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Rate Your Main Injustice Character(s)

Red Reaper

The Hyrax Whisperer
Administrator
I feel against a lot of the cast arrow can really play his zoning game as long as he gets the first arrow on screen safely. I really don't just shoot arrows but I mix in dash cancels, delayed shots, arrow loads and ect. With momentum it opens up options for arrow to get in which makes people respect what you do after shooting an arrow. It's not really pure zoning but it's effective.
Hmm.. I don't particularly understand it. lol. I mostly play against Catwoman and Flash though so maybe that's why?

I'll try to figure this out as it seems highly valuable. I'm wondering how effective this kan be on Zod or Batman.
 

Scoot Magee

But I didn't want to dash
Hmm.. I don't particularly understand it. lol. I mostly play against Catwoman and Flash though so maybe that's why?

I'll try to figure this out as it seems highly valuable. I'm wondering how effective this kan be on Zod or Batman.
Two characters I don't have much if any experience against.
 

Scoot Magee

But I didn't want to dash
No Flash?
I played cyphox 1 time for a few games. Same for CD jr. Both were months ago. Honestly I haven't had consistent experience vs a ton of characters. I've never even played a harley quinn or catwomen outside of a random ranked match.
 

Red Reaper

The Hyrax Whisperer
Administrator
I played cyphox 1 time for a few games. Same for CD jr. Both were months ago. Honestly I haven't had consistent experience vs a ton of characters. I've never even played a harley quinn or catwomen outside of a random ranked match.
I don't have a lot of match experience either. I don't play online often and I don't really go to WNF. I mostly just know the characters I use and those my training partner uses. That and theory fighting...

I'm hoping to start playing online soon though.
 

Jimmypotato

Mid Tier
I wasn't going to do this cause I really don't care what Dave thinks I think of my character, but since Reaper tagged me I'll put mine up.

GREEN ARROW ~ What JimmyP really thinks, no trolling or joking, if I could put 0 for Damage I would, I think it's his biggest downfall as a character and keeps him from being top 10 or higher in the game.

Offense (4/5)

This category has nothing to do with Damage, so I give it a 4. I think his offense is awesome, and his ability to initiate it. Far reaching fast D1. Deceiving reach and speed on Overhead starter. Good Reach and speed on F2 mid starter. Has some Decent Frame traps and knock down set ups. Above Average Corner game. Excellent reach on B3 and solid options of F3. J3 has super good range and can combo into all options. J1 fast enough to win most air to airs. Ability to hold Arrows out leads to offensive opportunities. Has 50/50 option of F2D1. Stinger is underrated as an Arrow tool, as it's a fast advancing low that is safe when done at a certain distance and can be hitconfirm MB'd into an over head that . Has options to hit confirm his Super into inescapable situations. Has wake up killing set ups on most of the cast . Most things he does can be made safe so risk on initiating offense is very low.

Defense (4/5) Savage Blast and MB Stinger are solid Wake ups, hurricane bow is multihitting. If they jump at you Stinger gets you out without MB (very good for escaping corners) Savage Blast is very effective at avoiding Jump ins from most of the cast while dealing them damage and getting a knockdown (not so much against air projectiles and air dashers). SkyAlert is a very good tool to stop over head tele's and in desperate situations can be MB to cover more of the Air. Solid speed and hitbox on D2 (for AA and footsies)combos into set ups. Keep away game with trait arrows is solid, beaten by tracking ground specials fast teles and Armor. Range of D1 great for stopping dashin ins and checking people doing unsafe shit. Also great to make the switch from defense to offence. Back dash is not great, but Savage blast, Jump Back (3) make up for it. Super is actually underrated and unknown to be used as a wiff punisher, but has it's effected uses in certain situations and against certain moves.


Trait (4/5) One of the best in game. The ability to put a projectile on any part of the screen. It can hit low or over head. Can be cancelled out of. Unclashable. Has great hit and block advantage. Has 4 different versions all with different properties for different situations. Excellent for defense and offense.

Damage (1/3) 100% his biggest downfall in the game. Even though he has super resets and some decent unclashable damage. Having to open up a guy 6-7 times compared to them only having to open you up 2-3 times is no way to live.

Zoning (1/3) Under rated at times, but has it's uses. When Arrows are used correctly they can be very effective at controlling your opponent. Not going to win any matches with it due to damage, used to play keep away, or open up for offense. Totally locks down some characters. Totally nullified by a couple character. If I could put 1.5 I would. Using proper Arrow type in the right situations is key.

