So it seems like batgirl has the ability to cross the opponent up on their wake-up using flying bat, i'm not sure if you can do this mid screen, but in the corner it's very effective, the process is simple, knock the opponent down (preferably a hard knockdown) then dash forward once or twice (depends on the knockdown advantage of your ender) then do flying bat immediately, you have to do this as the opponent wakes up, and it will cross-up, i'm not entirely sure because i didn't have extensive time testing it, but theoretically it should reverse wake up inputs, it can be blocked easily by holding down (nullifies cross up because flying bat is not overhead) but that opens the opponent up to having to get opened up by B2 into a full combo, you can also mix in B1 for same side mic ups, and the opponent will have to guess which side to wake-up on after you dash forward, creating a sort of 33/33/33 mix up that i was sure @SonicFox5000 was talking about and trying to hide.
You can do this after a 50/60% damage combo in the corner ending with DB2U by doing double dash into mix-up, and that's the biggest pro about it since the re-stand vortex can only be done from 30% combos in the corner, a few cons would be however:
Flying bat is very unsafe, so if the opponent blocks it you risk getting punished opposed to her safe 50/50 mix up.
The only way to combo off flying bat is to meter burn it, and even then the amount of damage you get will still be significantly less than her traditional 50/50.
Compared to her traditional vortex, this can be escaped out of (the opponent can wake up, even though it's a 50/50 chance) and the fact flying bat can be punished makes it weaker.
I'm not sure, but flying bat/B2 mix-up has a significant frame difference that would make it (theoretically) fuzzy-guardable.
So remember, this piece of tech is not perfect and has a lot of flaws compared to her traditional vortex, but is still useful, i'm pretty sure sonic fox knew this but decided to keep it a secret, so watch out.
Props to sonic fox for finding this tech and inspiring me to create this thread
You can do this after a 50/60% damage combo in the corner ending with DB2U by doing double dash into mix-up, and that's the biggest pro about it since the re-stand vortex can only be done from 30% combos in the corner, a few cons would be however:
Flying bat is very unsafe, so if the opponent blocks it you risk getting punished opposed to her safe 50/50 mix up.
The only way to combo off flying bat is to meter burn it, and even then the amount of damage you get will still be significantly less than her traditional 50/50.
Compared to her traditional vortex, this can be escaped out of (the opponent can wake up, even though it's a 50/50 chance) and the fact flying bat can be punished makes it weaker.
I'm not sure, but flying bat/B2 mix-up has a significant frame difference that would make it (theoretically) fuzzy-guardable.
So remember, this piece of tech is not perfect and has a lot of flaws compared to her traditional vortex, but is still useful, i'm pretty sure sonic fox knew this but decided to keep it a secret, so watch out.
Props to sonic fox for finding this tech and inspiring me to create this thread
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