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Match-up Discussion Nightwing Matchup Discussion

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I'm forseeing Batgirl to be a major pain in the ass. Just lost like 8 games against this guy just going for her 50/50 the entire time at the corner. Her rushdown feels better than NW's. You lose to her zoning hands down. Don't throw wingdings at all. Her bola has stupid blockstun so it's actually a frametrap if you block and try to dash in. Beware if you jump as she can trap you with her smokescreen to punish your jump. IRC 2 of her 3 wake-up moves is safe (i don't know can't seem to punish). Her air game is much better than yours. She can escape corner easily due to her air smokescreen.

This match, you have to go balls out to pressure her or you lose. You need to watch out for her wake-up though. Her jump-ins are pretty great too. Her j.3 is the same as NW's. I recommend escrima for this match-up. Try not to wake up with Escrima specials. EF tend to trade but it's the best option, Flip tend to miss as her strings move her forward. Groundspark might work? mb.b3 loses to her strings so don't try. Just push block. For staff stance, wake up with FG. You can use staff spin too but beware of baits. Do not jump towards her with reckless abandon. Her cartwheel has INSANE hitbox and doubles as an anti-air if she throws it while pressuring you.

btw this is me playing online with delay. literally 1-9 match-up :(
 
I deal with batgirl by using staff stance and staying outside of her b1 range. If I recall thats her farthest normal that she can use to start her offense. You can poke her with your staff normals outside of that range. Her cartwheel can be pushblocked before the high low mixup but if you can read it coming staff spin beats it clean. If she gets in pushblock. At full screen or near full screen I don't throw projectiles because of smoke bomb. Idk how useful this can be but you can catch a smokebomb with staff jb2 and get a full combo.

On an unrelated note she says "Watch this babe" when she is fighting NW lol.
 

Saitsu

Noob
Her Cartwheel's actually unsafe all the way around when it comes to followups. Don't listen to the frame data. If you block it, you just got a free 35-40%. Don't waste meter pushblocking that.

Other than that, you're right. Stay outside of b1 range with Staff and she can't really do a ton. That's the range you'll have to live at. And try to bait Smoke Bombs from her. If she gets too antsy with them, you can block and punish.
 

TakeAChance

TYM White Knight
I went online for the first time last night since the Batgirl patch...she is definitely a scary character when you have no idea what to do AGAINST her. I knew about her vortex (I labbed with her) but I didn't really understand how to play AGAINST the character. Zoning with any weapon is not an option.

You have to play footsies with her here, and luckily for us, our footsies are superior. B2U3 (if you get caught in the vortex) can be punished b1 D1~MB ground blasts I do believe. Pretty much all of her wakeups are severely punishable as well, but you have to respect them. Tricky character, but I think as we get more experience with her, the match will become easier.
 

Mind Flex

Mind Gamer. BOOSH
Hello Everyone!! This is my first post on TYM. Pretty pumped. I main our good friend Dick Grayson. Just wondering if anyone could shed some more light on the Green Lantern Match Up. Generally I fight mostly in Escrima and then if I have him in the corner just brutalize him with Staff and Chip. I still feel like I get caught up in blocking to much. Also I find myself trying to just punish everything with B2. Any tips and general knowledge will be greatly appreciated. Thanks!!

PSN: DoomKing88
 

TakeAChance

TYM White Knight
I went online for the first time last night since the Batgirl patch...she is definitely a scary character when you have no idea what to do AGAINST her. I knew about her vortex (I labbed with her) but I didn't really understand how to play AGAINST the character. Zoning with any weapon is not an option.

You have to play footsies with her here, and luckily for us, our footsies are superior. B2U3 (if you get caught in the vortex) can be punished b1 D1~MB ground blasts I do believe. Pretty much all of her wakeups are severely punishable as well, but you have to respect them. Tricky character, but I think as we get more experience with her, the match will become easier.

One other useful tip, she has no answer to staff mode d1. You want to get in on her and switch to staff and start abusing her. She has an 8f poke, and her fastest normal is a true high.
 

DukeofFortuneMan

Some guy with a PS3
One other useful tip, she has no answer to staff mode d1.

No one does ;D


But seriously, I'm not sure if it's written here, but I did a longish set with my Hawkgirl buddy, and I have some notes on that matchup.

With staff, her charge-in move, bf2 I think, but I'm not sure about her move names, cannot be tagged by j2 very well, but it can be tagged by j1, so mid-to-close that move is awesome. She can't easily command dodge then dive between staff pressure strings if you mix up the amount of d1s. And his d1 is a great answer to some of her not-as-tight frametraps. When she's flying, the insane hitbox on j2 catches her, but she won't do that much flying above your head, mostly low-to-ground dives and faraway flight.

Escrima is what you actually want to stay as, I found, look for a d2 and if she does ground mace you can ground spark under it. His dashes are faster, too, so you can space yourself right, then when she jumps or tries something to get in, change weapons and chain that to flying greyson, and she'll hate her life, it either trades with her charge or you smack her pretty substantially for one hit. On a staff or escrima knockdown that results in her falling far away, switch to staff and have a seismo ready for her wakeup, then switch right into ground spark and play the spacing game.

