- Joined
- Sep 6, 2013
- Messages
- 459
- Reaction score
- 475
- Points
- 63
- Age
- 35
Favorable matchups:
Parasoul
Squigly
Painwheel
Risky/even matchups:
Val
Filia
Double
Bella
Fortune
Difficult/unfavorable matchups:
Big Band
Parasoul
Parasoul struggles against a basic HP qcb+HP HP qcf+HK pattern at full screen, has difficulty closing distance if you're paying attention with your item drops. Add in an assist that pushes her back or locks her down and she basically has to rely on yolo level 3.
She's surprisingly slippery when closing distance, but she is not much better off than parasoul. If she does manage to get a charge then opera shenanigans can pose a threat, so don't let her get charge.
She deals with normal patterns pretty easily using flight and armor to close distance, but if you us qcf+hk and start charging an item drop immediately, her approach gets stopped a lot more often. Once you can stop her air approach reliably, her ground approach is just as susceptible as parasoul and squigly
Risky/even matchups:
Val
This may be a bad matchup, but I don't have as much experience with it. Bypass can pose a threat from any range, so keeping a shadow charging is vital. Be aware that scalpels will beat pretty much any zoning you're doing.
Filia can be tricky to lock down due to her speed, and her ability to come from any angle. You need to be ready to change styles depending on how she wants to approach. On the ground a HP qcf+HK pattern with ground bombs and item drops and hp bangs to create distance should manage. If she's coming in at iad height or using air mk hairball, charging the mp item drop early helps, and you might need to dissuade her with mp bangs. If she comes in from very high like with LK air hairballs, then something similar to what you use against painwheel would work.
This is a pretty good matchup unless double has a dhc to make use of car, in which case you need to play air footsies or stick to HP (which can be cancelled to teleport post-flash) for projectiles. If you force them to block something or they jump, then you can set up some projectiles, but it's a matchup where you need to be cautious. If they have only a little meter and you have plenty of life to work with then you can probably treat double like parasoul.
Bella
This can be a favorable matchup if you have a full screen assist that hits as an attack rather than a projectile. That way, your zoning patterns are more potent and they also are less inclined to go for reflects. In other circumstances, bella's armor and reflect make it difficult to keep her out. Use charged item drops or lockdown assists to start projectile blockstrings where possible.
Head-on fortune is similar to filia in that she can approach lots of different ways. keep her at bay with charged item drops and once you have distance go for the normal patterns. HP bangs are a good way to catch her as she tries to run under an airshow. Head-off fortune changes the match completely depending on how the characters are positioned. If you have distance from both head and body, then LK and MK bomb patterns pile on damage fast and also keep it from zooming under your feet. It is a lot harder to keep the body away from you without cornering yourself while doing this, so make use of super jumps and charged item drops to switch sides where necessary. If you get locked down with the head underneath you, you're in big trouble.
Difficult/unfavorable matchups:
Big Band
I've only played against him a little, but it definately seems like the normal peacock playstyle will not hold up. I suspect the match will need to be focused around full screen zoning that leaves you safe enough to block a knuckle, and also air footsies, but I haven't had a lot of success.
Last edited: