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Rate Your Main Injustice Character(s)

Fred Marvel

It's actually Freddy Marvel
Green Lantern

Offense (5/5)
B1 and F3 are two of the best 50/50 options in the game when under the right circumstances (in the corner, ex LM setup). B1 being 9 frames also makes this character a huge threat when in range, of either B1 OR lift OR J1, basically the options are endless, and puts you (the opponent) in a shitty guessing game. amazing offense, only to compliment his ability to turtle against most of the cast

Defense (5/5) the only thing that bothers me about GL's defense is that he doesn't have a huge hitbox for me to complain about. 7 frame S1, but his B1 is sufficient to punish most things, which ultimately leads into his mix ups. Great D2 as well, although it trades, there is more than enough time to get out a lift or B1 into full combo. And when some1 jumps out of D2 range, there is always lift. A reason why i love this character is because of his ability to anti air, reminds me of S2 and B2


Trait (4/5) This trait is ESSENTIAL for this character. It also adds damage and great properties to certain moves (mainly lift and minigun). Only reason why it's not 5/5 is because it is too essential. GL doesn't get much raw damage off of combos, w/o using meter or trait.

Damage (3/3) He gets moderate damage, but from many different angles (not just B1 starter or F3). his anti air damage, air to air damage, and even d1 lift damage is higher than most characters, making up for other combo starters.

Zoning (3/3) I don't really like to call GL's air rockets, minigun, or ground rockets zoning. I see it more as spacing for the B1, J1 or lift meta game. His projectiles are slow, but good use of the air rockets set up great spacing for GL to start playing his main game.

Anti-Zoning (3/3) Meter burn rocket trades VERY well with any sort of projectile. He gets more damage, and if he gets it off early enough, will be able to turbine in for a mixup/close the gap. Of course, there are exceptions like Sinestro or Raven.

Mobility (1/3) Go ahead, crucify me. i fuckin hate his mobility and it's the main reason for a majority of his losing MU's IMO. dashing sucks, walk speed sucks. His back walk speed is actually decent, though... every1 get fucked

Interactable Object Control (3/3) online i only choose one stage (metropolis street), but GL has some of the best Interactable control in the game. They are VERY good compliments to his combos, ending them early for a free 20% damage. it is 100% worth it, and they are extremely hard, if not impossible, to get out of when ending a simple B1 combo into trait lift. <3 re-spawning shit
Total:
27 / 30

easily top 10 in the game, and most likely top 5. w/ the amazing competition i play at gga when i am rarely there, i feel the power of this character being able to overcome MU's that just are not fair.
you are being very generous and optimistic with those numbers lol
 

Doombawkz

Trust me, I'm a doctor
So what if the format looked as follows?

Offense (5/5)
- vortex
- 50/50 mix ups

Defense (5/5)
- wake up game
- "get off" and "panic" moves

Damage (5/5)
- combos
- general damage output

Footsies and Zoning (5/5)
- neutral game (i.e., normal attacks, anti-aerial attacks, etc.)
- distance game (i.e., projectiles)

Interactable Object Control and Prevention (5/5)
- using as well as avoiding interactable objects

Anti-Zoning (5/5)
- stopping your opponent from keeping you at a certain spot on the screen
- mobility

Total 30 points
What about Bane whose "offense" consists of his constant armor options and high advantage normals instead of a "vortex" and strictly 50/50?

If you count defense as you listed, only Bane, Grundy, Aquaman, and maybe the teleporters would score anything above a 3 because a common issue in this game is the lack of wake-ups which is almost universal and the lack of real "get off me" moves that aren't armored or AM trait. Batman trait is even iffy because if you get poked by anything its no longer an option.

Damage being based on "damage output" and "combos" is the same thing, but damage should just be that: Damage. Metered and meterless, of course, would be better divisions because certain characters (Zatanna, MMH, Killer frost) rely on such things to achieve any actual damage, but characters who can go without or pull higher numbers should score higher than those who cant.

Footsies and Zoning? If you include footsies, Bane gets a pretty high score even lacking a projectile because he ignores the entire concept of footsies unless you break armor.

