Braindead
I want Kronika to step on my face
I don't know if this is known, but I found a way to use corner interactables during combos when you have your opponent cornered.
Unfortunately, though, not only does Nightwing get owned by interactables in Injustice, he also doesn't get much out of them offensively, especially the lame, weak bomb interactables. However on a few stages this is useful and he gets some true OTGs and some nice damage.
There are two ways to link interactables during combos:
1- After an Escrima Fury in the corner, with the right gravity and height, B2 will cross up, so B2 xx R1 links. This is easy to hit and you get some OTGs out of it.
2- After an Escrima Fury, a well-timed Standing 2 will hit the opponent and Nightwing ends up on the opposite side so he can use the interactable. This is hard and the timing is weird, but it gives NW some true OTGs when B2 doesn't.
Combo example:
B2, 33 xx EF, B2 xx R1
Now to the stages:
1- Watchtower - Reactor: Fire Interactable:
2- Watchtower - Bridge: Fire Interactable:
3- Ferris Airport rockets:
Inescapable OTGs all over the place.
The combos you see AI rolling+waking up out of aren't that easy to do it yourself. Doable, but you'll still get hit like 50% of the time.
4- Themyscira Port:
5- Insurgency Lab Green Laser:
6- Other stages:
Note: Waking up from the escapable setups need input reversing, because once you hit the B2 or standing 2 you switch sides. If your opponent is expecting that you'll go for the interactable it will make it easier for them. However, reacting to most of these setups is a little too hard if they weren't expecting changing sides.
Unfortunately, though, not only does Nightwing get owned by interactables in Injustice, he also doesn't get much out of them offensively, especially the lame, weak bomb interactables. However on a few stages this is useful and he gets some true OTGs and some nice damage.
There are two ways to link interactables during combos:
1- After an Escrima Fury in the corner, with the right gravity and height, B2 will cross up, so B2 xx R1 links. This is easy to hit and you get some OTGs out of it.
2- After an Escrima Fury, a well-timed Standing 2 will hit the opponent and Nightwing ends up on the opposite side so he can use the interactable. This is hard and the timing is weird, but it gives NW some true OTGs when B2 doesn't.
Combo example:
B2, 33 xx EF, B2 xx R1
Now to the stages:
1- Watchtower - Reactor: Fire Interactable:
After a B2, you can hitconfirm with 33 xx Escrima Fury B2 xx R1. This is a true inescapable OTG. This does 24% + 18% = 42% meterless off a B2.
If you hitconfirm the B2 with 112 or F213 (full 4 hits, not 3) the interactable can be escaped by Roll + wakeup. However the timing of the roll+wakeup is impossibly strict, I tried recording it and try to escape it myself, and I could do it about only 1 or 2 times out of 10. This does higher damage, it does 26% if you use 112 and 27% if you do F213.
If you start a combo with F213 instead of B2 (say you bait a wakeup and punish) and do: F213 xx EF, J3, 112 xx EF, B2 xx R1, you'll get 34% + 18%. This is also escapable by only rolling+waking up. The timing to do that is also very, very strict. If you do F213 xx EF, J3, 11 xx EF, B2 xx R1 I think you'll get a true inescapable OTG.
In the combo that starts at 0:47, you see that I use standing 2 instead of B2, and it results in an inescapable OTG.
If you hitconfirm the B2 with 112 or F213 (full 4 hits, not 3) the interactable can be escaped by Roll + wakeup. However the timing of the roll+wakeup is impossibly strict, I tried recording it and try to escape it myself, and I could do it about only 1 or 2 times out of 10. This does higher damage, it does 26% if you use 112 and 27% if you do F213.
If you start a combo with F213 instead of B2 (say you bait a wakeup and punish) and do: F213 xx EF, J3, 112 xx EF, B2 xx R1, you'll get 34% + 18%. This is also escapable by only rolling+waking up. The timing to do that is also very, very strict. If you do F213 xx EF, J3, 11 xx EF, B2 xx R1 I think you'll get a true inescapable OTG.
In the combo that starts at 0:47, you see that I use standing 2 instead of B2, and it results in an inescapable OTG.
2- Watchtower - Bridge: Fire Interactable:
Pretty much like the description on the Reactor above. You can get a true inescapable OTGs, or the ones that can be escaped using roll+wakeup, but are extremely difficult to escape.
NOTE: The interactable whiffs on small hitbox characters if they don't do anything. If they decide to roll they will get hit by the interactable.
NOTE: The interactable whiffs on small hitbox characters if they don't do anything. If they decide to roll they will get hit by the interactable.
3- Ferris Airport rockets:
The combos you see AI rolling+waking up out of aren't that easy to do it yourself. Doable, but you'll still get hit like 50% of the time.
4- Themyscira Port:
Using the cannon interactable, a combo using B2 xx R1 OTGs if they don't tech roll, and they can wakeup if they tech roll. If you use 2 xx R1, it's the opposite; it OTGs if they do tech roll, and whiffs if they don't tech roll.
The Donkey Kong barrels OTGs if they don't roll. If they do roll they have to wake up as well to get out of it. It's easier to escape than the interactables on Watchtower, but you can catch your opponent off guard here.
The Donkey Kong barrels OTGs if they don't roll. If they do roll they have to wake up as well to get out of it. It's easier to escape than the interactables on Watchtower, but you can catch your opponent off guard here.
5- Insurgency Lab Green Laser:
B2 xx R1 can be escaped using an invincible wakeup, however 2 xx R1 can only be escaped using tech-roll + wakeup. Wakeups are tricky because of the double input reverse.
6- Other stages:
The rest of stages are mostly just gimmicky stuff that won't really hit people who are focused while playing.
Bomb interactables are shit and have crappy hitboxes, and can be escaped easily by rolling or waking up. Some of them will catch your opponent if they just stand there.
Atlantis corner interactables are way too slow and the invincibility of wakeups take the hit and you end up getting hit with the wakeup. The water might stuff wakeups that have slow startup, especially if they tech roll before the wakeup.
Water tower on Gotham top will stuff most wakeups if they tech roll before waking up, but won't hit them if they don't tech roll.
Bomb interactables are shit and have crappy hitboxes, and can be escaped easily by rolling or waking up. Some of them will catch your opponent if they just stand there.
Atlantis corner interactables are way too slow and the invincibility of wakeups take the hit and you end up getting hit with the wakeup. The water might stuff wakeups that have slow startup, especially if they tech roll before the wakeup.
Water tower on Gotham top will stuff most wakeups if they tech roll before waking up, but won't hit them if they don't tech roll.
Note: Waking up from the escapable setups need input reversing, because once you hit the B2 or standing 2 you switch sides. If your opponent is expecting that you'll go for the interactable it will make it easier for them. However, reacting to most of these setups is a little too hard if they weren't expecting changing sides.
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