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Strategy The Boy Wonder! -- Nightwing General Discussion Thread

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AssassiN

Noob
Sajam

Good video, I just got a question. Can't they avoid the whole mix-up thing by rolling and then blocking low if you decide to let the spark go?

I've been ending my combo's with Staff Spin~4 and a dash forward, because at this distance he is kind of perfect for NJ/forward jump a lot of the wake-up attacks or mix it up with F3(which crosses up in the corner if you time it right btw), Flipkick MB(will or will not cross-up depending the height of Staff Spin), Cross-over jump~Flipkick MB and 4~Staff Pound MB. Even if they guess correctly, you'll still be in + frames.
 

Sajam

Nightwing In Retirement
Sajam

Good video, I just got a question. Can't they avoid the whole mix-up thing by rolling and then blocking low if you decide to let the spark go?

I've been ending my combo's with Staff Spin~4 and a dash forward, because at this distance he is kind of perfect for NJ/forward jump a lot of the wake-up attacks or mix it up with F3(which crosses up in the corner if you time it right btw), Flipkick MB(will or will not cross-up depending the height of Staff Spin), Cross-over jump~Flipkick MB and 4~Staff Pound MB. Even if they guess correctly, you'll still be in + frames.
If they roll the spark will still chase, and if you dash flip kick, it will hit them but it won't cross up. You can react to the roll, and pressure with something else instead. For instance, if you do the ground spark one, and they roll as you dash up, then you are still in range to b2/flip kick.

When I end with staff spin, I cancel back into escrima and dash forward j2. You can tell if it will cross up or not mid jump, and input a mb flip kick the other direction. That, or just go for normal pressure game/oki after baiting a wakeup.
 

AssassiN

Noob
If they roll the spark will still chase, and if you dash flip kick, it will hit them but it won't cross up. You can react to the roll, and pressure with something else instead. For instance, if you do the ground spark one, and they roll as you dash up, then you are still in range to b2/flip kick.

When I end with staff spin, I cancel back into escrima and dash forward j2. You can tell if it will cross up or not mid jump, and input a mb flip kick the other direction. That, or just go for normal pressure game/oki after baiting a wakeup.

Alright, thanks for the answer.
Was just sharing what I do, going to hit the lab with that tech.
 

KombatNerd

Justice 4 Firestorm
Anybody use (Escrima) F3 dash cancels? Pretty MU specific I feel, but great for getting under projectiles that cannot be ducked like Mace Throw, Trident toss...
 

TheBoyBlunder

They love my Grayson
Sajam, I'm a huge fan of your videos and your NW play style. I wish you rocked the PSN.

What do you guys think about using staff stance in the first bar of your opponent's health?

I only find to use it as a finishing style, work some overheads J2 and lows D3, bait them into 30% combos and use some Flying Graysons to punish jumpers.

I want to change up my NW play style, I feel like I'm on autopilot sometimes, next to readapt.
 

mush210

Noob
^ haha, I hear ya. Often online, the 3 comes out too late and the combo drops, which is worse. Nightwing's combos are really hard to do online, which sucks balls. I have to sacrifice a lot of damage half the time just to make sure a combo hits.
 

KombatNerd

Justice 4 Firestorm
Playing online helped me realize I need to work on reactions. Also. So many dropped combos. ;_; Faced mostly Green Lantern(fuck those rockets) and Batman. Ran into Batgirl, MMH, Cyborg , Flash, Doomsday, Harley and Nightwing (fuck mirrors).

^ haha, I hear ya. Often online, the 3 comes out too late and the combo drops, which is worse. Nightwing's combos are really hard to do online, which sucks balls. I have to sacrifice a lot of damage half the time just to make sure a combo hits.

Learned this the hard way.
 

NightRaven

"Nightwing or NightestWing?"
Trying to land 100% of your combos online is a fool's errand. Your primary focus while playing online should be to learn the various match-ups and practice new tactics, you can always re-adjust your offline combo timing in training mode.

I'm sorry if that came off as a little "preachy".
 

KombatNerd

Justice 4 Firestorm
In tech related news, I've been working on stuff for a while. So far I can get 60%+ with 2 bars... I do think it's possible to get more though so I'm gonna keep at it...

Edit: Got to ~80%. Need to record it sometime.

Edit 2: With 3 bars it's 80%+.
 

AssassiN

Noob
Found something a couple of weeks ago in the Batcave, a 64% 1 bar reset where the only escape is armor-breaking moves like Supers and Bane's level 3.


If the opponent wake-up attacks, 2 things can happen:
- Interactible hits and continue the combo shown above
- Their invincibility avoids the interactible but the armor of the interactible extends beyond the recovery(to understand what I mean, put Scorpion on teleport) and you can full combo punish

The only one I have found to be able escape this without Super is Shazam with his away teleport, I didn't try everyone's wake-ups just the ones that stand out. Ares' teleport can be punished with 113 if you are fast enough.

The damage of the 2nd combo can be enhanced to 35-36% instead of 31% when doing 3~Escrima Fury, J3~Wing Dings which will do 69%(giggity) total.
 

KombatNerd

Justice 4 Firestorm
I'm with it.
add me at FlexoHyland on PSN


You sir, are a gentlemen and a scholar. :) I should warn you that it'll most likely take several reps before I land it.
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There are multiple options if one doesn't choose to risk 3 bars for the 80%+. But I could just explain it in the forums if we only record the setup.
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Edit: Got it to 100%+. Dat timing and execution.
 

AssassiN

Noob
Found something interesting today, a fullscreen AA with Ground Spark can be combo'ed into stance change Ground Pound. Dunno if it can be MB for more damage.
 
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