What's new

Match-up Discussion Nightwing Matchup Discussion

Status
Not open for further replies.

NightwingDayZero

Truth, justice and the American way.
I'm going to pick up Lobo to cover the Cyborg matchup. If his roll goes through projectiles Cyborg is going to be free as fuck to Lobo.
 

AssassiN

Noob
Can't base your skill against certain characters with the AI, they know instantly what you're doing and either backdash or got the appropriate counter to it. Atleast when you play the AI on high.
 

Chongo

Dead Kings Rise
I agree with Saitsu, at least for right now his worst MU is Hawkgirl. I also don't particularly care for Black Adam either, I think that could be a 4-6 IMO.

KombatNerd y u no upload my LexLuger info? I know it's not much, but its better then the emptiness that's currently there now ;____;
 

KombatNerd

Justice 4 Firestorm
I agree with Saitsu, at least for right now his worst MU is Hawkgirl. I also don't particularly care for Black Adam either, I think that could be a 4-6 IMO.

KombatNerd y u no upload my LexLuger info? I know it's not much, but its better then the emptiness that's currently there now ;____;
I'll update the thread for you Chongers. <3

As for Hawkgirl, I meesed with it a little in training. Max flight = no hits for him. ;_;
 

KH_Seraph

ҜømbÄŦ Ħøu&Ŧøπ
Black Adam dive kick is free to Armored B3/F3. I don't really know why people don't use this more. It's good. Anyone try doing his db2 (MB) against dive kick?
 

KamenRyder

The loved
Vs. The Flash, you can very easily punish his elbow dash (bf2 I think) with a b2, 3 xx kali fury. If you're gonna pressure him in staff mode make sure to keep an eye out for his d1, its pretty fast and he can chain it into his trait for big damage. Counter with a quick jump back 1 into 2.

Don't let him overpower you with his high/low pressure. Look for any opportunity to get back into the neutral game and mount your offense from there.
 

BenGmanUk

Get staffed bro
Black Adam dive kick is free to Armored B3/F3. I don't really know why people don't use this more. It's good. Anyone try doing his db2 (MB) against dive kick?
Can you mb b3 cancel for full combo? I must admit I still don't really know when you can mb b3 and when you can mb b3 cancel into full combo in general.
 

AssassiN

Noob
Can you mb b3 cancel for full combo? I must admit I still don't really know when you can mb b3 and when you can mb b3 cancel into full combo in general.
I don't think you can against Black Adam, easiest thing to do is let the B3 go.
I'm still confused on how to fight Black Adam, his divekick is too good for Nightwing to handle it.
 

BenGmanUk

Get staffed bro
I don't think you can against Black Adam, easiest thing to do is let the B3 go.
I'm still confused on how to fight Black Adam, his divekick is too good for Nightwing to handle it.
Yeah tested b3 cancel and you just dash under him. At -15 it should be an easy punish with his 10 frame f213, though 113~fury may be easier at 6 frames.

At long range in escrima you can backdash and punish with b2 or closer you can forward dash but then you're too far away to punish. Staff is a problem so b3 MB is nice.

b3 MB, j2, 3, 1, 1~flying grayson for 34%
 

GroovyMango

Bullseye
Against Black Adam I dunno which mode I like more. Staff mode corner lock down is obviously better, but mid screen at proper ranges you can be fine. Don't let his low lightning bolts scare you. If you block one, and reversal ground pound, you actually beat his next low bolt, just don't get predictable (like I do) or else you'll eat a foot dive. Escrima has some good mixup stuff against him with it's speed like always, his backdash is a pain though. Honestly, pushblock against him isn't a good idea since his dash goes so far. MB b3 works super well against his safe overhead pressure, don't EVER forget that his 2 hit combo starter is +4 on block, so if you press anything you lose. You'll be abusing meter in this match but it's worth it. If he wants to zone and you don't want to go to staff for speed, using wingdings to delay your fall to dodge lightning bolts is a great idea, delayed EX for the knockdown and bait works real well too.

GA is tough for me. I saw you guys posting about how if he blocks a ground pound he loses, but the good players will block 2 and then start looking for gaps to jump between. If you get hit by 1 fire arrow then you've lost the zoning war, they do more than ground pound, and then he can read you and do air ones on reaction to you jumping. GA is tough, I dunno whose favor it is still, but it's not easy. I agree with Staff in mid-close ish range, and escrima far away.
 

