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Tech Escrima db3 MB Flip Kick Oki

EDITED AS OF 5/25/13! Lots of new and (slightly) more organized stuff guys!

CTRL+F to find the character you want info on until I get it formatted.

Before we start, let me say that I know that this is a complete mess but that i will be working on getting it formatted properly tomorrow. For some reason my formatting options are not showing up so once I get that sorted we'll be good to go. Also, ask me if you have any questions as to what any of this nonsense means, I'm glad to help.

Hello everyone!

Late last night to early this morning (5/25) my friend Primiera and I have been hard at work in training mode figuring out just how this stuff works, on every character with most of nightwing's strings. For some reason the formatting options aren't showing up for me at the top of the page, so unfortunately until I get that figured out, this will kind of be a jumbled mess. However, I wanted to get this to you guys as soon as I could so that we could all start using this stuff this weekend. Lets get to it!

Lets start with the combos that will lead into this:
Corner: f213 xx escrima fury, j3, 112, 113 (33%/37%mb)
Midscreen: f213 xx escrima fury, f3, dash 113 (28%)
Midscreen: f213 xx escrima fury, f3, dash, f213, flip kick (31%)
I listed two in case one is harder to hit against some characters than the other.

Combo to do AFTER you land ex flip kick midscreen:
ex flip kick, b3, j2(late), dash 113 (28%)
ex flip kick, b3, j2 (late), dash f213 xx flip kick (31%)

The reason you end on 113 is that it's untechable and that if all of the hits hit airborne, you get a perfect setup afterwards (dash, ex flip kick) which crosses the opponent up, hits overhead, and leads to a great combo leading into another left/right mixup. This setup is also relatively reversal safe, because it causes the opponent's inputs to be mixed up as you cross over them. Some characters have an easier time waking up against it than others, and I'll note that for each character. I have also tested each string with each character showing whether ex flip kick crosses up or not after canceled from said string. I present my notes:

Ms stands for mid screen. Some of these also cross up or not depending on when you meter burn it. You meter burn it early to cross up, late to stay in front. Extremely dirty stuff here :).

Batgirl
b11 crossup ms, non crossup corner
f213 crossup ms and corner
33 crossup ms and corner
112 non crossup ms, crossup corner
113 non crossup ms, crossup corner
f21 crossup ms and corner
22 crossup ms and corner

She can wakeup reversal, but she has to do the opposite directional input

The Flash
b11 either blockable in corner, but hits in front mid screen
f213 doesnt hit cross up in corner, if theyre standing, crossup midscreen
33 doesnt hit cross up, if theyre standing, crosses up ms
112 doesnt hit cross if if theyre standing, non crossup ms
113 either blockable non crossup midscreen
f21 either blockable, crossup ms
22 either blockable, crossup ms
naked doesn't cross up
in short, probably not good to do as a constant mixup,

It's possible to reversal, but very difficult, while super punishes

Nightwing:
b11 crosses up ms, all blockable corner
f213 crosses up ms, doesnt in corner
33 crosses up ms, not in corner
112 doesnt cross up ms, doesnt cross up in corner
113 doesnt cross up ms, not in corner
f21 crosses up ms, not in corner
22 crosses up ms, not in corner

setups:
can reversal super
difficult to reversal special in either form


Batman
b11 crosses up ms, all blockable
f213 cross up ms, crosses up corner
33 crosses up, crosses up corner
112 doesnt cross up ms, non crossup in corner
113 doesnt cross up ms, crosses up or not in corner depending on when meter burned
f21 cross up, crosses up in corner
22 cross up, crosses up in corner

can reversal super

Lobo
b11 crosses up ms, doesnt cross up in corner
f213 crosses up ms, not in corner
33 crosses up ms not in corner
112 timing on mb crossup or not ms, not in corner
113 timing on mb crossup or not ms, not in corner
f21 crossup ms not in corner
22 crossup ms, not in corner
naked no crossup in corner

super reversal possible

Joker
b11 crossup ms and corner
f213 crossup ms and corner
33 crossup ms and corner
112 non crossup, crossup corner
113 non crossup, crossup corner
f21 crossup in ms and corner
22 crossup ms nd corner

setups:
113, dash to cross under and be reversal safe including super

harley
b11 crosses up ms
f213 crosses up ms
33 crosses up ms, in corner, dependant on mb timing
112 crosses up ms and corner
113 crosses up point blank, not from far, non crossup corner
f21 crosses up ms and corner
22 crosses up ms and corner