Interactable is fine but its unchanged.

Anti-zoning is fine too.


So out of 30, given your list, I'd give Bane...

1/5 (his 50/50s and vortex don't really exist, its all about the armor moreso and the high advantage he gets off of his attacks. He has a long reaching d.1 and a good overhead DP, and his f.2.d has a overhead thats armored, low crush... Also all of his 50/50 set-ups usually give him either a tick on block or like +7. But as far as just raw 50/50 and vortex goes, he doesn't use that too much.)
5/5 (Armor, decent wake-ups because of armor, and more armor. He has armor even when he doesn't have armor.)
5/5 (Bane does damage.)
5/5 (Whats a footsie?)
4/5 (We hit harder than everyone and we can run from most anything, if not eat through and deal more damage in response)
4/5 (mobility, and you can't keep us out forever with our mobility in tow)

24/30 ... Which is the same amount haha.
Goddamn. But if you change the definition of what "offense" is, then Bane instantly shoots up another 3 or 4 points.
 

M2Dave

Zoning Master
Doombawkz said:
What about Bane whose "offense" consists of his constant armor options and high advantage normals instead of a "vortex" and strictly 50/50?
On a knocked down opponent, command grab / overhead special attack / uppercut IS a vortex when Bane has venom because he ignores most wake up attacks. The key being "most" because characters with teleports can escape, so he cannot receive 5/5. Batgirl would be an example of a character who would receive 5/5 on offense.

Doombawkz said:
If you count defense as you listed, only Bane, Grundy, Aquaman, and maybe the teleporters would score anything above a 3 because a common issue in this game is the lack of wake-ups which is almost universal and the lack of real "get off me" moves that aren't armored or AM trait. Batman trait is even iffy because if you get poked by anything its no longer an option.
You are missing the point.

For example, Deathstroke's wake up options are superior to Zod's. Sword spin is fully invincible, mostly safe on block, hits twice, and does decent chip damage on block. When crossed up, sword spin's inputs are reversed and you get another fully invincible reversal.

Doombawkz said:
Damage being based on "damage output" and "combos" is the same thing, but damage should just be that: Damage. Metered and meterless, of course, would be better divisions because certain characters (Zatanna, MMH, Killer frost) rely on such things to achieve any actual damage, but characters who can go without or pull higher numbers should score higher than those who cant.
Combos and damage output are just examples.

Doombawkz said:
Footsies and Zoning? If you include footsies, Bane gets a pretty high score even lacking a projectile because he ignores the entire concept of footsies unless you break armor.
Good point.

Doombawkz said:
So out of 30, given your list, I'd give Bane...

1/5 (his 50/50s and vortex don't really exist, its all about the armor moreso and the high advantage he gets off of his attacks. He has a long reaching d.1 and a good overhead DP, and his f.2.d has a overhead thats armored, low crush... Also all of his 50/50 set-ups usually give him either a tick on block or like +7. But as far as just raw 50/50 and vortex goes, he doesn't use that too much.)
5/5 (Armor, decent wake-ups because of armor, and more armor. He has armor even when he doesn't have armor.)
5/5 (Bane does damage.)
5/5 (Whats a footsie?)
4/5 (We hit harder than everyone and we can run from most anything, if not eat through and deal more damage in response)
4/5 (mobility, and you can't keep us out forever with our mobility in tow)

24/30 ... Which is the same amount haha.
Goddamn. But if you change the definition of what "offense" is, then Bane instantly shoots up another 3 or 4 points.
24 may be a little bit too high. The score has to match the current perception of the character, which is probably high mid tier. But then again 24 points is high mid tier.
 

Doombawkz

Trust me, I'm a doctor
On a knocked down opponent, command grab / overhead special attack / uppercut IS a vortex when Bane has venom because he ignores most wake up attacks. The key being "most" because characters with teleports can escape, so he cannot receive 5/5. Batgirl would be an example of a character who would receive 5/5 on offense.



You are missing the point.

For example, Deathstroke's wake up options are superior to Zod's. Sword spin is fully invincible, mostly safe on block, hits twice, and does decent chip damage on block. When crossed up, sword spin's inputs are reversed, but you get another fully invincible reversal.



Combos and damage output are just examples.



Good point.



24 may be a little bit too high. The score has to match the current perception of the character, which is probably high mid tier.
We actually have stuff to beat teleporters, namely some of our moves auto-correct no matter which way you go. Only exception is like... Zatanna/Ares who have little to no representation.

Eh... I usually just eat through it anyways. Flash parry tech.

Yeah I guess.

Isn't it?

24/30 is the same score I'm getting throughout, literally, every list I've gotten so far. Bane is a 4/5, if you divide things between 1-5 where 1 is low tier, 2 is lower mid, 3 is mid, 4 is upper mid, and 5 is top then that puts Bane on the cupping top edge of upper mid, but still upper mid. So eh, I think its not too inaccurate given recent results.
 

4x4lo8o

Noob
Damage being based on "damage output" and "combos" is the same thing, but damage should just be that: Damage. Metered and meterless, of course, would be better divisions because certain characters (Zatanna, MMH, Killer frost) rely on such things to achieve any actual damage, but characters who can go without or pull higher numbers should score higher than those who cant.
Damage is actually more complicated than that, I think. You have to think about stuff like conversions and punishes and practical way of getting the damage.

For example, Ares damage looks like the shit. 50% midscreen off a j2 for one bar, 45-55% meterless anytime he touches you in the corner. That's better than almost the entire cast. 5/5 easy
But then look at what he's actually landing during a match. I'm lucky to land one j2 a match. The majority of my combos in the neutral game are off a d1, a 22 off a frametrap, or from hit-confirming his 50/50. All of those do less than 30%. On top of that his conversions and punishes are miserable. Half the time you can't covert off air to airs, if they try to jump out of your frame trap it fucks up the combo, he gets terrible damage from air borne punishes, some things require trait to punish, and he can't even punish some stuff like divekicks and mb teleports

I think some characters have similar issues, but then you have characters like Wonder Woman who might have slightly lower optimal damage combos than Ares but gets a full, reliable conversion every time she touches you.
 

Fred Marvel

It's actually Freddy Marvel
So what if the format looked as follows?

Offense (5/5)
- vortex
- 50/50 mix ups

Defense (5/5)
- wake up game
- "get off" and "panic" moves

Damage (5/5)
- combos
- general damage output

Footsies and Zoning (5/5)
- neutral game (i.e., normal attacks, anti-aerial attacks, etc.)
- distance game (i.e., projectiles)

Interactable Object Control and Prevention (5/5)
- using as well as avoiding interactable objects

Anti-Zoning (5/5)
- stopping your opponent from keeping you at a certain spot on the screen
- mobility

Total 30 points
Offense (4/5) - GL's "vortex" has a meter requirement, is beaten by wakeups and is easy to block, its great if they dont know what to expect but against someone who knows the matchup good luck landing it but it can be good to keep pressure going even if they do block it, having b1 and a fast f3 provides great mixups. he does also have turbine setups that lead to 50/50 mixups but they are also nullified by most wakeups


Defense (2.5/5) - wakeups are bad, lift is useful some times but if its ever used incorrectly you will eat death, has no other wakup options has no "get off me" moves, if GL is pressured he has to pushblock or MB b3. if they arent in yet and are approaching they have to respect lift and b1 so his defense isnt completely terrible but once they get in or get GL in the corner, gg.


