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Goro Lives
I'm making this thread to all Batman mains to answer an important strategy question:
What is the best option to end a juggle combo?
As we know Batman is a complete character with both tools to zone and rushdown. But I think we can agree Batman excels in close combat. Hence why it is important to use an optimal juggle combo ender to maintain ground, allow to iniate the oki game, and continue his pressure.
Currently the standard BnB ender is B+2 3, which is by no means a bad option: deals great damage, is very realiable (even in large combos), and has easy execution. However, I feel that outside the corner there are better options (actually one, I'll get into that). B+2 3 by itself is pretty good because despite de push back you can close the distance pretty quickly, you can even active Bats before doing so. Unfortunately in large combos the pushback increases, and if we factor roll back, all ground game and possible oki setups are lost by the time Batman makes his way to the opponent.
I started my venture into online (don't have a local scene or friends that plays Injustice) a couple days ago. While playing against WoundCowboy 's Sinestro I started questioning the overall utility of B+2 3 as a combo ender. Besides the fact that I need to work on and improve my movement, every time I landed a combo and finished it with B+2 3 I couldn't help but feel I had thrown away all my work getting in.
So afterwards I hit the lab looking for other options, options more suitable for combos outside the corner. F+2 3 looked like a good candidate but it has longer recovery and you can't activate Bats safely. Then I toyed a bit with 1 1 3 but in order for it work a lot of damage has to be sacrificed; same goes with B+3, not counting it's short range makes it whiff most of the time. Finally I settled with Sky Grapple (DB+1).
Using Sky Grapple as combo ender certainly makes you sacrifice some damage, you switch sides, and can sometimes whiff if not executed properly. Nevertheless, the fact that it grants a hard knockdown is something that can't be ignored. With a hard knockdown you have time to dash in, active Bats, bait wake up attacks, and setup the oki game; it can be hard at first to do a crossup due to spacing and Batman's walk speed, but it is doable.
What are your thoughts on this? Am I completely off in the subject? If you think the current option or another is better please elaborate. Let's take the time to discuss a very important aspect of Batman's gameplan and strategy.
Spletty GamerBlake90 Quantum_Mekanikz SHARKY UsedForGlue Blind_Man RapZiLLa54 SquirtMcGirt LionHeart V1 Seapeople REO and all other Batman players.
What is the best option to end a juggle combo?
As we know Batman is a complete character with both tools to zone and rushdown. But I think we can agree Batman excels in close combat. Hence why it is important to use an optimal juggle combo ender to maintain ground, allow to iniate the oki game, and continue his pressure.
Currently the standard BnB ender is B+2 3, which is by no means a bad option: deals great damage, is very realiable (even in large combos), and has easy execution. However, I feel that outside the corner there are better options (actually one, I'll get into that). B+2 3 by itself is pretty good because despite de push back you can close the distance pretty quickly, you can even active Bats before doing so. Unfortunately in large combos the pushback increases, and if we factor roll back, all ground game and possible oki setups are lost by the time Batman makes his way to the opponent.
I started my venture into online (don't have a local scene or friends that plays Injustice) a couple days ago. While playing against WoundCowboy 's Sinestro I started questioning the overall utility of B+2 3 as a combo ender. Besides the fact that I need to work on and improve my movement, every time I landed a combo and finished it with B+2 3 I couldn't help but feel I had thrown away all my work getting in.
So afterwards I hit the lab looking for other options, options more suitable for combos outside the corner. F+2 3 looked like a good candidate but it has longer recovery and you can't activate Bats safely. Then I toyed a bit with 1 1 3 but in order for it work a lot of damage has to be sacrificed; same goes with B+3, not counting it's short range makes it whiff most of the time. Finally I settled with Sky Grapple (DB+1).
Using Sky Grapple as combo ender certainly makes you sacrifice some damage, you switch sides, and can sometimes whiff if not executed properly. Nevertheless, the fact that it grants a hard knockdown is something that can't be ignored. With a hard knockdown you have time to dash in, active Bats, bait wake up attacks, and setup the oki game; it can be hard at first to do a crossup due to spacing and Batman's walk speed, but it is doable.
What are your thoughts on this? Am I completely off in the subject? If you think the current option or another is better please elaborate. Let's take the time to discuss a very important aspect of Batman's gameplan and strategy.
Spletty GamerBlake90 Quantum_Mekanikz SHARKY UsedForGlue Blind_Man RapZiLLa54 SquirtMcGirt LionHeart V1 Seapeople REO and all other Batman players.