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Strategy The Boy Wonder! -- Nightwing General Discussion Thread

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MLGIHydro

@MLGIHydro
I don't know if anyone has said this, or if it's useful at all, but Nightwing always switches back to Kali's after a throw.
 

Chongo

Dead Kings Rise
I don't know if anyone has said this, or if it's useful at all, but Nightwing always switches back to Kali's after a throw.
Yeah, it's been posted before, but others might not have seen it. Also, after a super he will always go into staff, and certain interactables will change it as well.
 
Hello everyone my name is Sirius Jones I'm kinda new 2 TyM.I would like 2 to a step my game up and become a top player not in just this but all fighting games but don't have a scene where i live so its kinda hard.
All i can say about my Dick is i grew up with him watching him grow.I wont say my Dick is the best in the world but my Dick is something 2 be feared.I just read all of this thread and the bnb ill go through the rest of the forum later.
I just wanted 2 touch base about a few things.
1.I love night-wing he a super fun character but i do not believe him 2 be top 5 top 10 yea sound a lot better but i feel its 2 early to tell.but not top 5 hes a great character but you have 2 know what your doing with him plus i feel there characters who have better options then him like anti air,wake-up ,pressure ,damage output and etc.quick example superman,doomsday,batman,aqauaman
2.Now i feel there 2 ways 2 play night-wing rush down or lame.I don't like making unnecessary risk so how i play my night-wing is i try 2 keep him in sweep range this where i think he his best.I personal at least for right now choose sticks over staff i do play a more safe night-wing.his wingdings MB are the best if your trying 2 keep some one out or get away i abuse this move.

Now the trouble I'm having is my off wake,on opponents wake up like whats should i do 2 keep them grounded and punshing wake move are pressing a button during wake up, and connecting combos seems very.
any advice will be help any tips on rushing down I'm not the best at it so any advice on being an effective rush down player the dos and don't s
 

Tenryuga

Ball Buster
what do you guys suggest to follow up to a B1,1,2 frametrap? Its +2 but it gives pushback so some moves whiff. Would a B2 be a good option?
 
Hi guys, Posting to say I've decided to main nightwing. I also use green lantern as well and I noticed many of you are saying you struggle with this MU. Im no Arturo but if you need a green lantern to spar with i'm more than happy to do so. Also, not sure if this has been brought up but I like to mix up some lows including U3D3 and B13. and use his B2 (fast overhead). After B2 you can staff cancel into staff spin.
 

A27Alak

Casual Fighter
Yeah but if there's one thing Selina loves to do...it's beat Dick.
She just hopes that by beating Dick over and over again, Batman might start paying more attention to her ;)

On another note, Grundy was the last character I'd expect to be able to duck MB staff spin lol.
 

arNu

Df1 Specialist
She just hopes that by beating Dick over and over again, Batman might start paying more attention to her ;)

On another note, Grundy was the last character I'd expect to be able to duck MB staff spin lol.
Selina can beat my Dick any day.......

Also, I read the thing about Grundy being able to duck MB staff spin.. First online match against a Grundy today he ducks MB staff spin and blows me up. I rarely even use the ability though.. Mostly just for a wake-up option when in staff.
 

NightwingDayZero

Truth, justice and the American way.
On another note, Grundy was the last character I'd expect to be able to duck MB staff spin lol.
Grundy is to Injustice as Zangief is to Street Fighter. And so,naturally, Grundy owns my soul.

I make it a habit of selecting my trouble matchup in the Training Room. When I saw staff spin MB whiff on Grundy I just assumed the rest of the cast could too.
 
If your having grundy troubles just remember. His fastest move is 8f an and d that is his d2. Which is not very safe. Staff spin tears up his armor and is only -3 on block. Your d1 will come out in 9frames instead of 6f. But grundy only has one move that is even fast enough to beat d1 and that move is an AA. So until your opponent has a chance to really work around it. If you space your d1's well he would be able to beat WCC before he could snatch you for hitting d1. Basically . if or until your opponent learns to respect d1staffspin, this matchup is hella free (still in dicks favor once he learns to backdash or mb b3 )
 

arNu

Df1 Specialist
Yup. d1, backdash and blocking some of his big normals blows up this matchup. Recently I've been backdashing a lot more since I realized Dick's dashes are amazing when in Escrima.
Actually, even df3 is a semi-decent wakeup option against a Grundy that tries to set up command throws on your wakeup. (I think? Idk, I'm going to test it later.)

Also, does anybody here play a more zoning based Nightwing?
 

SilverKeyMan

Dropping Combos like a MotherFucker!
Atlantis is a pain in the ass. I've been focusing on pushing opponents into the corner using staff stance, and corner mix-ups. That bloody water spray is worse than any Deathstroke player. =P
 

Cosmic_Castaway

Flying Grayson
Also, does anybody here play a more zoning based Nightwing?
It depends on what you mean by zoning, because zoning and keepaway are different. Zoning is about controlling the space between you and the opponent. Keepaway is just putting hitboxes on the screen and letting them never get near you. With zoning, it's not always about just never letting them near you, only about not letting them hit you. You obviously do zone while doing keepaway, but they're not synonyms like people make them out to be.

Staff is an example of a zoning tool, because Nightwing can reach ranges in front of him where the opposing character usually won't be able to hit him back unless they're using a projectile or something. Jumping back and doing j1 in staff to tag an opponent rushing in recklessly is a signal that, "Hey, that's my space; find a different way in or I'm gonna fuck you up." Even if they block it, they should get the message. If not, punish them. And in the event they do find a different way (like a jump-in), you should be prepared to deal with that (i.e. AA), because hey, that's the zone you led them to.

Using the range of staff to control space and punish mistakes is the best form of zoning that Nightwing has imo. Rushing down with zoning is also possible, too. Once again, it's about controlling the screen, not necessarily keeping them off you. His projectiles and keepaway are great,

I approach Nightwing like this: he's got a bit of everything (with focus on rushdown and pokes) so use it all.
 
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