Captain Oxygen
The end of one combo is the beginning of another
One of the biggest hurdles new players face in Injustice is the MU knowledge. Obviously in all fighting games MU knowledge is highly important, but in Injustice there is a lot more. You have to know all the characters gimmicks, and more importantly strings. The general blocking meta in a game like Street Fighter for the most part is simply block low and react to any overheads.
So for every character in the game I'd like to work it out with other top players on the basics of how to block and some general tips on how to fight a character if you don't know anything about the character. I consider myself pretty knowledgable about Lobo, but a lot of other characters in this game I do not know. So I encourage you guys to give me some tips also, what I'm generally leaning toward: The basic 50/50's and any weird strings the character has (Ex: Block any Batman string low unless you see B2,11,B11 or F3), any gimmicks or common knowledge (Ex: Batman's 223 string is heavily plus on block, but you can duck and punish the 2nd hit of the string.)
This thread can provide some use if you fight a character in tournament you lack too much experience against, and even if it's a commonly played character, if you don't have a good local Batman, or haven't fought any high level Batman's online multiple times, this can help give you a basic primer.
TLDR: Here are some Basic Primers on every character that tell you: how to block his strings, gimmicks to look out, and the basic strategies.
Aquaman
Ares
??? what ???
Bane
Batgirl
So for every character in the game I'd like to work it out with other top players on the basics of how to block and some general tips on how to fight a character if you don't know anything about the character. I consider myself pretty knowledgable about Lobo, but a lot of other characters in this game I do not know. So I encourage you guys to give me some tips also, what I'm generally leaning toward: The basic 50/50's and any weird strings the character has (Ex: Block any Batman string low unless you see B2,11,B11 or F3), any gimmicks or common knowledge (Ex: Batman's 223 string is heavily plus on block, but you can duck and punish the 2nd hit of the string.)
This thread can provide some use if you fight a character in tournament you lack too much experience against, and even if it's a commonly played character, if you don't have a good local Batman, or haven't fought any high level Batman's online multiple times, this can help give you a basic primer.
TLDR: Here are some Basic Primers on every character that tell you: how to block his strings, gimmicks to look out, and the basic strategies.
Aquaman is a lame character who has a tough time opening people up with mixups, but has really good fundamentals with long range projectiles, antiairs, footsies, etc
-Aquaman has the best Antiair in the game, so avoid obvious jumps.
-Aquaman's low scoop is unsafe on block, so punish him if he uses that in strings.
-Aquaman's trait will end any standing combos, allowing him to block, so you have to alter your combo if any part of your combo is unsafe: Single hit launchers are preffered (Ex: Lanterns Might, all F3's)
-Aquaman's From the Deep is unsafe at certain ranges and depending on the character, If you have a character that can nullify his FTD game make sure you establish that (Ex: Killer Frost's Iceberg)
-Block low most of the time unless you see an overhead in B2, F1, or F3
-He can do an unsafe mixup you can fuzzy off of F1,Scoop or F1,3
-It is difficult to Antiair Aquaman's J2.
-The MB Trident Rush does 17%! in chip damage and builds almost all the meter back, if you want, pushblock the Trident Rush after he MB's it.
-One of Aquaman's big weaknesses is his Wakeup game, none of his wakeups are fully invincible, practice stuffing them.
-Aquaman has the best Antiair in the game, so avoid obvious jumps.
-Aquaman's low scoop is unsafe on block, so punish him if he uses that in strings.
-Aquaman's trait will end any standing combos, allowing him to block, so you have to alter your combo if any part of your combo is unsafe: Single hit launchers are preffered (Ex: Lanterns Might, all F3's)
-Aquaman's From the Deep is unsafe at certain ranges and depending on the character, If you have a character that can nullify his FTD game make sure you establish that (Ex: Killer Frost's Iceberg)
-Block low most of the time unless you see an overhead in B2, F1, or F3
-He can do an unsafe mixup you can fuzzy off of F1,Scoop or F1,3
-It is difficult to Antiair Aquaman's J2.
-The MB Trident Rush does 17%! in chip damage and builds almost all the meter back, if you want, pushblock the Trident Rush after he MB's it.
-One of Aquaman's big weaknesses is his Wakeup game, none of his wakeups are fully invincible, practice stuffing them.
