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Guide Nightwings guide for defending against jumping

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Eezeepeezee
Nightwings anti airs in Escrima
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1.D2
D2 is a pretty bad anti air but i did find a way to use it better.
The best time to use D2 is when you see your opponent right
about to come down from the jump.
Also it's best for anti airing jump two's and one's.
When your going for a down two anit air
try and hold back and then quickly press down and two.
I found this is the best way to get the anti air consecutively.

2. B3
This move is alot like D2 when it comes to anti airing people,
you can just do a MB B3 to make sure you hit your opponent,
but if you time it right you can make the air attack wiff.
Also this move will do alot more damage then the D2,
because of scaling.

3.B2
This is a okay option to use but i can't talk about this move,
without talking about it's main purpose. B2 is used as some thing
to check you opponent from back dashing or from just pressing
buttons. So it can be used to punish my opponent from starting the
jump or coming down from the jump.

4. Switching to staff spin
If you NEED a anti air because your opponent just keeps
jumping. You can switch into staff spin, because the hit box
is high enough to hit the opponent. It's not the best move to use but
it's alright.

5. Scatter bomb
This crapy anti air is mainly good for the corner
jump read. And it's best if you meter burn it for the
reset after, but if your opponent blocks it non MB it's +7
MB +19 so you do get some pretty nice advantage.

Nightwing air to airs in Escrima
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1.J3
Jump three is a great air to air move it takes out alot other
jump threes jump two's and even some jump one's.
it's also good to bait your opponent to jump in on
you after doing wing dings so you can hit him with
a jump three. This move can also cross up some times.

2. Switching to flying grayson
This is a good option for a more longer range jumping.
And it's okay at close range depending on how you use it,
but be careful because this move can be punished by
down two's. And some moves like Zods Zod charge
and WoWos demigodess' might will beat it out.

Nightwing dashing back and forward
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1. Dashing forward
This is a great option to get out of pressure.
Also if they try to press a button after you can
hit them with a B2. But i would say to try to keep
the advantage.

2. Dashing back
This is a okay option because you get less advantage
and you have a bigger chance of getting hit. If you do
back dash the move you can do 113 to punish or you
can make them block a 112 which is +21 on block.

Nightwings anti airs in Staff
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1.D2
D2 in staff is a pretty good anti air
you can use it like most anti airs, except
for when you hit it someone with it
you have to switch to escrima into
escrima fruy to get
the most out of it. also it's not the
best vs cross ups.

2. B1
B1 is good for a jumping back opponent,
also it can be used to make cross ups wiff.

3. Flying grayson and staff spin
^
|
already
talked
about

4. 2
At the start of a jump or when there
coming down from the jump it will anti air.

5. B3
This move is good for taking out in coming air
dashes and air back dashes. And far range jumping.

6. 1
Staff 1 is a good move to anti air at times
because of it's big hit box, and at some ranges it can
combo into MB ground pound for some nice damage
plus it's just a great move all around.

Nightwing air to air in Staff
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1. J2
Jump two is a great space control tool
it's range can beat out alot of air attacks,
and if you hit it right you can get a back three
after it.

2. J3
Jump three is the move that covers what jump
two can't do. You can get a tick grab off of jump
three into escrima, and it can beat moves
like Deathstrokes jump three which jump
two can not do.


The little stuff
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1. Nightwing can stop people from jumping
back at far range with ground spark.

2. Nightwings D3 in escrima can beat out
jump ins like GLs AMs and DDs.

3. Nightwings ground pound can catch
people from starting there jump and also
from coming down off there jump.
 
Last edited:

Dirtylova

YOLO FLYING GRAYSON BICH
Good stuff broski.. Just a fyi.. Nw escrima d3 beats out A LOT of jump ins, it lowers the hitbox and sweeps them on the way down :).. I know for a fact it beats out gl and aquamans.. Matter of fact, its so good you'll make the opponent not want to jump.
 

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Eezeepeezee
Good stuff broski.. Just a fyi.. Nw escrima d3 beats out A LOT of jump ins, it lowers the hitbox and sweeps them on the way down :).. I know for a fact it beats out gl and aquamans.. Matter of fact, its so good you'll make the opponent not want to jump.
Thanks! And i put it down. :)
 

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Eezeepeezee
It just has a good hitbox. I use it in the ds because you can have him at a range where you aa his j3 with 1 and can react to anything he does whether it's f3 or dash in or low guns.
Ya sorry i was having a brain fart.lol
 

Dirtylova

YOLO FLYING GRAYSON BICH
It just has a good hitbox. I use it in the ds because you can have him at a range where you aa his j3 with 1 and can react to anything he does whether it's f3 or dash in or low guns.

This is so 1 month into the game.

I want tech that'll beat fgt characters like batmans j2. < Not at a range where whiff punish or catching him at the right distance will punish, but when he's all in your face, or close enough to cross you up. .. Im gonna lab the d3 and see if that works. Other than that, i dont know of any other anti airs.. Now, air to air. J1 in escrima and im pretty sure j3 beats that ridiculous hitbox of bats j2
 

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Eezeepeezee
This is so 1 month into the game.

I want tech that'll beat fgt characters like batmans j2. < Not at a range where whiff punish or catching him at the right distance will punish, but when he's all in your face, or close enough to cross you up. .. Im gonna lab the d3 and see if that works. Other than that, i dont know of any other anti airs.. Now, air to air. J1 in escrima and im pretty sure j3 beats that ridiculous hitbox of bats j2
I feel that it's still good to put down just for reference at least. :)