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Guide Nightwing Spacing and Footsies Guide

GuamoKun

I Break Hearts, Not Combos
Since Nightwing seems to have a large variety of spacing tools from having good reach to changing his hitbox, this deserves a thread.


-General Information-
Basic Attacks:
-Escrima-

Straight Snap Strike-1
-6 frame high with decent range.
Circular Strike-2
Scissors Swipe-3
Quick Scissor-b+1
Stick Smash-f+2
Overhead Strike-b+2
-A really fast overhead (15 frames) with amazing reach. Use this as a whiff punisher. "Safe" considering the distance (-4), but effectively ends pressure. You can hit confirm this into 3xxKali Fury j3xxWingDings for 30%
Spinning Blast-b+3
Circular Power-f+3
Spinning Heel Kick-u+3
-A slow somewhat telegraphed overhead (25 frames). Gives great advantage on block (+10)
Bird's Nest-u+3~d+3
-Nightwing does his u+3 animation but goes into a low. 25 frames like the u+3 and gives advantage also. (+9)
Escrima Strike-d+1
-9 frame low which is slow for a d1 but gives major advantage (+3)
Escrima Uppercut-d+2
Cross Overhead Strike-d+3
Escrima Drop-j+1
Flying Escrimas-j+2
-A sort of "leap frog" attack, since the hitbox is directly in front and below Nightwing
Extended Kick-j+3
-An extremely well ranged jump in kick, has great potential to cross up or to start combos.

-Staff-

Face Poke-1
-An 11 frame mid with very respectable range. +1 on block
Overhead Strike-2
-An over head launcher with really good horizontal and decent vertical range. Great combo potential in the corner. Disadvantage on block (-3)
Lifting Wind-3
-A somewhat slow and telegraphed upward swing, possible to anti air but not recommended because of its speed. Use this mainly for combo filler
One Handed Poke-b+1
-A 14 frame high with extremely long range. Knocks down and neutral on block.
Smashing Tiger-b+3
Big Shove-f+3
Crouching Talon-d+1
-A 6 frame poke with decent range and +1 on block!
Hidden Bastion-d+2
Hawk Eye-d+3
-A 14 frame low with as much range as his standing 1. Unsafe on block (-11), but can be spaced out to make it "safe" against certain characters.
Air Poke-j+1
-A 7frame overhead with amazing range that compliments his jump height. +8 on hit and -4 on block. Use this as an annoyance tool to get in at certain ranges.
Flying Staff
-An 8frame overhead with good range, while it does reach almost as far down as his j+1, the true strength in this string lies in its vertical range. Use this as an anti-air. +21 on hit and neutral on block.
Staff Smack
-A 9 frame overhead. Doesn't have the stellar range of his other attacks but is +4 on block and knocksdown which can be followed up with a d1.




-Throws-
Forward Throw
-A flip kick done in the opponent's face, knocks them back full screen but there isn't much advantage given after the throw, so be careful since characters with fast full-screen attacks can potentially stuff some options afterwards such as the Ground Spark, or Stance Switch

Back Throw
-Nightwing climbs over the opponent, then jumps up only to descend knee-first onto the opponent. Gives some good advantage which can give him so great breathing room or the ability to raw stance switch, and sets the distance between players to be around starting position.

Combo Attacks:
-Escrima-


Razer's Edge-1,1,2
-Gives extreme advantage on block (+21) but contains a gap before the 2








Dark Justice-1,1,3





Shooting Star-b+1,1,2
-Gives advantage on block (+2)
Surrender Now-b+1,3
Renegade-2,2,3
-When done against air-borne opponents who don't tech roll, causes a really long lasting splat. Enough to raw stance change twice!
Gotham Avenger-f+2,1,3
-10 frame mid combo starter, hit-confirmable into Escrima fury but must be cancelled on the first hit of the 3.
Freefall-3,3,3
In the Zone-d+1,2
-Gives amazing advantage (+8) on block. Use this in his block strings.

-Staff-
Trapeze Artist-1,b+1
-Essentially his standing 1 then his b+1, has the same properties.
Outsider-1,f+1
-Nightwing follows up with a low poke. +22 on hit +2 on block. Has combo potential. His go to string when pressuring in in Staff Stance. Be careful, it will whiff if you hit the first part of the string at max range
Last Chance-1,d+3
-Essentially his d+3. Same properties
Wing Span-1,f+2
-Follows up his 1 with his standing 2, but unlike his standing 2, will not juggle. Good for causing a mix-up game since it is an overhead.

