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Rate Your Main Injustice Character(s)

Groove Heaven

Jobber-baron
Martian Manhunter
Offense: 5/5 - A crazy assortment of great normals, specials, and tools. Great setups off of his bf2, the infamous overhead teleport, b1/f2 mixups out of setups for full combos, the ability to make himself + frames, and an advancing b3 with two hits.
Defense: 4/5 - His traited 3 is probably the best anti-air normal in the game and can be linked into teleport for full combo into setup. Psyche orbs and long-range traited normals protect him from rushdown, and his teleport protects him from zoning. He has nothing special to break pressure off, though.
Trait: 4/5 - Gives him long-range normals in a game where footsies are basically having long-range or advancing normals. Adds a little bit of damage and more importantly, chip damage. Makes his 3, d1, 22, and b3 ridiculous. Basically makes his offense happen, which is an unfortunate thing to have on a cooldown.
Damage: 2/3 - The dami, bro. Can convert pretty big numbers off of his good tools, like (sort of) safe OH teleport and +20 on block MB psyche orbs. Needs meter to do that stuff, though.
Zoning: 2/3 - Alien Pillar, especially the MB version, is a pretty good zoning tool. Psyche orbs are very useful. Meteors are alright to throw in the mix now and then. It's still not crazy hard to get in on MMH's zoning, and I don't think he could work as a dedicated zoner.
AntiZone: 3/3 - lawl
Mobility: 3/3 - Good dashes, good air-dashes (which can be extended with meter), decent walk speed too. Teleport can cover distance easily and even safely.
Interactable: 3/3 - A lot of interactables are free with a bf2 setup. Can protect himself with an MB psyche orb and let one rip, too.
Total: 26/30

I'm gonna do Zod tomorrow...
 
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dribirut

BLAK FELOW
lol what makes his offense 5/5?
mainly the fear of b1 in combination with staggers/ cant jump back becasue of lm/ occasional rp pressure/ trait cancel pressure/ cant back dash b1/ b13/ very quick f3/ mb oa rocket pressure/ post combo setups are ridiculous/ good jump ins/ b13 minigun shenanigans/

Idk. when i use him he feels close to op when i finally have the opponent on lock down..
his mobility sucks ass though
 
Don't think I saw one for Scorps yet so I'll do it...

Offense: (3.5/5): *My* Scorpion is Yolo as fuck. Barring setups, mostly all of his combo starting normals are negative on block. Even his sweep is unsafe on block. -13 actually. Granted I haven't gotten punished for it nearly as much as I should considering how much I use it, cuz yolo. He also has an 8 frame d1 that is -1 on hit and a 6 frame poke with down diagonal forward 1 that's neutral on block. His saving grace is that if I can touch you for any reason be it AA, Air to air, random j3, or a yolo d1 spear, you eat a full combo. It's stupidly easy to convert any hit into a full combo for damage or into his vortex *read unsafe low or reactable, unsafe overhead.* for more yolo scorpion shenanigans. I get endless combo opportunities in a match off little things, so those 30-40% combos add up.

Defense: (2.5/5): Nothing really besides universal armor. His defense relies on player skill honestly.

Trait: (2/5): It's mainly used in combos to add a bit more damage in combos or in my go to corner B&B. Decent cooldown speed and uptime.

Damage: (2/3): Scorpion isn't about big damage and ending rounds in 1 1/2 combos. He plays to chipping away 30-40% at a time every time you make a mistake. He can also get about 50% in the corner.

Zoning: (2/3): Hellfire to get people moving. Spears to punish forced jumps. Hellfire has a pretty slow start up so it's more preemptive than reactionary.

Anti-Zoning: (3/3) See above except better because you have teleports to punish air projectiles from mostly everyone but a traited hawkslut.

Mobility: (1.5/3) Good forward dash, but pretty bad backwards dash. Teleports are unsafe but can get you in if you make the right reads.

Interactable Control: (2.5/3): Playing against Scorpion makes your interact button low gunshots unsafe. Would be 3/3 easy, but we have to factor in interactable usage... I can't even throw light fixtures at people, but I'll be damned if I let you touch em...

