CURBOLICOUS
Cage ban wagon?
Now watching little bit of ChrisG's stream he mentioned how Batman is a zoner and showed how good his zoning was with the bats and the batarangs. He also mentioned batman as being an upclose character too. What do you guys think? Playing the AI isn't really doing anything for me because they don't respect the frame traps and they get blown up by the zoning bad. Its like trying to play with JC on expert for MK, computer gets hit by every frame trap.
Somethings you guys can keep in mind for the pressure game
One thing I like to add is that batman has a 6 frame jab that is good for stuffing pressure upclose. Also one thing batman and what alot of other characters can prolly do with their faster normals is duck high attacks and full combo punish similar to jax's F413 on MK. Thats another thing you guys have to look out for and be ready to punish. I see lots of MK properties in this game that we are familiar with.
Now lets say if someone blocked all of this then what is the point of this pressure since there isn't as much chip damage on block in this game as there is in MK? Throw mixups, OH or Low, and jump in mixups off of his frame traps.
Somethings you guys can keep in mind for the pressure game
- Bounce attacks are advantage on block, his cartwheel being +9 and his fly kick being +12 which gives you a gauranteed b11 which is a low start.... now you may be thinking, how the F am I gonna get these off if they are so slow? You can cancel your strings into them for 2 meters which could make them gauranteed, maybe you can super or perry in between your canceled string and the bounce attack. Have not tested that someone get back to me when they figure it out.
- Mixups off of knockdowns can consist of batman's flight move, mixing up which side you are going to divekick on is cray but while you are making your opponent think about that you can mixup up doing b11 which starts off as a low or do the overhead bounce attack. People will prolly be able to fuzzy guard the overhead kinda like JC's F4 so it won't be too much of a problem once people start seeing it but its just a thought for now. If you make them block the overhead bounce you can get a free b11 combo or if they expect you to do it on their wakeup you can get next to them and block for a free punish, just mixup games basically. The reason I am saying b11 for all the followups is because it is COMPLETELY, 100% gauranteed. No window to armor through it, jump out it of, get poked out of it, NO NOTHING. Following up with b11 can link into MB batarangs, why is this good? Well I'll go into that next
- MB batarangs.... +38 ON BLOCK nuff said. Linking it after a b11 gives you 38 frames of advantage, you know what that gives you? Free bounce attack followup since they are only 29 frames of startup your opponent CANNOT do anything about it. If they jump, free bounce attack combo, same with armor/poke backs or anything they try to do. EITHER BOUNCE ATTACK WORKS. Its not done there, after the bounce attack you get another free b11 followup! Also you can stagger b1 since b1 is 0 on block and go into b23 which pushes batman back and after all that pressure and chip you have dealt you can activate the bats, throw them while you are coming in and get a jump in mixup or come in with a string which most strings you can link into MB batarangs. NOTE: there are some strings where if you try to link them into MB batarangs they can be interrupted, you can just simply mix that up with the string cancel bounce attack if you read them trying to get out but if they block the string canceled bounce attacked, its free b11 pressure all over again.
- Bat trait- Batman can use these bad boys to protect him from being punished at the same time they are useful for zoning. You can throwout a random string and link the grapple at the end of just for the hell of it and then release the bats so your opponent cannot do anything about it. They are +15 on block do do what you like with them. I personally use them as a footsie tool, they are AMAZING whiff punishers. You can catch people whiffing a string or even throwing out a projectile. Simply duck under the projectile at the same time release the bats and then quickly do the grapple for a combo, MB grapple for an even harder punishing combo or save your meter for more frame traps with the string cancels or ex batarangs.
- One thing batmans bat trait can do is push people back when they block them. If you have all 3 bats you can do a crossup mixup after a MB batarang or b3/f3. Once people are conditioned to respect these frame traps you will be able to mixup up jump ins using the bats. Using the bats do can push them back and instead of landing behind them on a jump in you can land in front of them. I think the more bats you have the more it pushes them back. I got a pretty good mixup playing around with it against my brother and that was using 3 bats so toy around with it to see what you get.
One thing I like to add is that batman has a 6 frame jab that is good for stuffing pressure upclose. Also one thing batman and what alot of other characters can prolly do with their faster normals is duck high attacks and full combo punish similar to jax's F413 on MK. Thats another thing you guys have to look out for and be ready to punish. I see lots of MK properties in this game that we are familiar with.
Now lets say if someone blocked all of this then what is the point of this pressure since there isn't as much chip damage on block in this game as there is in MK? Throw mixups, OH or Low, and jump in mixups off of his frame traps.