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Versing ?Character Primer

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

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.

Ares
??? what ???

Bane
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.

Batgirl
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.

 
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Captain Oxygen

The end of one combo is the beginning of another
Batman
Batman is a well rounded character with good zoning and offense, he lacks true 50/50's but has really good pressure.

-Block all his strings low unless you block/see his B2,F3,11, or B11
-He can MB His batarang projectile to enlarge the hitbox to antiair with it, or to get Heavy frame advantage on block.
-You can interrupt his 223 string inbetween the 2nd and 3rd hits.
-You can interrupt his 113 string inbetween the 2nd and 3rd hits if you have a move fast enough.
-He can only antiair if he sees it coming, his D2 is really bad.
-His J2 is really hard to antiair, because he lacks mixups in his strings, it might be better to just block the jump in and whatever followup he decides to do.
-You can pushblock to get rid of his trait bats.
-He has one of the worst wakeups in the game, both his Low Slide and his Parry are both very unsafe.
Black Adam

Black Adam is a high damage, zoning character with very good mobility. He lacks 50/50's but a lot of frame advantage.

-His Lightning projectile hits low.
-His Divekick hits overhead, and is unsafe if not meterburned.
-Block low from a distance unless you see him jump, to which block high.
-He has no lows in his strings, block overheads unless you see his lightning projectile or his lightning bomb.
-B23 is an overhead string that is plus on block, and leads to Big damage on hit.
-His MB Divekick is plus on block.
-Backdashing is good, but don't get too overzealous, he can catch a backdash with a MB divekick for a full combo.
-Non MB Divekick is punishable depending on the height, make sure you practice it.
-His Black Magic projectile is heavily unsafe on block, some characters can punish at long range, make sure you can nullify this move. (Ex: Aquaman's From the Deep)
Catwoman

Catwoman is a rushdown character that has a few antizoning options.

-Her Catdash is completely stuffable on wakeup, her only invincible wakeup attack is her trait.
-You can neutral jump to avoid her trait and punish.
-Her J2 has a really long hitbox that can catch back dashes and back jumps
-Her NonMB Catdash is full combo punishable on block.
-A MB Catdash is safe at long distance, and fully punishable up close on block. If you see her do a MB Catdash from across the screen you can Neutral jump or Armor to beat it out.
-The MB Catdash has 2 hits of armor to go through projectiles, but only on the MB half.
-Her Antiair D2 can be beaten out by some jumping attacks.
-Any followups to her J2 can be backdashed.
-Her F3/B3 are negative on block unlike most.
Cyborg
??? what ???
Deathstroke

Deathstroke is a somewhat rounded character who relies on semi-zoning and semi-rushdown whenever either are more appropriate.

-Deathstrokes main zoning tools are his Low Gunshots, and his High Quickfire Shots.
-Some characters can punish Low Gunshots (-23 for the normal, -16 for the MB) some depending on distance. Make sure you can punish them if you have the opportunity.
-The High Quickfire can be ducked and whiff punished.
-He also has his Machine Gun and Air Quickfire for other less useful zoning options.
-For a lot of characters the Meta is to sit in the mid range where you can punish a Blocked Lowshot/Whiffed Quickfire. (Example: Green Lantern with Lift)

-Deathstroke's trait gives him unblockable bullets with less damage for a short period of time, afterwards he enters a debuff state where he can't shoot guns for a longer period of time.
-2 of Deathstrokes strings(132,231) have guns in them, which are also affected by his trait, giving him a full combo on block.

-Deathstrokes D2 is really good, it lowers his hitbox and is +1 on block.
-Deathstrokes J3 is really hard to antiair, trip guarding or air-to-airing Deathstroke is a better idea.
-Deathstroke has a fast low/overhead 50/50 with his B1 and B2.
-To compensate, He has really slow dashes, be sure to scout a dash from Deathstroke.

-The Meta behind Deathstrokes wakeup is that; Sword Spin is safe (-6) and can be neutral jumped to punish; but he can do his Sword Flip to catch out of the air, which is punishable on block (-21).
Doomsday

Doomsday is a rushdown character who gets more damage on single moves than combos, and has very good pressure.

