Qwark28
Joker waiting room
its -15 on the head and lower as the divekick hits lower.It's not -15 on block, it's -10 if he hits the head and around -5 if he hits the stomach.
its -15 on the head and lower as the divekick hits lower.It's not -15 on block, it's -10 if he hits the head and around -5 if he hits the stomach.
Staff. D1 beats his overhead starter and most of his pokes.So how does everyone feel about the flash matchup, he has good mix ups but I feel we beat him flush in a poke war. Do you think it would be better to stay in escrima or staff?
1. No.ok just finished having a pretty big mirror match nightwing session, things that i want to ask.
1 - is j3 on block punishable? if so by what? 1,1,3? or is it only punishable if they throw out a move after the j3?
2- is b2 punishable by anything -___-
3 - what do you do when one night wing is constantly d1 or d12 poking you? since he's + his would always come out before mine and then i would try to block and dash away but i think i'd always get hit. so im at the mercy of him whenever he gets a jump in and goes d1, d1, d1, or d12, and then he can flip kick or jump over me. is pushblock the only solution? if it is, it basically neutralizes the situation again. so whichever nightwing gets the first jump in into d1 will always win out?
4 - what do you do against staff d1, d1, d1 when you're in escrima stance? push block and try to winding zone him?
mental note*
when in escrima stance and you push block in the corner against a nightwing that has staff and he thinks you're going to jump to do wingdings, so he jumps to j2 you, dash under.
and a lot of ppl discourage wakeup escrima fury, but omg, sometimes you have to (if a nightwing with a staff has you in the corner and is really close, or if you really are getting ripped apart by high lows, especially in the corner). yes you can push block but since he has the same tools as you you're resetting the situation where both are going to start a wingding war and he has more meter than you. ngl it was tough.
i lost like 20+ times imagine and won like 3 or 4. I think the person who got the first hit and could capitalize on the oki game correctly had the advantage obviously lol. basically he was much more aggressive than me, i wanted to block and punish and i was really having a hard time. n for the life of me i suck at dealing with d1, d1, crossup j2 or j3, d1, etc. so d1 is +8? and d1,2 is +4 finally?
Correct.i'll take your word for it AssassiN cuz i kept mashing on that D1 in one game out of a bit of frustration n idk i can't recall but i just kept getting hit. so d12 > d1 in terms of frame advantage? i read some where that supposedly d12 is +4 on block instead of the in game info which says it's +8 (right?)
How many frames is the first hit of Escrima d12? I find its always getting out mashed.Correct.
D1 is only around +1 on block while D12 is +4 on block.
Do you mean start-up of D1?How many frames is the first hit of Escrima d12? I find its always getting out mashed.
This is me, cringing. 9 frames is ridiculous startup.Do you mean start-up of D1?
It's 9 frames.
1. You are minus after J3 that's why it gets beat by other moves.ok just finished having a pretty big mirror match nightwing session, things that i want to ask.
1 - is j3 on block punishable? if so by what? 1,1,3? or is it only punishable if they throw out a move after the j3?
2- is b2 punishable by anything -___-
3 - what do you do when one night wing is constantly d1 or d12 poking you? since he's + his would always come out before mine and then i would try to block and dash away but i think i'd always get hit. so im at the mercy of him whenever he gets a jump in and goes d1, d1, d1, or d12, and then he can flip kick or jump over me. is pushblock the only solution? if it is, it basically neutralizes the situation again. so whichever nightwing gets the first jump in into d1 will always win out?
4 - what do you do against staff d1, d1, d1 when you're in escrima stance? push block and try to winding zone him?
Honestly, I can see the matchup as 5-5. Maybe 5.5 in Hal's favor at max. I need more time to grind out the MU however to truly make a decision.Any insight on the Green Lantern MU? Nightwing kicks Deathstroke's ass pretty hard, so I'm trying to find a good secondary to cover the MU, and at least on paper Green Lantern seems to be able to handle NW really well.
I'm just curious how NW can even try to get in. Air Rockets negate NW's ground attacks (Spark and Blast), Minigun pushes back, and you can't really jump against GL.Honestly, I can see the matchup as 5-5. Maybe 5.5 in Hal's favor at max. I need more time to grind out the MU however to truly make a decision.
Hawkgirl works wonders against Nightwing.Any insight on the Green Lantern MU? Nightwing kicks Deathstroke's ass pretty hard, so I'm trying to find a good secondary to cover the MU, and at least on paper Green Lantern seems to be able to handle NW really well.
Just patience. NW can't use Staff at far range, so he'll settle for blocking Rockets and taking a quick dash in, or trying to avoid them while in Escrima.I'm just curious how NW can even try to get in. Air Rockets negate NW's ground attacks (Spark and Blast), Minigun pushes back, and you can't really jump against GL.
So you think Hawkgirl is NW's worst MU? Any particular reasons?Just patience. NW can't use Staff at far range, so he'll settle for blocking Rockets and taking a quick dash in, or trying to avoid them while in Escrima.
Minigun pushes back but not at a far enough distance. NW only needs one dash at that distance to be in while in Escrima. At that point it becomes a test of wills, one dictated by Hal. A good Lift will wreck NW's day. A bad one will kill Hal.
Hal will have to make mistakes to lose, but unlike say the Hawkgirl/NW matchup, the nature of the match will cause Hal to do so by default.
It's an interesting matchup to watch and play to me. Personally though, if you're looking for a counter pick against NW, I don't think Hal slants it far enough in your favor.
Her trait alone negates pretty much all of Nightwing's offense. She doesn't have to take true risks in order to screw with him. She wrecks him when he's cornered. Her air normals do a good job beating his. And of course, NW's Anti-airs being subpar doesn't help when dealing with a very air-based character.So you think Hawkgirl is NW's worst MU? Any particular reasons?
I spend most of the matchup trying to get in his face waiting for him to whiff Lanterns Might.Honestly, I can see the matchup as 5-5. Maybe 5.5 in Hal's favor at max. I need more time to grind out the MU however to truly make a decision.
A good Cyborg is just as tough - if not tougher.Cyborg could potentially be as bad but I have ZERO MU experience against him so that's all theory.
Throws, raw staff db2, ji2 a lot, get in his face, make him guess. Punish him for using parry and he'll cut the crap.How do you guys go about blowing up Batman? I get too eager to give him the shaft so most of my stuff gets parried.