Total 19/30. according to Dave, my main is low tier...

1man3letters You know much more about Scorpion than me, care to rate him?

Edit: Forgot mobility.
 
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M2Dave

Zoning Master
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.
Well-said. I agree.

Offense
Nobody ought to have 5/5 in this category with the exception of characters who have 50/50 mix ups that reset. In other words, Batgirl, Killer Frost, The Flash, and Wonder Woman have the strongest offensive games. If a character gains better offense with trait, average the regular offense with the trait offense. For example, Zod's regular offense is 3/5 at best but 5/5 with trait. Zod's offense is therefore 4/5.

Defense Only characters with armor and superb wake up attacks should receive 5/5. Bane and Grundy come to mind. As does Killer Frost.

Trait
Aquaman, Batman, Lex Luthor, Sinestro, and Zod have the five best traits in the game. Perhaps you can make a case for a couple of other characters. But nobody but these characters should receive 5/5.

Damage 40% without meter is 3/3. As is 45%+ with meter. Grundy definitely receives 3/3. The Flash does too because he has the ability to do 55%+ every round.

Zoning Only characters who can win solely by tossing fireballs across the screen deserve 3/3. Cyborg, Raven, Sinestro, and Zod are the best examples.

Anti-Zoning Countering projectiles with little to no risk. Batgirl, Martian Manhunter, The Flash, etc. Deathstroke would probably receive 2/3.

Mobility
Any combination of great back and forward dashes, aerial dashes, walk speed, or teleports. Black Adam, Martian Manhunter, and Zod are some good examples.

Interactable Object Control
Characters who control interactable objects on the screen but also limit your ability to do so. Martian Manhunter, Scorpion, and Zod are the best examples.
 

Smarrgasm

What's a Smarrgasm?
Offense- 4/5 Frame traps, plus frames, crossup divekicks, etc. The only true thing missing is a legitimate 50/50.

Defense- 5/5 Great everything but a really reliable AA. If he had that it would be damn near impossible to approach and open up this character.

Trait- 4/5 Would be 5/5 if not for the most recent nerf that gave it more time and less activity when acticated. Good for cancelling into frame traps and closing out matches. Free damage every 9 seconds.

Damage- 3/3 one of the highest midscreen meterless damages in the game. Hits hard as mess any time he hits you.

Zoning- 2/3 His zoning is not so good as much as his keepaway. However, Black Magic and Lightning have incredibly good abilities on their own and can be powerful zoning tools if used correctly.

Anti-zone- 3/3 The divekick alone can make this 3/3. His dashes are also very good and his jump arc is very good for avoiding fireballs. The threat of 40% divekicks at all times is just too scary as well.

Mobility- 3/3 Despite the recent nerfs he still has some of the best mobility overall in the game. Both dashes are very good, 2 types of divekicks and a high looping jump arc.

Interactibles- 3/3 Quite possibly the best turtle character running to as many interactibles as possible is too strong. On top of that his movement and black magic are good for combating many interactibles on top of him usually already being full screen to easily dodge.

Overall 27/30 Balanced across the board with very few week spots.
 

rev0lver

Come On Die Young
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.
I don't know why Lex wouldn't be 3/3 with interactables. I can throw stuff at any character if I want to. I can walk through interactables and punish without fadc and take no damage. MB interactables with trait on and your only good option is to try and avoid it. I can get 60%+ combos off interactables. And if bg bounce is considered an interactable I get unblockable setups off it.
 

Fred Marvel

It's actually Freddy Marvel
mainly the fear of b1 in combination with staggers/ cant jump back becasue of lm/ occasional rp pressure/ trait cancel pressure/ cant back dash b1/ b13/ very quick f3/ mb oa rocket pressure/ post combo setups are ridiculous/ good jump ins/ b13 minigun shenanigans/

Idk. when i use him he feels close to op when i finally have the opponent on lock down..
his mobility sucks ass though
i agree with all the b1 stuff but alot of characters can counter/punish after a blocked b1, rp has terrible startup and can be beat even though you might get away with using a couple times, f3 is fast but hardly covers any distance, you can wakeup out of pretty much every GL setup aside from the MU specific ones if im not mistaken not to mention the meter reliance for any type of reset, jumpins are good b13 minigun is also
ill admit he definitely has some good offensive tools but i say 4/5 at best.
 

