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Rate Your Main Injustice Character(s)

Jim

Emperor of the Moon
In a forum like this, a few points make a big difference. I'm sorry man, but its upplaying like this that ruins the image of flash. The point in zoning should not be, lc does not count. And trait is not a 5. Most games played with it can easily backfire.
There is a point because M2Dave said the lowest is 1 not 0. A single button that turns a 38% combo into a 63% combo, triples block stun, and can do 44% damage with no meter is worth a 5 in my book.
 

RIF

Apprentice
I respect your opinion on this, but I came across your post and was surprised how you ranked some of Sin's attributes.

Sinestro:

Offense (2/5): He has no mixups and a shitty throw range. The vortex is NOT offense because it has to be set up. I consider characters with good offense to be Doomsday, Flash and Batman; characters that can mix you up and/or stay in your face.

Setting up offense removes it from being offense? I also counted chip damage in my 3.5 rating. I agree that Doomsday, Flash, Batman, and MMH all have fantastic offense.

Defense (4/5): His zoning works against alot of characters and his B12 buff means that he can control space and predict movement safely. The arachnid is a decent wakeup. Since his defense relies mostly on zoning, he has a much harder time defending against characters that nullify it.

His defense is predicated on keeping people out, but I don't think giving him a 4/5 is legitimate. He is susceptible to anyone with a knockdown game. He has to blow meter for pushblock in many situations. Arachnid is heavily punishable on block. I think his D2 and FB are his best defense tools.

Trait (5/5): One of the best traits in the game. It is the main reason he is viable.

I would put trait at 5/5 except the charge time REALLY works against him in various match-ups. There are characters that can make getting it out a nightmare.

Damage (2/3): His standard damage output is low but he takes alot of chip and he can get decent damage in the corner.

Everyone can get big damage in the corner. Damage off everything is what I like to consider good damage in this game. Black Adam gets good damage off anything. Bane. Flash. Batman. His BNB damage is pretty low.

Zoning (3/3): He has some of the best zoning in the game, if not the best. If a character is not good at counterzoning and has to rely on movement to get in, he almost definitely beats them.

I agree. I put it at 2/3 because Fear Blast whiffs on a number of crouching characters from less than full screen. Rocks are situational tools. I feel like his zoning either really forces the match or is far too ineffective. (Flash, Scorpion, Frost)

Anti-zoning (2/3): This is a tough one to call because it is MU dependent. Most characters cannot outzone him because his projectile is fast, the boulder checks aerial zoning, and teh shackles restrict movement. There are some characters like Aquaman, Frost, and Martian who can outzone him however.

Agreed.

Mobility (1/3): His forward dash is decent but his other movement options are forgettable. He has a shitty jump arc, which makes it harder for him to get over attacks like DD's venom.

Agreed.

Interactable control (3/3): He can usually get interactables because the opponent is busy respecting his zoning. His trait also makes interactables almost free.

Agreed, except he has to charge trait. :/ I don't think it's as good as MMH, Zod's, or Scorpion's control of interactables.

Total: 22/30

Keep in mind that all of these (especially offense) get better when he has trait.
 

cR WoundCowboy

WoundCowbae <3
I respect your opinion on this, but I came across your post and was surprised how you ranked some of Sin's attributes.
Yes, characters with real offense don't rely on catching you in specific situations in order to use it. The vortex is not true offense. The arachnid is not as punishable as you might think because many characters have to literally be right in his face to do it. I also never feel the need to push block except against Aquaman and Batman. And yea, I wasn't taking the trait charge time into account, just the actual trait itself. For interactable control I forgot to mention that he also can prevent characters from using them because of his zoning, especially the boulder. The characters you listed might be better at controlling them but that does not make his control bad.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
General M2Dave Should things like Difficulty Curve and Technical Nature of Character be used in the factoring of these characters? People can say MMH is top 1 all day but if they can't use orbs effectively, he loses a lot of points

Anyways, here is Zod

Offense: 2/5. Zod's not the best at opening people up. He really only has one natural 50/50 and his footsie tools are only OK. He's got an untechable knockdown, but they're booted too far away that he doesn't get much use out of it for things like Vortex and whatnot. In trait though, he is a maximum 5. However we cannot factor Trait into this category since he's limited without it. Not to mention he doesn't always have it like someone like Batman would always have Bats.

Defense: 3.8/5. Zod has a parry. That alone greatly improves his defense by helping defend against frame traps. Zod's main defense is his superb backdash to boot. He's got a good get off me move/footsie tool in Phantom Strike, and even to a certain degree, his s3. Not to mention anything into MB laser will kick the opponent out of ZOd's face and leave him at advantage. But good as all that stuff is, Zod does not have good wakeups. They can both be stuffed. And as for the .2, that's because of his lack of MB b3. Zod is a heavy meter using character, which means that he will likely not have the resources to dedicate to said MB b3. It's not GONE, but I don't really see myself using it as much as a certain Raven who came in third at NEC.

Trait 5/5. Main poster said it's 5/5 SO IT MUST BE TRUE! Non jokingly, Trait gives zod free approach, free interactables, and hella deep mixups

Damage: 2.7/3. Most practical Zod combos cost anywhere from 35-40%, and he can get good damage from small strings. However, almost all his damage requires meter or Trait. High damage, but loses a little for being more conditional than someone like Bane or Superman.

Zoning: 3/3. Side Arm is fast and can be delayed, catching dashers. Trait can lock them down if needed. And most importantly, a slow Zod ball can cut off huge amounts of space for the opponent. He just controls so much of the screen that approaching him is a nightmare. Not to mention, he's a zoning character who can get a full combo off his zoning(Trait)

Anti-Zoning: 3/3. Side Arm is a decent enough tool to stop most zoners, same with MB version. Zod Balls are the big thing though, as having one of those while a zoner is trying to snipe you can trade and leave you at advantage given their large on hit stun time. Furthermore, Zod's ability to put them anywhere onscreen can cut off certain important spots some zoners need to be at onscreen(Superman, GL, Hawkgirl). And that doesn't even add in Zod's trait complicating things.

Mobility: 2.8/3. Zod's mobility is comparable to Black Adams: Similar dashing, similar jump back into forward rushing charge move, similar use of move to close gaps(f2). The only reason Zod isn't at max is because his walkspeed is garbage. It's not THAT important in this game, but it's still important to note.

Interactable control: 3/3. I'm sorry, but a power character who can just chuck eveything at you for almost free is a scary ass character. His anti interactable control is also top notch, using air Zod Charge to bait and deny interractable use by the opponent. Hell, he can even combo off some non-bounce interactables, like barrels that travel(can't confirm at the moment, but I'm pretty sure this is true). And when it does come to Z bouncing, it greatly improves his combos using his j2 xx Zod Balls. You can usually get one or two even late in a combo.

Total:25.3. He mostly just loses points in offense, and even there, someone could probably justify more points if they include trait in this category, unlike me.

Also, technical difficulty would be 5/5, but not sure how that would factor into the total. Maybe half the score rounded down would be deducted from the total? So -2 for Zod?
 

