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.
-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.