Damage (4/5) - GL has a couple of high damage combos but they almost never com into play during matches, most of his combos are off of b1 and scale heavily, combos off of lanterns might dont do alot of damage either, most of GLs damage comes from resets. his damage is good but definitely not up there with the top tiers


Footsies and Zoning (3.5/5) - footsies are great between b1 a far advancing low and lanterns might to keep them at a certain range and stop jumps ins, long distance zoning however is sub par, air oa's rocket is great but compared to other zoners in the game GLs zoning just isnt very good
- neutral game (i.e., normal attacks, anti-aerial attacks, etc.)
- distance game (i.e., projectiles)

Interactable Object Control and Prevention (3/5) - being a power character already grants some advantage as far as using interactibles but thats kind of where it stops for GL, lanterns might can stop them for going for interactibles and j1 is great if they are in the air but with GLs terrible dashes and low jump arc its hard to avoid them and your also eaily punished for trying to use them
- using as well as avoiding interactable objects

Anti-Zoning (1/5) - mobility is probably the worst in the game, has no answer to good zoning

18/30
lol he's not a terrible character but just not as good the top tiers, score only looks low because of his mobility (1/5) and thats really the reason he isnt as good as the best characters
 

Derptile

RIP Ex Smash
EDIT- ^^Damn dude, I think you should just leave this game alone.

In this thread: Shazam players not knowing how to play the game.

Offense 3.5/5: Nothing special when it comes to strings, but command grab mixups completely bop some characters, torpedo is good for getting in, b23 can just be thrown out at anytime.

Defense 3/5: No get off me strings, armor, or projectiles, but backdash is good, teleport is godlike on wakeup.

Trait 1/3: LOL

Damage 3.5/5: Relatively pitiful meterless damage around 26-27%, but getting 50% off a j2 with one bar is pretty good and shazam builds meter easily.

Zoning 1/3: LMAO

Anti-Zoning 4/5: Teleport, good forward and backward dashes, torpedo, and threat of b2 from midscreen.

Mobility 4/5: Uhhhh, I guess same as anti-zoning.

Interactables 3/3: Power character.

Total: 23

Still bottom 5 doe.
 
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G4S Silent Jay

I enjoy hurting you.
EDIT- ^^Damn dude, I think you should just leave this game alone.

In this thread: Shazam players not knowing how to play the game.

Offense 3.5/5: Nothing special when it comes to strings, but command grab mixups completely bop some characters, torpedo is good for getting in, b23 can just be thrown out at anytime.

Defense 3/5: No get off me strings, armor, or projectiles, but backdash is good, teleport is godlike on wakeup.

Trait 0/3: LOL

Damage 3.5/5: Relatively pitiful meterless damage around 26-27%, but getting 50% off a j2 with one bar is pretty good and shazam builds meter easily.

Zoning 0/3: LMAO

Anti-Zoning 3.5/5: Teleport, good forward and backward dashes, torpedo, and threat of b2 from midscreen.

Mobility 4/5: Uhhhh, I guess same as anti-zoning.

Interactables 3/3: Power character.

Total: 20.5

Still bottom 5 doe.

Not sure if trolling.... Or just doesn't understand Shazam's trait....
 

Derptile

RIP Ex Smash
Yes, because free extra damage is completely useless...

ISF_AWG_Indecisive can explain better...
Woo, an extra 5% for combos. It even got nerfed from the last patch.

Instead of wasting time pressing 4 on your controller, you can dash in and start command grab, wakeup bait, or armor mind games which are alot more rewarding than being full screen as your opponents gets to get off the ground for free and your trait runs out before you get to touch them.
 

G4S Silent Jay

I enjoy hurting you.
Woo, an extra 5% for combos. It even got nerfed from the last patch.

Instead of wasting time pressing 4 on your controller, you can dash in and start command grab, wakeup bait, or armor mind games which are alot more rewarding than being full screen as your opponents gets to get off the ground for free and your trait runs out before you get to touch them.

Sounds to me more like a personal problem with opening them up again.

And closer to 10% tacked on... And even more in the corner. But nah, forgive me for thinking that just because they removed a glitch where traited attacks got boosted AND ignored damage scaling that you're trait that still grants a damage buff was more useful than say one that holds no legitimate use at all after actual nerfs, not glitch removal....
 

Derptile

RIP Ex Smash
Sounds to me more like a personal problem with opening them up again.