EMPRESS_SunFire

Regina George of discord
Hawkgirl:
Offense (5/5) : Safe or + on block moves, great range on her mace charge/WE(3), great D1 with excellent range and 6 frames of start up, good range on normals, very very good & annoying pressure, good meterless midscreen damage, excellent meterless orner damage and godlike meter damage, very good meter building, instant air dive kick, a lot of overhead moves, godlike air control,
Defense (4/5) : Her WE(2) sometimes works as a parry that leads to a decent damage combo, great AA, safe wake ups, ok backdash/forward dash, 6 frames pokes.
Trait (4/5): Her trait is excellent, one f he best and usefull traits in the game, the only reason why i put it as 4/5 is because it's a key move that sometimes affects her match ups bad, but it can also make the difference on her very good match ups, she can run all day with her life lead with trait on, it also gives her higher damage combos and she can cancel any air move into trait to be safe.
Damage (3/3): Her damage is excellent for the type of character that she is, her corner damage materless and with meter is broken, also she has a 24% unclashable MB mace charge.
Zoning (2/3): Her zoning is ok, is great in some matches but it's unexistant in others, her air zoning is good but sadly is nothing broken, she can MB her projectiles and be at + on block , the thing with her zoning is thau she can zone you with trait on staying in the air, she doesn't have to jump everytime and she doesn't fall down so she is safe.
Anti-Zoning (2/3): It's ok in some match ups, but unexistant in others.
Mobility (1.5/3): Her walkspeed is bad, her backdash / forward dash are decent at best, but her WE(3) is a great to get in move, so is her trait in some MUs.
Interactables object control (3/3): she can use any air interactable with trait on, she can WE cancel into trait to reach an interatable and she is a power character + her meter guilding is very good and she will always have meter to use the MB version of an interactable.

TOTAL: (24.5/30) Very, very good character.
 

Fromundaman

I write too much.
Nearly everyone is up-playing.
That and the guy you replied to gave a 16/30 to GL, so yeah... We have up players and down players here.

Sad part is, I think I may have been up-playing too, and I gave the lowest score in this thread :(
 
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Fred Marvel

It's actually Freddy Marvel
That and the guy you replied to gave a 16/30 to GL, so yeah... We have up players and down players here.

Sad part is, I think I may have been up-playing too, and I gave the lowest score in this thread :(
i wasnt going by my score as i am not a reliable source of how good my charactacter is.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
Honestly, I think the scales might be a bit too low. Maybe up the 5/5 to 10/10 and 3/3 to 6/6. More wiggle room.
 

M2Dave

Zoning Master
General M2Dave Should things like Difficulty Curve and Technical Nature of Character be used in the factoring of these characters? People can say MMH is top 1 all day but if they can't use orbs effectively, he loses a lot of points.
If a character is top tier, but the players cannot win, the fault is not with the character.

Most high level players that I talk to realize that Martian Manhunter and Zod are probably the two best characters in the game, but the highest level of play has not yet been achieved with these characters.
 
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RIF

Apprentice
Idk about other characters, but these Wonder Woman numbers you are seeing are legit. 25 - 27 out of 30 for sure. This character is ridiculous.
Most of the WOWO numbers are okay, but she is a 1.5-2/3 on Zoning, a 2/3 on anti-zoning, and her trait is not a 5/5. (3/5? Okay.) I agree that her Offense and Mobility are probably top 3 in the game.

If we're saying WOWO has top offense, then can you REALLY give Hawkgirl a 5/5 on offense?

3/3 for interactables should be for characters that can completely control them: Zod, MMH, Scorpion, and Sinestro w/ Trait. No one else should have that, IMHO. I could go on about other attributes, but my point is, without context, these numbers aren't exactly helpful.
 

JLU51306

Bzzzt *Paging Doctor Fate*
I am by no means a pro, and my experience with the game is purely among friends (who are good, tough matches, but nowhere near pro's themselves).

Martian Manhunter:

Offense (3.5/5) His rushdown is good, OH Teleport is great when it isn't dashed out of (hence the 0.5 deduction). Orbs are great for pressure, along with trait for increased range on normals that catch players off-guard. Mixups are great. Not the best offense in the game, but still great.


Defense (5/5) He can get out of tough situations (interactable incoming), and pressure his opponents to stay full screen (not with all characters, obviously) with zoning and threat of teleports. Possibly one of the best Defenses in the game.


Trait (3.5/5) Increased range gives him an advantage in the footsie game, and the slight increase in damage is always welcome. Being executable in between jump-ins and strings is very nice, and no start up or cooldown, and able to block while activating is a bonus most characters don't have (excluding a certain giant luchador).


Damage (2/3) Moderate damage with BnB's, and though it isn't the greatest thing to have to use 2 bars for 40%+ in a lot of instances, but it really isn't a super big issue. Damage is overall quite good.

