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"I'm In A Nightmare" -- Batman General Discussion Thread

kikeuy

Noob
Do you think people will stop starting matches by immediately jumping in (when playing someone for the first time or if they go for an intractable)? I 've been getting almost everyone with Sky grapple by just holding backdown then as the match starts and I see them jump, I simply just input :d:qtl 1(holding backdown is probably not even necessary, I just do it that way). Just a faster way to input it on reaction.

Question is, is getting the bats out a good way to start a match off, having them ready once you're either on the offensive or defensive? I'd like to know the cons of doing so. How do you start a match off with Batman?

Also, how do I end a string with Sky grapple after 2 without throwing sky batarang? I keep getting sky batarang no matter how much I try not to double tap buttons, the negative edge seems to just fuck me over. Any ideas?
Disable negative edge. If you choose to not to, hold 2 until the sky grapple comes.
 

Sao87

@thedigitaldojo
Justin Wong claims he figured out a way to release 1 bat at a time if you have 3 bats active. If this is true can someone figure out how and breakthrough post that shit? I wont have access to the game until Saturday.
 
I'm nervous for Tuesday. Deathstroke is getting nerfed hard and superman is also getting nerfed. I really hope that batman isn't getting nerfed to shit. He's honestly not as good as people think he is. He relies on his trait to do anything. Please don't let NRS fuck us.
 

DeathAndHealing

Apprentice
Here is something Ive been messing around with, Im no Batman main yet but been toying with him alot.

112 > EX grapple > J2 > 223 > B3 > J3 > B23 39% BnB from the first page, if you end with a d3 the combo is
112 > EX grapple > J2 > 223 > B3 > J3 > D3 32% Minus 7% but gives you a chance to reset them
F3, B113, D3 21% This is what Ive been using to continuously reset them, each time they guess wrong they get put back into the same guessing game. I tested this against Black Adams lightning cage on wake up, as a human I couldnt stuff this reset but the AI could every time. The easy counter is to MB your f3. EDIT: f3, 123, d3 will do 22% and the cross up timing is way more lenient. f3, j2, 123, d3 26%, even better!

Thoughts, opinions?
 

threeeighths

batmanned
Playing around with trying to find a better combo ender for oki than b23, and I decided to play with using the mb straight grapple for standing resets. I've seen people mention this before, but after a bit of testing etc I only found one option I thought might be remotely viable.

mb straight grapple, walk forward, 22, (reset), b113.

While it's easy as hell to block the b113 low (and easier to pushblock it and remove yourself from the situation entirely), and not particuarly tricky, for the life of me I couldn't find a way to BEAT the b113 because of the frametrap. I recorded myself doing the setup and then picked Deathstroke (the one matchup I have any real exp in), and I couldnt backdash, throw, sword spin or sword flip between the strings.

You may be giving up some damage, but the opponent is forced to block something of yours, as opposed to being knocked down and free to wake up attack or backdash away.

While the b113, and even mixing it up to b112 is not going to be hard to block all of the time, the opponent can't immediately punish either of those strings (to my knowledge) and either has to wait it out, or pushblock, burning a bar to avoid the situation. However after your opponent is trained to block the b113 reset, and is no longer going to try and mash shit out in your face, they are going to sit there blocking low and/or hammering push block, and now your frame trap doesn't have to be as tight, and you're free to try f3 instead of b113 to catch them crouching, or anything else you can think of.

Just messing around with a very unlikely (vs good players) scenario in Atlantis, at the start of the match/middle of the screen, if you do;

j2, 223, b3, j3, b2 xx MB straight grapple, 22, (reset) you've already done 33/34%, and pushed them to the corner, now if the reset hits, and you do, b113, 3 cb (call bats), 123, b23, rb (release bats), j2 (or 3), b23 that's another 43%.

Just some food for thought, if anyone tests it or tries it out at all let me know if it's any good.
 

blues686

Black lantern
Playing around with trying to find a better combo ender for oki than b23, and I decided to play with using the mb straight grapple for standing resets. I've seen people mention this before, but after a bit of testing etc I only found one option I thought might be remotely viable.

mb straight grapple, walk forward, 22, (reset), b113.

While it's easy as hell to block the b113 low (and easier to pushblock it and remove yourself from the situation entirely), and not particuarly tricky, for the life of me I couldn't find a way to BEAT the b113 because of the frametrap. I recorded myself doing the setup and then picked Deathstroke (the one matchup I have any real exp in), and I couldnt backdash, throw, sword spin or sword flip between the strings.

You may be giving up some damage, but the opponent is forced to block something of yours, as opposed to being knocked down and free to wake up attack or backdash away.

While the b113, and even mixing it up to b112 is not going to be hard to block all of the time, the opponent can't immediately punish either of those strings (to my knowledge) and either has to wait it out, or pushblock, burning a bar to avoid the situation. However after your opponent is trained to block the b113 reset, and is no longer going to try and mash shit out in your face, they are going to sit there blocking low and/or hammering push block, and now your frame trap doesn't have to be as tight, and you're free to try f3 instead of b113 to catch them crouching, or anything else you can think of.

Just messing around with a very unlikely (vs good players) scenario in Atlantis, at the start of the match/middle of the screen, if you do;

j2, 223, b3, j3, b2 xx MB straight grapple, 22, (reset) you've already done 33/34%, and pushed them to the corner, now if the reset hits, and you do, b113, 3 cb (call bats), 123, b23, rb (release bats), j2 (or 3), b23 that's another 43%.

Just some food for thought, if anyone tests it or tries it out at all let me know if it's any good.
Niice i will test out.. If its sucessful we probably can turn bats into a better mk9 scorpion with the 50/50 mix ups
 

Shake

Noob
I'm a complete noob to injustice and fighting games in general but would like to improve fast and have a few questions that I haven't really found good answers to online so if any of you guys can give me some advice that would be great.

1. I've found several combos for batman online and have gone through them and learned them in practice, but I don't really get when I should be trying to start these combos and when I should use other moves. Right now I basically just spam my 113 all the time to try to start my mid screen combo, when should I be using other moves, and what other moves are worth using. I use my grapple, slide, etc often but I don't really get when I should be using other attack moves? I learned a couple other combos starting with b113 and 123 but i'm not sure when I should be using those versus my 113 since my combo off 113 does a lot more damage. I just don't really get what kinds of attacks I should be doing and when.

2. How do you use bats effectively? I learned a 40% combo that uses them but I'm not sure when I should be trying to get this combo off, it always feels risky because I can't guarantee that my opponent won't hit me first?

3. Is it just me or is the xbox controller default d-pad a piece of crap? The whole circular thing is not working for me and wanted to know if I should invest in a new controller/fight stick now or stick with it if it gets better? Half the time I try to do a back 3 i end up jumping backwards because the damn thing is so sensitive and if i hit back only slightly upward it things i want to jump, incredibly frustrating...

Thanks.
 

Squeaker101

Show me what you can do
Disclaimer: I can only say what I've learned, so take with a grain of salt.

1) You're off to a good start, learning his BnBs. In order to apply them you need to learn how to pressure your opponent. When pressuring you wanna stay safe, using string that have quick start-up frames, that are around neutral on block, and hit mid (some some strings hit high, meaning your opponent can duck and crouch-block them and whiff punish you). You also want to mix up your strings using lows (your opponent needs to block low), and overheads (your opponent needs to block high).

2) B-Man's trait is very versatile, you can use it for zoning, pressure, and to help you get in on zoners. I usually use it to get in, but I'll post some videos of REO's gameplay so you can see what he does. (If you didn't know, REO is God)

3) The xbox 360 D-Pad is very awkward, though it is entirely up to you to invest in a stick/hitbox/converter. If I were to guess, it's very recommended to invest in one.

Hope this helps.

(The videos)


 

SHARKY

Noob
I played mk9 on a hitbox but I have found more comfort with a fightstick on this game w/ Batman. I'm not a pad guy however to each his own. I like 123 j2 123 b23 meter less and high damage. Also mind games mixing that with a dose of 12 f3mb for a pop up combo starter .
Bats just don't use them as a 6% combo and u can't go wrong.
 

Lumpymoomilk

Online Punching Bag
The best use I've seen for bats is when you are going to try to do a jump in or crossover. force you to block one way while you are crossing over and hitting them on the other side.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
The best way to figure out the answers to the questions your asking is to actually watch footage of good Batman players. Some of it has to do with what hits high/overhead and what hits low, to catch your opponent off guard or react to which way they're blocking.. Some of it has to do with the number of frames you have available to punish their attack, some of it has to do with your distance from them and which starters will connect.