setups:
reversal super punishes, other reversal options very difficult to input

grundy
GENERALLY DOESNT WORK AGAINST HIM, as it almost never crosses up

wake up grab beats it

Cyborg
b11, normal non crossup ms, mb crossup ms,
f213 crossup
33 crossup
112 crossup
113 crossup
f21 crossup ms, corner dependant on mb timing
22 crossup ms, corner dependant on mb timing

reversal incredibly difficult, reversal super punishes

Green arrow doesnt crossup in corner except for wakeup
b11 crossup ms
f213 crossup ms, non crossup corner
33 crossup ms, non crossup corner
112 non crossup ms, non crossup corner
113 non crossup ms
f21 crossup ms
22 crossup ms

Can punish on wakeup, but difficult

Superman
b11 crossup
f213 crossup
33 crossup
112 crossup
113 non crossup ms
f21 crossup
22 crossup

can wake up breath, but super whiffs

lex luthor
b11 non crossup ms, crossup corner
f213 crosses up ms, crossup corner
33 crosses up ms, crossup corner
112 non crossup ms and corner
113 non crossup ms and corner
f21 non crossup ms, crossup corner
22 non crossup ms, non crosusp corner

super punishes on wakeup, reversal incredibly difficult

Raven: all crossup in corner
b11 non crossup ms
f213 crossup ms
33 crossup ms
112, tough to hit her with, but non crossup ms
113 tough to hit her with, 3 whiffs
f21 non crossup ms
22 non crossup ms

demon stance only teleport gets out, super punishes

catwoman
b11 crossup ms, non crossup corner
f213 crossup ms and corner
33 crossup ms and corner
112 non crossup ms, crossup corner
113 non crossup ms, corner dependant on mb timing
f21 non crossup ms, corner dependant on mb timing
22 non crossup ms, corner crossup

reversal punishes, super punishes

Deathstroke
b11 non crossup ms, crossup corner
f213 crossup ms, corner dependant on mb timing
33 normal non crossup ms, mb crosses up ms, corner dependant on mb timing
112 non crossup ms and corner
113 non crossup ms and corner
f21 non crossup ms and corner
22 non crossup ms and corner

reversal incredibly difficult, super punishes

aquaman: does not crossup in corner on standing
b11 non crossup ms or corner
f213 crossup ms, non crossup corner
33 crossup ms, corner non crossup
112 non crossup ms
113 non crossup ms
f21 crossup ms
22 crossup ms

wakeup attack punishes, super punishes

wonder woman: all crossup in corner standing
b11 crossup ms and corner
f213 crossup ms and corner
33 crossup ms and corner
112 non crossup ms normal ver, crossup ms mb ver, crossup corner
113 non crossup ms, crossup corner
f21 crossup ms
22 crossup ms

wakeup punishes, super punishes

Ares
b11 crossup ms and corner
f213 crossup ms, timing dependant on mb in corner
33 crossup ms, non crossup corner
112 non crossup ms and corner
113 non crossup ms and corner
f21 crossup ms and corner
22 crossup ms, corner normal ver non crossup, mb ver crossup

both wakeup teleport and smash get out but punished, super punishes

killer frost: non crossup in corner if standing
b11 crossup ms, non crossup corner
f213 crossup ms, non crossup corner
33 crossup ms
112 non crossup ms
113 non crossup ms
f21 crossup ms
22 crossup ms

slide very difficult but possible to punish, super punishes

doomsday: non crossup in corner if standing
b11 non crossup ms and corner
f213 crossup ms, non crossup corner
33 crossup ms
112 non crossup ms
113 non crossup ms
f21 non crossup ms
22 non crossup ms

wakeup slightly difficult but possible to punish, super punishes

Hawkgirl:
all crossup ms and corner except for naked, which does not

wakeup attack very difficult, super punishes

Shazam
b11 crossup ms and corner
f213 crossup ms, corner dependant on mb timing
33 crossup ms, corner dependant on mb timing
112 ms dependant on mb timing and in corner
113 non crossup ms, corner dependant on mb timing
f21 crossup ms and corner
22 crossup ms and corner

can teleport out on wakeup, super punishes

green lantern:non crossup if standing in corner
b11 normal non crossup ms, mb ver crossup ms,
f213 crossup ms
33 crossup ms
112 non crossup ms
113 non crossup ms
f21 crossup ms
22 crossup ms