Chongo

Dead Kings Rise
Had a decent convo with Guamo about Doomsday over Skype, maybe he can write it down? I'm about to head out ggs laziness.

If its not up by tomorrow I'll write it down.
 
GA is tough for me. I saw you guys posting about how if he blocks a ground pound he loses, but the good players will block 2 and then start looking for gaps to jump between. If you get hit by 1 fire arrow then you've lost the zoning war, they do more than ground pound, and then he can read you and do air ones on reaction to you jumping. GA is tough, I dunno whose favor it is still, but it's not easy. I agree with Staff in mid-close ish range, and escrima far away.
if he tries to jump the second hit of ground pound MB will hit him and you can flying grayson afterwards. once you train them enough they wont bother jumping anymore lol its not a horrible matchup for GA but dick has some great ways to make him rethink his gameplan
 

GroovyMango

Bullseye
if he tries to jump the second hit of ground pound MB will hit him and you can flying grayson afterwards. once you train them enough they wont bother jumping anymore lol its not a horrible matchup for GA but dick has some great ways to make him rethink his gameplan
Probably also bad for me because I'm not a smart player :( I can theory fight among the best, but in an actual game? I don't adapt, I don't learn lol. Gotta keep playing. How do you guys feel about the WW matchup? Also anyone have any Lobo experience yet? I know he just came out but someone had to have messed with him.
 

NightwingDayZero

Truth, justice and the American way.
Doomsday matchup info:

Defending Against Doomsday by @REO --

DoomsDay is a heavy rushdown character that has many ways to get in and open you up. With proper knowledge on his move set, you can make withstanding his offense more bearable.


Blocking Earth Shake
DoomsDay's Earth Shake attack is a two-hitting special that quickly transitions from overhead tolow. The best way to learn the timing in blocking this attack is to go to practice mode and record yourself spamming Earth Shake until you can block it with ease. The low part of the attack just does 2% on hit so it's not that big of a deal if you get caught off guard. In general, blocking high against DoomsDay is better than continuously blocking low because his damage output from lows is minimal.

Other advice / tips
- Earth Shake eats through armor attacks because it's an extremely fast two-hitting special so avoid trying to panic with armor.
- Meter Burn Earth Shake can ALSO be blocked if you have the timing down for blocking the regular Earth Shake so there is no real mix-up between the two.
- Blocking an Earth Shake gives you some distance away from DoomsDay so you are no longer in his face.



Defending from Meter Burn Venom (Shoulder Charge)
Meter Burn Venom has armor on the attack and also leaves DoomsDay at advantage in your face when blocked (+6). You can trigger block escape to react to DoomsDay using Meter Burn Venom and negate his offense while pushing him away. Having meter management is important here because as long as your meter matches his, you can trade super bars with him.

If you do not have any super meter, there are still some options you can do after blocking a Meter Burn Venom:

It is important to know DoomsDay must follow up with a d+light (crouching jab) after a Meter Burn Venom is blocked because it is his FASTEST attack and everything else he tries to follow up with will most likely get beat out. Now knowing DoomsDay will have to commit into using this, you are now opened to options such as backdashing to avoid the d+light and escaping his pressure. DoomsDay will be forced into guessing and mixing up d+light, dashing forward, using a shoulder charge, or jumping.

Options -- Counters
Meter Burn Venom on block then d+light or jump (back and neutral) -- Backdash
Meter Burn Venom on block then forward dash or shoulder -- Poke with fast attack or special
Meter Burn Venom on block then jump forward -- Forward dash

Other advice / tips
- In the corner it is best to block or use block escape when dealing with Meter Burn Venom.



Countering Supernova (Unblockable)
Many characters can dash forward or backwards to make the Supernova whiff. When the Supernova whiffs, you can whiff punish DoomsDay for a full combo with a jump-in. Characters who cannot dash out to avoid the attack can always meter burn their Bounce attack (f+hard or b+hard) to absorb the fall and punish for a combo.

Other advice / tips
- The regular version and meter burn version have two different timings of when DoomsDay drops from the sky. This can throw you off if you're trying to dash out of the way. DoomsDay drops down earlier from the regular version. When he uses the meter burn version, he will drop down a little bit later.
- If you are outside range from the regular Supernova, then always know you will be dealing with the meter burn version (if he decides to get in) which has a different timing.
- DoomsDay players sometimes like to bait you into wasting meter for a bounce attack when you are full-screen by doing a normal Supernova to trick you. (dashing forward from full-screen is almost like an options select because you dash past the meter burn one, and you get in range to punish his regular whiffed Supernova for some characters.



