Hey guys, I haven't seen this posted anywhere, so I thought I'd share a nasty corner mixup that I've been using with Bats, to make his corner mixup more potent. I was playing with a solid Nightwing player, using the usual b11 / f3 mixup. Up until the f3 was no longer viable as a mixup due to its easily seen start up. I've been using this in the corner, and he has had a tough time trying to block it. So here it is:
After ending any corner combo with MB straight grapple, end with:
Nj2, 22. They should be in enough hitstun so that a follow up b2 must be blocked.
From here, my mixup is: b23 or b2 xx call bats, b11
Condition them with b23 first to see how they react. They must block the second hit over head. If blocked, you have them at the corner with the perfect spacing to call bats and proceed to read their reactions from there.
A successful b23 yields 50% damage, or 35%/45% into the same reset depending on meter and bats.
Once they start to wise up on the overhead into big damage, start applying b2 xx call bats, b11. Visually, it is a very tough mixup to see in the corner. B2 xx call bats, b11 is interruptible though, so make the read and either commit to the b23 to catch them poking into combo, or parry to demoralize them.
After Nj2, 22, you could also go into b11, Nj2, cross up Nj2, grab or MB f3.
Examples of combos:
B23, dash, 123, 1, 22 xx MB grapple, Nj2, 22 (b23 / b2, cb , b113) (reset)
B23, dash 123, 1, b23, release bats, MB grapple, Nj2, 22 (reset)
B23, dash, 123, 1, b23, release bats, J3, b23 (damage)
B113, 3, 123, 22 xx MB grapple, Nj2, 22 (reset)
B113, 3, 123, b23, release bats, MB grapple, Nj2,22 (reset)
B113, 22 xx MB up batarang, Nj3, 22 xx MB grapple, Nj2,22 (reset)
B113, 3, 123, b23, release bats, J3, b23 (damage)
B113, 22 xx MB up batarang, Nj3, b23, release bats, J3, b23 (damage)
Combos off of Batman's other starters that lead to the same mixup:
113, f3, Nj2, 123, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
113, 3 xx call bats, 1 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22
223, Nj3, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
123, Nj2, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)
f3, J3, 123, 22 xx MB grapple, Nj2, 22
f3, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
f3, Nj3 (Nj2 on small characters), 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)
Crossup J2 in corner (Ends with opponent back in the corner):
j2, 223, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 223, j2, b2 xx MB sky grapple, j3, 22 xx MB grapple, Nj2, 22
j2, 123, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 123, j2, 22 xx MB sky grapple, j3, 22 xx MB grapple, Nj, 22
Bat management is a MUST in the corner. All combos ending with (b23, release bats, MB grapple) can be done with 1,2 or 3 bats. Combos are lengthy enough to let another bat recharge while another is out. If you already have a bat/s out and are looking towards ending in a reset (b2 xx call bats, b11), you can double tap trait so that batman releases bats, and cancels b2 with another bat call.
Hope this proves useful!
After ending any corner combo with MB straight grapple, end with:
Nj2, 22. They should be in enough hitstun so that a follow up b2 must be blocked.
From here, my mixup is: b23 or b2 xx call bats, b11
Condition them with b23 first to see how they react. They must block the second hit over head. If blocked, you have them at the corner with the perfect spacing to call bats and proceed to read their reactions from there.
A successful b23 yields 50% damage, or 35%/45% into the same reset depending on meter and bats.
Once they start to wise up on the overhead into big damage, start applying b2 xx call bats, b11. Visually, it is a very tough mixup to see in the corner. B2 xx call bats, b11 is interruptible though, so make the read and either commit to the b23 to catch them poking into combo, or parry to demoralize them.
After Nj2, 22, you could also go into b11, Nj2, cross up Nj2, grab or MB f3.
Examples of combos:
B23, dash, 123, 1, 22 xx MB grapple, Nj2, 22 (b23 / b2, cb , b113) (reset)
B23, dash 123, 1, b23, release bats, MB grapple, Nj2, 22 (reset)
B23, dash, 123, 1, b23, release bats, J3, b23 (damage)
B113, 3, 123, 22 xx MB grapple, Nj2, 22 (reset)
B113, 3, 123, b23, release bats, MB grapple, Nj2,22 (reset)
B113, 22 xx MB up batarang, Nj3, 22 xx MB grapple, Nj2,22 (reset)
B113, 3, 123, b23, release bats, J3, b23 (damage)
B113, 22 xx MB up batarang, Nj3, b23, release bats, J3, b23 (damage)
Combos off of Batman's other starters that lead to the same mixup:
113, f3, Nj2, 123, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
113, 3 xx call bats, 1 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22
223, Nj3, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
123, Nj2, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)
f3, J3, 123, 22 xx MB grapple, Nj2, 22
f3, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
f3, Nj3 (Nj2 on small characters), 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)
Crossup J2 in corner (Ends with opponent back in the corner):
j2, 223, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 223, j2, b2 xx MB sky grapple, j3, 22 xx MB grapple, Nj2, 22
j2, 123, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 123, j2, 22 xx MB sky grapple, j3, 22 xx MB grapple, Nj, 22
Bat management is a MUST in the corner. All combos ending with (b23, release bats, MB grapple) can be done with 1,2 or 3 bats. Combos are lengthy enough to let another bat recharge while another is out. If you already have a bat/s out and are looking towards ending in a reset (b2 xx call bats, b11), you can double tap trait so that batman releases bats, and cancels b2 with another bat call.
Hope this proves useful!