Zoning (2.7/3) Full screen projectiles, orbs, ground blasts, and even teleports really contain your opponents positioning to almost where you want in a lot of excamples. But it isn't brain-dead zoning, which I like.

Anti-Zoning (2.5/3) His d2 isn't great, but teleports really help.

Mobility (3/3) Good dashes, moderate walkspeed, but great OH teleport gives him some fantastic mobility.


Interactable Object Control (3/3)
With the ability to teleport into his opponent to stop him from grabbing an interactable, and in most cases, opening it up for you in return, gives him very good control.


Total:
22.2/ 30
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
DOOMSDAY.

Offense = 4/5. D1, Earth Shake, MB Venom, probably the best forward dash speed in the game when put in the context of his moveset and strategy, and arguably the scariest person in the game to find yourself in the corner with. He is a fast-hitting mauler, whose only weakness is his susceptibility to strong zoning and solid anti-airing, although both can be overcome by succumbing to insanity and taking balls out risks with MB Nova. Body Splash is one of the best and most efficient combo starters and jump-in attacks in the game.

Defense = 4/5. To take his best defensive example IMO, D1-Earth Shake can instantly change the momentum of the fight, and can happen almost any time in sweep distance close quarters, which makes one's entire plan of attack against Doomsday different than any other fight, especially with an activated Trait or Meter to burn for the launcher. This, however, leaves a lot of damage to be desired as far as punishment options go. Venom, Nova and Air Grab are all reliable Wakeup options in a slew of situations, but all 3 are potentially predictable and can be drawn out for full punishes in some cases, especially the latter two. He also struggles against all 3 of his fellow big men; Lex's Trait, Grundy's armor, and Bane's combination of Venom and the particular moves it buffs, make all 3 of those MU's particularly more difficult than most.

Trait = 4/5. Priceless in MU's like Raven, Scorpion, Batgirl, etc.; while it can be used against him in MU's against characters with multi-hit specials like GL, Nightwing, Aquaman, and Deathstroke among others, it also balances out keeping any of them from being able to Lift, Ground Smash, FTD/Scoop, or B1U2/F3 in the meantime. Also, fuck Superman.

Damage = 2/3: A sliver above average midscreen when put in comparison to the rest of the cast; potential creeping death in the corner, not because of collective solo combos, but because of the drastic increase of setup potential.

Zoning = 2/3: The only projectile Doomsday has is himself. But between the tracking and punishment properties of MB Nova, and the armor and sheer impact size of MB Venom, they both have such a great array of uses that he's worth 2 out of 3. However, he loses that third point the moment he's read or baited with a backdash or a MB F3/B3.

Anti-Zoning = 2/3: Remember those multi-hit specials I mentioned earlier? They're the only thing keeping Doomy from getting a 3/3. His Trait is like a longer lasting version of Aquaman's Trait, only it prevents all knockdowns, projectile and otherwise, and when coupled with the armored MB Venom, means that in certain MU's, he can literally run over zoning with the proper timing.

Mobility = 3/3: Possibly the fastest character in the game as far as bulldozing his way across the screen. Body Splash crossups and Throws into setups mean you can never feel secure in knowing what he's going to do when he stops running. Absolutely terrifying in motion.

Interactable Object Control = 3/3: Being a power character + Trait preventing knockdowns in the event he's struck in mid-grab + being able to mix iA Interactable grabs and Body Splashes or J1's/J2's + the simple and sweet combination of D1-Earth Shake and a nearby object to throw or smash = some of the best Interactable capability in the game.

Total: 24/30.
 

Grave__Intent

Death's Trusty Side-Kick!
Superman
Offense:5/5 F23
Defense: 5/5 F23 on wakeup or rising grab
Trait: 5/5 excellent chip damage
Damage: 3/3 does about 40-47 midscreen and about 70-100 in the corner.
Zoning: 3/3 controls the game from full screen, add this with trait make it a fun ride.
AntiZone: 2/3 i feel as if there are better characters that hande zoning. but i would have to say his rushdown stops most zoners.
Mobility: 3/3 has an airdash and his backdash is very good ever since BA's took a hit.
Interactable: 3/3 air laser is very good at opponents that love to use interactables.

