Rude
You will serve me in The Netherrealm
I would like to preface this by saying that this is a work in progress. Still, I wanted to share with you all what I've been messing around with so far. Probably much of this is already known, but it could still help newer players in improving their mid-screen game. I know that it has been helping me quite a bit.
Before I begin, some basic data.
(For those not aware, start-up usually refers to the second hit of the string. The first hit of both 2 and 1 are 10 and 6, respectively.)
22 String: 11 start-up. +8 on block. +14 on hit. Recovers in 18 frames.
1,2 String: 13 start-up. +6 on block. +16 on hit. Recover in 19 frames.
B11 String: 12 start-up. -4 on block. +11 on hit. Recover in 25 frames.
While there is no data for the advantage on Call Bats, I've been using Lex Luthor set to reversal Corpse Charge mode to test all of this out.
It's no secret that Call Bats and Release Bats are the heart of playing this character. What is interesting, to me, is how these strings and Call Bats work together to create some very strong frame traps.
After a naked 22 is blocked, your follow-up options are:
B23(Very tight)
123 (Easy)
113(Easy)
112(Easy, more on this later)
Throw
B11(Easy)
223/22(easy)
Jump
All of these options interrupt the reversal Corps Charge. Some of the execution windows may very, but I've tested this extensively and it does work.
After a naked 1,2 is blocked, your follow-up options are:
223(Tight)
123(Easy)
113(Easy)
122(Easy, more on this later)
Throw
B11 starter
Jump
Again, all of this options interrupt the reversal Corps Charge. Windows may very.
If you add Call Bats after these two strings, you have many of the same options. The difference being that with 1,2, you can actually sneak in a B23 due to advantage.
22 Call Bats Options:
Everything already listed.
1,2 Call Bats Options:
All of what was listed, plus B23.
B11 by itself does not do much. This is because of the slight negativity of the string. However, if you cancel into Call Bats, you have a few options.
Bear in mind, the windows for this string in particular are much, much tighter than the other two options.
B11 Call Bats options:
223 String
123 String
112 String
113 String
A word(finally) on 112:
The interesting thing about this string is that when you hit with it, if you have bats out, you can release them for a cross-up attempt. You could opt not to do this and simply jump in, but this is a bit more risky.
So what can you do with all of this?
Well, say you start with 1,2 Call Bats. You have enough advantage to go into all of the options above. We'll say you go into 22. This leaves you at enough to either release bats and cross-up, apply more pressure with any of your listed options, or throw. You could also jump in and use J2,22 which leaves you at advantage for yet more pressure.
IMPORTANT NOTE: When using 1,2 for advantage pressure, you should be aware that 1,2 actually moves you slightly further back then when you started. This means that, unless you are pressuring in the corner, some of your follow-ups will whiff. B2 won't and b1 won't, but follow-up hits in b1 strings might. Use with caution.
None of this is full-proof, of course. The second hit of 22 can be ducked and poked for a full combo. The first hit of 1,2 can be handled in much the same way. These are, by no means, block infinites. The advantage to all of this, though, is that you can really vary up how you mix your opponents up in the close game. It's very free-form in how you can approach, and you have a lot of choices in terms of conditioning the opponent to block the way you want them to.
In addition, many of these (Such as B23) are combo starters, especially with Bats loose. You could create the fear in your opponent of this and condition them to continue blocking. If they let go too soon, you simply hit-confirm and go into the full combo of your choice. You can, as discussed by others in this forum, end combos in the reset, which will allow you even more pressure.
It should be noted that I haven't discussed MB Batarang options just yet. Or the advantage you get off of F3 and B3. I need to do more lab work, but I'll return here with more that I find.
Again, I'm very sure a lot of this is known but it never hurts to have it on display.
Thank you for your time.
Before I begin, some basic data.
(For those not aware, start-up usually refers to the second hit of the string. The first hit of both 2 and 1 are 10 and 6, respectively.)
22 String: 11 start-up. +8 on block. +14 on hit. Recovers in 18 frames.
1,2 String: 13 start-up. +6 on block. +16 on hit. Recover in 19 frames.
B11 String: 12 start-up. -4 on block. +11 on hit. Recover in 25 frames.
While there is no data for the advantage on Call Bats, I've been using Lex Luthor set to reversal Corpse Charge mode to test all of this out.
It's no secret that Call Bats and Release Bats are the heart of playing this character. What is interesting, to me, is how these strings and Call Bats work together to create some very strong frame traps.
After a naked 22 is blocked, your follow-up options are:
B23(Very tight)
123 (Easy)
113(Easy)
112(Easy, more on this later)
Throw
B11(Easy)
223/22(easy)
Jump
All of these options interrupt the reversal Corps Charge. Some of the execution windows may very, but I've tested this extensively and it does work.
After a naked 1,2 is blocked, your follow-up options are:
223(Tight)
123(Easy)
113(Easy)
122(Easy, more on this later)
Throw
B11 starter
Jump
Again, all of this options interrupt the reversal Corps Charge. Windows may very.
If you add Call Bats after these two strings, you have many of the same options. The difference being that with 1,2, you can actually sneak in a B23 due to advantage.
22 Call Bats Options:
Everything already listed.
1,2 Call Bats Options:
All of what was listed, plus B23.
B11 by itself does not do much. This is because of the slight negativity of the string. However, if you cancel into Call Bats, you have a few options.
Bear in mind, the windows for this string in particular are much, much tighter than the other two options.
B11 Call Bats options:
223 String
123 String
112 String
113 String
A word(finally) on 112:
The interesting thing about this string is that when you hit with it, if you have bats out, you can release them for a cross-up attempt. You could opt not to do this and simply jump in, but this is a bit more risky.
So what can you do with all of this?
Well, say you start with 1,2 Call Bats. You have enough advantage to go into all of the options above. We'll say you go into 22. This leaves you at enough to either release bats and cross-up, apply more pressure with any of your listed options, or throw. You could also jump in and use J2,22 which leaves you at advantage for yet more pressure.
IMPORTANT NOTE: When using 1,2 for advantage pressure, you should be aware that 1,2 actually moves you slightly further back then when you started. This means that, unless you are pressuring in the corner, some of your follow-ups will whiff. B2 won't and b1 won't, but follow-up hits in b1 strings might. Use with caution.
None of this is full-proof, of course. The second hit of 22 can be ducked and poked for a full combo. The first hit of 1,2 can be handled in much the same way. These are, by no means, block infinites. The advantage to all of this, though, is that you can really vary up how you mix your opponents up in the close game. It's very free-form in how you can approach, and you have a lot of choices in terms of conditioning the opponent to block the way you want them to.
In addition, many of these (Such as B23) are combo starters, especially with Bats loose. You could create the fear in your opponent of this and condition them to continue blocking. If they let go too soon, you simply hit-confirm and go into the full combo of your choice. You can, as discussed by others in this forum, end combos in the reset, which will allow you even more pressure.
It should be noted that I haven't discussed MB Batarang options just yet. Or the advantage you get off of F3 and B3. I need to do more lab work, but I'll return here with more that I find.
Again, I'm very sure a lot of this is known but it never hurts to have it on display.
Thank you for your time.
Last edited: