TakeAChance
TYM White Knight
Hey guys, just posting this as a placeholder for now. I will post vids explaining this stuff as soon as I can.
The purpose of this thread is to explain some things about Nightwing that are not currently known/well known.
I will list these in sequential order.
The first thing I want to discuss, is Nightwing's flying grayson.
1) THE FLYING GRAYSON
2) Safe Jumps
3) The wtf string sequence.
4)NULLIFYING WAKEUPS
I will post more when I get home. I can also add videos explaining what I am talking about.
#Dicks Rule.
Chongo
NightwingDayZero
Saitsu
MortySeinfeld
XBlades
AssassiN
Sajam
AK Gookus
GuamoKun
The purpose of this thread is to explain some things about Nightwing that are not currently known/well known.
I will list these in sequential order.
The first thing I want to discuss, is Nightwing's flying grayson.
1) THE FLYING GRAYSON
People still do not understand how good this move is. I mean, people know the move is good (can only be punished by ducking it then punishing) however, what people do not know is that depending on the distance used, it's properties change.
For example.
FRAME ADVANTAGE
At long distances, did you know that grayson is actually +1 or +2 on block? Try it out in practice. You can d1 Lex out of reversal corpse charge everytime. If you use it up close, your face is going to get flattened for pressing a button.
CROSS-UP ADVANTAGE
Sure, having it be plus at long distances is great, but what about his crossup? The reason why I posted the crossup tech (I also have a better setup which I will post in this thread when I record a video that does more damage) is because of the setup afterwards against characters that want to constantly run away from Nightwing (who doesn't?). Anytime Nightwing does a crossup grayson, he is at +5. Thats right, +5!
Try it yourself! Go into practice mode and land a crossup flying grayson on someone like...Green Lantern. Set him to reversal Lanterns might. (10f)
Do the crossup, and then do 1(11f)~ground pound. You will stuff Lanterns Might EVERY time.
Testing this against other characters, I have determined that it is about +5 on block if it crosses up.
Use it, and abuse it.
For example.
FRAME ADVANTAGE
At long distances, did you know that grayson is actually +1 or +2 on block? Try it out in practice. You can d1 Lex out of reversal corpse charge everytime. If you use it up close, your face is going to get flattened for pressing a button.
CROSS-UP ADVANTAGE
Sure, having it be plus at long distances is great, but what about his crossup? The reason why I posted the crossup tech (I also have a better setup which I will post in this thread when I record a video that does more damage) is because of the setup afterwards against characters that want to constantly run away from Nightwing (who doesn't?). Anytime Nightwing does a crossup grayson, he is at +5. Thats right, +5!
Try it yourself! Go into practice mode and land a crossup flying grayson on someone like...Green Lantern. Set him to reversal Lanterns might. (10f)
Do the crossup, and then do 1(11f)~ground pound. You will stuff Lanterns Might EVERY time.
Testing this against other characters, I have determined that it is about +5 on block if it crosses up.
Use it, and abuse it.
Nightwing is one of the best characters in the game when it comes to safe jumps after knockdowns. He has midscreen and corner safe jumps. Anytime you end a combo in 113 midscreen, you get a free forward advancing safe jump that becomes a mind game for the opponent.
Oh, and 113 is a hard knockdown...so they aren't moving. If they wakeup you get to block it free and combo punish. If they respect it, free jump in 2 into pressure.
In The Corner nightwing can do F213~fury J3 112 f213~fury D2 NJ for 37% (iirc) and end in a completely safe neutral jump. This causes the same situation as above. If they wakeup, you get a free block and they are still stuck in the corner.
Oh, and 113 is a hard knockdown...so they aren't moving. If they wakeup you get to block it free and combo punish. If they respect it, free jump in 2 into pressure.
In The Corner nightwing can do F213~fury J3 112 f213~fury D2 NJ for 37% (iirc) and end in a completely safe neutral jump. This causes the same situation as above. If they wakeup, you get a free block and they are still stuck in the corner.
This has become one of my favourite things to do with Nightwing and it's so easy to setup. Anytime you land a 112 frame trap, you have numerous options. However, what about numerous options off of one guaranteed string!?
