What's new

Strategy Nightwing General Discussion (1.06 and on)

gpmoney

CORN | gpmoney. Saltier than a bag of chips.
Its character specific but after a 113 hard knockdown, you can empty jump over...

nvm. I'll make a video tonight
so far ive been doing basics, like end in staff spin, then switch to escrima and jump in 2 or d12, jump delay j3, or d12, up3. ive been abusing ending block strings with MB ground spark, alot of ppl don't realize it was MB and get jailed cause its +11, gets you a free b2 or more pressure
 

AK L0rdoftheFLY

I hatelove this game
so far ive been doing basics, like end in staff spin, then switch to escrima and jump in 2 or d12, jump delay j3, or d12, up3. ive been abusing ending block strings with MB ground spark, alot of ppl don't realize it was MB and get jailed cause its +11, gets you a free b2 or more pressure
the mb ground spark is good...but I find myself not getting blockstrings much unless i'm in staff. I guess playing pigs zod constantly isn't helping me there (chase!)

I tried to film this but was inconsistent and I got tired so I didn't. The tech I have been messing with is baed around safe jumps. Most of his hard knockdown setups are also safe jumps and can be very useful at baiting an unsafe wakeup attack. Safe jumps has historically been huge in fighting games and I'm going to keep trying to find ways to evolve the game around technical skills like this. This video will help people see who don't get it:
http://sf4answers.com/questions/324/what-is-a-safe-jump



Examples of NW safe jumps...Staff Spin 4 empty jump:
zod will likely do Zod charge
Superman will likely do that rising grab thing
WW will likely spin...etc etc

Problem for them is that you can block easily all wakeups as staff spin (no matter what the gravity) is a true safe jump. Nightwing in fact so many safe jump setups that you are able to vary them constantly. This includes both Escrima and Staff. After some thought, I think I will figure out all safe jump opportunities and make a video about that.

Going on, last night, I was using a new BNB:

My new bnb (i don't know if it is new or old but its worth the meter to me):
f213 EF mb, b3, j2 j2, f2134 staff spin (39%) or 42% with a j2 first. It does just as much damage as any staff BNB and is easy while ending in a hard knockdown safe jump scenario. Why don't I see people use this more. NW builds meter all day during 90% of matchups with ground pound and ground spark...use it for damage!

I also was practicing stuffing wakeups when their invincibility runs out...this can be done consistently and will be the future of injustice in many MU. I was able to do it consistently against zod and aquaman against ALL their wakeup options except water shield and parry using f2.

I will make a video with AK Pig Of The Hut about this later this week.

I'm not trying to find tech...I'm trying to learn the game and play smarter
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
the mb ground spark is good...but I find myself not getting blockstrings much unless i'm in staff. I guess playing pigs zod constantly isn't helping me there (chase!)

I tried to film this but was inconsistent and I got tired so I didn't. The tech I have been messing with is baed around safe jumps. Most of his hard knockdown setups are also safe jumps and can be very useful at baiting an unsafe wakeup attack. Safe jumps has historically been huge in fighting games and I'm going to keep trying to find ways to evolve the game around technical skills like this. This video will help people see who don't get it:
http://sf4answers.com/questions/324/what-is-a-safe-jump



Examples of NW safe jumps...Staff Spin 4 empty jump:
zod will likely do Zod charge
Superman will likely do that rising grab thing
WW will likely spin...etc etc

Problem for them is that you can block easily all wakeups as staff spin (no matter what the gravity) is a true safe jump. Nightwing in fact so many safe jump setups that you are able to vary them constantly. This includes both Escrima and Staff. After some thought, I think I will figure out all safe jump opportunities and make a video about that.

Going on, last night, I was using a new BNB:

My new bnb (i don't know if it is new or old but its worth the meter to me):
f213 EF mb, b3, j2 j2, f2134 staff spin (39%) or 42% with a j2 first. It does just as much damage as any staff BNB and is easy while ending in a hard knockdown safe jump scenario. Why don't I see people use this more. NW builds meter all day during 90% of matchups with ground pound and ground spark...use it for damage!

I also was practicing stuffing wakeups when their invincibility runs out...this can be done consistently and will be the future of injustice in many MU. I was able to do it consistently against zod and aquaman against ALL their wakeup options except water shield and parry using f2.

I will make a video with AK Pig Of The Hut about this later this week.

I'm not trying to find tech...I'm trying to learn the game and play smarter
U can come by today and we can do it
 

AK L0rdoftheFLY

I hatelove this game
U can come by today and we can do it
you should see the massacre of me stuffing wakeups with f2...

I can do a full bnb ending in staff spin (40%), dash up and do it again...and again...and again till your in the corner where NW thrives. I've close to mastered it against Zod and Aqua.
 

TheBoyBlunder

They love my Grayson
D12 or F213 or 113 > EF > F3 > JF2 > D3 Cancel into Staff Ground Pound MB this will stuff certain wake ups like Catwoman's Catdash and a few others like Raven's soul crush. The timing on this has to be exact.
 

AK Gookus

Slant-eyed Nightwing
Haven't tested it but I can play it out in my head. Is the d3 manipulating the invincibility window of wake ups? And I see it says D3 cancelled into Staff's ground pound. Does d3 cancel into trait swap? Or wait for a full recovery of d3 into a standing trait swapped ground pound?