-Doomsday's Earth Shaker is a quick overhead to low, make sure you practice blocking it, if you can't block it, the opponent WILL abuse it.
-Doomsday's MB Charge is plus on block and has 2 hits of armor.
-You can backdash after a MB Charge to some followups, he can catch you with a Charge if he reads it, but it's good to establish the guessing game.
-Doomsday will be throwing you a lot more than other characters.
-Supernova is a teleport move that he can MB to track, you can backdash/forward/MB B3 dash to get a punish. At certain ranges you can establish a mixup game with it, but it's not very good.
-Doomsday has no low strings, only his sweep/MB Earth Shaker.
-The MB Earth Shaker has the same block timing as normal Earth Shaker.
-Doomsday's Air Snatch is a 5 frame antiair grab that has a Huge hitbox.
-Wakeup Air Snatch will beat out jumping attacks.
-Doomsday's Charge is not invincible on wakeup, only his Upwards Venom is, which is very unsafe. Keep this in mind during his wakeup.
The Flash

The Flash is a Rushdown character who has really good footsies and 50/50 which lead to massive damage.

-A lot of the Flash's strings are plus on block (B22,B2,D12,F213,)
-D12 is a 7 frame low that leads to a full combo.
-F213 is a 15 frame overhead that leads to a full combo.
-Learn to fuzzy D1,F2 when put into a negative situation and don't get too comfortable with any block strings, as the opponent can easily mix them up.
-After blocking the first hit of F2 high, you can duck the 2nd hit and whiff punish.

-The Flash has a speed dodge which can avoid projectiles, most notably interactables.
-His Trait slows down time for the opponent a short period of time, mostly used in combos to increase the damage. When hit the Flash loses his trait.
-He an also use his trait for pressure, to which push-blocking will remove the Flash's trait.
-The Flash also cannot block during his trait, which means you can abuse invulnerability frames during wakeups to hit him out of it.

-Sonic Pound is an overhead special which is neutral on block, plus on MB (+11)
-The Flash's Sonic Pound is interruptible when used in block strings.

-Running Man stance is a ducking stance which can be followed up with either an Overhead/Low/Mid Torpedo; all of which are punishable on block.
-He can also cancel the Stance early, he can cancel his strings in Running Man Stance to gain extra frame advantage.

-The Flash's J2 is multi hitting, so using armor to anti it is not a good idea.
-The Flash's D2 is really good, it lowers his hitbox, however it is -9 on block.

-Lightning Charge is a torpedo move that is negative on block, and can be MB'd for a full combo. The MB is +3 but can be ducked and punished.
-He can use the Lightning Charge to punish projectiles preemptively, and some on block. It has 11 frames startup + travel time.
-Learn to punish both versions of the Lightning Charge on block/whiff.
Green Arrow

Green Arrow is a rounded character who relies on a semi-rushdown game and semi-keepaway to win.

-Green Arrow's J3 covers a large area and is hard to antiair.
-He can fire his trait arrows low, and jump backwards for an overhead.
-His D1 is really good, and has really good range.
-You can interrupt D1 into any arrow, it's important to remove this mixup from the opponents arsenal.
-His B2 is a really fast overhead, so block high most of the time, his only low launcher that leads to damage is from F2D13 and low Ice Arrow.
-His F2D13 is a Mid,Low,Overhead.
-His Antiair game is weak, his D2 covers a large area but is slow to startup.
-Try to avoid Air to Airing Green Arrow, his jump normals are good for air to air.
-You can blow up all of his wakeups by jumping.
Green Lantern

Green Lantern is a rounded character who rushes down/zones out depending on the matchup. He can play both, but neither are fully reliable.

-Green Lantern has some of the worst mobility in the game, his dashes are pitiful and easy to hit him out of.
-If you can outzone Green Lantern, do it, his inability to get in on you quickly is abusable.
-B1 is a Really fast low starter that covers a lot of space, always block high after you block a B1.
-His F3 is fast, but not nearly as fast as B1, and has no range, learn the block timing on B1,F3 if he mixes you up.
-Block low from a distance and fuzzy low/overhead up close.
-You can backdash the 2nd hit of B12/B13, some characters can punish. If he knows your going to backdash, he can do B1,Oa's Rocket.
-His F2D1 is an overhead string,the F2 hits high and is pretty slow, so you can interrupt it.
-His Jump normals are really good and cross up well.
-Lift is a move that anti-airs and covers a lot ground, it leads to a full combo so doing do any obvious jumps or movements.
-If you don't establish that you can punish Lift, he will abuse the move, It's -26 so make sure you know what to punish it with and what distances.
-There is a certain height where Lift will whiff, if your jump arc is high enough, you can use this to nullify his wakeup.
-If your fast enough you can dash under his air Oa's Rocket and punish him on the way down. D2's are preffered.
-Oa's Rocket hits high.
-At fullscreen range, his only long distance option is Oa's Rocket, if you have the life lead you can turtle in this area.
Harley Quinn
??? what ???
 
