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Strategy Batman Corner 50/50

Hey guys, I haven't seen this posted anywhere, so I thought I'd share a nasty corner mixup that I've been using with Bats, to make his corner mixup more potent. I was playing with a solid Nightwing player, using the usual b11 / f3 mixup. Up until the f3 was no longer viable as a mixup due to its easily seen start up. I've been using this in the corner, and he has had a tough time trying to block it. So here it is:

After ending any corner combo with MB straight grapple, end with:

Nj2, 22. They should be in enough hitstun so that a follow up b2 must be blocked.

From here, my mixup is: b23 or b2 xx call bats, b11

Condition them with b23 first to see how they react. They must block the second hit over head. If blocked, you have them at the corner with the perfect spacing to call bats and proceed to read their reactions from there.

A successful b23 yields 50% damage, or 35%/45% into the same reset depending on meter and bats.

Once they start to wise up on the overhead into big damage, start applying b2 xx call bats, b11. Visually, it is a very tough mixup to see in the corner. B2 xx call bats, b11 is interruptible though, so make the read and either commit to the b23 to catch them poking into combo, or parry to demoralize them.

After Nj2, 22, you could also go into b11, Nj2, cross up Nj2, grab or MB f3.

Examples of combos:

B23, dash, 123, 1, 22 xx MB grapple, Nj2, 22 (b23 / b2, cb , b113) (reset)
B23, dash 123, 1, b23, release bats, MB grapple, Nj2, 22 (reset)
B23, dash, 123, 1, b23, release bats, J3, b23 (damage)

B113, 3, 123, 22 xx MB grapple, Nj2, 22 (reset)
B113, 3, 123, b23, release bats, MB grapple, Nj2,22 (reset)
B113, 22 xx MB up batarang, Nj3, 22 xx MB grapple, Nj2,22 (reset)
B113, 3, 123, b23, release bats, J3, b23 (damage)
B113, 22 xx MB up batarang, Nj3, b23, release bats, J3, b23 (damage)

Combos off of Batman's other starters that lead to the same mixup:

113, f3, Nj2, 123, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 22 xx MB grapple, Nj2, 22
113, f3, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
113, 3 xx call bats, 1 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22

223, Nj3, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
223, Nj2, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22

123, Nj2, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 123, b23, release bats, MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, 22 xx MB grapple, Nj2, 22
123, 3 xx call bats, 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)

f3, J3, 123, 22 xx MB grapple, Nj2, 22
f3, 3 xx call bats, 123, 22 xx MB grapple, Nj2, 22
f3, Nj3 (Nj2 on small characters), 3 xx MB up batarang, J3, b23, release bats, J3, b23 (big damage)

Crossup J2 in corner (Ends with opponent back in the corner):

j2, 223, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 223, j2, b2 xx MB sky grapple, j3, 22 xx MB grapple, Nj2, 22
j2, 123, dash under, 123, 22 xx MB grapple, Nj2, 22
j2, 123, j2, 22 xx MB sky grapple, j3, 22 xx MB grapple, Nj, 22

Bat management is a MUST in the corner. All combos ending with (b23, release bats, MB grapple) can be done with 1,2 or 3 bats. Combos are lengthy enough to let another bat recharge while another is out. If you already have a bat/s out and are looking towards ending in a reset (b2 xx call bats, b11), you can double tap trait so that batman releases bats, and cancels b2 with another bat call.

Hope this proves useful!
 

Seapeople

This one's for you
The 22 standing reset into pressure is decent but I'd much rather end corner combos with sky grapple or b112 to get the ambiguous f3 mix ups.
 
Combos ending in a cornered sky grapple aren't exactly optimal damage, and would usually require a b3 after an MB grapple to get optimal damage from a sky grapple ending combo (which would result Ina transition if against a transitional side, in which you lose all corner advantage). F3 ambiguous cross ups are great too, but i guess this standing reset is another dangerous tool ontop of batman's already potent bag of tricks.

The standing reset nullifies the opponent's wake ups and are forced to guess. After playing an opponent with enough batman experience and a good eye, f3 mixups start to lose it's viability. B11 is arguably batman's greatest pressure tool (besides trait bats), being a quick low that is hit confirmable and can be cancelled into MB batarangs for more pressure, though without a quick overhead to compliment it, Batman does struggle to open people up as easily as say Killer frost or Catwoman (both of which have very quick and safe 50/50 options into big damage).

Batman has access to one of the most potent corner games in injustice in my opinion because of trait closing off alot of their escape options, so having a great 50/50 ontop of that makes him pretty scary. Batman has great corner carry from his Bnbs.