Yeah, so a lot of weapon switching, a bit more than usual. Move in sticks, dive in staff, footsie in either, switch to staff then back to sticks for a fullscreen knockdown, is at least what I'm doing, and it worked pretty well once I figured out my plan.


Stage Note: A stage I never thought about before that is great for the matchup is the Port in Themyscira. I can't describe, but the barrels being on the ground and the mobility tool in the center are really helpful.

Opposite note: the asylums SUCK for this matchup. Staff mode dies to all those quickly-chucked interactables from the air, which seem to be good only for power characters, and Hawkgirl can snipe most of your jumps getting to those tvs in cell block.

Not sure a specific matchup for the number, but it's better than Grundy vs Hawkgirl, that's for sure. I also think it's pretty positive for Nightwing, though that is stage-dependant for sure.
 

NightwingDayZero

Truth, justice and the American way.
One other useful tip, she has no answer to staff mode d1. You want to get in on her and switch to staff and start abusing her. She has an 8f poke, and her fastest normal is a true high.

This. I played about 5 hours of Nightwing vs. Batgirl offline yesterday.

The moment the match begins, switch to staff mode and just dash/block bola and duck/dash batarangs. Once you're in, try to stay in. If she gets out, so be it. Be patient and wait for her to Smoke Bomb. Because Staff has such a bad jump, you'll never be tempted to jump in. Because our dash is so short - you'll recover quickly enough to full combo punish smoke bomb. I can't emphasize enough how important it is to full combo punish smoke bomb.

Every match I played came down to the last few seconds of the round. This was a very experienced fighting game player who had much more experience than me, making incredible reads and taking full opportunity on the times when he did catch me off guard.

I believe the Batgirl matchup is tipped in Nightwing's favor simply because of staff d1. Take that away and she'll walk all over Nightwing.
 

DuskAlloy

You don't got the cash, You don't get the ass
This. I played about 5 hours of Nightwing vs. Batgirl offline yesterday.

The moment the match begins, switch to staff mode and just dash/block bola and duck/dash batarangs. Once you're in, try to stay in. If she gets out, so be it. Be patient and wait for her to Smoke Bomb. Because Staff has such a bad jump, you'll never be tempted to jump in. Because our dash is so short - you'll recover quickly enough to full combo punish smoke bomb. I can't emphasize enough how important it is to full combo punish smoke bomb.

Every match I played came down to the last few seconds of the round. This was a very experienced fighting game player who had much more experience than me, making incredible reads and taking full opportunity on the times when he did catch me off guard.

I believe the Batgirl matchup is tipped in Nightwing's favor simply because of staff d1. Take that away and she'll walk all over Nightwing.
I think this needs to be pasted to every comment that wants Nightwing's d1 to be nerfed
 

DukeofFortuneMan

Some guy with a PS3
I want a super cool trait that can be special cancelled mid combo
Like some sort of weapon change? :p

And yeah, I played a few Batgirls online today, I kept going into d1 after a blocked teleport, which was dumb as hell, but I rarely play against any decent Batgirls, and I nearly snatched defeat from the jaws of victory twice.
 

NightwingDayZero

Truth, justice and the American way.
Like some sort of weapon change? :p

And yeah, I played a few Batgirls online today, I kept going into d1 after a blocked teleport, which was dumb as hell, but I rarely play against any decent Batgirls, and I nearly snatched defeat from the jaws of victory twice.

It took me a few matches of shooting myself in the foot to really punish it right, and thats when he stopped trying to make full screen reads with it.
 
I don't think there has been an actual discussion on Superman so would anybody have any advice against this guy? I feel when he starts his f23xxbreath. I can't get out of it. I can advancegaurd it but he starts to zone me into the same situation. I find it hard to open him up in escrima stance. I think staff spoiled me... So any way to handle this guy?
 

NightwingDayZero

Truth, justice and the American way.
I don't think there has been an actual discussion on Superman so would anybody have any advice against this guy? I feel when he starts his f23xxbreath. I can't get out of it. I can advancegaurd it but he starts to zone me into the same situation. I find it hard to open him up in escrima stance. I think staff spoiled me... So any way to handle this guy?

#363
 

DukeofFortuneMan

Some guy with a PS3
Does anyone have experience against a good Shazam? I went up against a really good player online a few times today, and I was doing okay against his Green Arrow, but I got crushed by Shazam.
 

Chongo

Dead Kings Rise
Does anyone have experience against a good Shazam? I went up against a really good player online a few times today, and I was doing okay against his Green Arrow, but I got crushed by Shazam.
Shazam's strength is when he knocks you down, if he times it right he gets a free command grab, the only way out of it is to wakeup.

His d1 is 6 frames and +1 on block, you gotta respect it.

Me and SoapBoxFan play that MU a lot, next time we play offline I'll write a paragraph or so on it.
 
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