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Captain Oxygen

The end of one combo is the beginning of another
Hawkgirl
??? what ???
The Joker
??? what ???
Killer Frost
??? what ???
Lex Luthor
??? what ???
Lobo

Lobo is a ridiculous rushdown character with plenty of mixup options and huge damage, he has some zoning in his nuclear shells.

-He has the best forward dash in the game, it will go under certain moves.
-Standing 3 is a really good Anti-air, don't do obvious jumps.
-The Party Crasher is a fast overhead dive normal, it's unsafe if it hits high, if it's meaty/hits low it's safe.
-B12 is a fast low starting string that is plus on block. You can backdash the 2nd hit. If he knows your gonna backdash he can cancel B1 into Czar Toss.
-21 is a mid,overhead string that leads into huge mixups.
-B2U1 is a slow overhead into low
-F23 is a slow mid/low string.
-Hook Charge is unsafe unless Meter Burned, which gives him frame advantage.
-Lobo has a command throw which can be ticked from certain normals, common ones include 2,21,d1,12, and b2u1.

-Lobo's Trait will give him extra damage on moves with the shotgun, and amplify his pumpshot special move.
-Trait Pumpshot has a lot of startup, but leads to 13% and 28% when meter burned
-The Low Trait Pumpshot will launch for a combo, and is plus on block.

-Lobo will end a lot of strings with a 3 way mixup in Low Hook/Low Pumpshot, Overhead Hook Charge, Czar Toss.
-Low Hook is unsafe at certain distances.
-Low Pumpshot is -9 unless traited up, you can get a d1 punish if he's close enough.
-Hook Charge is unsafe unless meterburned.
-Czar Toss can be neutral jumped and full combo punished.
-His Super is an Overhead.
Martian Manhunter

??? what ???
Nightwing
??? what ???
Raven
??? what ???
Scorpion

Scorpion is a Vortex character with a fullscreen teleport that leads into the vortex.

-Crouch (Hold Down, not DownBack) to avoid/block all versions of the teleport.
-Certain characters can punish MB Teleport, a lot of D1's don't have enough range.
-He will use Hellfire to open you up if your anticipating a teleport.
-His Jump normals are really good, try to avoid air to airing scorpion, you can fight scorpion on the ground.
-His walk speed/dashes are really bad, so he'll be jumping a lot more.
-His Spear hits high and is very unsafe on whiff.
-After he lands a normal teleport he will put you into a vortex, his B2 hits overhead, and B12 hits low.
-Both B2 and B12 are unsafe, B2 is unsafe on block: punish with standing 1, B12 is unsafe on block and when canceled into tele.
-Hold Down if you expect him to wakeup attack, the Flipkick is -8 so punish with a fast move, the MB Tele is also -8.
 
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Captain Oxygen

The end of one combo is the beginning of another
Shazam
??? what ???
Sinestro

Sinestro is a zoning/vortex character who relies on building his trait. His vortex is really good, but he has trouble putting people into it.

