Glass Sword
Nobody
Wakeup invincibility
All supers serve as universal wakeups. They can be stuffed by armor break properties however.
Aquaman- "Always top 3" Ed Boon
Trident Scoop- stuffable right before it becomes active
Trident Rush- stuffable right before it becomes active
Water Shield - Stuffable right before it becomes active.
As demonstrated by @AK Pig Of The Hut
Ares- The Rain of Injustice.
Warp transmission- invincible, but can be punished in recovery. Meter burn version safe.
Godsmack- can be stuffed right before he leaves the ground
Bane- Armor lol!
Venom uppercut- fully invincible even without venom. Shoryuken! Can be punished on whiff or block however.
Batgirl - I <3 50/50s.
Batwheel- Stuffable after she leaves the ground. Window is very tight and most likely will not be stuffable point blank. A well timed neutral jump will beat it.
Flying Bat- Fully invincible until active very punishable. Shoryuken!
Bat Evade- invincible until high in the air. Can be stuffed with an air to air.
Smoke Bomb- fully invincible must be blocked to punish.
Batman - The answer is always trait.
Cape parry- lows stuff it and jump ins. Terrible on whiff.
Slide Kick- invincible until active can get stuffed at a distance. Terrible on whiff and block. Jump ins cover both options.
Black Adam - No mix ups.
Lighting Cage- Invincible until 1 or 2 frames before wakeup. Very strict timing can stuff the wake up. Can also be punished with delayed disjointed moves.
Lighting Storm- Stuffable right before it becomes active. His hands are above him like he is trying to scare a small child or a grizzly bear.
Cage stuffing by @Braindead
Catwoman - A bill of goods.
Trait- Fully invincible and safe on block.
Catdash - Stuffable before it becomes active. She is already in the catdash pose, but has not started moving. Unsafe on block.
Catclaws- Stuffable before it becomes active. Safe on block.
Cyborg - Needed mid instant airs.
Power Fist-Fully invincible until active frames. Can anti-air. Very punishable on block only slightly harder to whiff punish.
Tehno Tackle - Little to no invincibility.
Deathstroke - low gunshots.
Sword flip- fully invincible until active. Muti-hitting and unsafe on block.
Sword spin- fully invincible until active. Safe on block and punishable on whiff.
Doomsday - Only idiots use Super Nova.
Venom- Stuffable before it becomes active. Timing is tough.
Up Venom- Invincible until the first active frame. Highly punishable on block.
Flash - We just don't know.
Lightning uppercut- fully invincible. Punishable on block. Shoryuken!
Speed Dodge. Will dodge single hits. Punishable with strings. Meter burn makes safe.
Lightning charge -invincible until activation. Point blank it is unstuffable.
Lightning Kick- Stuffable right before it becomes active very tight window.
Sonic Pound- Stuffable in the air invincible on the ground.
Green Arrow - Loses trades with Raven.
Savage Blast- Stuffable, but only in the air making it tough to stuff with normals.
Stinger- invincible until it's active frames. Can be stuffed with a jump back.
Green Lantern - Can we talk about his mobility?
Lantern's Might- Stuffable on a single frame; 1 frame too early you get lifted one frame too late you trade.
Harley Quinn - top 5 in Atlanta
Tantrum Stance- fully invincible. Punishable on block. On whiff only things that reach the floor can punish.
Silly Slide- Lots of invincibility. Easily punished up close, but blows through ranged attacks. Can be punished at range with delayed or well placed projectiles on a read.
Hawkgirl - SQUAAK!
Mace Charge- Stuffable, but do the backwards movement most a charters have a hard time. Incicibility stops at the peak of the loop she makes.
Wing Evade- Stuffable. Loses it invisibility very early in the air.
The Joker - agreed upon worst in the game
Crowbar- Stuffable right after he takes out the crowbar.
Acid Flower- Fully invincible and plus on block. It's only weakness is its one hit. Does have a two or one frame gap according to @Qwark28
Killer Frost - Not Captain Cold.
Black Ice- Invincible until active and safe on block. Can be punished with a jump back. Don't 't get hit.
Lex Luthor - "Trudy, call a meeting of the board I just killed Martian Manhunter."
Corp charge- fully invincible until active. Recommended to block since it is very punishable on block and has a very large hitbox.
Lobo - Top tier back walk.
Chain Charge- invincible until fir active frame . Can be stuffed with a jump back or well timed neutral jump.
Martian Manhunter - the Kabal of Injustice
Psionic Push- fully invincible until active. Safe on block and has a great hitbox. Point blank it will whiff if neutral jumped by certain characters.