But you won't understand as well as having someone explain it to you in words -- it's better to watch how good players actually use which string and where.

Also, Batman's jump attack and air-to-air game is just as important as his ground-starter game; but again, that's something you'll pick up quickly if you start watching tape. Look at how good players open people up and react to what their opponent does.
 

feedyourcatbro

Meow Lin
For bats, play with them. There's so many uses for them in different match ups that it's overwhelming to list all of them. The big 3 you should focus on though is supporting your batarang zoning (makes it harder for your opponent to jump out), moving or jumping behind them, and extending combos.
 

babalook

Apprentice
so after a b113 midscreen lands you can do dash RB into instant glide 2 is a unblockable......but if they duck it whiffs

also some fun throw tech in the corner
-F2 stops all options besides wakeup
if bats are out
-RB into instant glide3, dash 112BF2, dash grab dash B23 are all force blocks against the majority of the cast excluding characters with absurd WU attacks like KF
 

Lord Beef

Death Metal and Trance
so after a b113 midscreen lands you can do dash RB into instant glide 2 is a unblockable......but if they duck it whiffs

also some fun throw tech in the corner
-F2 stops all options besides wakeup
if bats are out
-RB into instant glide3, dash 112BF2, dash grab dash B23 are all force blocks against the majority of the cast excluding characters with absurd WU attacks like KF
Do you mean b112? Curious as to why you'd squander a launch for this setup?
 

babalook

Apprentice
Do you mean b112? Curious as to why you'd squander a launch for this setup?
Well when doing a reset like MB grapple Nj2 B11CallBats, if you do B112ReleaseBats and the opponent ducks after the 2 the bats will whiff if you do B113ReleaseBats they will not whiff and you can continue pressure. So B113 is the safest option that grants the highest probability of further damage/pressure.....assuming they don't push block. The real problem is I can't find a way to deter the opponent from crouching.
 

Lord Beef

Death Metal and Trance
Well when doing a reset like MB grapple Nj2 B11CallBats, if you do B112ReleaseBats and the opponent ducks after the 2 the bats will whiff if you do B113ReleaseBats they will not whiff and you can continue pressure. So B113 is the safest option that grants the highest probability of further damage/pressure.....assuming they don't push block. The real problem is I can't find a way to deter the opponent from crouching.
Oh ok I thought when you hit b113 and launch them. I was confused cause you said "when b113 connects" you mean on block? Cause b113 hits and the launch so why not go for 22~air grapple for the knock down. Bit I see what you mean... Or do I? Lol
 

babalook

Apprentice
ok I found more UB setups that are better. If you have bats out and end a combo with DB1 dash, small pause, dashReleaseBats, Ji2. Only way to avoid this is by ducking. You need two bats for it to be truly UB but if you have one they have to block the first bat normally then block crossup immediately after. I'm aware that all the opponent has to do is duck but this is just meant to be another mixup off of the already amazing DB1 combo ender.
edit
-A way to stop them from ducking is do one dash, walk forwardReleaseBats, Ji2, this is a safe jump against most of the cast and depending on how far you walk it can cross up.
edit 2
-sweat jesus the walk setup can also be UB depending on how far you step forward
-need to find combos that call bats and end with db1
edit 3
-B112 or 123 into D2CB B2DB1 20-24% leads to super dirty mixups and it's easy
 

kikeuy

Noob
If someone saw my corner Elbow drop setup for a 50/50 neutral jump , I was using 2, 2,3 > air graple , then f3 as soon as I can.
It´s way better(and easier) to jump forward than f3.
So the vortex works like:
Opponent in the corner > combo into high as possible Elbow drop , then neutral jump 2 - For the combo , I like 2 , 2 , 3 > Nj 2 > 1 > 1 > 2 , 2, 3 > Grappling gun > Elbow drop (drop on some chars ,use 2 , 2 , 3 > Nj 2 > 2 , 2 > Grappling gun > Elbow drop on them)
You in the corner > 2, 2,3 > air graple , then jump forward , then neutral jump 2 - Against some chars you must use 2 or 3 on the jump forward (on Deadstroke for ex. using 2 will do the trick)
As always, the timing used on the neutral jump will decide at which direction the opponet must block.
 

Rude

You will serve me in The Netherrealm
So they say our character(Batman) is the best in the game. Do we agree?