Saitsu
Apprentice
Since you're canceling the string you should be fine.I figured that those would the most viable. So d12 into kickflip would be the cross up and f213 into kickflip would stay in front creating the mix up? I won't be able to test until later but could you be knocked out of the kick flip if you the f213 string since it doesn't grant frame adv.?
1. Well blocking and pushblocking are always best. In Escrima, Flip Kick can work. In Staff, you may be able to get away with Staff Spin. Do not wakeup too much though, believe in your blocking ability.Hey guys, after getting bodied online for a few hours, I have a few question for your Nighwing professors.
1. What are Nightwing's options on wakeup? I always seems to get stuffed after I get knockdown.
2. Is JI2 really that good of an incoming attack? It's cross-up range seems really small (in comparison). It gets rocked by Anti-airs (Flashes D2 for example). I know JI3 is a good air-to-air, but you can really combo afterwards ( I mean I do a D1,2,DF2, but that's not much of a combo).
3. Has anyone worked out any Staff BnBs? Now that I read up on this thread that staff is where Nightwing's game lies, it makes complete sense to me. I was only successful when I kept my distance and poked with the staffs amazing normals. Nightwing seems more like a spacing/footsies type of character and not a rushdown one.
Thanks!
2. Meh, not really. The hitstun isn't great, the hitbox is not much either. Use it to switch up the pace from constant j3s but j3 is almost always superior, and you can get decent combos off of crossup j3's and deep hits.
3. Yeah we got plenty. Check the BnB thread for more since we'd be here a while if I named them here.