Okay, I’ve been in the lab and found a few combos. The escrima combo is a variation of the a combo included in a previous post and does 1% more damage (Not all that significant, but it’s something). The staff combo does only 39% damage, but it has no interactables, no stance switches, and it’s really easy to do.
Escrima(no meter): (in corner)
j.2, f.213 xx qcf 2, j.3, 112, 112 xx qcf 2, (You can end this 3 ways) (113, 112, or j.3) They all end up with 41% damage.
If you want your opponent a little bit further away, you can end with b.1 for 37% damage.
Also, I want to apologize since my last few posts have just been reiterations of past posts. As of now I have thoroughly read every single post in this thread and will post anything NEW that I find.
Wassup wassup folks! I’m back with my second combo vid…got some improved stuff (the 39%->40% I was talking about) some 1 bar mid/corner stuff then some 3 & 4 bar combos (If you wanna style on a fool haha) and of course dat TRIPPLE stance switch, and please if you like those vids share them both on twitter or something also like & comment all that good stuff, so yeah enjoy!
oh yeah 1 more thing you can also delay the wing dings in the second combo for a total of 45% 1 meter, If some of you don’t understand the timing or whatever I could make a video on that aswell, the visual is SLIGHT but you can definitely see it
Nightwing honestly beats Aquaman in this matchup. Arthur can’t do shit at full screen as any blocked Ground Trident is actually a free punish with a Reversal Ground Blast. And of course, his Ground Trident is -21, our Ground Blast is +9 on block. So he has to get in your grill as in the midscreen, we’re pretty even with pokes and neutral (his is slightly better I’d say but he has to take more risks).
Staff is definitely the preferred stance. You honestly should never leave it outside of mixups up close.
I see now. I never realized his seismo was that negative on block! The more you know, I guess haha! My issue was that the first couple of matches I spent to much time trying to rush him down and mix him up with flip kicks and what not, so when that wasn’t working out, I was too stubborn to adapt. So by the last few games when I made the switch to pole stance I was too impatient and cracked. I was also pretty bad at blocking his strings but that’s another story entirely
I think both stances have their pro’s and con’s…and it’s pretty even imo, I guess that’s why I like Nightwing you can play him ALOT of ways. I like to go in, in every fighting game but Injustice is the first game where I actually enjoy zoning & annoying the opponent with wing dings and ground spark/pound so they try to come at me etc. but to be honest I still haven’t played like REALLY good players maybe that’s why I don’t really have problems in matchups whatever, and that’s not being cocky you all know online is full of newcomers who probably just bought it for their fav. characters, which is cool but yea
They have their pros and cons of course, but you’ll realize the more you play that…other than the mobility potential, there’s no reason to be in Escrima often and in some matches, at all. Staff is better at almost every single range unless the opponent likes to stay airborn, in which case you use Escrima for mobility, and then Staff up close.
So random stuff I’ve learned after playing a few locals.
1.The last hit of MB Staff spin whiffs on Ares and Killer Frost. No MB staff spin loops in the corner on them :c
If anybody can make a list of characters it whiffs on, that would be most appreciated since I won’t have my copy for a while to test it out myself.
2.b1 in staff stance is great for catching people trying to backdash.
3.Down2 in Escrima is like the worst anti air ever. I swear to god I’ve never hit anybody with it lol.
4.F1+1-> MB Seismo Is interruptable by Superman’s super :c
5.F2+1+3 xxx Escrima drum line (forgot the actual name lol) is a neat frametrap that doesn’t really come in handy too often, but looks cool when it actually works haha.
6.The threat of F1+1 (stance switch to Escrima) MB Flip kick totally messes with people and is an awesome string that leads to pretty good damage.
IDK if this was discussed but after some gameplay I’ve found it useful that if my opponent successfully blocks my f213 in escrima instead of hitting df2 I can easily cancel with 4 into pole and hit db3 or db2 for safe pressure and mind games.
You can also just cancel your unsafe Escrima strings into db2 and put them in a guessing situation. And if you wanna be 100% sure even back-dash cancel that
Stance canceling on block can be risky. If you go into staff spin, you have to MB it or you’re disadvantaged. If you go into Ground Blast, there’s a pretty decent sized gap inbetween.
There’s also a gap if you cancel into Ground Spark, however you can indeed backdash cancel.
Now all 3 options have merit, and I’ve used all three options. You just have to understand the risk involved when using them. When your strings are blocked, unless planned, you have about a split second to decide to settle for safety or a mixup. Choose wisely.