fuck noCan you pick how many bats you want out?
Also,really,dont you guys think Bruce's lows are bad?
Is there counterpoking in this game? D1s are advantage on block, there's no d3 or d4, and normals seem a bit faster. I wonder how that will change the metagame.
question, how do you do crossups? it looks like you have to do it before your jump crosses them?B113 has the least chance of whiffing after a crossup j2 is blocked also, from my experience.
On crossup j2 blocked:
112 - the last hit will often whiff which results in getting blown up
113 - has a hole before the least hit (if they just mash d1 there is no mixup)
223 - 2nd hit whiffs on crouch block (they can also mash d1)
B113 - usually works fine, every once in a while the 2nd hit will whiff, sadly. I think in time you'll be able to tell the spacing at which it would whiff though. (Possibly use d3 sweep in this scenario?)
I think B112 may be able to punish d1 mashers, but it only does like 5% lol
EDIT: I also want to add Batmans d1 range is unbelievably short. After blocking a d1, if you try and counter poke with your d1 it will whiff every time (wtf)
Would you mind elaborating a little more on this for me? My biggest issue is with the lack of a traditional poking/counter-poking game. I feel like it messes with how I'm used to keeping up the pressure as well.They're typically not advantage on block. None of the demo characters have advantage on block d+1. Only a few will and they're slower than average d+1.
There is counter poking but it's different from MK. You can't punish the d+1, you're just checking them from mashing d+1 on block or doing d+1 into a mixup because they think you're respecting d+1~special.
d+3's are typically unsafe and can be punished with d+1~special if they're blocked point blank, so that's similar to the count poking in MK.
Would you mind elaborating a little more on this for me? My biggest issue is with the lack of a traditional poking/counter-poking game. I feel like it messes with how I'm used to keeping up the pressure as well.
I'm not sure what the deal with 112 is, I think the last hit can only be ducked if it's not done at point blank. Other ones that are probably good are b2~Ex batarang, 2~ex batarang, and 11~ex batarang. I'll mess with them more later tonight. Imo ex batarangs are only going to be useful during pressure in the corner since they can't be hit confirmed midscreen, and they'll probably only be worth using while bats are on cooldown.What is the most reliable move to cancel into EXbf2? I thought it would 12 but i dont think it can be canceled into bf2, F2 is interuptable, and 112 can be ducked before the 2. So im guessing B11bf2 is the most realistic but the second hit whiffs for me quite often. I feel like EXbf2 is a important thing to incorporate into block pressure but so far im having trouble using it. Also does anyone know of a move that has less recovery when canceled into summoning the bats(besides 112)?
The f3 thing is a legit crossup. Nice idea about using MB f3. I bet it also reverses wakeups. I'll definitely be abusing this.can someone who has the game test corner sky grapple into F3 mixups on them-self to see if it actually does crossup. Also if you MB the F3 it will normally stuff wake up attacks for a added layer of safety. Good way to set it up is to hit the oppoent with a B3 when their in the corner or close to it so they bounce behind you then do sky grapple(ex 123 Ji2 11df1MB b3 sky grapple) you can probably get at least another hit in before the sky grapple but testing stuff in the demo is too boring. Also for the standing reset instead of doing 112CB ive been having a lot more success with f2CB or 2CB because it leaves the opponent in range for B11.
guna have the game soon so i can test some other theories I have thanks for the feed backsweet