Mikman360
Not the Milkman.
MORE TO COME. I'M JUST TIRED AND HAVE OTHER THINGS TO DO.
Anyhoo, here's what I've got for now. Got some formatting edits, notes to add, and prettying up to do, as well as more important combos. J360
Buttons
(This is for the default controls of Injustice: Gods Among Us)
Ps3:Square= 1 (Light)
Triangle= 2 (Medium)
X= 3 (Heavy)
Circle= Trait Button
R1= Throw
R2= Meter Burn
L1= Interact
L2= Flip Stance
Xbox 360:
X= 1 (Light)
Y= 2 (Medium)
A= 3 (Heavy)
B= Trait Button
RB= Throw
RT= Meter Burn
LB= Interact
LT= Flip Stance
Universal Commands
Ji1= Jump in 1Ji2= Jump in 2
Ji3= Jump in 3
xx= Special Cancel
dfMB= Down forward Meter Burn
dbMB= Down back Meter Burn
Super= Super Move
Trait= Activation of character trait
GENERAL NOTE: A lot of combos can be strengthened by replacing a Sword Flip ender with a MB Quick Fire ender. However, it usually does not yield a massive increase in damage. If the damage increase is less than 3% as opposed to using Sword Flip, I deem the combo not worth the meter, and while it may be possible, it will not be listed here in this thread.
Meterless Midscreen BnBs
- 132, Ji2, 323, F23 xx Sword Flip = 33%
- Ji1, 132, Ji2, 323, F23 xx Sword Flip = 35%
- Ji2, 132, Ji2, 323, F23 xx Sword Flip = 37%
- B1U2, F3, 323, F23 xx Sword Flip = 32%
- Ji1, B1U2, F3, 323, F23 xx Sword Flip = 33%
- Ji2, B1U2, F3, 323, F23 xx Sword Flip = 35%
- D2, B3, Ji3, 323, 12 xx Sword Flip = 29%: Best used after an anti-air D2, difficult on standing opponents
- D2, F3, 323, F23 xx Sword Flip = 25%: Best used on standing opponents, difficult on crouching opponents
- D2, 323, F23 xx Sword Flip = 22%: Best used on crouching opponents
- F3, Ji2, 323, F23 xx Sword Flip = 33%
- B3, Ji3, Ji2, 323, 12 xx Sword Flip = 39%
- 323, 12 xx Machine Gun = 29%: Grounded opponents only
- 323, F23 xx Sword Flip = 26%: Grounded or crouching opponents
- Ji3, 323, F23 xx Sword Flip = 34%: For standing opponents
- Ji3, F23 xx Sword Flip = 25%: For crouching opponents
- Ji1, 323, F23 xx Sword Flip = 28%: Air to air combo
- Ji2, 323, F23 xx Sword Flip = 30%: Air to air combo
- Ji3, 323, F23 xx Sword Flip = 34%: Air to air combo
Mini Combos
- MB Sword Spin, Quick Fire = 17%: 1 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.
- MB Sword Spin, Low Shots = 17%: 1 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.
- MB Sword Spin, MB Quick Fire = 25%: 2 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.
- MB Sword Spin, Dash Forwards, Sword Flip = 19%: 1 meter. Must be close range.
- D1 xx Sword Spin = 10%: Adds extra damage to D1. More negative on block, but still safe.
- B22 xx Sword Spin = 14%: Sacrifice hard knockdown of B222 for more damage and safety
- B22 xx Low Shots = 11%: Mixup combo. B222 hits overhead-mid-overhead. By strategically switching out the overhead of the last attack in the string, you can mix up opponents. Does less damage than B222.
- B22 xx MB Low Shots = 16%: 1 meter. Mixup combo.