NoobHunter420

Scrub God Lord
The "Flash"
Offense (5/5): safe 50/50s that leads into 50% combos with corner carry. Corner is death against the flash.

Defense (4.5/5): Great wake up game, fuck your armor. MB Lightning kick hits 4 times. Fast normals, hits at least 2 times before the opponent's b3 comes out.
Forward dash, 2 dashes and you are in their faces. need BA's back dash to have a 5/5, NRS very plsss...

Trait (3.5/5): Great combo extender, leads to an easy 50% damage. Guarantees 10-14% chip damage. The only down side is that It can be push blocked.

Damage(3/3): Second most damaging character in the game. his trait BnBs never do less than 50% damage unless you go for standing resets.

Zoning(0/3): no prejectile of any sort, only a punishable charge that leads to a miserable 31% damage :(
One of the few honest characters, right next to lobo and wondy :)

Anti-zoning(2/3): Has to make his way in through the zoning bullshit. The charge keeps zoners honest in the mid screen. blocked gunshots = 31% damage.

Mobility (3/3): One of the fastest walk speeds in the game, great forward dash . rising uppercut can catch people that like to jump back.

Interactable object control (1.5/3): Mobility character, not much he can he. Can't plant bomb, just jump off interactables.

Total: 22.5/30
as you can see Flash is a great character, make him a power character and he is top 5.
As far as tier list, he is right below deathstroke..jp l0l
 

Fromundaman

I write too much.
Offense Nobody ought to have 5/5 in this category with the exception of characters who have 50/50 mix ups that reset. In other words, Batgirl, Killer Frost, The Flash, and Wonder Woman have the strongest offensive games. If a character gains better offense with trait, average the regular offense with the trait offense. For example, Zod's regular offense is 3/5 at best but 5/5 with trait. Zod's offense is therefore 4/5.
I don't know if it's really that simple. Technically, Joker has 50/50s that reset (In the form of crowbar, wakeup traps or corner traps) and in the corner he has unblockable setups that reset infinitely. I still would not give him a 5/5 in offense despite this.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
I don't know if it's really that simple. Technically, Joker has 50/50s that reset (In the form of crowbar, wakeup traps or corner traps) and in the corner he has unblockable setups that reset infinitely. I still would not give him a 5/5 in offense despite this.
unblockable setups that reset infinitely? what would those be? o.o
 

Doombawkz

Trust me, I'm a doctor
Offense: 5/5. Before you ask, Bane has armor for days, 50/50s, resets, fast stands, slow stands, good reach, unblockables, huge damage, etc. There is a reason people run from this character, and his mobility lets him stay in when he needs to. Proper management of venom allows him to work past the debuffs, as well as the ability to reset said debuff (shown many times in NEC). All in all, probably one of the stronger characters in this field. Even venomless, the huge reach on his normal with his already decent damage and oki keep him afloat.

Defense: 4/5. Armor is nice, but none of our wake-ups barring the first 15 frames of charge and the first like... 7 of venom upper have invincibility. As was said before, lacks a good "get off me" when venom is down. Could be slightly higher or lower, when trait is up its a 5/5 easily but when its down its a 3/5.

Trait:
4/5. Gives us the highest damage in the game, I would say 5/5 but people would say I'm upplaying because in exchange for 18 seconds of armor, eventual armor breaking and projectile immunity, and huge damage I have a 6 second cooldown where I suppose my blocking, best backdash in the game, and Mb specials are all disabled? Even though I can reset it (something done multiple times at NEC) or just not always go 3 and instead manhandle 75% of the cast with level 1 venom. Or just be safe for 6 seconds while the best most characters can manage is to chip me for pretty small damage.

Damage: 3/3. I don't need to explain why I trust?

Zoning: 1/3. No projectile, but does control his space well once he does get in. Depends if you consider "zoning" to be nothing but projectiles.

Anti-Zoning: 2/3. I cover the screen in 2 dashes, get eventual projectile immunity on both my specials an my dashes. The only reason I don't have it as a 3/3 with these factors is because not all projectiles are counted as such, and Zatanna.

Mobility: 3/3. Best backdash in the game, easily a top 5 forward dash and walk speed. Also, projectile immune dashes. Everything that he needs to get in and get out when he has to. Against characters without projectiles, that backdash is a godsend.

Interactable Object Control: 2/3. I say this because Bane does have access to armor, and can usually punish for more damage than he is actually receiving. Likewise, his interactable control has some huge in-combo potential and everything he throws hurts. He doesn't, however, have the means to stop people from hitting him with some interactables. (Pretty much anything that consists of water breaks armor for some reason) and some people can more easily abuse certain ones.

24/30.
 

Fromundaman

I write too much.
unblockable setups that reset infinitely? what would those be? o.o
Well, there are no true unblockables in this game (if a high and a low hit on the same frame they count as mids for some reason), but in the corner after MB crowbar you can throw down teeth then OTG with B13 for something that hits low/high/low then starts a 30-some % combo back into MB crowbar while building 90% of a bar. So I guess it's not infinitely per se if you want to use that set up (If you're missing meter there are a lot of stupid corner resets) but so long as you start with a little over a bar (basically if you have 30-40% of a bar of meter after the MB crowbar) you can take a full health bar.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
Well, there are no true unblockables in this game (if a high and a low hit on the same frame they count as mids for some reason), but in the corner after MB crowbar you can throw down teeth then OTG with B13 for something that hits low/high/low then starts a 30-some % combo back into MB crowbar while building 90% of a bar. So I guess it's not infinitely per se if you want to use that set up (If you're missing meter there are a lot of stupid corner resets) but so long as you start with a little over a bar (basically if you have 30-40% of a bar of meter after the MB crowbar) you can take a full health bar.
ah, so its still escape-able then?
 

Fromundaman

I write too much.
ah, so its still escape-able then?
Technically speaking, everything in this game is escapable. That said, you have to block low/high/low in a ridiculously tight frame of time, and even if you do I am ridiculously + after it.

To this day I have never seen someone escape without using clash, but technically it is blockable.
 

smokey

EX Ovi should launch
Shazam
Offense (3/5)
- Decent oki if you know the matchup and appropriate setups/baits/punishes. D1 is godlike, AC has good range and b23 now combos into shit since that patch, so his overhead/low mixups while sketchy and unsafe, aint bad.

Defense (2/5) - 1 because you can wake up with teleports and you can only punish it half the time. 2 because D1 gets him a free HM on hit, so his pokes are rewarding if you go balls deep.

Trait (2/5) - OK in the corner, OK from some setups and interactable bounces.....meh in startup and versatility.

Damage (2/3) - Does enough to be scary, but when you put actual damage at 5/5 shazam doesnt come close.

Zoning (1/3) - Nope.

Anti-Zoning (1/3) - Nope, you can teleport through stuff but his walk speed and ability to move freely around zoning is pretty dumb.

Mobility (1/3) - He has a teleport with some invincible frames, but still not really mobility

Interactable Object Control (2/3) - Hes a power character for starters, and you can abuse his teleport for the invincible frames which makes dodging stuff slightly easier than backdashing... not really control though.

14
 

Srryimwhte

RM PTH
DEATHSTROKE
Offense (4/5)
ambiguous jumping 1, vortex, 50/50s, has decent pressure off of f3
Defense (3/5) s.spin is a saf hit confirmable to mb option while s.flip can destroy most oki options and establish respect
Trait (1/5) it was ok pre patch but lack of duration a increased cool down make it a chance to use considering you lose your range options for a long time
Damage (2/3) doesnt require meter to achieve 35 to 40 percentage
Zoning (2/3) its 11 frames
Anti-Zoning (3/3) can avoid/reversal most everyones long range options
Mobility (2/3) - dash is decent and his jump has a high enough arch to avoid most standard projectiles
Interactable Object Control (2/3) i feel its more of he just stops people from using interactables more than just using them

Total: 19/ 30
Crathen G4S J360?
 

HGTV Soapboxfan

"Always a Pleasure"
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.
Dude, 3/3 on antizoning. iaDG, air dash, and a projectile parry, and shield stance forces zoners to come in. I agree on your other points.
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
DOOMSDAY

Offense: 5/5
Defense: 3/5
Trait: 4.5/5
Damage: 3/3
Zoning: 1/3
AntiZone: 2.5/3
Mobility: 2.5/3
Interactable: 3/3
Total: 24.5 / 30

Fight Me on PS4
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Don't think I saw one for Scorps yet so I'll do it...

Offense: (3.5/5): *My* Scorpion is Yolo as fuck. Barring setups, mostly all of his combo starting normals are negative on block. Even his sweep is unsafe on block. -13 actually. Granted I haven't gotten punished for it nearly as much as I should considering how much I use it, cuz yolo. He also has an 8 frame d1 that is -1 on hit and a 6 frame poke with down diagonal forward 1 that's neutral on block. His saving grace is that if I can touch you for any reason be it AA, Air to air, random j3, or a yolo d1 spear, you eat a full combo. It's stupidly easy to convert any hit into a full combo for damage or into his vortex *read unsafe low or reactable, unsafe overhead.* for more yolo scorpion shenanigans. I get endless combo opportunities in a match off little things, so those 30-40% combos add up.

Defense: (2.5/5): Nothing really besides universal armor. His defense relies on player skill honestly.

Trait: (2/5): It's mainly used in combos to add a bit more damage in combos or in my go to corner B&B. Decent cooldown speed and uptime.

Damage: (2/3): Scorpion isn't about big damage and ending rounds in 1 1/2 combos. He plays to chipping away 30-40% at a time every time you make a mistake. He can also get about 50% in the corner.

Zoning: (2/3): Hellfire to get people moving. Spears to punish forced jumps. Hellfire has a pretty slow start up so it's more preemptive than reactionary.

Anti-Zoning: (3/3) See above except better because you have teleports to punish air projectiles from mostly everyone but a traited hawkslut.

Mobility: (1.5/3) Good forward dash, but pretty bad backwards dash. Teleports are unsafe but can get you in if you make the right reads.

Interactable Control: (2.5/3): Playing against Scorpion makes your interact button low gunshots unsafe. Would be 3/3 easy, but we have to factor in interactable usage... I can't even throw light fixtures at people, but I'll be damned if I let you touch em...

Total 19/30. according to Dave, my main is low tier...

1man3letters You know much more about Scorpion than me, care to rate him?

Edit: Forgot mobility.

hmm this seems like fun idea,


offense: (4/5) u do not play injustice u play the scorpion game. 6 frame punisher,8 frame mid that has a safe overhead after it that leads to a combo,good few untechable knockdowns, stupid amount of mixups but most options unsafe sadly. vortex. very good air normals, unseeable advantage on block 50/50 in the corner.

defense: (3/5) strong air to air, good anti airs with d2/flipkick, no safe way up off ground but telepunch does get out of alot of stuff some characters cant,like beating anti wake up mb b/f3s.

Trait: (3/5) gives extra damage % in combos and acts as a restand tool in juggles but 10 seconds cooldown is a tad bit rough for what it does

damage: (2/3) scorpions damage is the most downplayed thing about him imo, 38-40% from standing 1/b1/b2 with a bar and trait is very respectable.

zoning: (1.5/3) he has a unblockable but thats about it, spear is move of a yolo tool than zoning tool

anti-zoning: (3/3) telepunch

mobility: (1.5/3) good forward dash, good jump arc,bad backash,piss poor forward and back walks

interactable control: (3/3) scorpion makes opponents use interactable setups rather than just being able to throw them at random. even though a agility character scorpion uses interactables pretty well with unscaled guraanteed setups with most interactables. hall of justice roomba and the pig and the batcave right corners prob being his strongest. prob the best agility character when comes to interactables

total 21/30
 
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Pan1cMode

AUS FGC represent!
BATGIRL

Offense (5/5) If anyone deserves a 5/5 for this it's batgirl. Safe 50/50s that reset into each other; don't think it needs more explanation than that.