TOTAL:29
You forgot to mention Brain Dead easy play...lol
 

KRYS9984

Apprentice
- Batman -
Offense (4/5) His ability to trait cancel string and MB Batarang for advantage frames allows his to continue pressure on his opponent and look for openings / combo opportunities. He can wall carry an opponent in 1 combo (from mid-screen) and begin his strong corner mix-up game. As long as he has meter, he can keep resetting his opponent with MB straight grapple or choose to MB up batarang for combos in the +40% range (and can still reset the opponent once again if trait is available / activated). He also has good hard knock down set-ups with ambiguous F3's in the corner. Unfortunately, his main strings have holes and his standing 1 jab can be easily poked (to stop rush down). If the opponent is good at blocking, all his pressure leads to minimal chip damage.

Defense (4/5) Batman probably one of the best back-dashes in the game which allow his to create space quickly and commence his strong zoning / turtling game. His trait is incredibly versatile and allows him to turtle well and force an opponent into unfavourable situations. If Batman makes a wrong read (with trait activated) and you have an opportunity to jump in or dash forward, his trait will anti-air or stop the opponent in their tracks for a potential combo opportunity. However, he suffers on knock down with minimal wake-up options and no armor except for MB B3 or F3.

Trait (5/5) One of the best traits in the game. Enhances his offensive / defensive game.

Damage (2/3) Without hit confirming a J2 starter, Batman will only deal 30% - 38% (meterless / 1 bar). However, his corner damage can reach 40% - 50% with a bar of meter (also with at least 2 bats activated) or he can reset the opponent with MB straight grapple for potentially more damage.

Zoning (2/3) Batman can keep his opponent uneasy with bat trait activated. With bat management, he can have 1 - 2 bat out at all times during a match which allows him to catch jumps / dashes and convert them into combo opportunities. He can use the explosion of MB Batarang (strategically activated) to prevent opponents from jumping / jumping forward freely and instead take the chip. He can also throw out straight grapple to check the opponent and prevent them from dashing or jumping freely (best done with trait activated to cover a whiffed grapple from a closer range). B2,3 is an excellent whiff punish tool that also controls space making Batman quite safe. His ability to turtle and force opponents into making mistakes is quite good.

Anti-Zoning (2/3) Bat trait is excellent in capitalizing on whiffed special attacks that have high recovery frames. On a good read, he can launch a bat, jump the projectile and dash in or launch his MB straight grapple for a combo. This conditions opponent to not throw projectiles carelessly when he has trait activated. Without trait activated, Batman can be kept out by heavy projectile zoning much like other characters who do not have good counter zoning options.

Mobility (3/3) Excellent forward and back dash; he can easily close space on knock down by forward dashing and gets in quickly when trait has been activated / launched. His back double jump is useful in avoiding interactibles / projectiles and his forward glide can do the same while glide+2 can avoid grounded AA's attempts and lead into a combo.

Interactable Object Control (2/3) As a gadget character he has some limitations as opposed to power characters but can plant bombs on corner interactibles in conjunction with his corner game to boost / reset damage. He can use his bat trait to force an opponent to block an interactible (such as the dumpster, pig, etc...) for guaranteed damage.

24 / 30
 
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dribirut

BLAK FELOW
MMH:

Offense (4/5): with trait i'd say it is 5/5 but without it 2/5.. doesnt have any good true 50/50s

Defense (3/5): with trait id say 4/5 but his single hitting wake ups really hurt him

Trait (5/5): short cooldown and dominates all footsies with it

Damage (2.5/3): very good damage

Zoning (1.5/3): have to make too many reads and normal orbs dont have good hitbox

Anti zoning (3/3): self explanatory

Mobility (3/3: great dashes/ teleports/ airdash and ex airdash/

Interactable Object Control (3/3): avoids them easily with teleport and can access them easily with airdashes/orbs/ hard knockdowns etc.


25/30