What's new

Qwark's Injustice patch

xInfra Deadx

Gimmick stolen by Jordan Peele
Aquaman:
D2 has increased startup from 7 to 15 frames
Trait is a one time use in a match.
Trident Rush’s chip damage reduced to 3.5%
FTD to be -30 on block.

Ares:
Teleport startup is reduced by 4 frames (16).
Trait weapons do not disappear if used as a projectile.
2,2 to hit true mid on ALL characters.
Sword launcher in combo no longer misses after certain strings in the corner.
Increased hitbox on his D2 upward and in front.
1,1,2/God Smack (1/GS also) should all be a combo on hit.
Still needs a lot lol but that's a start.

Bane:
Level 3 specials no longer armor break
More recovery on his command grab.
Cool down adjusted to 4, 8, and 12 seconds for levels 1, 2, and 3 venom.
Trimmed hitbox on his Venom Uppercut.
D2 range slightly decreased.
Dash range shortened.

Batgirl:
Bat Wheel has its invincibility frames on wakeup shortened to almost nothing.
B1,2 is now -9 and B2,U3 is -17
Less pushback on low and overhead version of Bat Wheel

Batman:
Slide better recovery on hit.

Black Adam:
Forward dash reverted back to what it was before last patch.
MB Lightning Cage less damage scaling.

Catwoman:
Better walk speed and acceleration.
Low Whip -16 on block.
Cat Dash invincible on wakeup but consistently -10 on block anywhere on screen.

Cyborg:
Grapple moves can be used on wakeup.
Disruptor pierces armor.
Standing 1 bigger hitbox to hit smaller characters better
Better Tackle damage.
Better throw range.

Deathstroke:
No changes.

Doomsday:
Trait does not disappear on armor piercing moves excluding supers.
Standing 1 bigger hitbox to hit smaller characters better
Better throw range.
More recovery on Earth Shake if the low whiffs.

Flash:
MB Lightning Charge needs to hit in order to actually meter burn.
Whole B2,2,F3 string to hit all ducking characters.

Green Arrow:
B1 hits as a low
Better recovery on his forward dash out of his arrow hold
F2,D1 to not be parried other than Joker’s low parry.
Ice Arrow does 5%, Electric Arrow does 7% and pierces armor, Fire Arrow does 10 %

Green Lantern:
OTG completely removed off of MB Lift.
2,2,3 to be +2 on block.
B1/Trait/Lift to link together.
F2 to have more range and hit all ducking characters.
Forward dash recovery slightly decreased.

Harley Quinn:
Faster F2

Hawkgirl:
Grounded Mace Toss true mid.

Joker:
Forward dash goes further and recovers faster.
2,1,2 to hit on all ducking characters
Less cancel advantage on 2,1 (2 hits)
Gun Shot to have a bigger hitbox to deal with whiffing issues.

Killer Frost:
Slightly faster Daggers.

Lex Luthor:
Forward dash recovery decreased
Corp Charge pierces armor.

Lobo:
No changes

Martian Manhunter:
Orbs disappear if contacted.
Overhead teleport -18 and grounded on recovery frames + no splash hitbox.
Trait cool down = 15 seconds.
Martian Grab -17 on block.
Significantly decreased throw range.
Push's air hitbox trimmed down
Priority on J1 significantly decreased.

Nightwing:
Escrima Fury wakeup whiffing on certain characters fixed.
Increased hitbox on Flip Kick for smaller hitbox characters.

Raven:
Pull (Event Horizon) trades results in a knockdown.

Scorpion:
Takedown -4 on block.
MB Teleport gets less pushback.
Spear no longer requires meter to restand.
Spear to pierce armor.
J1 has a better hitbox to air to air better.

Shazam:
MB Bolt to pierce armor.
Sweep safe on block but whiff recovery increased.

Sinestro:
Air Axe -8 at highest point.
Slightly more recovery from a trait charge.
Trait charge time reverted back to 5 full seconds.
Better throw range.

Solomon Grundy:
Walking Corpse is unaffected by armor piercing properties.
Anti air grab able to control which direction you toss your opponent at.
Cleaver Spin slightly faster.
MB Trait becomes all unclashable.

Superman:
Dive Punch no longer OTG’s, but is -8 on block.
MB Flying Punch to not whiff on 3rd hit on block as Player 2.
Flying Punch fully invincible on wakeup.

Wonder Woman:
Dive Punch no longer OTG’s.
D3 is less safer on block.

Zatanna:
No changes.

Zod:
Only one Zod Ball on the screen at a time
Interactable button is disabled for the duration of trait being on the screen.
Trait swipe has significantly less block stun.
Trait has 4 more seconds of cool down time.
 
Last edited:
what about changing aquamans trait into a trait you have to charge like sinestro. Also I would just remove the meter build from trident rush.
 

zerosebaz

What's the point of a random Krypt?
I don't know what you mean by the first one. That would mean you would have to decrease the startup/recovery.
I've thought about a lot of things with mb mine. Like granting a hard knockdown, doing more damage, or being more juggleable. I'm really not sure what would be best.
Lvl 1 trait should be fixed for sure. It should at least just take normal damage.
The traited superman thing I'm not completely sure about but I think it would be fair
Maybe I used the terms wrong. I'll just make an example as I don't know the exact frame data for Lex.

Take Lex prove. Let's say he takes 80 frames to be able to move again after making the inputs. That would be the recovery, Right? And the probe takes 120 frames since making the inputs to fire. That is the startup? Or the activation frames? Either way, the idea would be to keep those things the same.

Now, lets say if you hit Lex on the 60th frame or before, then the probes won't come out. What I want is to reduce that to only 20 or 30 frames, while keeping all the rest of the frame data the same. He wouldn't be able to move before and the proves wouldn't shoot faster, it would only make it so you have less time to prevent him from putting them. Same with Orbital Strike.

It's kinda hard to explain without knowing the proper terms, but do you get what I mean now?
 

rev0lver

Come On Die Young
Maybe I used the terms wrong. I'll just make an example as I don't know the exact frame data for Lex.

Take Lex prove. Let's say he takes 80 frames to be able to move again after making the inputs. That would be the recovery, Right? And the probe takes 120 frames since making the inputs to fire. That is the startup? Or the activation frames? Either way, the idea would be to keep those things the same.

Now, lets say if you hit Lex on the 60th frame or before, then the probes won't come out. What I want is to reduce that to only 20 or 30 frames, while keeping all the rest of the frame data the same. He wouldn't be able to move before and the proves wouldn't shoot faster, it would only make it so you have less time to prevent him from putting them. Same with Orbital Strike.

It's kinda hard to explain without knowing the proper terms, but do you get what I mean now?
Ohh yeah I get what you mean. Mb probes do come out pretty fast, but it would be nice. I don't agree with doing it for OS though. If they made the activation start earlier it might fuck up the tracking and make it easier to avoid