reversal possible but difficult, super punishes

Sinestro:
b11 non crossup ms and corner
f213 crossup ms, non crossup corner
33 crossup ms and corner, and in corner, keeps him in front after hit
112 non crossup ms and corner
113 non crossup ms and corner
f21 non crossup ms and corner
22 non crossup and corner

wakeup attack incredibly difficult, super punishes

Black Adam: non crossup midscreen
b11 non crossup corner
f213 crossup in corner and keeps him in front after hit
33 crossup in corner
112 non crossup in corner
113 non crossup in corner
f21 non crossup in corner
22 non crossup in corner

reversal incredibly difficult, super punishes

Bane:
b11 non crossup ms, crossup in corner
f213 crossup ms, sometimes does sometimes doesnt in corner
33 crossup ms and corner
112 non crossup ms and corner
113 non crossup ms and corner
f21 non crossup ms, crossup in corner
22 non crossup ms, crosusp in corner

reversal very difficult, super punishes
 

AssassiN

Noob
This stuff was already known but it's buried in the general discussion, so it's hard to find it.
We should make more separate threads so it's easy to find.

Just so you know, normal Flipkick is safe as well except for Superman's super.
I do not think it's too powerful, it's his only mix-up in Escrima Stance.
 
It may be his only mixup in Escrima stance but it is insanely hard to block correctly. He has this as well as crazy frame traps, and of course the overwhelming high low mixups of staff stance.
 

DuskAlloy

You don't got the cash, You don't get the ass
Ah good shit, easy to find now and I dont have to sift through twenty something amount of pages now
 

Karnage

Ancestors give me Strength!!
damn...been playing nightwing for a while now and havnt even thought about this...

we need to get a page together that lists all this tech
 
Posting new post to make sure you guys see the new changes in the first post! Lots of good stuff in there, hope you guys enjoy this!
 

Primiera

Wonderful Woman
The particularly nasty stuff IMO is the stuff you can make cross-up or not purely based on MB timing. Very dirty, if I do say so myself.
 

AssassiN

Noob
The particularly nasty stuff IMO is the stuff you can make cross-up or not purely based on MB timing. Very dirty, if I do say so myself.
MB timing?
You have to commit to the MB at the start of the flipkick, you can't decide to MB it halfway through the flipkick. It will only change purely on the string used and the spacing, just learn the strings for your character and get some MU experience.

weglarz
Good stuff with the update, I was planning on doing this to see any other exceptions.
There is one more thing that needs to be tested, when the opponent is ducking. I've experienced against Flash and Harley Quinn that Flipkick whiffs when they are ducking after F213.
 

Primiera

Wonderful Woman
MB timing?
You have to commit to the MB at the start of the flipkick, you can't decide to MB it halfway through the flipkick. It will only change purely on the string used and the spacing, just learn the strings for your character and get some MU experience.
Nope, in testing, we found that you can slightly delay the MB after certain strings (like f+213, 33, and others against Shazam in the corner) to choose left/right. It only works on a few of the Flips that don't cross-up against standers in the corner, yet do if you MB, and with the right timing you can land in front with a MB Flip Kick into full combo.

I saw it myself, by holding back against this certain timing and it landing in front or back, MB both ways. If you'd like to verify, the best way to test it would be with a friend, since a recording would probably auto-correct block back.
 
MB timing?
You have to commit to the MB at the start of the flipkick, you can't decide to MB it halfway through the flipkick. It will only change purely on the string used and the spacing, just learn the strings for your character and get some MU experience.

weglarz
Good stuff with the update, I was planning on doing this to see any other exceptions.
There is one more thing that needs to be tested, when the opponent is ducking. I've experienced against Flash and Harley Quinn that Flipkick whiffs when they are ducking after F213.
AssassiN,

The meter burn does change the timing. We confirmed it. Point blank, in the corner, we tested it. It's tricky timing but you CAN delay the meter burn to change which side it goes on. I thought it was wrong first too, believe me. But we tested it thoroughly enough for me to be 100% sure. You wait to press MB a little bit. It only works against some characters with certain strings at point blank range. I marked which ones are which in my notes for each character.

-Weg
 
Also, sorry I forgot to put this in there, we did test against some crouchers, and non-mb whiffs against certain ones, but I have not encountered the MB version whiffing at all.
 
Posted 2 new combos, one a hitconfirm into an oki ender, the other is a more damaging combo to do after ex flip kick.