Overview
This is a guide for the Amazonian warrior princess Wonder Woman.
Introduction and Input Notations
Born a demigoddess as the daughter of Hippolyta, Queen of the Amazons, and Zeus, God of the Skies, Diana of Themyscira showed much promise as a warrior among her Amazonian sisters. Slaying her brother Ares granted her the title as the new Goddess of War. Her naïve view of Man’s World was quickly shattered after she took a journey with the mortal known as Steve Trevor to aid him against the Nazis in World War II, a villainous regime threatening to enslave every territory they took over. She was introduced to the feeling of betrayal after Trevor killed one of her Amazonian sisters when they returned to Themyscira to retrieve the Lasso of Hestia. Using the Lasso, Diana outed Trevor as a Nazi double-agent intent on learning about the magical forces behind the Amazonian civilization. Executing him in a fit of rage, Diana would never view Man’s World the same way.
This guide aims to teach the basic fundamentals of Wonder Woman. Basic combos, good pressure, etc. THIS GUIDE IS A WORK IN PROGRESS, more sections are to be added in the future, specifically over how to pressure.
d = down
b = back
u = up
f = forward
mb = meterburn
Playstation Controller
Square = 1
Triangle = 2
X = 3
Square = 4
Xbox Controller
X = 1
Y = 2
A = 3
B = 4
Keyboard
J = 1
I = 2
K = 3
L = 4
Wonder Woman’s Trait
“Hang in there, Kara. The gods will protect us.”
Wonder Woman’s trait is known as Hippolyta’s Light. Whenever Wonder Woman activates her trait, she is given a random buff from the gods over a short period of time. Wonder Woman has no control over what buff is given to her. Below are the possible buffs she may receive, and what they do.
“Hail Athena!”
Wonder Woman draws upon Athena, Goddess of Wisdom and Strategic Warfare, to buff her shield attacks for more damage. Not only will this buff her ranged shield attacks, it will also buff attacks where she physically uses the shield. The buffed attacks are forward 3 (Wonder Woman uses her shield during the overhead), Amalthea Bash (bf3), and Upward Amalthea Bash (db3). This buff also allows Wonder Woman’s ranged shields to eat up any projectiles she throws them through.
“Hail Hestia!”
Wonder Woman draws upon Hestia, Goddess of the Hearth, to buff her lasso attacks for more damage. Her affected moves are bf1, d2, b23, and 113 (only the 3 of 113 is affected, as that is when she uses her lasso.)
“Hail Hermes!”
Wonder Woman draws upon Hermes, Messenger God of Flight, to give herself the ability to fly. Wonder Woman can now air dash great distances.
“Hail Demeter!”
Wonder Woman draws upon Demeter, Goddess of the Harvest and Sacred Law, to give herself more protections. Wonder Woman now takes less damage from enemies.
“Hail Artemis!”
Wonder Woman draws upon Artemis, Goddess of the Hunt, to give herself better use of the Bracelets of Submission. After absorbing an attack or projectile with the Bracelets, Wonder Woman’s damage buff gained from doing so is now increased and the duration is longer.
Combos and Options
Above is a video that I created that goes more in-depth about her combos and options. It also will give you a visual.
When it comes to midscreen options, Wonder Woman has two major options. For the most part, Wonder Woman’s best starter is d12, as d1→d12 is a great stagger. It is her best chance to catch her opponent slipping.
- d12→bf2mb→f23→b3→j3→3→bf1 (Optimal damage, connecting b3 is more difficult however.)
- d12→bf2mb→f23→j1→22→bf1 (This should be used in case lag is prevalent in the match, as it’s easier to land. You can also use this if you just find b3 too hard to land overall.)
NOTE: bf1 as an ender is mainly for damage, however, swapping it out for bf3 is also a great option. It can push the enemy further to the corner, and you won’t sacrifice that much damage for doing so. You may also end combos with 4 (your trait) to get a free buff.
Wonder Woman can be a demon when it comes to the corner, and her main combo for it is no joke.
- d12→bf2mb→f23→3→db3→11→bf3→d12→bf1
NOTE: Once again, you can end this combo with d12→4(trait) for a free buff.