Defense (3.5/5) Her wake up game is one of the best in the game. Cartwheel is an excellent multi-hitting wakeup that breaks through almost all armour. Teleport and flying bat are also really good options. She does however lack heaps of armour so there's that. Her d2 is decent (and leads to vortex) and she has a 6 frame shoryuken which also leads to vortex.

Trait (3/5) Her trait is ok, but not great. The extra chip is pretty awesome but compared to other characters there are much better traits.

Damage (3/3) Batgirl's damage output deserves a three. 60%+ in the corner, 40%+ midscreen, 50%+ with 3 bars midscreen.

Zoning (2.5/3) Batarnags, bola and teleport are really good zoning tools. The threat of a teleport can stop some from advancing.

Anti-Zoning (3/3) I don't think a 3/3 needs much explanation here. Her teleport alone is a great anti-zoning tool which leads to a vortex.

Mobility (2.5/3) Her dashes are great and make her airborne. She can dash over some grounded projectiles (such as swamp hands). Her jump arc is really good too. And there's teleport which always keeps her mobile (and is safe on whiff). Bat evade also helps with her mobility.

Interactable Object Control (3/3) Batgirl's interactable control is one of (if not the) best in the game. She punishes all throwing interactables with teleport into vortex. She also gets unblockable bomb loops in any corner where you can plant a bomb (eg. meteroplois street, wayne manor outside and inside, Gotham city rooftop). She also has unblockable bomb resets midscreen from bola (eg. from TVs in assylum)

Total:
25.5 / 30

I feel it's pretty honest. I may have up-played her mobility and zoning a bit but I feel the scores are reflective of what she deserves. I'd be interested to hear other people's views on her. Have I up-played her? Have I downplayed her?
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
General M2Dave, I totally disagree with having some things be weighted at 3 and some things rated at 5...especially trait. KF's trait sucks but it doesn't hurt her in almost any MU...
Killer Frost

Offense: 5/5; Powerful vortex, safe low-launching special, d1 + on block, fast F3 launcher.
Defense: 4.5/5; Good zoning, 2 hit projectile, ice spike is a good counter zoning tool and can punish many things at distance, good wakeup game with slides invincibility, parry that leads to full combo, d1 + on block, 6 frame punisher. Can struggle against high mobility characters that can stay in the air.
Trait: 1/5; Made useless after patch. Went from 5/5 to 1/5; You can still use it to bait your opponent from long range and get a SLIGHT damage increase in combos.
Damage: 3/3; Damage still strong after nerfs, damage from vortex adds up, strong meterless damage, meterless vortex, MB F3/B3 damage buff helped KF more than other characters because of how fast her F3 is.
Zoning: 2.5/3; Good zoning and linear control of the screen, 2-hit projectile that recovers quick,
Anti-Zone: 2/3; Ice spike punishes many things on block at long range, good mobility to get in, daggers can control space and limit some characters zoning, slide can go under many projectiles to punish zoners.
Mobility: 2.5/3; Good dash, air-dash, forcing your opponent to respect slide opens up more movement opportunities.
Interactable: 1/3; KF' is in the weakeast interactable class and struggles against power characters on some stages. After the last balance patch it is not a major weakness IMO anymore.

Total: 21.5 / 30

Keep in mind that 6 points were lost between interactables and trait, which goes to show that the character is really not complete. I definitely disagree with trait being worth 5 though. KF is an example of a character that doesn't need trait. I think if anything, offense and defense should be worth more which would make the ratings more accurate. Nice try though Mario.