I see you left out b11 as well, does it not give the proper spacing/timing for the d3 set up?
 

gpmoney

CORN | gpmoney. Saltier than a bag of chips.
Yea Ive always abused the safe jumps after staff spin and GP to stuff wake ups. Ending knock downs with a perfectly timed GB is the noob killer lol
 

Wasted

Mortal
well, yes, that makes sense. That works similar to Aquaman stuffing wakeups with From the Deep.

But as for LOTF's post about stuffing wakeups with F2? How does that even work? It's so slow and most good wakeups have a lot of invincibility.
 

TheBoyBlunder

They love my Grayson
Haven't tested it but I can play it out in my head. Is the d3 manipulating the invincibility window of wake ups? And I see it says D3 cancelled into Staff's ground pound. Does d3 cancel into trait swap? Or wait for a full recovery of d3 into a standing trait swapped ground pound?

I see you left out b11 as well, does it not give the proper spacing/timing for the d3 set up?
The D3 waits, then you can stand trait swap into ground pound.

I haven't experimented it with the b11 starter.
 

AK L0rdoftheFLY

I hatelove this game
well, yes, that makes sense. That works similar to Aquaman stuffing wakeups with From the Deep.

But as for LOTF's post about stuffing wakeups with F2? How does that even work? It's so slow and most good wakeups have a lot of invincibility.
The way it works...

You need to time your f2 when they are getting up starting their attack. Any normal can stuff a wakeup (some wakeups with full invincibility excluded) depending on when you time it. I have personally had the most success with f2 over other normals but I have used b2 and staff standing 1 also.

By god I will record a video soon!

I know some attacks will not allow for this. I wish someone could compile a FULL list of fully invincible wakeups.

For example:
Sinestro's Arachnid is one I know for sure.
Haven't tested it but I can play it out in my head. Is the d3 manipulating the invincibility window of wake ups? And I see it says D3 cancelled into Staff's ground pound. Does d3 cancel into trait swap? Or wait for a full recovery of d3 into a standing trait swapped ground pound?

I see you left out b11 as well, does it not give the proper spacing/timing for the d3 set up?
D12 or F213 or 113 > EF > F3 > JF2 > D3 Cancel into Staff Ground Pound MB this will stuff certain wake ups like Catwoman's Catdash and a few others like Raven's soul crush. The timing on this has to be exact.
Ground pound can be used to stuff most any wakeup just like Aquaman's "from the deep". F2 works the exact same way but is just a little harder and riskier if your timing is off. The only difference I can find between staff spin knock down, sweep knock down and 113 knock down is the time they are on the ground before they get up. And of course, combo gravity changes all of this. The higher the gravity, the less time they spend on the ground.
 

Braindead

I want Kronika to step on my face
The way it works...

You need to time your f2 when they are getting up starting their attack. Any normal can stuff a wakeup (some wakeups with full invincibility excluded) depending on when you time it. I have personally had the most success with f2 over other normals but I have used b2 and staff standing 1 also.

By god I will record a video soon!

I know some attacks will not allow for this. I wish someone could compile a FULL list of fully invincible wakeups.

For example:
Sinestro's Arachnid is one I know for sure.


Ground pound can be used to stuff most any wakeup just like Aquaman's "from the deep". F2 works the exact same way but is just a little harder and riskier if your timing is off. The only difference I can find between staff spin knock down, sweep knock down and 113 knock down is the time they are on the ground before they get up. And of course, combo gravity changes all of this. The higher the gravity, the less time they spend on the ground.
I was in the lab the other day and I tried doing F213 to stuff wakeups. It's not a universal thing but one of the quick successive hits of that string will hit during the vulnerability gaps in the wakeups. It works a fair amount of the time, but what I really love doing is staff spin to stuff wake-ups. Oh lord that gives me such a good feeling lol
 

AK L0rdoftheFLY

I hatelove this game
I was in the lab the other day and I tried doing F213 to stuff wakeups. It's not a universal thing but one of the quick successive hits of that string will hit during the vulnerability gaps in the wakeups. It works a fair amount of the time, but what I really love doing is staff spin to stuff wake-ups. Oh lord that gives me such a good feeling lol
It is wakeup specific...against certain wakeups, it can be done 100% of the time with practice...and its not the 2 3 or 4th hit I'm referring to, its the first hit.
 

gpmoney

CORN | gpmoney. Saltier than a bag of chips.
Ok so I was playing a friend and did an U3 corps hop and it turns out it can be parried by batman. Did not know this.
 

TakeAChance

TYM White Knight
There is so much recycling of things known for months here.

113 safe jump setups are good, but I started dropping them a while back to get more damage.

The hot sauce setup (Using the D3 ender to stuff wakeups) works by having the sweep knockdown and recovery of the opponent be perfectly timed for a stance cancel ground pound to stuff wakeups. The range on it is perfect as well. It's just a good juke.

I would really like to see the f2 used to stuff wakeups...because I just don't see it right now.

The only way I can see it working is if their wakeup is longer than 8f startup and you hit them within the 2f window. That's hella tight, and insanely character specific. It should work on aquaman, and others with longer startups, but that's about it.

It has no stuffing properties other than hitting the move before it's actually active. Staff Spin is much more reliable for this, and much easier to time due to it's long active frames. (It can even stuff batgirls cartwheel when properly timed)