Pretty much nothing, just be careful because if you get hit with the d.1, a lot of these will confirm or the options will change greatly. The recovery also isn't too much so if you aren't careful he can bait you out. Its +17 on hit, so if he hits with it and doesn't cancel you have to hold that frame trap. Your best bet against Banes who do lead-ins is to block low and then backdash, and if he is at level 3 block high and backdash.Labbing up bane now
d1xxdp- cannot be jumped out of or armored, but can be backdashed. If you backdashed, he recovers before you do so you can't 113 to blow up venom. You can armor to punish if he isn't at level 3.
d1xxbp- can be jumped out of, armored out of, and backdashed. Like above, if backdashed he seems to recover a tiny bit before you so you can't use 113. If he hits you with the d1 and commits to the grab, he can be punished.
d1xxrc- Can be armored, jumping back will get you blown up. If you do jump back instant air wingdings you trade (you do 11%, he does 16% and he knocks you down) Forward and neutral jump will avoid charge, can be backdashed and you will be able to block the charge. Cannot armor punish if you backdash.
d1xxvu because why not- can be armored and backdashed, forward, neutral, and back jumps all avoid the uppercut. (D1 pushes you away so it whiffs, try it out in training mode, it's funny looking.)
@Doombawkz what'd I miss
EDIT: This is for Escrima
Staff:Can someone post each of he post-slide options for NW vs KF
A very strong opener version Batman is to simply duck.Batman matchup vs Nightwing
Okay so i'm just going to to post everything that i can think of in this matchup.
In escrima it can be hard to deal with some things like batmans jumping but like i put in my anti jumping gudie inst air J3 is a great air to air but you do have to call it when he's going to jump at you or you can dash out of the jumping pressure also.
Now it would be best if we talked about the start of the match vs Batman. Batman will almost always start out with a inst air scatter bomb, now you have two
main options out of this. F3 which you can hold to make your hit box move lower to the ground so then you can see if he is going for that move. If he does not do the scatter bombs you can just dash back to get out of his pressure or dash forward to get your own pressure. Your second option is just to block but that's not as bad as it seems because you should be able to react to what your opponent does next. And again if he does inst air scatter bombs you'll have you advantage now.
So let's move to Nightwings pressrue game in the matchup. Nightwings pressure won't be that hard to get off because Batman players will use there back dash into mb batarangs trait or b1. if he does the back dash you can see it and do a delayed JB-wing dings, or if you want to take more of a risk you can do a mb ground pound JF3 or flying grayson. If he goes for a B1 just remember the range of it and the fact that it starts up in 9 frames. And trait you need to be more carefull about but remamber that you can push block out of bats. And if he does stop your pressure with bats and you blocked it jump back 3 is always a great option.
Now it's time for the zoning game how fun.
Ok so pretty much it will start out in the favor of who gets the first hit, but it can easily turn to Batmans favor.
Let's say it starts in Nightwings favor and your doing ground sparks batman can jump then go into mb batarang now it's in his favor.
But let's say we call the jump with flying grayson. 1 of 4 things will happen we miss the timing and now were in his face ready to take some pressure.
Batman goes into his flying stance and does 1 out of it and then he goes into a combo.
Batman does a batarang and hits us out of the flying grayson and now were in a super bad spot.
Or we hit the Bat with are Dick and he goes flying across the screen and then are best option is to go back into escrima.
My point is that you don't want to be zoned by this bastard.
I'm hoping i didn't forget something and staff is coming up.
The biggest thing is how NW's zoning is faster than Martian's in staff. Ground pound keeps MMH from throwing shit at you all day, pretty much forcing Martian to come in. Groundpound can interrupt tele startup, too.So how does nightwing do against martian?
I like how NW sucks for a full year and then when the Injustice cast cries for MMH nerfs Nightwing is just there chilling out in the shade enjoying some Ice TeaThe biggest thing is how NW's zoning is faster than Martian's in staff. Ground pound keeps MMH from throwing shit at you all day, pretty much forcing Martian to come in. Groundpound can interrupt tele startup, too.
Flying Grayson is a good tool to avoid overhead tele and sometimes beats out his regular tele.
Post-overhead teleport NW has good options to check MMH.
Being patient in staff is how you win.