User blog:Starfighterace93/Did the Devs Really Nerf Batman's Heavy Combo?

With this 2.21 update now released, players have complained about Batman's heavy combo, saying the devs nerfed it. I was one of them. However, after spending time experiement with different Batman cards, with the exception of Batman/Flashpoint (don't have him) and Batman/Arkham Knight (has heavy combo that, at this point, is only unique to him), I found that Batman is now more versatile and stronger threat then before. Here's what I found: Thoughts, anyone?
 * 1) Though Batman's heavy combo is essentially non-chainable, it's relatively simple to chain one light combo and one heavy combo; at times I've been able to perform a light-heavy-light-heavy combo.
 * 2) It's easier for Batman to send opponents into the corner - both his combo ender and the last hit of his heavy combo knock opponents back.  A bit of timing and strategy can help with this (I came up with a strategy for Batman's basic attacks and included it on this post). Once cornered, it's easy to chain multiple, consecutive heavy combos on the opponent or tag-in another character who can also exploit the trapped target.
 * 3) With the more frequent use of Batman's light combo, I'm using his combo ender more than I used to (before I almost always only used Batman's heavy combo) which means Batman can take better adavantage of gear with effects on combo ender, inlcuding Ra's Al Ghul's Scimitar and Gauntlets of Azrael but especially the following:
 * 4)  Overpowered 5-U-93-R - power drain and life drain
 * 5) Massive Sharpened Teeth - unblockable chance on basic attacks makes it easier to chain another light-heavy combo and if the combo ender STUNS the opponent, Batman can perform another heavy combo that sends his opponent closer into the corner
 * 6) Soultaker Sword - when maxed out, this provides a higher unblockable chance on basic attacks then the Massive Sharpened Teeth which assists in chaining more light-heavy combos