And closer to 10% tacked on... And even more in the corner. But nah, forgive me for thinking that just because they removed a glitch where traited attacks got boosted AND ignored damage scaling that you're trait that still grants a damage buff was more useful than say one that holds no legitimate use at all after actual nerfs, not glitch removal....
They didn't touch his trait for like 5 patches until the last one where he got a significant amount of buffs. Not to mention how no person ever complained or mentioned anything about shazam's trait, so it seems like a copout from directly saying "We nerfed shazam".
 

G4S Silent Jay

I enjoy hurting you.
They didn't touch his trait for like 5 patches until the last one where he got a significant amount of buffs. Not to mention how no person ever complained or mentioned anything about shazam's trait, so it seems like a copout from directly saying "We nerfed shazam".
Because how many people actually play Shazam?

How many people actually payed attention to anything other than "SHAZAM NEEDS BUFFS!!!! WORST CHARACTER IN THE GAME" arguable really only with Joker...
And Shazam still cam out of that with more helpful buffs than any sort of nerfs. Especially since again, in the corner, he's still lookin at a good 50%+ meterless with strait for basically hitting two buttons (112 all day for days).

I dunno, seems much more useful than a lot of other traits to me. Which is why I just don't feel it deserves a score lower than you can give it (no 0s in the format).
 

Derptile

RIP Ex Smash
Because how many people actually play Shazam?

How many people actually payed attention to anything other than "SHAZAM NEEDS BUFFS!!!! WORST CHARACTER IN THE GAME" arguable really only with Joker...
And Shazam still cam out of that with more helpful buffs than any sort of nerfs. Especially since again, in the corner, he's still lookin at a good 50%+ meterless with strait for basically hitting two buttons (112 all day for days).

I dunno, seems much more useful than a lot of other traits to me. Which is why I just don't feel it deserves a score lower than you can give it (no 0s in the format).
Considering how the only traits that are worse than Shazam's are Cyborg's, Harley's, Killer Frost, and maybe Scorpion means his trait is in the bottom 5. Which IMO definitely makes it a 1/3.
 
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ForeverKing

Patreon.com/MK_ForeverKing
I guess I will do one for the Dark Knight:

Offense (4/5) His pressure and offense can seem pretty overwhelming at times with trait bats and J2 and trait cancels and MB batarang being +39 on block. But Batman doesn't receive the full 5 points because he doesn't have any true mixups, his only overhead starter is F3 and you can block that on reaction easily. So just block low against Batman all day long until you see F3 or J2. He will eventually run out of meter/trait and without at least one of those he can't really start a good offense on you. Also a shit ton of is strings hit high so they are duckable and full combo punishable. But yeah besides that his offense is pretty solid.

Defense (3/5) His wake up attacks are terrible and he has no "get off me" moves whatsoever. He also has no good anti airs at all. His forward and backdashes are decent though, and his up batarangs mixed with trait control space decently.

Trait (4/5) Very awesome trait, can be used for alot of different things in alot of different situations. Mainly used for pressure or for combo extenders. But there are alot of ways to get rid of his trait, pushblock being the easiest. Even if you throw Batmang and he techs the throw, he still loses his bats lol

Damage (2.5/3) Batman can get really solid meterless damage with his trait bats in certain combos, even without his bats he is getting at least 35% meterless usually. In the cornet he can get up to 50% easily. He isn't ridiculous like Grundy/Bane or something like that, but I'm def not complaining about his damage output.

Zoning (2/3) Pre-patch I would have given Bats the full score, but now he is only getting one trait bat every 10 seconds which isn't a super big deal. But like I said earlier a mixture of his up batarang and trait, and sometimes every now and again throwing MB batarangs to guarantee throwing more shit, can definitely allow Batmant to control space and control the pace of the match. It's hard for certain characters to get in on traited Batman. But also like I stated earlier there are alot of easy ways of getting rid of traitbats

Anti-Zoning (1.5/3) Trait bats and grappling hook can be decent at times, but they travel across the screen slowly. Batman does have a pretty decent forward dash though to close space, especially running alongside trait

Mobility (2/3) Like I said before good forward dash and movement. He doesn't get the full 3 because he doesn't have any special moves that help with his movement at all, for example a teleport or dive kick.