(All 3 of these can be used in conjunction with any B222 string)
- Ji1, B222 = 16%: Use for double overhead mixup
- Ji2, B222 = 18%: Use for double overhead mixup
- J3, B222 = 22%: Use for double overhead mixup
- Ji1, B23F2 = 19%: Use for double overhead mixup
- Ji2, B23F2 = 21%: Use for double overhead mixup
- J3, B23F2 = 25%: Use for double overhead mixup
- F23 xx Sword Spin = 16%
1 Meter Midscreen BnBs
- 132, Ji2, 1, 323, 12 xx MB Quick Fire = 36%
- Ji1, 132, Ji2, 1, 323, 12 xx MB Quick Fire = 38%
- Ji2, 132, Ji2, 1, 323, 12 xx MB Quick Fire = 40%
- B1U2, F3, 1, 323, 12 xx MB Quick Fire = 35%
- Ji1, B1U2, F3, 323, 12 xx MB Quick Fire = 36%
- Ji2, B1U2, F3, 323, 12 xx MB Quick Fire = 38%
- D2, B3, Ji3, 323, 12 xx MB Quick Fire = 31%: Best used after an anti-air D2, difficult on standing opponents
- D2, F3, 1, 323, 12 xx MB Quick Fire = 28%: Best used on standing opponents, difficult on crouching opponents
- D2, 323, F23 xx MB Quick Fire = 25%: Best used on crouching opponents
- F3, Ji2, 323, 12 xx MB Quick Fire = 37%
- B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 43%
- 323, 12 xx MB Machine Gun = 32%: Grounded opponents only
- 323, F23 xx MB Quick Fire = 31%: Grounded or crouching opponents
- Ji1, 323, F23 xx MB Quick Fire = 33%: Air to air combo
- Ji2, 323, F23 xx MB Quick Fire = 35%: Air to air combo
- Ji3, 323, F23 xx MB Quick Fire = 39%: Air to air combo
Setup Combos
- 132, Ji2, 123 = 25%: Leads into Flying Ninja Vortex
- Ji1, 132, Ji2, 123 = 27%: Leads into Flying Ninja Vortex
- Ji2, 132, Ji2, 123 = 29%: Leads into Flying Ninja Vortex
- B1U2, F3, 123 = 24%: Leads into Flying Ninja Vortex
- Ji1, B1U2, F3, 123 = 27%: Leads into Flying Ninja Vortex
- Ji2, B1U2, F3, 123 = 29%: Leads into Flying Ninja Vortex
- F3, Ji2, D2, Ji2, 123 = 28%: Leads into Flying Ninja Vortex
- Crossup F3, Walk away from corner, 1, 323, F23 xx Sword Flip = 28%: Combo follow up to a crossup CoD Vortex mixup. Combo ender can vary.
- 132, Ji2, 1, 323, 23 = 29%: Leads into Crathen's 23 Ender Setup
- Ji1, 132, Ji2, 1, 323, 23 = 31%: Leads into Crathen's 23 Ender Setup
- Ji2, 132, Ji2, 1, 323, 23 = 33%: Leads into Crathen's 23 Ender Setup
- B1U2, F3, 1, 323, 23 = 28%: Leads into Crathen's 23 Ender Setup
- Ji1, B1U2, F3, 1, 323, 23 = 30%: Leads into Crathen's 23 Ender Setup
- Ji2, B1U2, F3, 1, 323, 23 = 32%: Leads into Crathen's 23 Ender Setup
- F3, Ji2, 1, 323, 23 = 29%: Leads into Crathen's 23 Ender Setup
- B1U2, D2, B3, Dash Forwards, Ji2, D3 = 23%: Leads into Crathen's Sweep Ender Setup
- Ji1, B1U2, D2, B3, Dash Forwards, Ji2, D3 = 26%: Leads into Crathen's Sweep Ender Setup
- Ji2, B1U2, D2, B3, Dash Forwards, Ji2, D3 = 28%: Leads into Crathen's Sweep Ender Setup
- Any combo, 1, 323, 2 xx Sword Flip = Varied: Leads into optimal F3 range. Example - 132, Ji2, 1, 323, 2 xx Sword Flip
- Any combo, 323, D1 xx Sword Flip = Varied: Leads into optimal F3 range. Example - 132, Ji2, 323, D1 xx Sword Flip
- Crossup Ji3, Delay, Sword Flip = 18%: Leads into Standover (I WILL POST MORE ON THIS SOMETIME SOON)
- B1U2, F3, D2 xx Trait = 20%: Trait setup, character specific
- Ji1, B1U2, F3, D2 xx Trait = 23%: Trait setup, character specific
- Ji2, B1U2, F3, D2 xx Trait = 25%: Trait setup, character specific
- B1U2, D2, 32 xx Trait = 16%: Trait setup, character specific
- Ji1, B1U2, D2, 32 xx Trait = 20%: Trait setup, character specific
- Ji2, B1U2, D2, 32 xx Trait = 22%: Trait setup, character specific
Corner Combos
NOTES: If there is a starter not listed here for the corner combos, it's because the midscreen BnB is the same as the corner one.
