 is your biggest threat in this match to deal with his armor. When he gets lvl 3 venom MB dead on will hit him out of his charge. Your best bet when you see lvl 3 is to just stay away and neutral jump any charge attempts. Once his venom runs out you can really fuck up his world with meter, 1 mistake on his part and he can eat 50%.

Also I believe GA's stinger goes under Banes armored overhead move. It happened a few times but I haven't tested it in training yet.

EDIT

This match is total bullshit. No way it's 5-5 unless maybe Arrow has access to the dumpster.
 

Jimmypotato

Mid Tier
The bane match when played properly I think is going to be a 5-5 to 6-4 in favor of Bane (depending on the stage). I've been playing a lot against BiPolarExxpress and I had a very hard time but I got better at the match over time.

Against bane you really have to pay attention to the venom levels and you must hold onto your meter. Without meter bane can get right in and rape GA and his family. MB b3 is your biggest threat in this match to deal with his armor. When he gets lvl 3 venom MB dead on will hit him out of his charge. Your best bet when you see lvl 3 is to just stay away and neutral jump any charge attempts. Once his venom runs out you can really fuck up his world with meter, 1 mistake on his part and he can eat 50%.

Also I believe GA's stinger goes under Banes armored overhead move. It happened a few times but I haven't tested it in training yet.

I'm very much looking foward to playing this offline this weekend, I will use some of these tips and then do a write up in the Bane Part so we have a starting point. We also have another Bane player here in my city and I should get to play him this weekend as well, different player, different style so I'm pretty pumped. Great stuff so far guys. This is exactly what I wanted this thread to be, informative and in depth.
 

Karyotic

Destiny leaves it's mark
Could be the wrong spot but considering the patch just dropped and MU's are changing, I'm curious who would be a good secondary and possibly 3rd character to cover some of GA's worse MU's.
 

ando1184

Noob
Vs. Shazam: I played a friend online today with a very competent Shazam. Either stay on him or 3/4 to full screen to be safe. He can't outzone you but the increased range on his HM and B23 make sweep distance and slightly under half screen distance Danger Zones. That being said, When you're 3/4 screen you wanna try and bait his B23. Since it results in a 40% combo now, every Shazam player and their mom is religiously using it. On block you can get a D1, arrow combo with ice arrow or D1, Savage Blast to get out and do quick damage. I did savage blast because it knocked him down and on wake up Shazam players mostly teleport. Teleport is another thing that can be baited by a backwards jmp3 if they tele towards you and you can dash forward if they tele away. Only do 1 dash though because Shazam can buffer HM, so a good idea might be to dash forward and duck that way you can punish HM on whiff. If Shazam does Torpedo(Psycho Crusher) You can D1, ice arrow on block for a combo just like the B23 punish. You can still crouch block Shazam's 22 HM and punish with D1 as well but if they start doing AC instead then back dash. You used to be able to back dash both, but with the increased range of HM I think it won't work if you don't have a long back dash. This is something I need to test further and there is more tech in Arrow's favor for this MU but this is all I can remember at the moment.
 

Scoot Magee

But I didn't want to dash
Lex match up can be summed up pretty easily.

Your main goal should be to not let him get armor at all. Make it so that he will have to eat an arrow if he charges. Pretty much keep arrows on screen constantly. IMO you should pretty much never load ice arrows, it's a waste and just gives lex a free shot at armor. You can't control the match with ice the way you can with fire and lightning. be smart with arrow loads, sometimes a switch arrows before I run out to restock unexpectedly. Try not to load unless it's after something with enough advantage, you need to be able to shoot armor charge attempts. If you have to, keep firing green arrows until you get a hit and reload.

This match is tough because 1 mistake will most likely lead to a world of armor in the corner. Try to stay mid to long range and don't get knocked down. If you do get knocked down GA's wake ups are very risky to use. They can work but will get you blown up. Your best bet is to just block and hope you don't die.

It's risky but for 2 bars you can d1xx mb b3. Considering what can happen if you just block wrong one time it's probably not that bad of an idea.

Also savage blast works well if used correctly. Normally only after they dash or corp charge from far enough as to where it will eat the armor safely or eat least minimize his pressure/damage.

This match imo is still 7-3 in lex's favor. I don't think Arrows buffs really did anything to change how the match is played. As always it could vary from stage to stage.
 

ando1184

Noob
I went into practice to see how much Bane's trait affected GA's combos and Super. The good news is that it doesn't affect super at all, it only affects what follows afterwards. If you do Super, b3, b3 you get 44% normally, but if he goes to level 3 venom after super it drops to 40%.
 

