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I am the night: Batman Demo Discussion

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Lyuben

Sinestro's might!
How do I play with batmans bats?

I just beat wonderwoman, doomsday, batman and lex luthor on very hard without using them.

Its just... I'm not used to it.
 

Lord Beef

Death Metal and Trance
Cool cross up stuff

You can jump over the opponent and activate the cape float immediately on the other side and you will float away from them instead of correcting back toward them.

You can kinda use his air bombs like ermacs iafb but it's got good range, a nice delayed floaty effect but is kinda slow coming out. Definitely good for getting people to respect jump in threats and making them block or walk Back to get out from under the bombs while you land
 

Gilbagz

Joker here~
Random cross up stuff: Idk if you can do it to all combos but for ghetto resets you can delay the ji3 for you to cross to the otherside
so e.g. using thtb's combo
ji2,2,2,3,b+3, jump in, wait, 3 and you will land on the otherside (idk if its worth anything cuz you will be losing damage but idk as a sf style reset or something.)
 
40% meter less w/ mech bats:
j2, 223, b+3, j2, j2~mech bats, j2, b+23.

Might be possible in the corner to hit 123, b+23 after the 3rd j2, if anyone want to try.
 

Calvin

Ball Hog The Betrayer
Uhh, quick question I haven't been able to find an answer for. How do you leave one of those bat bombs on interactive objects when jumping off them?

Edit: Found it, Hold down direction when pressing interact button.
 

shaowebb

Get your guns on. Sheriff is back.
Just wanted to let you Bat dudes know that for me Wonder Woman doesn't land her B1,1,3 spin, B3 as easily on Batman as on WW. Thats a launcher into a pretty long winded animation that causes a wallbounce combo and it leads to 40% but whif there and it ends at 22%.

Looks like some folks will have stricter timing requirements to land combos on different folks and for me right now it seems like Batman has a slightly smaller model than WW and it tightens my input timing requirements for her combos. Batman may fallout of really tough stuff if some folks have super tight stuff they go for later with other cast. Might just be me, but Lex is doing odd stuff to timing as well for WW right now according to one dude so yeah...this might be a thing. At least in this demo it is.
 

Seapeople

This one's for you
After certain knockdowns (b2)3 seems to be a nice followup. Like if you end a corner combo with 123 and immediately go into (b2)3...It's sort of a ghetto reset and sets up footsies on block. I don't know how wakeups can get around it because I still haven't figured out how wakeups work.

How good are standing resets in a game like this? Batman could end some combos with stuff like 11, 12 or b11 which all leave him at big advantage for followups. Is it better to go for a standing reset or oki set ups? I think it would be most practical in a combo like this one...
ji2, 223, b3, ji3, b234~ex straight grapple, nj2, b11
 

Psychotropic

Semi-Casual
ji2, 223, b3, ji3, b234~ex straight grapple, nj2, b11
That's the combo im using right now except after ex grapple i do b23 for 44%. Not sure what the best way to end the combo is or if there's a reset. It's pretty easy to stage transition after it if you start midscreen, but the damage scales badly.
 

Psychotropic

Semi-Casual
Sooo, has anyone got a method of dealing with Doomsday's trait on Very Hard mode? When he turns that on and dashes at you you might as well be standing in front of a train.
 
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