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I am the night: Batman Demo Discussion

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16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
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.

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.
 

Qwark28

Joker waiting room
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)
question, how do you do crossups? it looks like you have to do it before your jump crosses them?
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
am i the only one who thinks the bats can be very useful for batmans pressure game? coudln't they be used to cover openings in his strings and such?
 

kabelfritz

Master
just figured out bats are a very good armor breaking tool. like to get through lex armored zoning you go in, release bats and MB b3 to go through attacks. might also work on opponents MB b3

btw i hat the "MB" thing cant we find another word for that?
 

xWildx

What a day. What a lovely day.
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.
 

Eddy Wang

Skarlet scientist
Mixed Error Macro combo with aerogrunt combo, haven't tested yet, but looks very possible:

j2, 112, ex batclaw, crossj2, 223, B3, (trait), B23, mechanical bots, Batclaw.

v.2
j2, 112, ex batclaw, crossj2, 223, B3, j2, 223, slide.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
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.

The biggest difference is that d+1~special is a combo on hit and can't be interrupted on block.

So with Wonder Woman if I'm doing repeated d+1 you can counter poke inbetween my d+1s with your d+1 but if I do d+1~spin you're getting blown up. So you keep blocking and block that and I'm getting blown up. So it's a mixup between d+1 by itself into pressure or d+1~special.

You can see how important d+1~special is going to be. A lot of characters have a d+1~special that launches and is unsafe, some have a safe d+1~special that doesn't deal big damabe but is safe. A couple actually have a totally safe d+1~special that combos. Including my favorite character. It's like d+1~cutter on steroids. :16Bit
 

Sultani

Warrior
not quite understanding why people think batman has no AA. Up batterang and up grapple work fine from mid to far range.

He full combos air to air (just like everyone else)

Am I the only one to got in close and jumped at the very hard AI to see what it would do, only to get instant air glittered every single time?

If someone jumps in close and the up grapple or batterang wont hit. jump db2. There. you have an anti air.
 

babalook

Apprentice
has anyone found a way to set up a safe jump with his robobats, without having to use a ex grapple first
 

AssassiN

Warrior
The way I'm thinking about demo Batman right now is a super version of Scorpion and Skarlet right now.
Not sure as I need more frame data and have no ability to test out anything without practice mode.
 

MisterSpyker

The 6'4 King
I swear, there's nothing more satisfying than hitting a combo in this game.

Seriously, just did 113 xx Exgrapple b3 j3 f13 trait b3, and the opponent flew right into the other scenario getting hit with the huge wrecking ball and it did 46%. Did it on Very Hard against Batman, on a really close match, making it all the more satisfying.

Man, I LOVE this game, there's just the perfect mix of depth and impact.
 

Seapeople

This one's for you
If you were to do 11(release bats)3 or 11(release bats), b1 would the other player be able to guard the overhead/low mixup on reaction? Hope that question makes sense.
 

babalook

Apprentice
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)?
 

Setsuna

Noob
hello guys,

i have a question. when the AI is Batdude and jumps against an interactable it blows up but when i do the same move Batman jumps but it wont explode. what is the trick there? :(
 

Seapeople

This one's for you
I finally got a chance to use Batman against another person today, and I've gotta say he's pretty amazing. Right now I think he has the tools to go toe-to-toe with basically any character. If he doesn't change much in the final game I think he'll be top for sure.

Setsuna Just press down+RT

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)?
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.

I made a list of which strings into call bats seem to give advantage in the Bat trait strategy thread.
Call Bats Advantage on block
Advantage:
112, 113, 22, b23, d2, b11, 12, 3
Around Neutral:
b1, 2, b2, 1, 11
Disadvantage (possibly punishable):
223, d1, f2
 

babalook

Apprentice
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.
 

Seapeople

This one's for you
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.
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.
Edit: MB f3 actually crosses them up if you don't move at all, so you have to take a very small step back if you don't want the crossup.

I double checked 112 and the last hit only whiffs when you're not at point blank.

112~CB and 22~CB both leave you in range for an uncrouchable 1, but the second hit of b11 will whiff. B11~CB might be good because it leaves you in range for both 1 and b11. I'm guessing 1 will probably be the go-to follow up most of the time since it gives you so many options.
 
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