during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Stick Smash
+
Circular Power
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Spinning Heel Kick
+
Bird's Nest
+,+
Escrima Strike
+
Escrima Uppercut
+
Cross Overhead Strike
+
Air Attacks
Escrima Drop
Flying Escrimas
Extended Kick
Staff
Face Poke
Overhead Strike
Lifting Wind
One Handed Poke
+
Smashing Tiger
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Big Show
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Crouching Talon
+
Hidden Baston
+
Hawkeye
+
Air Attacks
Air Poke
Flying Staff
Staff Smack
Throws
Forward Throw
+or++
Reverse Throw
or++
Combo Attacks
Escrima
SideKick
,
Razor'z Edge
,,
Dark Justice
,,
Stick And Move
+,
Shooting Star
+,,
Surrender Now
+,
Renegade
,
Lone Bird
,,
Gotham Hero
+,
Wide Wing
+,,
Lightning Crash
,
Freefall
,,
In The Zone
+,
Staff
Trapeze Artist
,+
Outsider
,+
Last Chance
,+
Wing Span
,+
Bounce Cancels
Circular Power
,
During a combo, you can burn two bars of Super Meter to cancel the combo and perform a ground bounce and extend the combo.
Spinning Blast
,
During a combo, you can burn two bars of Super Meter to cancel into a wall bounce and extend the combo, or cancel the combo into a level transition.
Special Moves
Escrima
(Air) WingDing
Nightwing's Wing Ding unleashes 3 quick projectiles down towards the opponent causing minor damage per Wing Ding.
Meter Burn
Pressing
during the Wing Ding will throw an additional Wing Ding that is explosively charged, knocking down the opponent for heavy damage.
Ground Spark
The Ground Spark is a quick projectile that travels across the floor and must be blocked low.
Holding
will allow Nightwing to delay the launch of the Ground Spark.
While holding
, Nightwing can cancel the Ground Spark by Dashing Forwards or Backwards.
Meter Burn
Pressing
during the Ground Spark will increase the size and damage of the projectile and will knock down on a successful hit.
Escrima Fury
The Escrima Fury performs 5 rapid fire strikes with Nightwing's escrima sticks if the first strike lands.
Meter Burn
Pressing
after the Escrima Fury connects will increase the total hits to 9.
Flip Kick
Nightwing's Flip Kick is an extremely fast, acrobatic overhead attack that grounds the opponent on connect.
Meter Burn
Pressing
during the Flip Kick will tack on an additional hit for 2 hits total and bounce the opponent.
Scatter Bomb
Scatter Bomb releases a blast of explosive energy into the air in front of Nightwing that can hit airborne opponents.
Meter Burn
Pressing
during Scatter Bomb will rapidly fire off 2 additional blasts.
Staff
Staff Spin
Nightwing's Staff Spin delivers 5 crushing strikes, ending in knockdown.
Meter Burn
Pressing
during Staff Spin causes additional hits and damage.
Ground Blast
Nightwing's Ground Blast is a tracking attack that must be blocked low.
Meter Burn
Pressing
during Ground Blast will do an additional blast and knock down the opponent.
Flying Grayson
Flying Grayson vaults Nightwing towards his opponent with a powerful, long range kick.
Super Move
Dark As Night
+
Nightwing smashes his escrima sticks together, creating a short range blast of electricity before hopping onto his motorcycle to deliver his own form of justice.
Character Power
Style Change
Nightwing's Style Change allows him to switch between using a pair of short range Escrima truncheons to using a long range Staff. Nightwing can even switch in the middle of some combos and Special Attacks.