After 112, go to 33. It's a mid hitting mega cancel advantage string. From here, you have a plethora of mindfucking options. 33~spark is a low and on hit gives you enough advantage to continue pressure. 33~flip kick(m) is a crossup overhead that allows a full combo. 33~4~staff spin(m) for chip damage and free staff pressure, and finally my personal favourite, 33~spark cancel into 112 to reset the situation. You can also use 33~spark into throw.
Oh, and you could always finish the string with 333(oh) if you're feeling ballsy.
Lets go over those options again.
112 33~escrima spark On hit it's +17 on block it's -4. SAFE
112 33~Flip Kick Meterburn ON Hit it's a full combo, and on block it's +1 ADVANTAGE
112 33~4~spin(m) 33 has enough cancel advantage that it guarantees the staff cancel into spin. It cannot be poked. Leaves you at +19 against any character that cannot duck the last hit of spin. = ADVANTAGE
112 33~spark cancel You are actually at disadvantage here, but the opponent has to press a button when you move. If you want to really mess with them, back dash. Most will press a button as soon as they see you holding the spark. Backdash into b2 for a full combo. MIXUP CITY.
After 112, go to 33. It's a mid hitting mega cancel advantage string. From here, you have a plethora of mindfucking options. 33~spark is a low and on hit gives you enough advantage to continue pressure. 33~flip kick(m) is a crossup overhead that allows a full combo. 33~4~staff spin(m) for chip damage and free staff pressure, and finally my personal favourite, 33~spark cancel into 112 to reset the situation. You can also use 33~spark into throw.
Oh, and you could always finish the string with 333(oh) if you're feeling ballsy.
Lets go over those options again.
112 33~escrima spark On hit it's +17 on block it's -4. SAFE
112 33~Flip Kick Meterburn ON Hit it's a full combo, and on block it's +1 ADVANTAGE
112 33~4~spin(m) 33 has enough cancel advantage that it guarantees the staff cancel into spin. It cannot be poked. Leaves you at +19 against any character that cannot duck the last hit of spin. = ADVANTAGE
112 33~spark cancel You are actually at disadvantage here, but the opponent has to press a button when you move. If you want to really mess with them, back dash. Most will press a button as soon as they see you holding the spark. Backdash into b2 for a full combo. MIXUP CITY.
4)NULLIFYING WAKEUPS
In Staff Stance Nightwing has great disjointed hitbox properties on pretty much all of his normals. What this means, is that if the opponent hits Nightwings staff during an attack, it doesn't count as a hit on nightwing. This becomes prevalent in staff stance against characters like Black Adam when you knock them down.
Against characters like Black Adam who like to cage when they get knocked down, you get a free check against them with a correctly spaced 1~ground pound. If they cage, it absorbs your one but still cancels into the ground pound which you can then confirm into a ex for a full combo. It really shuts down certain characters when the get knocked down.
Characters with really strong wakeups that give Nightwing trouble can be neutralized...here are a few examples that get punished with this on their wakeup.
Black Adam (Lightning cage)
Sinestro (arachnid)
Cyborg (His uppercut arm thingy)
Wonder Woman (All options including spin)
There are others as well.
This makes the Wonder Woman matchup MUCH easier to deal with. Remember, if they block the pound, it's still +9 on block. The ball is always in your court.
Against characters like Black Adam who like to cage when they get knocked down, you get a free check against them with a correctly spaced 1~ground pound. If they cage, it absorbs your one but still cancels into the ground pound which you can then confirm into a ex for a full combo. It really shuts down certain characters when the get knocked down.
Characters with really strong wakeups that give Nightwing trouble can be neutralized...here are a few examples that get punished with this on their wakeup.
Black Adam (Lightning cage)
Sinestro (arachnid)
Cyborg (His uppercut arm thingy)
Wonder Woman (All options including spin)
There are others as well.
This makes the Wonder Woman matchup MUCH easier to deal with. Remember, if they block the pound, it's still +9 on block. The ball is always in your court.
I will post more when I get home. I can also add videos explaining what I am talking about.
#Dicks Rule.
Chongo
NightwingDayZero
Saitsu
MortySeinfeld
XBlades
AssassiN
Sajam
AK Gookus
GuamoKun