Fighting against Doom for All Character Power
DoomsDay cannot be launched in this form and will always take the same amount of hitstun from every attack. It does not matter if the attack you use is an attack that gives a ton of advantage on hit, or an attack that gives disadvantage on hit. ALL attacks will always give the same advantage of hit stun. DoomsDay cannot not be knocked out of the air or anti-aired for full combo either. Bounce attacks also do not launch DoomsDay.

- AVOID using moves that have long active frames on hit because DoomsDay will just take the hit and then punish you.
- Use moves that have very low recovery such as jabs and low pokes. Often times you will be able to mash DoomsDay out and force him to stop what he is doing and to retaliate with a d+light of his own.
- Stay calm and remain blocking. Remember that DoomsDay has a huge cooldown after using this character power and to defend properly.
- PARRIES can still knock down DoomsDay during his character power.



Jumping d+Hard (Splash)
DoomsDay's splash is an air attack with tremendous hitbox and priority attached. Not many characters can effectively anti-air DoomsDay out of this attack so it can be difficult to fight against at first. You can use block escape after DoomsDay jumps in with splash to get him off you if needed. If the DoomsDay players gets careless with spamming splash, you can dash under him to avoid it if their spacing is off. Splash does extremely low chip damage so do not get overly impatient if he is abusing it on you in the corner. Instead wait for him to slip up and end in a string or special that ends his offense or gives you an options to escape.

It is very important to know that you need a character with an attack that has a disjointed hitbox to use as a reliable anti-air against DoomsDay. Due to the hitbox attached to the splash, it will penetrate through many anti-airs reaching the hurtbox. Characters that can anti-air DoomsDay out of splash reliably from crouch or special attack:

Aquaman
Bane
Green Arrow
Hawkgirl
Joker
Sinestro
Grundy
Wonder Woman
Nightwing (staff stance)
DoomsDay



2,2, Mix-Ups
DoomsDay has a 50/50 with his 2,2, string. He can choose to end the string by doing 2,2,1+3 which will cause an unblockable grab to come out. You can avoid this grab by backdashing. Once he conditions you to backdash out, he can start doing other things like 2,2~Earth Shaker or Venom which will catch you trying to backdash. Hence this is a 50/50. It's always aware to know of your options so you don't lose to the same thing over and over.



3,3 Frame Traps
DoomsDay has access to frame traps off of his 3,3 string on block which is +10. On block he can go for a grab attempt, d+1, or sweep. Don't always try to mash out of this because you will be beat out easily. Backdashing mid-screen will avoid his follow ups but then he can always do a Venom to catch you. In the corner this is more deadly because he has access to a plethora of options.



I hope this helps you guys deal with DoomsDay's offense better.​


Doomsday Bible and Strategies by @Tom Brady --

Ok guys, I will share my knowledge on fighting DD...


1. Countering MB Supernova:

MB Supernova will track to some extent and can hit you from anywhere on the screen. It is most used when the opponent is at a distance. By using your MB B3 after DD has left the screen, you can absorb the attack and launch DD. However, DD has options... If this is the ONLY way you know to avoid the MB Supernova then you are in trouble..

The non MB Supernova will not go any further then 1/4 screen, so when you try to use MB B3 from range, the non MB Supernova falls out of YOUR range, causing you to waste 1 bar of meter while DD actually gains meter for using a special move. Once you are out of meter, then the DD player is free to abuse MB Supernova on you as the only way you ever learned to avoid it is with your MB B3. Also, you can become hesitant to use MB B3 even when you have meter because you are anticipating the non MB version, which the DD player can now MB supernova you even when you have meter as you were "mixed up" as to which version he would use.

The DD player can also activate their trait and then MB Supernova, using their trait to absorb your MB B3, then recovering fast enough to combo you as your are still in your recovery animation.

If you are going to use meter, then use a MBDC (Meter Burn Dash Cancel) after DD has left the screen. If he uses the MB Supernova, you absorb the hit and cancel your MB attack in time to full combo punish. If he uses the non MB Supernova, you still cancel with a forward dash and recover in time to punish the DD players whiffed attack.

Besides MB dash cancel, you can also dash after DD has gone off the screen and dash under the MB Supernova and recover in time to punish. If the DD player used a non MB Supernova, the attack falls short of your dash, and you are still able to punish them.

