Just forgot that you can punish ANY air escape with trait bats, the punish should give you enough hitstun in order to start your second combo!Air bata mb seems like a nice option, deep jump in 2 works wonders; you can mb f3/b3 just like anyone else(if they are air-esc.'ing your f3/b3's mid-combo).
Anyone with other ideas?
I don't often have bats mid combo as I typically use them to get in and start a combo. I haven't tested this, but I know bats can often miss when the opponent is in the air (Batmain problems, I know), so you might have to time it so they hit when the opponent lands.I would think you can't roll out against batman period when he has bats out. If you open them up with a juggle and they air tech out, just release your bats on reaction to punish them.
The bats should track them down and hit them again in their recovery frames. This is what I was thinking about the other day and it makes batman seem like the only character you can't air tech against. Once again, further solidifying the character in the top tier ranks imo.
The good thing about air tech is that they still have a decent amount of recovery frames once they land so you should be able to wait while theyre landing to release the bats, but I'm assuming it depends on how close you are to the opponent.I don't often have bats mid combo as I typically use them to get in and start a combo. I haven't tested this, but I know bats can often miss when the opponent is in the air (Batmain problems, I know), so you might have to time it so they hit when the opponent lands.
I get air teched a lot after 123. I'd like to find a way to punish the air tech while not jeopardizing my combo.
However, far escapes still escapes most combos unless you are right in their face.So here's a link I found for 123:
123.. b2 db2mb (be quick on trigger now), f3 b23
It messes up where they are meant to air escape which could help you out