Jimmypotato

Mid Tier
R.E.O. I saw in your new balance thread you post MMH vs ARROW at 8-2. Just wondering if maybe you could post some of your thoughts on that match up here for us. I've played the match up alot, but not vs someone of your caliber and knowledge. I've always thought of it as a 4-6, so disadvantage but not unwinnable. Perhaps this weekend we could run it and you could educate me if we catch eachother on XBL. Thanks.
 

Scoot Magee

But I didn't want to dash
R.E.O. I saw in your new balance thread you post MMH vs ARROW at 8-2. Just wondering if maybe you could post some of your thoughts on that match up here for us. I've played the match up alot, but not vs someone of your caliber and knowledge. I've always thought of it as a 4-6, so disadvantage but not unwinnable. Perhaps this weekend we could run it and you could educate me if we catch eachother on XBL. Thanks.
I'm at work so I have to keep this short. Mmh has all the tools to keep arrow out. You pretty much have to respect Mmh after his air to ground projectile similar to how you would respect Freddy's claw in mk9. If you dash in at the wrong time you can eat a full combo depending on how he follows up.

Up close he has great pressure and can push you out easily with trait flip kick. Not to mention you have to respect him at the start of a match no matter what.

Best bet is to land a lightning arrow and try to rush him down. I think arrow can only win if he stays in which is extremely hard to do. His overhead tele can become very annoying too.

I don't want to say 8-2 right away but it's pretty bad as of now.
 

Jimmypotato

Mid Tier
I'm at work so I have to keep this short. Mmh has all the tools to keep arrow out. You pretty much have to respect Mmh after his air to ground projectile similar to how you would respect Freddy's claw in mk9. If you dash in at the wrong time you can eat a full combo depending on how he follows up.

Up close he has great pressure and can push you out easily with trait flip kick. Not to mention you have to respect him at the start of a match no matter what.

Best bet is to land a lightning arrow and try to rush him down. I think arrow can only win if he stays in which is extremely hard to do. His overhead tele can become very annoying too.

I don't want to say 8-2 right away but it's pretty bad as of now.

Yah I can see that for sure, fuckin trait giving him hella reach, and excellent wake ups kinda fuck the upclose game. MB ground rune thing is a real bitch too. Yah the more I think of this I haven't played great MMHunters lol.

My first thoughts though were lightning Arrow. Do we know the frames on that on hit yet?? Can we dash in for pressure or is a 6 frame poke gonna own us up? What about a free throw? I haven't had time to be thorough, this weekend will be though.
 

LEGEND

YES!
Premium Supporter
DOOMSDAY MU
----------------------------------------------------

First off, if you don't already understand DD as a character and can't block ES, you've already lost

Second, here are some ways GA can deal with trait :) :

-You can catch him out of a forward dash with 33-savage blast when he is traited an he has to take it, this helps keep him from getting in for free and usually means you only have to block ES once while he is traited. 111 and F2D13 into savage blast can be dashed out of and punished when he is traited up (but is worth using if your opponent doesn't know this)

-If DD's trait is around half way out then you can do a 111 or F2D13 linked with a delayed MB Stinger to keep him locked down until it runs out. Also can go straight to savage blast if has only a few ticks left of trait when you touch him with those strings and he'll have to block it

-you can choose to shoot out occasional savage blasts when he's traited up but that can be beat by Venom if he does his first in the neutral game, so i prefer waiting out his trait and trying to catch his dash ins with a string

-haven't tested this yet, but i think you get a free string if you manage to hit DD with a Ji3 while hes traited



Some footsie options when DD is not traited:

-regular standing 4. Use around jump distance if you are expecting a venom, it will beat out its start up and give you a free arrow load or dash in. Not much risk involved here

-Savage blast. if you are standing around the edge of DD's D1 range you can throw out savage blast on a read and to punish his D1. susceptible to Venom, damage is not in your favor in this meta game though it does keep dd in check and lets you do other things in that range like F2D13

-Jumping 3, same scenario as savage blast but with greater risk and reward. though sometimes you can dash up and cross up ji3 and if DD isn't on point or tried something other than D1 you'll get a combo or at least force him to block it

-Stinger. Good tool to check DD from carelessly moving in, but it carries heavy risk if DD reads it, his JiD3 leads to 40% or more depending if he's near a BG bounce

TAKE NOTE:

