Zero Kyori
Noob
In the corner off a launcher, you can do d12 x3 into df2/4~db3.
No this is fine. One thing better you can do is after the b3, ji2, you can do a 3 before you do 1~Flying GraysonSo, as a newbie I hope this actually turned out well.
Visual of what the BNB midscreen Staff combo looks like. Fail or is this fine?
(combos in the description of the video)
Thanks for the tip I'll add that to my rotation.No this is fine. One thing better you can do is after the b3, ji2, you can do a 3 before you do 1~Flying Grayson
So your combo would be this
1f1~EX Ground Spark, B3, Ji2, 3, 1~Flying Grayson=39%
Can you mark the ones that are no longer possible so that I may remove them please?The first few combos above are no longer possible. DB3 MB with staff was nerfed - no longer wall bounces. The others look pretty cool, the damage is great, I'll have to give them a shot.
Then can you provide better combos please, Im trying to find out what his highest, meterless bnb is. If you have some please share, as I'm sure we would all be very appreciative.I laugh at these combos
The second and third video contain the MB staff spin pre-nerf. No longer possible.Can you mark the ones that are no longer possible so that I may remove them please?
I saw this one too, had trouble getting the 2 and b3 to link consistently though. Any advice?I have a staff and escrima and staff combo both doing 45% one meter... but I haven't uploaded the staff only one yet I'll do it later today unless you guys want notations now I guess I could do that
*staff*: j2, 1, f1, MB Shockwave(not sure what it's called but I'll call it shockwave for now), 2, b3, j2, 3, 1 , BF3
basically after the MB shockwave you want them to fall as close as possible to you before using two... also there is a moment where you can cancel part of the recovery of the shock wave if you can get the cancel as soon as possible then your good to get the B3I saw this one too, had trouble getting the 2 and b3 to link consistently though. Any advice?
Against any zoning character, select the Atlantis stage. The ram overhead will slide you either right in front of them or right behind them, every time.You can combo off of j3 if you time it properly. Ive been using it as an air to air. Also, the stun off jdb3 almost seems like it gives enough time to dash in and get your bnb, but probably not. Good mixup potential though.
My main issue with KW is getting in against projectile characters/full screen game. I feel like at full screen he has no options.
Not sure what you mean by jump-ins being hard to land... are we talking mid combo or are we talking about trying to open somebody up with a jump-in? You can get combos off of both j.1 and j.2 and I don't think j.3 is a great combo starter unless you REALLY need the extra range on it to connect with a zoner throwing a really bad fireball. j.2 has extremely easy timing to combo after, remember its a dial-in system, so you just throw out j.2 and wait like a few frames and start buffering what will come next. The game is EXTREMELY lenient with its buffer window, as can be proved by doing j.df1 with Harley and then inputting a dial-in right away and watching it happen when you hit the ground.Thanks saitsu for your input a lot of help. was not aware of the potential of j3 j3 db1 for dmg.
Anyone having success with jump ins? Ive played a few characters now and I find Nightwing's jump ins with escrima to be the hardest to land! Am I just too used to JC Deep JP or is anyone else noticing that they just dont jump in because of it? Aside from j3 of course. Speaking of which; combos off J3? Right now i just do j3 f213 db3 escrima.
Also from D2 anti air I just j3 db1 for 19%. Anyone got better?
I dunno, i just find my jump ins wiff a lot. I dont really know why. Im sure ill get used to it. My friend plays harley and crouches a lot and i literally can never hit him with j1 or j2. I think im underestimating the active frames and hitting the button too late. That j3 combo is nice and easy thanks a lot! Happy to see so many active knowledgeable Nightwing posters.Not sure what you mean by jump-ins being hard to land... are we talking mid combo or are we talking about trying to open somebody up with a jump-in? You can get combos off of both j.1 and j.2 and I don't think j.3 is a great combo starter unless you REALLY need the extra range on it to connect with a zoner throwing a really bad fireball. j.2 has extremely easy timing to combo after, remember its a dial-in system, so you just throw out j.2 and wait like a few frames and start buffering what will come next. The game is EXTREMELY lenient with its buffer window, as can be proved by doing j.df1 with Harley and then inputting a dial-in right away and watching it happen when you hit the ground.
At any rate, converting off of j.1 or j.2 is just as simple as pasting in any of the above linked combos that you happen to like. The scaling will change slightly, but the gravity should be almost identical... MAYBE 1 frame links wouldn't connect, but that's about it. Converting off of j.3 will eat gravity, and make certain moves push as opposed to launching, which is why I don't recommend it. Still if you have to I would do j.3 f2xxKali Fury j.3xxWingding 35%. Don't bother meter burning that Wingding unless you have them in the corner, in which case there are better options, but yeah, midscreen the MB version won't hit at all.
Also I don't think he has trouble against zoners (unless you mean cyborg.) Block reversal with Ground Spark and get what ground you can while they either eat it or block it. You can also fake jump-ins once you get in range by just neutral jumping into j.3xxwingding. I also feel like staff would have some pressure against zoners once you hit half screen, though I don't ever use staff stance *gasp* and I pretty much am always in Escrima.