Chongo
Dead Kings Rise
I want pre-patch Staff Spin back #kappaU3 should have no recovery. Kappa
I want pre-patch Staff Spin back #kappaU3 should have no recovery. Kappa
I want pre-patch Staff Spin back #kappa
Before the day 1 patch, NW had the following:I got the game after the patch, care to explain how Staff Spin rocked during those times?
Before the day 1 patch, NW had the following:
+Regular Staff Spin was +20 on block
+MB Staff Spin did a wall bounce, like a F3 or B3
+Flying Grayson was an overhead
-Ground blast was a mid
-MB Ground Blast did not launch
The fucking block infinite lmao. Literally just push them to the corner, make them drain their meter and watch them get fucked.well, atleast Ground Blast is now a low...so I guess you gotta sacrifice something to get something.
What would you rather have? Ground blast with the low + launch or Overhead Flying D, Wall Bounce MB Staff Spin?
Well if they do it raw then I can definitely see what you're talking about. But once MMH blocks one then it's kind of game over.ivebeen as to beat out staff ground sparks with well timed teles. this makes the nw cautious and I proceed to zone. I'd be glad to play you some sets to get a better understanding of the mu
I'd rather have Ground Blast as it is now. Nightwing doesn't really need more OHs, or different combos. The low makes him have a better vortex in Staff, believe it or not. Reg Staff Spin block infinite would be nice, but would make him hella braindead. I think he's perfect as he is. Especially now with the general system changes like d2 buffs.well, atleast Ground Blast is now a low...so I guess you gotta sacrifice something to get something.
What would you rather have? Ground blast with the low + launch or Overhead Flying D, Wall Bounce MB Staff Spin?
I think he's a well balanced character, but there are two major improvements I'd like to see:I think he's perfect as he is.
I think he's a well balanced character, but there are two major improvements I'd like to see:
1. Scatterbombs... better range? Quicker startup? Pretty much anything that would make them useful.
2. Escrima u3/u3d3... Quicker startup? Option to armor? Again, pretty much anything as long as it is useful.
It just hurts to see some cool animations put to waste.
I still don't use d2. lol
I use it, but it gets beat out a lot. I prefer to dash in or out and try to punish their whiffed jump ins with b2.I still don't use d2. lol
Please, that matchup is more than doable now. HG has gotten worse due to wakeups and d2s getting buffed. She effectively lost all her guess-four-ways oki and she can't stay up in the air for free anymore. Legit, outside of max flight height, Escrima d2 will hit her. I've played this matchup enough pre- and post-patch to know it's not that bad anymore.There is no HG matchup. You switch
Never try to jump and avoid fireballs, unless he stops throwing them. If he's content with doing both air and ground, then just inch your way into b2 range. Wingsdings kinda hurt you in this mu for getting in. they work well on his wakeup though, if u bait it mb wingdings will push him further to the corner. Just always be aware of his spacing, only use staff in the corner and treat him like he is going to wake up attack everytime. And never duck try to block standing. Never dash after mb air fireball, its + as fuck and frame traps w grounded fireballs.Okay, so let's talk about the Cyborg matchup. Anyone have any notes for this? Videos, maybe? I know that STD doesn't blow up his power fist wakeup, nor do flip setups. You can only reverse it with 113 ground spark cancel. Blocking also works of course.
Are there any surefire ways to punish the general patterns in his keepaway? Like, say he does TK nova blast into missiles. Or does two TK blasts into a MB TK blast. What should I be doing get around this, other than of course blocking and dashing. Does the air time that wingdings give you help at all?
Never try to jump and avoid fireballs, unless he stops throwing them. If he's content with doing both air and ground, then just inch your way into b2 range. Wingsdings kinda hurt you in this mu for getting in. they work well on his wakeup though, if u bait it mb wingdings will push him further to the corner. Just always be aware of his spacing, only use staff in the corner and treat him like he is going to wake up attack everytime. And never duck try to block standing. Never dash after mb air fireball, its + as fuck and frame traps w grounded fireballs.
Your whole game should be chasing him down and making it worth it. Once your in, stay in and make him respect u.
So dash -> duck -> dash works for getting in?
Also is there a way to get a favorable exchange off of a blocked TK nova blast into shoulder missiles? Or am I going to get a trade at best? The startup seems really long on it (the frame data says it's 110f but idk if that's all that accurate). I figure, of course, that if he whiffs the blast then tries to do missiles I can just ground spark to make him block a bit.
I'm going to have to go into Training Mode sometime this week and just grind away against Hawkgirl's shit. I hate being counterpicked. Tonight was especially frustrating because of how I dealt with it.
(In Survivor)
Wonder Woman beats my Nightwing.
I change up my strategy and my Nightwing beats their Wonder Woman easily.
(They talk shit about me laming them out. I accept an invite to play 1v1)
They counterpick with Hawkgirl and spam her specials, beating me.
I counterpick with Deathstroke and spam the jumping pistol shot move and won.(I quit)
What pisses me off more than anything is that I actually allowed myself to resort to using my incompetent Deathstroke instead of just trying to grind away. I need to practice more...
Just met a Catwoman player with a lot of tricks.
Catwoman's B3 is as fast as NW's B2....that just doesnt make sense to me at all.
She can do B3 after her combo string is blocked and the advantage is that B3 moves her out of getting hit with B2 or 33 by NW