When doing combos in the corner, the lower the opponent is when you use 323, the less likely you are to accidentally cross them up.
When doing combos in the corner, the lower the opponent is when you use a MB Sword Spin, the more juggle time you get.
Many corner combos can be ended with 12 xx MB Quick Fire. Be careful as this is meter costly, and some combos gain very little damage gain for a whole extra meter.
- Short corner combo, F23 xx MB Sword Spin, 12 xx Sword Flip = Varied: Use if you decide late in the combo that you want to burn meter for extra damage. Combo cannot be too long. Example - B1U2, F3, 1, 323, F23 xx MB Sword Spin, 12 xx Sword Flip.
- 132, Jb2, 323, F23 xx Sword Flip = 33%: Doesn't work on small characters. Notice the jump back.
- Ji1, 132, Jb2, 323, F23 xx Sword Flip = 35%: Doesn't work on small characters. Notice the jump back.
- Ji2, 132, Jb2, 323, F23 xx Sword Flip = 37%: Doesn't work on small characters. Notice the jump back.
- 132, 1,1, 323, F23 xx Sword Flip = 31%: For small characters
- Ji1, 132, 1,1, 323, F23 xx Sword Flip = 33%: For small characters
- Ji2, 132, 1,1, 323, F23 xx Sword Flip = 35%: For small characters
- F3, NJ2, 1, 323, F23 xx Sword Flip = 34%
- B3, Jb3, 323, F23 xx Sword Flip = 36%: Depending on your timing for the Jb3, you can end up back in the corner or leaving it
- 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 40%: 1 meter
- Ji1, 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 41%: 1 meter
- Ji2, 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 43%: 1 meter
- 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 43%: 2 meter
- Ji1, 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 43%: 2 meter
- Ji2, 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 45%: 2 meter
- B1U2, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 39%: 1 meter
- Ji1, Delay, B1U2, 323, MB Sword Spin, 323, F23 xx Sword Flip = 40%: 1 meter
- Ji2, Delay, B1U2, 323, MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
- B1U2, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 42%: 2 meter
- Ji1, Delay, B1U2, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 42%: 2 meter
- Ji2, Delay, B1U2, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 44%: 2 meter
- D2, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 31%: 1 meter
- D2, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 34%: 2 meter
- F3, NJ3, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
- 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
- Ji1, 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 43%: 1 meter
- Ji2, 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 45%: 1 meter
- Ji3, 323, MB Sword Spin, 323, F23 xx Sword Flip = 47%: 1 meter
- Ji3, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 50%: 2 meter
- B22 xx MB Sword Spin, 1, 1, 323, F23 xx Sword Flip = 36%: 1 meter
- B22 xx MB Sword Spin, B23, MB Sword Spin, 323, F23 xx Sword Flip = 43%: 2 meter, large damage boost per meter
- D1 xx MB Sword Spin, 1, 1, 323, F23 xx Sword Flip = 34%: 1 meter
- D1 xx MB Sword Spin, B23, MB Sword Spin, 323, F23 xx Sword Flip = 41%: 2 meter, large damage boost per meter
- F23 xx MB Sword Spin, 323, F23, xx Sword Flip = 34%: 1 meter
Reliable Stage Combos
NOTES: All stage transition combo damage listings are the damage BEFORE the stage transition. Transitions vary in damage, so will the combo.Background bounce interactables vary in juggle time and placement of the opponent, therefore some background bounce combos may be easier on some stages than others. Use Ji2 instead of Ji3 after a background bounce to make things easier (but less damaging).