-Block overhead against Sinestro unless you see B2,F2,F3.
-B21 is a fast overhead, low string. If you see him whiff B2 from a distance, block low.
-B1 is a fast mid used in footsies, B12/B13 puts him at disadvantage.
-His Fear Blast projectile is really fast, it hits high up close, and mid at a distance.
-His Boulder is a full screen overhead that can catch you if you try to do an air projectile/use an air interactable. It's punishable by certain moves, and very unsafe up close.
-His Shackles is a full screen mid that hits your feet, it's punishable by certain moves, and very unsafe up close. If it lands it will lead into a combo/vortex
-Sinestro's trait will have him load up a construct with 3 shots he can fire at any time. He can fire these at any time; amplifying his wakeup,footsies,rushdown, and giving him safe wakeup.
-Don't allow Sinestro to load up his trait for free.
-Cinematics (Stage Transition,Clash, and Supers) will cause Sinestro to fully lose his Trait.
-If he follows up a Trait Shot with anything that isn't a B3/F3, Super, you can Clash it.
-His Wakeup Arachnid Sting is unsafe on block, the MB Version fires an unblockable, make sure you interrupt him if he tries to MB it.
-His Vortex comes from his Shackles or a J2, the guess is usually between cross up/non crossup.
-The Axe of Terror is an air axe that comes from the ground, which is safe, and he can abuse to bait anti-airs or air to air.
Solomon Grundy
??? what ???
Spinal

Spinal is a character that relies heavily on building up "skulls". Which give him access to projectiles that drain your instinct and meter.

-His Divekick and Slide are both heavily unsafe.
-He has a really fast teleport that puts him behind you.
-He can absorb projectiles with his shield to get free Skulls.
-He can launch the Skulls to hit above you, low, or mid.
-Some of his Enders give him free Skulls.
-He gets a free Skull from a throw.
-His instinct will give him recharging skulls for a short period of time.
-His normals are really slow and have very little range.
-ULTRA COMBOOOOOOOOO
Superman

Superman is a character who relies on zoning and pressure, without doing too many actual mixups. He has a devastating corner game.

-Superman has one of the best footsie tools in the game with his F2, which is an 8 frame normal that has very far reach.
-F23 is usually followed by a breath, which is 0 on block.
-The meta after blocking F23,Breath; Another F23 will catch jumps and normals slower than 8 frames, A delayed F23 will whiff punish normals faster than 8 frames, You can simply walk backwards to avoid another F2.
-You can punish a F23 after a blocked F23,breath with a normal faster than 8 frames, but you run the risk of being whiff punished.

-His trait gives him increased damage and Armor Breaking on all his moves.
-When using characters that rely on armor be wary when Superman has trait available.
-You can punish certain strings/normals canceled into trait, such as F23,Trait.

-Superman has no fast overheads, he has B1, and F21 for lows, just block low unless you see him jump or do his F3.

-Superman has an airdash which can be used for crossups and dashing over projectiles.
-Superman's zoning involves his High Heat Zap and Mid Heat Vision specials.
-You can dash after a ducked Heat Zap, or blocking a non MB Heat Vision.
-You can jump over Heat Vision but you can the risk of being hit by Heat Zap.
-Heat Zap and MB Heat Vision are + on block.
-Superman can do his Heat Vision in the air, which covers a lot of space and can be done after an airdash to delay the timing.

-Superman's super is a 5 frame fullscreen super that is usually used to close out a game.
-It's really hard to overcome a superman who has super when at the end of a game, being patient and being wary of throw techs is necessary.
Wonder Woman

Wonder Woman is a Rushdown character that has a lot of frame advantage strings. She can put you in a vortex in the corner.

-Block Overhead against Wonder Woman unless she's close to you, which gives her real 50/50's
-Her B2 is a long range overhead that she can get 30% meterless off of.
-B11 and 33 are plus on block, so make sure you respect her followups.
-D12 is slighty negative on block.
-Her Tiara is a short range projectile that she can MB to give it a 2nd hit. It's unsafe on whiff, but she can delay the MB to throw you off.
-She also has an upwards Tiara she can use for antiair.
-Her J3 is really good and difficult to antiair/air to air.
-Don't do any obvious jumps against her, her D2 is really good and has a big hitbox.
-In the corner she gets a free OTG dive after her combos, which is plus on block, meaning you have to respect her follow up.
-She has the best D3 in the game, giving her a low profile to go under certain attacks. (Example: Martian Manhunters Psionic Push)

-Her Trait is the ability to switch stances
-In her less frequently used Sword Stance, Wonder Woman takes highly reduced chip damage.
-Her MB Shield Bash is heavily plus on block, if your low on life, a lot of Wonder Woman's will switch to Sword Stance and MB Shield Bash you to death. Pushblock to prevent another one.
-Her B3 in Shield Stance is 2 hits, which is important for MB B3 versus MB B3.
-Her D1 is really plus on block in shield stance.
-Her jumps are really short in shield.
-Block Low, Overhead against Wonder Woman in shield unless you see B23
Zatanna