Interactable Object Control (3/3) I'll give the Dark Knight a full score in this category because his double jump helps him evades alot of interactables while his grappling hook punishes opponents for their usage of interactables at full screen. Also up batarang or up grappling hook can be used to catch opponents out of the air using interactables. Trait bats guanrantee alot of interactables for free with their blockstun, and punish a few interactables as well

Total: 22 / 30
 

Indecisive

We'll burn you all—that is your fate!
Considering how the only traits that are worse than Shazam's are Cyborg's, Harley's, Killer Frost, and maybe Scorpion means his trait is in the bottom 5. Which IMO definitely makes it a 1/3.
I remember when i thought like you Derptile. There was a in my life when i thought his trait sucked as well. I mean you cant even do it in a real combo it sucks. Then i met KDZ. He noticed that i never used trait and he asked me. What does trait do. I said nothing special i just get damage on my Punches. He said nothing special extra damage is extra damage use trait more. and to be honest i didnt listen at first. And it began. Everyone at the break would start yelling at me to use trait more. And finally did. And you know what started happening. I saw the damage. When you can get 50% meterless damage into a crossup reset in the corner with your trait you better have a good reason not to push that button. When your trait gets you 50+ damage mid screen for a bar you best be sure im pushing trait. When you can kill the entire cast with 4 combos and 4 bar if you have trait on im going to use it. I would suggest you try using trait. And when you B2 someone in the corner with trait on and begin that 112 combo you will see the damage and realize how good the trait is for his game play. 3/3 for shazams Trait.
 

Derptile

RIP Ex Smash
I remember when i thought like you Derptile. There was a in my life when i thought his trait sucked as well. I mean you cant even do it in a real combo it sucks. Then i met KDZ. He noticed that i never used trait and he asked me. What does trait do. I said nothing special i just get damage on my Punches. He said nothing special extra damage is extra damage use trait more. and to be honest i didnt listen at first. And it began. Everyone at the break would start yelling at me to use trait more. And finally did. And you know what started happening. I saw the damage. When you can get 50% meterless damage into a crossup reset in the corner with your trait you better have a good reason not to push that button. When your trait gets you 50+ damage mid screen for a bar you best be sure im pushing trait. When you can kill the entire cast with 4 combos and 4 bar if you have trait on im going to use it. I would suggest you try using trait. And when you B2 someone in the corner with trait on and begin that 112 combo you will see the damage and realize how good the trait is for his game play. 3/3 for shazams Trait.
Well obviously his trait will be useful in the corner, it's the only time you'll ever be using 112( yes I admit the damage is "impressive" in the corner) not to mention you don't have to chase them down. But outside of the corner it's one of his worst options (IMO) you can choose.

Maybe if NRS didn't add damage scaling to it, then I could use it for something stupid like trait b2 or f3 setups but I honestly don't see the point of setting it up midscreen when I could just dash up and CMD grab or armor b3 on their wakeup and continue the vortex game.
 

Indecisive

We'll burn you all—that is your fate!
Well obviously his trait will be useful in the corner, it's the only time you'll ever be using 112( yes I admit the damage is "impressive" in the corner) not to mention you don't have to chase them down. But outside of the corner it's one of his worst options (IMO) you can choose.

Maybe if NRS didn't add damage scaling to it, then I could use it for something stupid like trait b2 or f3 setups but I honestly don't see the point of setting it up midscreen when I could just dash up and CMD grab or armor b3 on their wakeup and continue the vortex game.
Because of that extra damage. It also adds to the damage he does for chip as well. And adds to his meterless damage thats why you could just do it. Add it to your game play and see how much it affects the game. Its a nice come back factor as well. Making it very useful.
 
shazams trait is cheep. I still see tourney matches where player don't even use it once. If your not activating it within the first 10 seconds your doing it wrong. If people are paying hundreds of dollars to fly to NEC just to let Maxter's Lobo do b12trait on block twice without fireing and not send him packingm than I dont see why we arn't saying shazams trait is brain dead af. seriously, level da faq up
I agree with its normalization
 

Derptile

RIP Ex Smash
Because of that extra damage. It also adds to the damage he does for chip as well. And adds to his meterless damage thats why you could just do it. Add it to your game play and see how much it affects the game. Its a nice come back factor as well. Making it very useful.
No thanx jeff, but if it works for you then keep using it. I just like the idea of constantly pressuring my opponents into making mistakes and his trait really doesn't do that for me.
 