-never try to D1 doomsday when he dashes in, he will hop right over it and blow you up. instead use 111 or F2D13

-DD's wake-ups suck. time a B2, Stinger or F2D1 for whatever free mix-up you want. Or bait and punish with B3/F3 MB

-you Can't jump freely on DD, his AA grab with stop you every time. Only jump on a read that he'll wiff a D1 or something else as mentioned above

-don't wake-up in the corner. This isn't really specific to GA but seriously don't wake-up in the corner. Just block, Backdash or pushblock to find an opening


. . .i think thats it
 

SoundsLikePAUSE

Neptune's Beard!!!
I'm at work so I have to keep this short. Mmh has all the tools to keep arrow out. You pretty much have to respect Mmh after his air to ground projectile similar to how you would respect Freddy's claw in mk9. If you dash in at the wrong time you can eat a full combo depending on how he follows up.

Up close he has great pressure and can push you out easily with trait flip kick. Not to mention you have to respect him at the start of a match no matter what.

Best bet is to land a lightning arrow and try to rush him down. I think arrow can only win if he stays in which is extremely hard to do. His overhead tele can become very annoying too.

I don't want to say 8-2 right away but it's pretty bad as of now.
Agreed. Proper use of orbs make it extremely difficult as well.
 

Doombawkz

Trust me, I'm a doctor
KF forum has it down as a 5-5, and I can see why. Turns out my little grab video thing was right, doing ticks into throw on block (with the right timing, but generally its the same timing for all options on the same attack) stops her from making any close-range reversal, and you also have the means to avoid her zoning a lot more strongly now.

Against Lex, you have the same tools to stop corps charge and all the rest because of the grab-immunity drop. The character has some pretty swanky tools at his disposal, and you can net some pretty wild damage using it. Setting up for it using something like j.3 Mb stinger is great as an option select because the opponent can't poke out and on hit its some decent damage, while on block its more or less 11% coupled with an additional 6% chip and you have the opponent respecting the grab. Once they do, use the f.2 d.1 3 string to convert off of it.
I'd say against him, use electrics to poke at his armor from the full screen, and never stop moving. If you have to go backwards, jump backwards. Basically force him into using his meter and slower options while you pelt him with chip damages (the arrows fly fast enough to make them very difficult for lex to fully avoid thanks to his big body). Once he gets in, he is cake. You can set up your stinger links and keep him pressured hard. Its still difficult, but far from impossible. Its a 6.5-3.5 at the worst imo, his favour.

Against Bane, some of the Banes were talking it to be a 6-4 our favour, I feel its still 7-3 because of the buffs and the stinger stuff not working on us, but eh who knows.
 

P3irce

Noob
Anyone know the ares/green arrow mu ? I don't normally play against ga, but I'm interested in the matchup
 

Scoot Magee

But I didn't want to dash
Lex

I'm going to say lex is 6-4 right now. Arrow does have the tools to keep him out and win the match that way. As I said before keeping arrows on the screen is key. Holding arrows is a great way to get the positioning that you want on the screen which can lead to good situations for arrow. Still though if lex gets momentum and armor you will have a very hard time.

MB sky alert works pretty well against lex's armor jump ins and MB dead on woks in some situations to get rid of armor because it knocks down.

Also fucking J3 crossup setups into MB dead on (34% if all arrows hit) are pretty damn good after a J2. If you end a combo with freeze then j2 the stagger makes it so you set up some tricky crossups with j3 and dead on. Works really well in some match ups, not really lex specific.

Bane

What I said before still stands but the match is pretty damn bad, it's in banes favor by far. GA needs a favorable stage to win this match IMO. Hall of justice, gotham street and fortress of solitude are probably the best.

The thing with this match is it's similar to the lex (minus the projectiles) match but you have no way to stop him from getting armor. On top of that bane can get in a lot easier than lex can. His forward and back dash are both very good. He also has an extremely long and fast low that gives him good advantage to close the distance.

Arrows really don't do much in this match at all. In a lot of cases if I used arrows they took too long to recover to stop his armored charge move with a MB b3. That leads to good chip and bane in your face with venom. Level 3 venom blows through armor too so if he's in with that it's game over.

If you run into bane I would do my best to get a favorable stage or counter pick.

EDIT

The wake up info I previously posted was wrong and corrected by Doombawkz. his exact post - Backdash doesn't avoid the grab, also bow spin loses to double punch.
Also if we meaty b.23 you on wake-up, the 3 will hit you out of backdash.