Zatanna is a zoning character with, standing resets, and a lot of tricks.
-Block low against Zatanna unless you see her B2,F3
-Her B21 is an interruptible Overhead,Low.
-She can aim her ring toss projectile up or down.
-The MB Ring Toss is an overhead.
-If you get hit by a Ring Toss in the air she can combo into puppet master for a full combo.
-The Non MB Puppet Master is a full screen move that will alter your controls and leave you standing, while the MB versions lets her follow up with a combo.
-Zatanna has the best teleport in the game and can get up on wakeup for free.
-Her anti-air options are limited, her d2 has little range.
-Her normals have poor range, so she is susceptible to characters with good footsie normals.
(Ex. Supermans F2)
-Her Standing 1 is 5 frames and is good at interrupting certain strings/certain punishes.
-Her Multikicks hit low for some of the hits, and her divekick hits overhead.
Zod

Zod is a zoning character with one of the best Traits in the game, giving him access to fullscreen 50/50s
-Block Low against Zod's strings unless you see 1,21,F3,Trait,MB Air Zod Balls
-Zod had a fast high projectile in the Sidearm that he MB on whiff to throw off your timing.
-His Zod Ball's are a mid attack that he can adjust the speed of, he can also do them in the air.
-He can MB the Zod balls on the ground to shoot 2 into the air, and the Air Zod balls to shoot 2 at the ground which hit overhead.
-If he cancels his strings into the Low Laser, you can interrupt them on block.

-Zod's trait will summon a Wraith that can attack at any time, and an overhead on command which will lead to massive damage on hit.
-From Fullscreen he can do a Long ranged 50/50 with Low Laser/Trait Grab
-Block High until you see him do a Low Laser, to which you then block low unless you see him dash. He can canel his dash into the Trait Grab so be careful.
-Some Characters can punish Trait Grab from a distance. (Ex: Aquaman's From the Deep)
-Zod will spend a lot of his time running away and doing long combo's to build his trait.
-Zod can cancel some of his strings into the Trait Grab, to which is full combo punishable up close.

-All his wakeups are stuffable if you time your attack right.
-If he knows your going to do so, he can do a wakeup Parry, so it's preffered to do meaty lows to stuff his wakeup.
 
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Chongo

Dead Kings Rise
Just a quick correction Aquamans scoop is only partially invincible. It can be stuffed like his other wakeups
 

Captain Oxygen

The end of one combo is the beginning of another
Thanks, I've made the outline, I'll fill in notes on more characters as time goes on.
Feel free to correct me and give me some tips on characters,
 

Captain Oxygen

The end of one combo is the beginning of another
I put in information for most of the characters I know a lot about.
I'll start asking around for information on other characters later.
 

Smugleaf

Black and yelllow
This is beautiful. I really hope this thread grows! I'd like to contribute to the sinestro one:

*He will lose trait if clashed, super'd, or transitioned. This makes your clash an invaluable trait killer and momentum-haulter, and it encourages the use of dramatic, spectator-friendly transitions :b
*After a trait shot, if Sinestro follows up with any normal or special (fear blast, boulders, b1, etc), you can clash.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Catwoman's only fully invincible wakeup attack is her trait. Without it you can stuff her wakeups with proper timing. Trait is fully invincible but is vulnerable to neutral jump. Lobo's nj2 works well against it.

Catwoman has a hard time dealing with jump in 1. She cannot anti-air it with d+2. She has to do stuff like preemptive jump 1, jump back 2 or MB f+3 to deal with it.

When dealing with jump in 2 learn the range of her normals. She doesn't get a free 50/50 from a max range jump 2 because the low starter(b+1,2,d+3) is out of range. Know the range where you have to respect her jump 2 frame advantage and the range where you can backdash out of the followups or where only the overhead(f+1,1,2) will reach.

You can punish a blocked Cat Dash anytime with standing 1 into whatever. MB Cat Dash punishment changes depending on the range you block it. From absolute full screen it is safe. Closer it becomes punishable like regular Cat Dash. You can also beat a MB Cat Dash if you read it(say you think she's going to throw it out to catch you loading) by charging a MB b+3 or a well timed neutral jump.