Because of that extra damage. It also adds to the damage he does for chip as well. And adds to his meterless damage thats why you could just do it. Add it to your game play and see how much it affects the game. Its a nice come back factor as well. Making it very useful.
not to mention it makes he meter building stupid.
 

NRF CharlieMurphy

Kindergarten Meta
RiBBz22, if I had to redo the categories, I would do them the following way.

Offense (5/5) Same. This category also includes comeback factor.

Defense (5/5) Same.

Damage (5/5) Up from 3 to 5 points. This category also includes comeback factor.

Footsies and Zoning (5/5) This category also includes footsies and is up from 3 to 5 points. Footsies refers to the neutral game and includes normal attacks, anti-aerial attacks, etc. Should footsies and zoning be two separate categories?

Interactable Object Control and Prevention (4/4) This category also includes the prevention of interactable objects and is up from 3 to 4 points.

Anti-Zoning (3/3) Same.

Mobility (3/3) Same. Is mobility necessary, though?

Total 30 points.

Trait is excluded and factored into other categories.
This is exactly why you can't have trait be defined into other catagories. It is a variable the inflates the other parts of someone's game.

I approve of the point you're making. You were simply trying to break down everything you could. When you add trait into the mix of other categories.... they get inflated and that is a bad thing.
 

Indecisive

We'll burn you all—that is your fate!
No thanx jeff, but if it works for you then keep using it. I just like the idea of constantly pressuring my opponents into making mistakes and his trait really doesn't do that for me.
When you have trait on they make more mistakes. They are trying to avoid your fists at all costs. And besides if you are trying to OTG HM them if they know what they doing they will probably WU meaning that the time you took to wait for them to WU you could have put on the fists.
 

ZalliX

Noob
Offense (4/5) - GL's "vortex" has a meter requirement, is beaten by wakeups and is easy to block, its great if they dont know what to expect but against someone who knows the matchup good luck landing it but it can be good to keep pressure going even if they do block it, having b1 and a fast f3 provides great mixups. he does also have turbine setups that lead to 50/50 mixups but they are also nullified by most wakeups


Defense (2.5/5) - wakeups are bad, lift is useful some times but if its ever used incorrectly you will eat death, has no other wakup options has no "get off me" moves, if GL is pressured he has to pushblock or MB b3. if they arent in yet and are approaching they have to respect lift and b1 so his defense isnt completely terrible but once they get in or get GL in the corner, gg.


Damage (4/5) - GL has a couple of high damage combos but they almost never com into play during matches, most of his combos are off of b1 and scale heavily, combos off of lanterns might dont do alot of damage either, most of GLs damage comes from resets. his damage is good but definitely not up there with the top tiers


Footsies and Zoning (3.5/5) - footsies are great between b1 a far advancing low and lanterns might to keep them at a certain range and stop jumps ins, long distance zoning however is sub par, air oa's rocket is great but compared to other zoners in the game GLs zoning just isnt very good
- neutral game (i.e., normal attacks, anti-aerial attacks, etc.)
- distance game (i.e., projectiles)

Interactable Object Control and Prevention (3/5) - being a power character already grants some advantage as far as using interactibles but thats kind of where it stops for GL, lanterns might can stop them for going for interactibles and j1 is great if they are in the air but with GLs terrible dashes and low jump arc its hard to avoid them and your also eaily punished for trying to use them
- using as well as avoiding interactable objects

Anti-Zoning (1/5) - mobility is probably the worst in the game, has no answer to good zoning

18/30
lol he's not a terrible character but just not as good the top tiers, score only looks low because of his mobility (1/5) and thats really the reason he isnt as good as the best characters

Please end this filthy downplaying. It was one of the rules of posting!!