Now, from a distance there is no guess by dashing. Dashing after DD has left the screen avoids the MB Supernova and the non MB version will not reach from a distance. However, up close there is a mix up if you are using a character who does not have a good forward dash, such as Green Lantern. If you are using a character with a bad forward dash, you must forward dash after DD goes off screen to avoid the MB Supernova, and dash right away (before DD leaves the screen) on the non MB version. Characters with a bad forward dash MUST guess when up close, and a lot of the time the MB version will still hit even if you dash late because of how bad your forward dash is. This is why you want to MBDC at all times if you are using a character with a bad forward dash.

If you are using a character with a great forward such as Black Adam, then you can always dash after DD leaves the screen and avoid both versions of the Supernova while up close, negating any kind of mix up without the use of meter.


2. Countering MB Venom:

Non MB Venom is -9 and combo punished by most characters with D1~special. Some characters with fast jabs can full combo punish.

MB Venom is advantage and the DD player can D1~Earth Shake beat out any of your pokes barring a super or armor attack. The DD player can D3 sweep follow up and certain characters cannot interrupt that either. You can always back dash and avoid both the sweep and D1, even if you are cornered. If you are a character such as Green Lantern, and have a bad back dash, you will need to time your back dash (not hard). If you are a character such as Black Adam with a great back dash, you can simply back dash with no timing needed and avoid the D1 or sweep follow up.

The DD player can follow up MB Venom with their F+2 or jumping body splash and hit characters with bad back dashing out of their back dash, but characters with great back dashing will avoid this. In fact, characters with great back dashing will avoid every follow DD has except for another Venom. At that point, you can block the non MB Venom follow up and combo punish him. If he uses another MB Venom, he has not spent 2 bars for 18% damage reward, or for nothing besides chip damage if you happened to block the follow up MB Venom.

In corners, DD can use F2, body splash, etc even on characters with good back dashing.

HOWEVER... Keep in mind that you can D1 DD out of EVERY option besides him doing a D1, sweep(only uninterruptable vs some characters), MB B3/F3, or super. Also, unless he follows up with a standing D1 or sweep you can full combo interrupt any other follow up with a fast jab string. So, there IS a mix up where the risk reward is in YOUR favor due to DD's low damage output.

Be aware of something if you try to MB B3 DD out of his MB Venom. A smart DD player will not MB the attack until the first hit makes contact. By the DD player doing this, the first hit will contact your MB B3 armor and the second hit comes out too fast, causing it to beat out your MB B3 as the universal MB attacks only have 1 hit of armor. The only way your universal armor launching attacks (MB B3/F3) will beat out his MB Venom is if he uses the MB right away in order to gain armor on the way in.

You always have the option to push block the second hit of MB Venom when you have 1 bar of super meter. Make sure to push block the second hit and not the first to insure that the DD player also spends 1 bar of meter.


3. Countering Trait:

His trait negates ALL of HIS armor. In other words, NONE of his armor attacks have armor while his trait is active, not even his super. This means that you can ATTACK DD while his trait is active and not worry about any of his armor attacks.

Some characters naturally counter his trait pretty easy, others do not. For characters that do not, you must anticipate his activation. If I am a Green Lantern player I won't wait until he surprises me with his activation before I do anything, I will try to anticipate it and MB Mini-Gun him right as he activates. If I am a Black Adam player I will MB Lightning as he activates. Most characters have some option like this, however some do not. Again, do not forget that you do not have to deal with the armor on his MB shoulder while trait is active, so you can attack him and use the fact that DD has slower normals then most of the cast against him.

While in trait he does have reduced block and hit stun.. HOWEVER.. Some attacks still retain their guard crush properties on him. An example is Batman.. Even though DD's trait is active, Batman's 113 on block will still cause guard stun on DD and keep him at disadvantage. DD would have to intentionally get hit by the last hit of the string and use his reduced hit stun to counter. Batman can always use 11~MB Batarang which will retain its +38 on block despite DD having his trait active and should DD release block after 11 in an attempt to get hit by the 3, the MB Batarang option will hit and still leave Batman at advantage to continue attacking.

Remember, while in his trait, DD takes less hit stun. This means that you should only use attacks that allow you to recover quickly to avoid DD taking the hit, then recovering in time to combo you.