Anti-Zoning (2/3) Hitbox on Low Arrow and ability to shoot Arrows on multiple parts of the screen are solid. Electric Arrow is deceivingly fast and when shot downwards from the air can hit from further then 3/4 screen but not fullscreen. Fire Arrow Grants a knockdown to open up opportunity's to dash in. Can stop other characters zoning by just getting the first projectile on the screen. Arrows can be used to bait certain types of zoning as well, and punish or use the opportunity to close distance, match up dependent.

Mobility (2/3) Probably second best forward dash in the game. Doesn't really need to back dash outside of cancelling held Trait or to escape certain strings(although not very effectively). His Jump back 3 and Savage blast make up for shitty back dash. The ability to jump walk and dash with trait held. Ability to stop forward or back ward jump with Dead On special move. Would be a 3/3 for me if he had a teleport.

Interactable Object Control (2/3) Has some really really high damage resets on certain stages, some reusable though out the match (wayne manor Car) Some with Super and some without. Ability to punish characters for using them is above average as well, with his J3 range and MBForward dash cancel (fast dash remember!!!) can usually go through and punish well enough to make the trade worth it.

Total: 20 / 30
 

Scoot Magee

But I didn't want to dash
I don't have a lot of match experience either. I don't play online often and I don't really go to WNF. I mostly just know the characters I use and those my training partner uses. That and theory fighting...

I'm hoping to start playing online soon though.
Two characters I don't have much if any experience against.
I can't say for sure it works on batman but it works well against zod. Obviously you have to respect his trait but zod has to respect arrows. I posted some match up stuff in the zod match up thread.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Give me an example of what your scale would look like.
I would give more weight to offense, defense, and damage (and really just normalize some of the other categories)...and add a category for comeback factor. Trait would be eliminated and be factored into the offense or defense category. That way it can impact ratings when applicable. For example, Killer Frost's trait is horrible now, but she literally does not need it at all in order to be a strong character within the game. So if the rating system is supposed to determine how good a character is it makes no sense to have a rating that is meaningless to certain characters. All that does is hurt the rating even though it has little to no impact.

Offense (10/10)

Defense (10/10)

Comeback Factor (5/5)

Damage (5/5)

Zoning (5/5)

Anti-Zoning (5/5)

Mobility (5/5)

Interactable Object Control (5/5)

Total = xx/50
 
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Doombawkz

Trust me, I'm a doctor
I would give more weight to offense, defense, and damage (and really just normalize some of the other categories)...and add a category for comeback factor. Trait would be eliminated and be factored into the offense or defense category. That way it can impact ratings when applicable. For example, Killer Frost's trait is horrible now, but she literally does not need it at all in order to be a strong character within the game. So if the rating system is supposed to determine how good a character is it makes no sense to have a rating that is meaningless to certain characters. All that does is rating even though it has little to no impact.

Offense (10/10)

Defense (10/10)

Comeback Factor (5/5)

Damage (5/5)

Zoning (5/5)

Anti-Zoning (5/5)

Mobility (5/5)

Interactable Object Control (5/5)

50/50
Its funny, doing this list I ended up with the same ratio (providing I docked one point from each offence/defence) of 24/30 for dave's list and 44/55 for Ribbz list.
Bane upper-mid for life :(
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Its funny, doing this list I ended up with the same ratio (providing I docked one point from each offence/defence) of 24/30 for dave's list and 44/55 for Ribbz list.
Bane upper-mid for life :(
How did you get out of 55 for my list luls?
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
General M2Dave
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.
With my system I would have KF at the following (see above for most of the reasoning):

Offense (10/10)

Defense (9/10)

Comeback Factor (5/5)

Damage (5/5)

Zoning (3/5)

Anti-Zoning (3/5)

Mobility (3.5/5)

Interactable Object Control (2.5/5) I put this at a 2.5 because although she is acrobat class she does have an air dash that affords her some additional means to get to some interactables.

41/50
 

Doombawkz

Trust me, I'm a doctor
Bane
Offense (9/10)

Defense (9/10)


Comeback Factor (5/5)

Damage (5/5)

Zoning (1/5)

Anti-Zoning (3/5)

Mobility (4/5)

Interactable Object Control (4/5)
40/50 (still the same damn ration :( )


(though I strongly disagree KF has a 5/5 in damage on account of her damage being based on guessing and meter, and even then its not all that high. Comeback and offence? Sure, maybe. Damage? For her to maintain those previous 10s her damage has to be trimmed for the sake of resets. 3/5 is my personal opinion.)
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Bane
Offense (9/10)

Defense (9/10)


Comeback Factor (5/5)

Damage (5/5)

Zoning (1/5)

Anti-Zoning (3/5)

Mobility (4/5)

Interactable Object Control (4/5)
40/50 (still the same damn ration :( )


(though I strongly disagree KF has a 5/5 in damage on account of her damage being based on guessing and meter, and even then its not all that high. Comeback and offence? Sure, maybe. Damage? For her to maintain those previous 10s her damage has to be trimmed for the sake of resets. 3/5 is my personal opinion.)
I feel like she has high damage output even without the resets and with her resets being safe and more abundant due to slide I think she needs higher than a 3/5. Damage adds up and I still factor the resets into damage as well. Before the nerfs her damage would have been a 6/5 it was pretty broken.
 