Specials:
-Escrima-
WingDing (Air)-db+1
-An air projectile, shoots 3 tightly grouped projectiles at a 45degree angle towards the floor. EX version sends one more projectile out that knocks them back
GroundSpark-db+2
-An extremely fast traveling ground projectile that lowers his hitbox significantly. Has a somewhat long startup period, but can be delayed and cancelled, creating potential mindgames. EX version makes it hit twice in one projectile and causes knock down.
Kali Fury-df+2
-A multi-hitting move, mostly used for extending combos. Launches and EX version adds more hits and allows a b3 followup
Flip Kick-db+3
-A quick overhead "stomp", has some cross up potential if spaced properly during oki. EX allows popup
Scatter Bomb-db+1
-An anti-air "projectile" with short range. EX version knocks them further back.

-Staff-
Flying Grayson-bf+3
-A flying vault kick towards the opponent. Extremely similar to Billy Kane's f+lk from KoF. Has amazing range, lifts him off the floor, has an impressive amount of active frames. Safe on block (-3) but unsafe on whiff. Use this as a combo ender as it grants a knockdown, setting up ground spark oki. Can crossup on knockdown
Staff Spin-db+3
-A multihitting attack, beats out virtually every armor attack in the game. EX version can be followed up in the corner with d1. EX gives great advantage on block but can be ducked.

Ground Spark-bd+2
-A quick, opponent tracking OTG. Similar to Quan Chi's regular rune attacks but much quicker and has the benefit of tracking the opponent. EX version launches. Hits low

-Super Move-
Dark as Night- Meter Burn+Flip Stance
-A somewhat fast Super Move, has great ability to be used as a combo ender, but will end the combo as it ends in a hard knockdown. Has great range comparable to Reptile's fully charged EX Forceball. Will always leave him in Staff Stance, which can set up the Ground Spark oki game after the knockdown. The knockback is extremely large, letting you do raw stance switches.
 

GuamoKun

I Break Hearts, Not Combos
Counter Poke /Spacing Setups
ESCRIMA
b112~d12~b2 into combo *corner only
Utilizing the frame advantage of these attacks and the minimal pushback causes the opponent to be spaced out enough to have the b2 reach at a distance that makes it safe even though it is -4. b112 is +2 and causes the following d12 to come out in 7 frames which is really good and will only be beat out by just frame d1s from certain characters or armored attacks. The d12 doesn't hit low but visually looks like one and gives great advantage on block (+8) causing the following b2 to become a 7 frame overhead.
Midscreen the b112 has way too much pushback for the d1 to reach.

112~b2
Utilize the extreme advantage of this attack (+21) into his b2 to create an inescapable frame trap.

b2~backdash~b2
b2 is -4, so opponents will seek to start their own pressure most of the time. Back dash to avoid their attacks and punish them with b2 or if their attack recovers quickly enough, check them.

*essentially the rule for Escrima is this:

If the attack leaves you at negative but unable to be punished (-5 max), back dash to avoid and then check them with b2

If you are at advantage, utilize d12 to gain more advantage on block and create block strings.

Raw Stance Switch Setups
Raw stance change after:

-Knockdowns
-Escrima: after 223 against an airborne opponent.
-Staff: usually any knockdown works for staff given the great ammount of knockdown time. Specifically Flying Grayson and Staff Spin are really good.

-When Zoning
-Escrima: after establishing some zoning momentum and fakeouts with dash cancelling. Mix it up with stance cancels or even raw stance changes
-Staff: utilize the amazing advantage of the Ground Blast to stance change.
 

RYX

BIG PUSHER
So many Dicks. ;_;

Too many Dicks for this one Stroker.

I guess tomorrow I'll make three different guides for the same thing too.
 

RYX

BIG PUSHER
Hi, I'm new to the MK system, what does 1, 2, 3 mean?
It's coordinated to different attacks. In MK it's 1234, which is respectively front punch, back punch, front kick, and back kick. In Injustice, it translates as such:
1-Light attack
2-Medium
3-Heavy

If you play on PS3 for example, the 1234 is square, triangle, X, circle. 123 for Injustice is square, triangle, and X. For Xbox it would be X,Y,A,B I believe, for 1234 assuming you're on default settings.
 