Martian Grab- invincible until active frames. Punishable on block.
Phase Assault- very few invincible frames
Nightwing - not a citizen of 50/50 town.
Escrima Fury- fully invincible until active. Punishable on block.
Flip Kick- Invincible until he comes down in his active frames. Safe with meter burn.
Staff Spin- Invincible until active. Is Stuffable by disjointed hitbox moves.
Flying Grayson- Stuffable after he leaves the ground.
Scorpion - Breaks the rules of the game.
Flip Kick- Invincible until its active frames. Punishable on block.
Teleport Punch- Invincible until he appears on the other side.
Takedown- Invincible until its active frames. Punishable on block.
Shazam - Wonderchef's main
Atlas Tornado- Stuffable before he leaves the ground as he is preparing to jump.
Herculean Might- Very little invincibility on this.
Mercury Storm- Fully invincible must be punished on a read.
Sinestro - Has like 7 bad matchups.
Arachnid Sting- Invincible until active. Punishable on block without his trait. Will anti-air jump ins.
Solomon Grundy - Often gets confused for Tyrant.
Clever Spin- invincible until active. Punishable on block unless mb.
Walking corpse- loses invincibility 2 steps in. Has lots of armor.
Pain Chain- no invincibility, but watch out for armor.
Superman - Got booed at EVO.
Low Scoop- Fully invincible until active. Very punishable.
Rising Grab- invincible until in the air can be punished with d2
Super Breath- Stuffable after he takes his breath before he breaths out.
Flying punch- Stuffable when he is rearing back to punch. He counts as air born when he does this.
Wonder Women - An honest character.
Lasso spin- Fully invincible. Punishable on block and also
Sometimes fails to stuff cross ups.
Shield strike- fully invincible until active, but has terrible range and gets beat by disjointed lows.
Zatanna - "Want to see a gimmick?"
Cards- Stuffable right before she lets the cards go.
Kicks- invincible until active frames. It has terrible range however and is beaten by disjointed hit boxes.
Teleport- invincible until the frame she reappears
Zod - Name your wraith.
Zod Charge- Stuffable before he starts moving.
Phantom Strike - Stuffable, the timing is tough.
General Parry- stuffs highs and mids. Don't jump at him however you will get hit by another wakeup.
Aquaman effectively gets 6% more vs Zod on a combo.
Please double check my work.
All supers serve as universal wakeups. They can be stuffed by armor break properties however.
Aquaman- "Always top 3" Ed Boon
Trident Scoop- stuffable right before it becomes active
Trident Rush- stuffable right before it becomes active
Water Shield - Stuffable right before it becomes active.
As demonstrated by @AK Pig Of The Hut
Ares- The Rain of Injustice.
Warp transmission- invincible, but can be punished in recovery. Meter burn version safe.
Godsmack- can be stuffed right before he leaves the ground
Bane- Armor lol!
Venom uppercut- fully invincible even without venom. Shoryuken! Can be punished on whiff or block however.
Batgirl - I <3 50/50s.
Batwheel- Stuffable after she leaves the ground. Window is very tight and most likely will not be stuffable point blank. A well timed neutral jump will beat it.
Flying Bat- Fully invincible until active very punishable. Shoryuken!
Bat Evade- invincible until high in the air. Can be stuffed with an air to air.
Smoke Bomb- fully invincible must be blocked to punish.
Batman - The answer is always trait.
Cape parry- lows stuff it and jump ins. Terrible on whiff.
Slide Kick- invincible until active can get stuffed at a distance. Terrible on whiff and block. Jump ins cover both options.
Black Adam - No mix ups.
Lighting Cage- Invincible until 1 or 2 frames before wakeup. Very strict timing can stuff the wake up. Can also be punished with delayed disjointed moves.
Lighting Storm- Stuffable right before it becomes active. His hands are above him like he is trying to scare a small child or a grizzly bear.
Cage stuffing by @Braindead
Catwoman - A bill of goods.
Trait- Fully invincible and safe on block.
Catdash - Stuffable before it becomes active. She is already in the catdash pose, but has not started moving. Unsafe on block.
Catclaws- Stuffable before it becomes active. Safe on block.
Cyborg - Needed mid instant airs.
Power Fist-Fully invincible until active frames. Can anti-air. Very punishable on block only slightly harder to whiff punish.
Tehno Tackle - Little to no invincibility.
Deathstroke - low gunshots.
Sword flip- fully invincible until active. Muti-hitting and unsafe on block.
Sword spin- fully invincible until active. Safe on block and punishable on whiff.
Doomsday - Only idiots use Super Nova.