Wonder Woman has amazing mobility in her kit, and this shows in her combos. As a result, she can carry her opponent to the corner in almost a single combo. If she starts a combo close enough to the corner but not close enough to do her corner combos, she can still do unique combos for this situation.
- d12→bf2mb→f23→j1→22→bf3→d12→bf1 (Use this based on distance or if you want to avoid an arena transition.)
- d12→bf2mb→f23→b3→j3→3→bf3→d12→bf1 (This will do more damage, however you should practice what distances you can hit this.)
Whenever opponents jump at you, Wonder Woman can easily anti-air them with her D2. Her D2 has great range, both vertically and horizontally, thus giving her a great conversion opportunity if she anti-airs with it.
- d2(anti-air)→b3→j3→3→bf1
Wonder Woman’s cross-up potential is laughable. It is extremely predictable and good players will see it coming a mile away. Nonetheless, it is possible.
- d12→bf2mb→f23→b3→j2→j2→forward dash→neutral jump→j1(this is the cross-up)→whatever you want the follow-up to be
Wonder Woman’s background bounce combo is essentially her normal midscreen, with more steps at the beginning.
- d12→bf2mb→b11→interactable button(background bounce)→b3→j3→3→bf1
This is incredibly useful tech for Wonder Woman, however, it is some of her hardest. This will allow Wonder Woman to switch sides in the middle of a combo, which is useful for getting her out of the corner.
- d12→bf2mb→b3→forward dash→b1→db3(input reversely, as if you were inputting df3)→11→bf1
NOTE: This must be done off of a raw b3 after the bf2mb, it will not work after a f23→b3.
NOTE 2: It is possible to end with 11→bf3→d12→bf1, however, there is a chance you will go under the character with the bf3 rather than hitting them, putting yourself back in the corner. This is especially true with characters who have smaller hurtboxes.
Wonder Woman’s Shield
Above is a video that I created that goes more in-depth about her shield. It also will give you a visual.
Wonder Woman’s shield is one of her greatest tools and is arguably the foundation of her kit. Wonder Woman has four options when it comes to the shield:
- Shield Toss – bf2
- Upward Shield Toss – db2
- (Air) Shield Toss – bf2
- (Air) Downward Shield Toss – db2
Shield Toss can easily be Wonder Woman’s greatest and worst tool. Throwing Wonder Woman’s shield on the ground can put her at a massive disadvantage, as it is -33 on block (-18 when meterburned.) Reversal special attacks such as Superman’s Flying Punch or projectiles such as Harley’s pistols can easily punish this when the shield is thrown at range, and normals can punish the shield if thrown close enough to the enemy. If Wonder Woman shimmies the move and throws it at max range, she can sometimes be safe and also be outside of range of most reversal options from her opponent. I recommend to keep most ground shield tosses as hit confirms in your combos, using it as a combo extender.
Upward Shield Toss is solely a situational move. It is used as an anti-air, however, d2 is usually the better move to anti-air with. You should only throw her shield into the air whenever you know an enemy is jumping in, but has a move to keep them stationary after jumping. An example of this is Supergirl’s downward laser eyes.
(Air) Shield Toss can be instant aired. This means you input the move as soon as you leave the ground. It will give you difficulties, but is possible. If thrown at the lowest possible point, the shield will hit the head of your opponent, dealing damage (some characters it will whiff on, like the TMNT.) If you manage to hit the opponent with a forward air shield toss, don’t bother meterburning. The shield will whiff on the way back. Wonder Woman recovers when her feet touch the ground, making forward air shield an almost always safe move.
(Air) Downward Shield Toss can be instant aired. This is easily her best shield move, as it is much easier to instant air than forward air shield toss. If close enough to your enemies, you can meterburn on hit, drop to the floor, and continue the combo before the hit stun is over. Some whiffing issues are present with meterburning this move if the opponent blocks the first hit, but it isn’t as consistent as forward air shield toss. Wonder Woman recovers when her feet touch the ground, making downward air shield an almost always safe move.