It's coordinated to different attacks. In MK it's 1234, which is respectively front punch, back punch, front kick, and back kick. In Injustice, it translates as such:
1-Light attack
2-Medium
3-Heavy
Ah okay and 4 would be the trait/special button?
 
It's coordinated to different attacks. In MK it's 1234, which is respectively front punch, back punch, front kick, and back kick. In Injustice, it translates as such:
1-Light attack
2-Medium
3-Heavy

If you play on PS3 for example, the 1234 is square, triangle, X, circle. 123 for Injustice is square, triangle, and X. For Xbox it would be X,Y,A,B I believe, for 1234 assuming you're on default settings.
Thanks man!
 
Reactions: RYX

Chongo

Dead Kings Rise
So the reason it's done is lets say we were talking about an MK9 combo. If you had a combo that you wanted to share, but you didn't know the numerical inputs, you would probably say the controller buttons i.e circle, square, etc. Now if I didn't play on PS3, I would have to think "oh shit what button is he talking about?"


It's just to make things easier haha.
 

Killzone

Warrior
How will Nightwing use his ranged abilities?

I can only see one / two full screen ranged attacks which are the traveling low bolt from the escrima sticks and the specific-zone-based ground bolts from his stuff.
The traveling bolt is ridiculously fast and the spot-bolt is pretty damn fast as well and just appears under the opponent if your distance is right.
Is that ... viable? I heard that he has the ability to cancel his bolts, which is interesting, since then you could force your opponents to jump, when you want it, since the easiest way to escape them would be jumping.

Will both of the hits hit low?
Do you think you will be able to do combo-strings into the bolts to make your strings safe on block, just the way Kung Lao did it with low hat?

What will you use his wing dings for? I can't figure out such a low distance air-projectile. Will it be there to keep the opponent from coming in, if you jump back? Or simply make yourself safe, when you neutral jump to do additional chip damage and so on with the wingdings?
 

KombatNerd

Justice 4 Firestorm
How will Nightwing use his ranged abilities?

To help get around zoning so he can get in on his opponent. The Ground Spark lowers his hitbox to avoid high projectiles, the Flip Kick should help him get closer, but the effectiveness of FK will depend on its recovery on whiff, I think.

Other potential things I see is using the ground spark a nice distance away(so he isn't punished) to bait a jump in. And since the move has a quick recovery, he should be able to either dash in, jump to wingding or if the opponent is within range, Scatter Bomb anti-air for a combo.

I can only see one / two full screen ranged attacks which are the traveling low bolt from the escrima sticks and the specific-zone-based ground bolts from his stuff.
The traveling bolt is ridiculously fast and the spot-bolt is pretty damn fast as well and just appears under the opponent if your distance is right.
Is that ... viable? I heard that he has the ability to cancel his bolts, which is interesting, since then you could force your opponents to jump, when you want it, since the easiest way to escape them would be jumping.

Will both of the hits hit low?

I think it was mentioned that they could be blocked standing awhile ago, but hopefully that changes. The Staff variant OTGs, so I'm hoping for some Jax-styled resets or maybe even some vortex shenanigans at least.

Do you think you will be able to do combo-strings into the bolts to make your strings safe on block, just the way Kung Lao did it with low hat?

The Ground Spark in his Escrima stance has a longer start up so the opponent could end up recovering before the move is out. But I guess it could be charged and back dash cancelled to bait out his opponent's move and whiff punish.

What will you use his wing dings for? I can't figure out such a low distance air-projectile. Will it be there to keep the opponent from coming in, if you jump back? Or simply make yourself safe, when you neutral jump to do additional chip damage and so on with the wingdings?

  • To finish a combo.
  • To keep my opponent locked in the corner when I jump in or use it to zone my opponent and get a ground spark out.
  • Pressure the opponent since the move appears to be safe-ish with the amount of push back Nightwing gets from it

I'm sure the others will be here soon with their input. :)
 

NightwingDayZero

Truth, justice and the American way.
I like to hit my opponents with B2xxMB B3 xx combo of your choice. The range on B2 is absolutely ridiculous - and it's an overhead. Unless they're looking for it, most people are hit with it. Great mid range damage that I have never once had a problem converting.