??? what ???
Bane is a crazy rushdown grappler who has very abusable armor on his moves with his trait, he however suffers during the debuff of his trait.
-His venom on buff and debuff has 3 levels of increasing damage given(buff) and taken (debuff).
On levels 1-3 of venom buff, he gains 1 hit of armor on his Raging Charge(BF1), Overhead: Double Punch(BF2),Venom Uppercut(DB2), and Command Throw: Body Press (DBF3)
On level 3 venom buff, Bane also gains armor on two of his normals (F2,F2d), Projectile Invulnerability during certain moves (Ex: Sinestro's Fear Blast will go phase through Bane's Charge), and Armor breaking on everything (Ex: Bane's D1 will break supers).
During debuff, Bane deals very little damage, takes a lot of damage, and has slower movement (Dashes and Jumps), It is Crucial that you go in on Bane during his debuff.
-Bane's Double Punch and Body Press can be neutral jumped at certain distances for a full combo punish.
-Bane's fastest normal is his Standing 1, which is 9 Frames.
-Bane's D1 is a slower, long reaching low.
-Bane's D2, Antiair Throw, and most specials with venom, are really good antiairs, do not do any obvious jumps against Bane.
-His venom on buff and debuff has 3 levels of increasing damage given(buff) and taken (debuff).
On levels 1-3 of venom buff, he gains 1 hit of armor on his Raging Charge(BF1), Overhead: Double Punch(BF2),Venom Uppercut(DB2), and Command Throw: Body Press (DBF3)
On level 3 venom buff, Bane also gains armor on two of his normals (F2,F2d), Projectile Invulnerability during certain moves (Ex: Sinestro's Fear Blast will go phase through Bane's Charge), and Armor breaking on everything (Ex: Bane's D1 will break supers).
During debuff, Bane deals very little damage, takes a lot of damage, and has slower movement (Dashes and Jumps), It is Crucial that you go in on Bane during his debuff.
-Bane's Double Punch and Body Press can be neutral jumped at certain distances for a full combo punish.
-Bane's fastest normal is his Standing 1, which is 9 Frames.
-Bane's D1 is a slower, long reaching low.
-Bane's D2, Antiair Throw, and most specials with venom, are really good antiairs, do not do any obvious jumps against Bane.
Batgirl is a vortex rushdown character with limited zoning options.
-A lot of Batgirl's strings will leave her at heavy plus and allow her to get a free mixup on you. Usually done after a Bola at the end of a combo, which is her Vortex.
-B1, and B2 is a true 50/50 and you simply have to guess right, while there are some gimmicks that stray away from this, it's usually just overhead/low.
-B2D3 is an Overhead/Low string.
-Batgirl's batarang projectile can be meter burned to cover most of the air.
-She has an unsafe 6 frame uppercut that can be used as a reversal and antiair.
-Her Cartwheel has 3 followup options that can all be punished if guessed correctly.
The overhead is very unsafe and leads to a soft knockdown.
The low is a little tricky to punish and also leads to a soft knockdown.
The high kick is heavily plus on Block, and leads to a full combo in the corner, you can duck and punish it because it is high.
2/3 of these options are countered by ducking.
-She has a fullscreen teleport that she can do in the air and is unsafe on block, but not on whiff.
-She has one of the better wakeup games.
-A lot of Batgirl's strings will leave her at heavy plus and allow her to get a free mixup on you. Usually done after a Bola at the end of a combo, which is her Vortex.
-B1, and B2 is a true 50/50 and you simply have to guess right, while there are some gimmicks that stray away from this, it's usually just overhead/low.
-B2D3 is an Overhead/Low string.
-Batgirl's batarang projectile can be meter burned to cover most of the air.
-She has an unsafe 6 frame uppercut that can be used as a reversal and antiair.
-Her Cartwheel has 3 followup options that can all be punished if guessed correctly.
The overhead is very unsafe and leads to a soft knockdown.
The low is a little tricky to punish and also leads to a soft knockdown.
The high kick is heavily plus on Block, and leads to a full combo in the corner, you can duck and punish it because it is high.
2/3 of these options are countered by ducking.
-She has a fullscreen teleport that she can do in the air and is unsafe on block, but not on whiff.
-She has one of the better wakeup games.
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