M2Dave

Zoning Master
I would give more weight to offense, defense, and damage (and really just normalize some of the other categories)...and add a category for comeback factor. Trait would be eliminated and be factored into the offense or defense category. That way it can impact ratings when applicable. For example, Killer Frost's trait is horrible now, but she literally does not need it at all in order to be a strong character within the game. So if the rating system is supposed to determine how good a character is it makes no sense to have a rating that is meaningless to certain characters. All that does is hurt the rating even though it has little to no impact.

Offense (10/10)

Defense (10/10)

Comeback Factor (5/5)

Damage (5/5)

Zoning (5/5)

Anti-Zoning (5/5)

Mobility (5/5)

Interactable Object Control (5/5)

Total = xx/50
I like how you conveniently left out trait. LOL.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I like how you conveniently left out trait. LOL.
I explained why. Do you read my posts or just respond? lol.

Explain why you should have a rating for something that affects some characters and not others? Trait doesn't affect KF's game at all or ability to be a good character. Same with Batgirl. Including trait is part of your system's problem since it is taking away from characters when it might not even apply to them.
 

M2Dave

Zoning Master
I explained why. Do you read my posts or just respond? lol.

Explain why you should have a rating for something that affects some characters and not others? Trait doesn't affect KF's game at all or ability to be a good character. Same with Batgirl. Including trait is part of your system's problem since it is taking away from characters when it might not even apply to them.
Yes, I have read your post. I am aware that "certain characters" do not rely on their traits, but what about the ones who do?

Not every character is Cyborg, Batgirl, Deathstroke, and Killer Frost. There are countless characters who heavily rely on their traits.

- Aquaman
- Ares
- Bane
- Black Adam
- Doomsday
- Green Lantern
- Grundy
- Hawkgirl
- Lex Luthor
- Lobo
- Martian Manhunter
- Raven
- Sinestro
- Superman
- The Flash
- Zod
 

NRF CharlieMurphy

Kindergarten Meta
I explained why. Do you read my posts or just respond? lol.

Explain why you should have a rating for something that affects some characters and not others? Trait doesn't affect KF's game at all or ability to be a good character. Same with Batgirl. Including trait is part of your system's problem since it is taking away from characters when it might not even apply to them.
Dude.

Your second sentence shows the bias you have towards the whole thing. Traits are a massive part of the game.
 

Red Reaper

The Hyrax Whisperer
Administrator
Zoning (1/3) Totally nullified by a couple character. If I could put 1.5 I would.

Mobility (2/3) Probably second best forward dash in the game.

Interactable Object Control (2/3) Has some really really high damage resets on certain stages, some reusable though out the match (wayne manor Car) Some with Super and some without. Ability to punish characters for using them is above average as well, with his J3 range and MBForward dash cancel (fast dash remember!!!) can usually go through and punish well enough to make the trade worth it.

Total: 20 / 30
I agree with a lot of stuff and I'm now seeing more of his potential. His zoning game really helps him out and I feel like I've been playing him wrong this whole time...

I want to get better with him because now I feel like I kan actually win with him if I just master his zoning/kounter zoning. The fact that he's so match up dependent is interesting to me but it does mean I have to put in more work with him than with other characters.

Oh, and I quoted these parts specifically because:

You kan put a 1.5 rating. M2Dave said so in his original post and I did it as well.

Top two forward dashes that I know of are Supes and Flash since they kan both dash forward after Batman's B23 without getting hit while Arrow kan't.

I don't know why I forgot about MB~Dash Kancels to punish interactable use.. lol. I remember figuring that out in the early days when everyone in my scene was komplaining about the water in Atlantis..

I can't say for sure it works on batman but it works well against zod. Obviously you have to respect his trait but zod has to respect arrows. I posted some match up stuff in the zod match up thread.
Man, I'm really glad I did this rating thing as I originally thought it was kind of a waste of time. Now that I've tested his zoning thanx to you guys I now see greater potential in him. I should give kredit where it's due though and thank UsedForGlue as I believe he was the first person to point out his zoning. I should have listened to him then, but I think it works out in the end since now I know more about Green Arrow's offense and zoning without the use of arrows.

PS: The three of us hit pretty klose in our scores: I think this means something...