Seapeople
This one's for you
I figured this could use its own thread since there's so many possibilities with these things. Lets talk about any strategies, set ups, etc. involving the bats.
I'll go ahead and talk about some basic and maybe less basic stuff that I've noticed while messing with these. Please correct me if I'm wrong on anything. I think the bats are supposedly getting nerfed in the final game, but right now lets work with what we've got.....
-Each bat has about a 3.5 second cooldown (10 seconds altogether).
-Bats are released in 5 frames, making them Batman's fastest attack and by far his best whiff punisher. Even though Call bats has "0 start up" it still takes 15 frames to recover, so you should just treat this like it's 15 frames.
-They can be used to start/extend combos or even be called during combos. Check out this video by Tom2356: youtube.com/watch?v=fJUkM0RQKPc
-Bats can't be called while jumping but can be released while jumping. They can't be called or released if you're in the middle of blocking anything. They also don't auto-correct, meaning they will fly in the wrong direction if you release them immediately after a crossup. (It took ~13 frames to turn around in MK9, probably about the same here).
-I want to talk more about keeping people in check with the bats. Even though they are +15 on block, it doesn't completely guarantee that anything you do can be safe if followed by bats. For example slide is -35, so if you immediately release the bats it will be -20 which can still be punished. In these situations, you can mix up how quickly you release the bats so your opponent won't know when to quit blocking.
-Even though 3 bats are +15 on block, 1-2 bats may not give as much advantage.
-Bats can be cancelled off any attack (even stuff that's normally uncancellable like b113 or straight grapple). Anywhere closer than half screen, the first bat will hit high unless it's immediately cancelled off an attack.
-One thing that's extremely helpful is how the bats can be used to cover holes in your strings (i.e. 1143, 2243, 1423, b1134). This can be somewhat difficult, especially 1423. To practice, just get good at inputting 1423 without calling the bats. This will save you a lot of time.
-2 or 3 bats blocked from full screen pretty much guarantees a free batarang. You must immediately commit to the batarang or else they can jump out. They can always jump out if you only used 1 bat.
-If they always jump out of the batarang, you can do a straight grapple instead which can be ducked but can't be jumped (even if you only use 1 bat). Don't immediately commit to the straight grapple though...It has to be delayed a little after releasing the bats.
Anyway that's all I've got for now, I wanna hear everybody else's ideas
I'll go ahead and talk about some basic and maybe less basic stuff that I've noticed while messing with these. Please correct me if I'm wrong on anything. I think the bats are supposedly getting nerfed in the final game, but right now lets work with what we've got.....
-Each bat has about a 3.5 second cooldown (10 seconds altogether).
-Bats are released in 5 frames, making them Batman's fastest attack and by far his best whiff punisher. Even though Call bats has "0 start up" it still takes 15 frames to recover, so you should just treat this like it's 15 frames.
-They can be used to start/extend combos or even be called during combos. Check out this video by Tom2356: youtube.com/watch?v=fJUkM0RQKPc
-Bats can't be called while jumping but can be released while jumping. They can't be called or released if you're in the middle of blocking anything. They also don't auto-correct, meaning they will fly in the wrong direction if you release them immediately after a crossup. (It took ~13 frames to turn around in MK9, probably about the same here).
-I want to talk more about keeping people in check with the bats. Even though they are +15 on block, it doesn't completely guarantee that anything you do can be safe if followed by bats. For example slide is -35, so if you immediately release the bats it will be -20 which can still be punished. In these situations, you can mix up how quickly you release the bats so your opponent won't know when to quit blocking.
-Even though 3 bats are +15 on block, 1-2 bats may not give as much advantage.
-Bats can be cancelled off any attack (even stuff that's normally uncancellable like b113 or straight grapple). Anywhere closer than half screen, the first bat will hit high unless it's immediately cancelled off an attack.
-One thing that's extremely helpful is how the bats can be used to cover holes in your strings (i.e. 1143, 2243, 1423, b1134). This can be somewhat difficult, especially 1423. To practice, just get good at inputting 1423 without calling the bats. This will save you a lot of time.
-2 or 3 bats blocked from full screen pretty much guarantees a free batarang. You must immediately commit to the batarang or else they can jump out. They can always jump out if you only used 1 bat.
-If they always jump out of the batarang, you can do a straight grapple instead which can be ducked but can't be jumped (even if you only use 1 bat). Don't immediately commit to the straight grapple though...It has to be delayed a little after releasing the bats.
Anyway that's all I've got for now, I wanna hear everybody else's ideas