I'll go into my reasons:
Aquaman 5-5 - Not in NW favor. Aquaman has intractable control but NW has slightly better mobility on the ground IMO. NW pressure is better but Aqua can whiff punish better with FTD. Spacing in this match is key as both characters normals are great. Staff may win 6-4 but not when there are interactabes.
Bane 6-4 - NW may be one of the only characters that can interrupt pressure from Bane. The first 2 hits of 113 are the two fastest consecutive hits in the game. This means breaking his armor is fairly easy after any blocked special if he goes into another automatically. When he is in debuff you can chase him rather well with FG and pressure with 50/50. When he juices up again you gotta go back to escrima. Wing Ding is still very good in this MU unless he is on level 3.
Batgirl 5-5 - Of course she is annoying but his footsies give him the ability to keep her in his optimal range. Wing Dings are a bad idea and if your getting her towards the corner, staff is your friend. The more I think about it...the more I am realizing this may be in her favor slightly.
Batman 5-5 - Wing Ding is a great spacing tool that really makes batman choose when to come in. He has to come to you because in Escrima he gets outzoned. 7% vs 8% is the trade in NW favor. In Staff your in trouble unless its corner based but even then, I prefer to stay in escrima. If your style is back and forth zoning, please make sure you leave yourself opportunities to switch back to escrima if you lose the zoning advantage.
Ares 6-4 - Ares zoning is sub par and he gets beat in both stances. It could be worse than this IMO. His teleport, if well placed and timed, can help him avoid pounds and wing dings. Ground Spark Cancels can be good baits as well.
Cyborg 3-7 - IAFB
Black Adam 4-6 - No Flip kick setups make your pressure fairly linear. You have to rely on 50/50 setups and frame traps to open him up which can be difficult. It is easy to blow up his wakeup attacks which means that if you knock him down your in good shape...watch out for interactables and his zoning.
Catwoman 6-4 - After playing 16 Bit back after FR he helped me theory fight this a lot. d1 in staff is really good in this MU as well as jump 2. She cant get in for free and must approach cautiously. Escrima is a bad idea as he is free to her jump ins.
Deathstroke 6-4 - NW out zones him but they are even on footsies. The way I see this MU is based on Death stroke getting in somehow. Staff in b1 range is very scary for him as he MUST approach from the air. From the ground he can use f3 and mbf3, but NW can just as easy counter with his own mbb3/f3. It helps DS but not in a way that gives him advantage. NW has to be put in the corner in order to lose this MU imo.
Doomsday 6-4 - NW staff d1 like in the catwoman mu is very good. trait is a non issue while he is in staff. This MU comes down to your ability to keep him in that magic range
Flash 5-5 - Pure footsie match. Super fun to play and can really test each players skills without interactables playing a big factor.
Green Lantern 4-6 - His zoning and vortex are both on par with bat girl when his trait is active. Super tough but when NW knocks him down in escrima, Flip kick can really mess him up.
Green Arrow 7-3 - Arrow gets beat in both stances anywhere on the screen. very touch match up.
Harley 4-6 - I view this similar to the GL match up
Hawkgirl 3-7 - Catch me if you can style of play, can't counter poke, have to make hella reads to get damage.
Joker 6-4 (Infinite may change this to 5-5) - We have gone over this too much in the u thread already.
Killer Frost 6-4 - This MU I really want more exp in. My opinion could very well change. My view on this starts with Wing Dings and j3 in escrima. both can be major problems for KF. They do lots of damage and have great priority. Can you parry flip kick? If you cannot I view this as a problem too. Ground pound is also great with his instant jump normals in staff. j1 and j2 mixed with ground pound make for un parryable options that lead to good damage. It comes back to knowing the MU and making parry an options she is afraid to use.
Lex Luthor 7-3 - Out zoned fairly easily. Lex cannot approach safely either. tough for him to gather momentum.
Lobo 5-5 - Nuclear Shells are powerful against wing dings...he HAS to mb in order to not get punished. his dash makes him very mobile against your ground pound zoning however ground spark is still a good tool. Don't get caught in a combo...@gga fill pops
Martian ManHunter 6-4 (yes I said it) - @
Sajam can explain this better
Nightwing 5-5
Raven 5-5 The most boring matchup ever. gp sc gp sc projectile blah blah blah. let the full screen mixups begin
Scorp 7-3 Staff kinda bodies him. d1 into full combo most everything he does. just don't let him kill you with 17 hellfires...lol
Shazam 7-3 NW doesn't really need to fear him. you out footsie him and can punish torpedo easy. His overhead launcher is punishable. Just recognize when your in command grab range.
Sinestro 3-7 just play the mu once against PTW or wound cowboy and you will see.
Soloman Grundy 6-4 You can run the entire match and win. Universal anti throw tactics work well and can lead to good damage
Superman 4-6 zoning can be a problem but only if you don't know how to approach. This is a patience game. Whomever is in the corner is going to lose so If you manage to do that you will be fine. The damage you take mid screen in the zoning game should be minimal till you get in.
WonderWoman 5-5 Staff for lasso and escrima for sheild. Fun MU to play but watch out for iadashes and iademi. Get good at punishing wakeups and don't wakeup against her.
Zatanna 4-6 Her zoning is really strong and with teleport she can do a good job of avoiding everything. get in and stay in
Zod 3-7 Play pig once and you will understand. He does better than some other characters but I think Zod is broken so maybe I'm not the right person to define this. Pig has broken me.