KombatNerd
Justice 4 Firestorm
I love how versatile NW is. I have not seen nor fought any two that were alike.
Every Dick is a bit different.I love how versatile NW is. I have not seen nor fought any two that were alike.
I met a couple of decent Grayson's online today...KombatNerd is still the best I played on PSN, he's very masterful at spacing and timing his attacks. The delayed J3 into F213 Escrima Fury Combo (working on that myself).
What is your favorite stage for Nightwing?
For me it's the Lagoon at the Batcave and the Port at WW's hood.
He's like the happy mask salesman.
NRS pls
Assassin, doth thou have a list of them? I remember you posted 1b1 (if they had jumped over) and of course mb WD.
The best way to react to something is to know it's coming. When he's in escrima he has no lows starters, so block high and watch for flip kicks. Depending on the spacing, he may or may night crossup with it.How am I supposed to block that cross over flip which can be meter burned into a combo? It seems too quick for me to react. DS and Batman suggestions if any please.
So you are saying that if they are close with escrima, I am able to react quick enough if I am expecting it? It still seems far too quick to do that even if I am waiting for it...The best way to react to something is to know it's coming. When he's in escrima he has no lows starters, so block high and watch for flip kicks. Depending on the spacing, he may or may night crossup with it.
Flip kick comes out in 20 frames. It's also easy to beat on his wakeup with neutral jumps if that's giving you problems. Neutral jumping with any normal beats flipkicks 100% of the time.So you are saying that if they are close with escrima, I am able to react quick enough if I am expecting it? It still seems far too quick to do that even if I am waiting for it...
What is the frame data on it?
Umm it was a block string into the cross over flip kick, nothing to do with wake upFlip kick comes out in 20 frames. It's also easy to beat on his wakeup with neutral jumps if that's giving you problems. Neutral jumping with any normal beats flipkicks 100% of the time.
Then yeah, depending on the string used you will be crossed up. Stuff like d12 won't crossup, but the rest of his strings will let him crossup against characters who aren't huge.Umm it was a block string into the cross up flip kick, nothing to do with wake up
I don't play NW and it is only recently I have seen people starting to use it. I really am starting to hate NW, too many safe options from anywhere on the screen.Then yeah, depending on the string used you will be crossed up. Stuff like d12 won't crossup, but the rest of his strings will let him crossup against characters who aren't huge.
It's just something you have to get used to and block, that's it.
Flip kick is negative enough for you to punish by releasing bats on block everytime I'm pretty sure, or use stand 1 or b1 for free pressure everytime. NW has some safe options, but much less then you probably think. Unless he's spending bar, he's probably not as safe as he seems.I don't play NW and it is only recently I have seen people starting to use it. I really am starting to hate NW, too many safe options from anywhere on the screen.
I don't play NW and it is only recently I have seen people starting to use it. I really am starting to hate NW, too many safe options from anywhere on the screen.
I just hate having to chase him down while he jumps away with wing dings or does the ground pound or sparks, which both have safe'ish properties against my characters. Once you knock him down you have to guess which wake up move he will do or just not pressure him on wake up at all which I hate doing. I do need a lot more practice and knowledge against him and I appreciate the advice, although I kind of guessed I just had to block in time and punish. Was hoping there was a particular string to watch out for or some flaw i could exploit besides just blocking it, oh well... Thanks again.Flip kick is negative enough for you to punish by releasing bats on block everytime I'm pretty sure, or use stand 1 or b1 for free pressure everytime. NW has some safe options, but much less then you probably think. Unless he's spending bar, he's probably not as safe as he seems.
You can out zone Nightwing, why are you chasing him?I just hate having to chase him down while he jumps away with wing dings or does the ground pound or sparks, which both have safe'ish properties against my characters. Once you knock him down you have to guess which wake up move he will do or just not pressure him on wake up at all which I hate doing. I do need a lot more practice and knowledge against him and I appreciate the advice, although I kind of guessed I just had to block in time and punish. Was hoping there was a particular string to watch out for or some flaw i could exploit besides just blocking it, oh well... Thanks again.
Explain to me how I can win the zoning game, with facts preferably. This should be interesting...You can out zone Nightwing, why are you chasing him?
Bats/Batarangs. Make use of meter burns. This isn't the Batman forums, they may be more helpful. Watch REO/Nightmare SF at EVO for best examples.Explain to me how I can win the zoning game, with facts preferably. This should be interesting...