- B1U2, F3, D2, B3 = 24%: Stage transition combo
- Ji1, B1U2, F3, D2, B3 = 27%: Stage transition combo
- Ji2, B1U2, F3, D2, B3 = 29%: Stage transition combo
- 132, D2, B3 = 20%: Stage transition combo
- Ji1, 132, D2, B3 = 23%: Stage transition combo
- Ji2, 132, D2, B3 = 25%: Stage transition combo
- F3, Ji2, D2, B3 = 25%: Stage transition combo
- 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 41%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
- Ji1, 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 42%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
- Ji2, 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 44%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
- B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 39%: Background bounce combo
- Ji1, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 40%: Background bounce combo
- Ji2, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 42%: Background bounce combo
- B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 42%: 1 meter. Background bounce combo
- Ji1, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 43%: 1 meter. Background bounce combo
- Ji2, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 45%: 1 meter. Background bounce combo
- F3, Ji3, F2 xx Interactable (Background Bounce), Ji3, 323, 12 xx Sword Flip = 44%: Background bounce combo
- F3, Ji3, F2 xx Interactable (Background Bounce), Ji3, 323, 12 xx MB Quick Fire = 47%: 1 meter. Background bounce combo
- 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 45%: Background bounce combo
- Ji1, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 46%: Background bounce combo
- Ji2, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 48%: Background bounce combo
- 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 48%: 1 meter. Background bounce combo
- Ji1, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 48%: 1 meter. Background bounce combo
- 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 50%: 1 meter. Background bounce combo
Super Combos
NOTES: All super combos take 4 meter. Generally not sought after, use based on your judgement.
In an improvised situation, 32 almost ALWAYS connects a super
Deathstroke's highest damage combo involves the use of his super
I HIGHLY recommend against using D2 in conjunction with the super, as it scales the damage down incredibly hard (therefore D2 into Super combos are not listed). Use only if you need unclashable damage.
EXTREMELY IMPORTANT NOTE: Deathstroke's super is totally badass
- 132, Ji2, 32 xx Super = 43%
- Ji1, 132, Ji2, 32 xx Super = 44%
- Ji2, 132, Ji2, 32 xx Super = 46%
- B1U2, F3, 32 xx Super = 41%
- Ji1, B1U2, F3, 32 xx Super = 42%
- Ji2, B1U2, F3, 32 xx Super = 44%
- F3, Ji2, 32 xx Super = 44%
- 323, F2 xx Super = 46%
- Ji1, 323, F2 xx Super = 46%
- Ji2, 323, F2 xx Super = 48%
- Ji3, 32 xx Super = 49%
- Ji3, 323, F2 xx Super = 52%: Highest damage combo possible with Deathstroke without stage interaction. Very difficult to perform, not recommended for practical play.
Bounce Cancel Midscreen Combos
NOTES: Some of these combos are extremely meter costly. Use at your own risk.
- 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter
- Ji1, 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter
- Ji2, 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 44%: 2 meter
- 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 45%: 3 meter
- Ji1, 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 46%: 3 meter
- Ji2, 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 48%: 3 meter
- B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 40%: 2 meter. High damage confirm off of an overhead.
- Ji1, B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter. High damage confirm off of an overhead.
- Ji2, B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 43%: 2 meter. High damage confirm off of an overhead.
- B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 44%: 3 meter. High damage confirm off of an overhead.
- Ji1, B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 44%: 3 meter. High damage confirm off of an overhead.
- Ji2, B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 46%: 3 meter. High damage confirm off of an overhead.
- B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 34%: 2 meter. Low to overhead mixup potential.
- Ji1, B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 35%: 2 meter. Low to overhead mixup potential.
- Ji2, B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 37%: 2 meter. Low to overhead mixup potential.
- B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 37%: 3 meter. Low to overhead mixup potential.
- Ji1, B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 39%: 3 meter. Low to overhead mixup potential.
- Ji2, B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 41%: 3 meter. Low to overhead mixup potential.