4. Dealing with Jumping D+3 Body Splash:

There are a few characters that can anti-air this attack just fine, others cannot. For those that cannot, you must out space this attack and punish it as it whiffs in front of you. if you have read what I have written so far, you WILL slow DD down enough to actually now have a footsie and spacing fight which will allow you to now out space him.

Universally, characters can MB B3 DD out of his body splash so there is a universal option to anti-air him.



there are several character specific ways of fighting DD but I wanted to keep this as "in general" as possible.

Always remember that DD is a high risk, low to mid reward character so the risk/reward is almost always in your favor.​

Source:

http://testyourmight.com/threads/defending-against-doomsdays-offense-discussion-tips-by-reo-and-tom-brady.30165/

Do your homework guys. Doomsdays are all over the tournament scene. I thought I knew the matchup to beat it, I got blown up.
 
GA is tough for me. I saw you guys posting about how if he blocks a ground pound he loses, but the good players will block 2 and then start looking for gaps to jump between. If you get hit by 1 fire arrow then you've lost the zoning war, they do more than ground pound, and then he can read you and do air ones on reaction to you jumping. GA is tough, I dunno whose favor it is still, but it's not easy. I agree with Staff in mid-close ish range, and escrima far away.
If you sit fullscreen away there is not much GA can do but come to you. His overhead arrows don't hit from that distance so you can block low all day and retaliate with ground blast. Like partyeagle said, MB ground blast will blow up a lot of jump attempts and so will flying grayson if he moves within range. Even if he manages to hit you with a fire arrow, he only gets 3 of them before he has to reload. He has to move in to take advantage of the knockdown and pray that you don't roll afterwards to stay fullscreen away. He wants to get to around midscreen to mix you up with arrows. He can fight NW better at mid range until he moves into staff poke range where he struggles. If you struggle against him from full screen, you have the option to close the gap after a MB ground blast hits with flying grayson(whiff) and stay on him from there. The match-up is not free but I think that NW has the advantage.
 

GroovyMango

Bullseye
If you sit fullscreen away there is not much GA can do but come to you. His overhead arrows don't hit from that distance so you can block low all day and retaliate with ground blast. Like partyeagle said, MB ground blast will blow up a lot of jump attempts and so will flying grayson if he moves within range. Even if he manages to hit you with a fire arrow, he only gets 3 of them before he has to reload. He has to move in to take advantage of the knockdown and pray that you don't roll afterwards to stay fullscreen away. He wants to get to around midscreen to mix you up with arrows. He can fight NW better at mid range until he moves into staff poke range where he struggles. If you struggle against him from full screen, you have the option to close the gap after a MB ground blast hits with flying grayson(whiff) and stay on him from there. The match-up is not free but I think that NW has the advantage.
I dunno, everytime I hit him with a ground blast he's already let go a fire arrow, and that trade is in his favor (8% vs 5%). I should see what happens when I block one and then try to retaliate, I usually get frustrated and mash lol.
 
I dunno, everytime I hit him with a ground blast he's already let go a fire arrow, and that trade is in his favor (8% vs 5%). I should see what happens when I block one and then try to retaliate, I usually get frustrated and mash lol.
Yeah it happens when you don't pick your spots well. Patience is the key.
 

7r17r1

Noob
Some technologies against Superman et Green Lantern :

You can punish Green Lantern's lift in escrima with a forward dash 11 xx df 2, but it's a just frame punish I guess (which means that nightwing's forward dash is 20-21 frames)
If you want to use a easier punish you can just go for b2

Against Superman :
when he pressure with f2 3 breath f2 3 breath etc... the gap between the breath and the f2 is 7 frames
Which means that you can go for a escrima 1 or a staff d1
You can option select the punish by just doing df1~2 so that you don't whiff the escrima fury or 113 if Superman doesn't continue his pressure
Note that you will still get punished by a low attack, but Superman doesn't have any good TC attack... his best bet might be the d2, but Nightwing can punish it at close range with a d1... the only good low is his low scoop that leads to a combo, but it's heavily unsafe on block (-26)

For the others options :
-Backdash kinda sux, if you do it at the first frame after the breath you will get hit by the f2, so you have to delay a little bit... and you will have to back dash the f2 3 aswell with it tricky timing... and you don't even get a punish for that
-Armored b3 works very well, but cost a meter

And last, you can trick Superman to waste his super using your ground spark
Since it's dash cancelable, you just have to maintain your ground spark, and when he use his super you can backdash during de freeze :D
 
Status
Not open for further replies.