It is purely because of the bats that Batman can successfully rushdown and pressure the opponent. It makes up for the holes in his strings. Which lead me to my point that Batman would need compensation if his trait were ever nerfed. I am essentially agreeing with your opinion.How can he be a rushdown character when he needs to be directly in your face, all strings can be poked/armored out of and bats are 0 on block? I would definitely take the trait nerf to actually give him a legit pressure game.
Because he's already got an insane J2 as an overhead, and he's got some really good air mix-ups as it is. If you make Dive kick an overhead, you're giving him a buff in an area in which he already excels at (think of all the options Batman already has after jumping). Given how most of the cast doesn't have a great anti-air, you're really just making him all the more jump happy.How is divekick being an overhead crazy???? One its slow and 2 Black adams get a full screen one that is overhead to go with his low projectile.....
Hey Glue, what do you think about F2 as a whiff punisher? It's his farthest reaching normal, and can be canceled into meter burn grapple for a full combo. I haven't messed around with it too much yet to know how reliable it is, but it's something I've recently started using.Bottom line, if batman didnt have access to his trait, he couldn't do anything in defence, zoning, wiff punishing.
He was built around his trait.
Good vs GL, Flash, Aquaman and Deathstroke.Hey Glue, what do you think about F2 as a whiff punisher? It's his farthest reaching normal, and can be canceled into meter burn grapple for a full combo. I haven't messed around with it too much yet to know how reliable it is, but it's something I've recently started using.
Considering the only time to glide is when you're opponent is ON THE GROUND I don't see how that would make him more of a jumper. You should never be gliding in the air for no reason and considering its very negative on block why shouldn't it be an overhead? The entire point of his glide was it was going to be an incredible mix up tool but instead its practically useless.Because he's already got an insane J2 as an overhead, and he's got some really good air mix-ups as it is. If you make Dive kick an overhead, you're giving him a buff in an area in which he already excels at (think of all the options Batman already has after jumping). Given how most of the cast doesn't have a great anti-air, you're really just making him all the more jump happy.
It has a 14 frame start up though. That won't cut it in every situation.Hey Glue, what do you think about F2 as a whiff punisher? It's his farthest reaching normal, and can be canceled into meter burn grapple for a full combo. I haven't messed around with it too much yet to know how reliable it is, but it's something I've recently started using.
Yea I only use it as a punisher and occasionally after 12 on block.It has a 14 frame start up though. That won't cut it in every situation.
Batman's glide is far from useless. Play against an Aquaman, and see how good his glide is at baiting out anti airs.Considering the only time to glide is when you're opponent is ON THE GROUND I don't see how that would make him more of a jumper. You should never be gliding in the air for no reason and considering its very negative on block why shouldn't it be an overhead? The entire point of his glide was it was going to be an incredible mix up tool but instead its practically useless.
It's not about using it as a punisher on block. It's about using it as a whiff punisher. In any case, as I mentioned, I'm still not sure how useful it is.Yea I only use it as a punisher and occasionally after 12 on block.
Yea its good to bait wake ups and some anti airs but thats if and only if your opponent stays grounded (which in this game isn't often). Loses vs all air to airs and is universally blocked by holding down and is full combo punishable on block...Batman's glide is far from useless. Play against an Aquaman, and see how good his glide is at baiting out anti airs.
Agreed, but a dive kick that leads to over 40% damage SHOULD be full combo punishable on block.Yea its good to bait wake ups and some anti airs but thats if and only if your opponent stays grounded (which in this game isn't often). Loses vs all air to airs and is universally blocked by holding down and is full combo punishable on block...
I agree it should be (Black adam doesn't of course) but that doesn't mean making it an overhead would be something ungodly.Agreed, but a dive kick that leads to over 40% damage SHOULD be full combo punishable on block.
How is anything I posted going to make him broken? Making 22 plus 4 on block still gives you the ability to poke out if I try to do 22 again or B11 but would actually let me use his d1. 22 is currently plus 8.
Yes.... let take away the ONLY thing he actually excels at and thats air to air
No offense but I had a harder time playing supes then I did batman, even BA was tougher then Batman
F2 is good, but not great.Hey Glue, what do you think about F2 as a whiff punisher? It's his farthest reaching normal, and can be canceled into meter burn grapple for a full combo. I haven't messed around with it too much yet to know how reliable it is, but it's something I've recently started using.
1 bat. F23 bat b3 ji3 b23 30% + damage without meterF2 is good, but not great.
It is a specific punisher, such as, deathstroke sword flip on wake up, F2 Meter Grapple.
Other than that, it is not a great punisher without meter.
I use it for F2 crossover, or F2 into 1 etc, as its +1 on block, I like to throw out F23 on block, and parry, once they respect that and try to bait a parry, i can chance my arm and string again.
It has its uses.
As a character specific punish, yea thats great.1 bat. F23 bat b3 ji3 b23 30% + damage without meter