Catwoman's b+3 is throw immune. Unlike most characters both her f+3 and b+3 are -3 on block not advantage.


That's just a few things off the top of my head. I play CW vs. Lobo a lot at Ghost Battle Series. If you check our youtube channel there's many matches of mine vs. Fill Pops you can watch.
 

Captain Oxygen

The end of one combo is the beginning of another
Thanks for the Lobo matchup info, but I mean moreso about how to fight her for all characters if you've never fought her before.
Like, what to look out for in her strings, like how vs. batman you just block low until you see B2,B11,11,F3.
And just gimmicks etc.

She's pretty much just exclusively a rushdown character right?
 

CrimsonShadow

Administrator and Community Engineer
Administrator
You can punish a blocked Cat Dash anytime with standing 1 into whatever. MB Cat Dash punishment changes depending on the range you block it. From absolute full screen it is safe. Closer it becomes punishable like regular Cat Dash.
Something I've been wondering about this.. When you look at a MB Cat Dash, it's clear that it's divided into 2 parts. If you land the MB Cat Dash up close, the first part goes one direction, and then the second part comes back the other way. From farther than 1 regular Cat Dash length, the first part happens and then the second part keeps going the same direction after it.

So does it really have to do with decreasing block negativity from fullscreen -- or is it just that one part of the Cat Dash (the first part) is punishable, while the 2nd part (the MB part) is safe?

Since you can't do a MB cat-dash from one cat dash length away on block (it just comes out as a regular catdash) it seems like it's the latter.
 
E

Eldriken

Guest
You should also note that Doomsday's Air Snatch is practically fully invincible. The ONLY move in the game that I know of that it will trade with is Batman's air sparkles. That is why most Batman players worth their salt will not start with a j2 against Doomsday, but instead air sparkles if they're going to jump towards Doomsday. It will either trade, hit or get blocked.

Also, blocking MB Earth Shake isn't the same timing as a regular Earth Shake as it's only one hit and has slow as hell start up. So all you have to do is hold down.
 

Captain Oxygen

The end of one combo is the beginning of another
You should also note that Doomsday's Air Snatch is practically fully invincible. The ONLY move in the game that I know of that it will trade with is Batman's air sparkles. That is why most Batman players worth their salt will not start with a j2 against Doomsday, but instead air sparkles if they're going to jump towards Doomsday. It will either trade, hit or get blocked.

Also, blocking MB Earth Shake isn't the same timing as a regular Earth Shake as it's only one hit and has slow as hell start up. So all you have to do is hold down.
When I put that they have similar block timing, I meant that the timing of switching from back to down is the same. Canceling most strings into ES/ MB ES isn't a real mixup because people just react to the start of the ES animation where he raises his fist.

I'll put down the Air Grab thing, I love waking up with AA Grabs.
 
E

Eldriken

Guest
When I put that they have similar block timing, I meant that the timing of switching from back to down is the same. Canceling most strings into ES/ MB ES isn't a real mixup because people just react to the start of the ES animation where he raises his fist.

I'll put down the Air Grab thing, I love waking up with AA Grabs.
Ah, I gotcha. Thanks for clearing that up. :D
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Something I've been wondering about this.. When you look at a MB Cat Dash, it's clear that it's divided into 2 parts. If you land the MB Cat Dash up close, the first part goes one direction, and then the second part comes back the other way. From farther than 1 regular Cat Dash length, the first part happens and then the second part keeps going the same direction after it.

So does it really have to do with decreasing block negativity from fullscreen -- or is it just that one part of the Cat Dash (the first part) is punishable, while the 2nd part (the MB part) is safe?

Since you can't do a MB cat-dash from one cat dash length away on block (it just comes out as a regular catdash) it seems like it's the latter.

It's possible to have a MB Cat Dash punished. You can do it at a distance where the MB part comes out on block and it's punishable.
 
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Eldriken

Guest
It's possible to have a MB Cat Dash punished. You can do it at a distance where the MB part comes out on block and it's punishable.
Yeah, and that's effing stupid. I hate how some moves aren't safe on block when you blow a meter on them. MB Cat Dash, MB Up Venom and I'm sure there are more.