Venom- Stuffable before it becomes active. Timing is tough.
Up Venom- Invincible until the first active frame. Highly punishable on block.
Flash - We just don't know.
Lightning uppercut- fully invincible. Punishable on block. Shoryuken!
Speed Dodge. Will dodge single hits. Punishable with strings. Meter burn makes safe.
Lightning charge -invincible until activation. Point blank it is unstuffable.
Lightning Kick- Stuffable right before it becomes active very tight window.
Sonic Pound- Stuffable in the air invincible on the ground.
Green Arrow - Loses trades with Raven.
Savage Blast- Stuffable, but only in the air making it tough to stuff with normals.
Stinger- invincible until it's active frames. Can be stuffed with a jump back.
Green Lantern - Can we talk about his mobility?
Lantern's Might- Stuffable on a single frame; 1 frame too early you get lifted one frame too late you trade.
Harley Quinn - top 5 in Atlanta
Tantrum Stance- fully invincible. Punishable on block. On whiff only things that reach the floor can punish.
Silly Slide- Lots of invincibility. Easily punished up close, but blows through ranged attacks. Can be punished at range with delayed or well placed projectiles on a read.
Hawkgirl - SQUAAK!
Mace Charge- Stuffable, but do the backwards movement most a charters have a hard time. Incicibility stops at the peak of the loop she makes.
Wing Evade- Stuffable. Loses it invisibility very early in the air.
The Joker - agreed upon worst in the game
Crowbar- Stuffable right after he takes out the crowbar.
Acid Flower- Fully invincible and plus on block. It's only weakness is its one hit. Does have a two or one frame gap according to @Qwark28
Killer Frost - Not Captain Cold.
Black Ice- Invincible until active and safe on block. Can be punished with a jump back. Don't 't get hit.
Lex Luthor - "Trudy, call a meeting of the board I just killed Martian Manhunter."
Corp charge- fully invincible until active. Recommended to block since it is very punishable on block and has a very large hitbox.
Lobo - Top tier back walk.
Chain Charge- invincible until fir active frame . Can be stuffed with a jump back or well timed neutral jump.
Martian Manhunter - the Kabal of Injustice
Psionic Push- fully invincible until active. Safe on block and has a great hitbox. Point blank it will whiff if neutral jumped by certain characters.
Martian Grab- invincible until active frames. Punishable on block.
Phase Assault- very few invincible frames
Nightwing - not a citizen of 50/50 town.
Escrima Fury- fully invincible until active. Punishable on block.
Flip Kick- Invincible until he comes down in his active frames. Safe with meter burn.
Staff Spin- Invincible until active. Is Stuffable by disjointed hitbox moves.
Flying Grayson- Stuffable after he leaves the ground.
Scorpion - Breaks the rules of the game.
Flip Kick- Invincible until its active frames. Punishable on block.
Teleport Punch- Invincible until he appears on the other side.
Takedown- Invincible until its active frames. Punishable on block.
Shazam - Wonderchef's main
Atlas Tornado- Stuffable before he leaves the ground as he is preparing to jump.
Herculean Might- Very little invincibility on this.
Mercury Storm- Fully invincible must be punished on a read.
Sinestro - Has like 7 bad matchups.
Arachnid Sting- Invincible until active. Punishable on block without his trait. Will anti-air jump ins.
Solomon Grundy - Often gets confused for Tyrant.
Clever Spin- invincible until active. Punishable on block unless mb.
Walking corpse- loses invincibility 2 steps in. Has lots of armor.
Pain Chain- no invincibility, but watch out for armor.
Superman - Got booed at EVO.
Low Scoop- Fully invincible until active. Very punishable.
Rising Grab- invincible until in the air can be punished with d2
Super Breath- Stuffable after he takes his breath before he breaths out.
Flying punch- Stuffable when he is rearing back to punch. He counts as air born when he does this.
Wonder Women - An honest character.
Lasso spin- Fully invincible. Punishable on block and also
Sometimes fails to stuff cross ups.
Shield strike- fully invincible until active, but has terrible range and gets beat by disjointed lows.
Zatanna - "Want to see a gimmick?"
Cards- Stuffable right before she lets the cards go.
Kicks- invincible until active frames. It has terrible range however and is beaten by disjointed hit boxes.
Teleport- invincible until the frame she reappears
Zod - Name your wraith.
Zod Charge- Stuffable before he starts moving.
Phantom Strike - Stuffable, the timing is tough.
General Parry- stuffs highs and mids. Don't jump at him however you will get hit by another wakeup.
Aquaman effectively gets 6% more vs Zod on a combo.
Please double check my work.
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