ya but why cant harley players get a life bar off my batman. i must be the best or something.My Harley is garbage.
But here's how the MU goes.
If batman gets close you push block and get him back where you want him. If harley lands a blocked jump in do 112. J2 112 and repeat is kind of like a semi infinite. he has to perfectly time his back dash. Or he can push block and now you're at push block range where she likes. She can take advantage of his wake ups with a meaty play doctorand get an extra 18%. She can also zone him out and make it troublesome for him to get close
There is almost no chance that the Sinestro MU is 5-5. Batman punishes Sinestro's zoning and footsies hard, which essentially means that anything Sinestro does is extremely risky. The only chance that Sinestro has in the match is to rush down Batman and try to get a hard knockdown or a hit into the vortex. The problem with that is that Batman is one of the best defensive characters in the game. Bats, batarangs, B3 and B23 combine to form one of the strongest keep out arsenals that exitsts in Injustice. If Sinestro gets down on life, he has almost no chance to win because his rushdown game is scrappy and should not be able to get past Batman's defensive options.So MKX is coming out soon, and idk if Injustice is going to die or not but it's definitely not going to have as much competition in the future as it has the past year. So without further ado, this is Batman's FINAL matchup chart before MKX is released:
3 - 7 vs. Aquaman
6 - 4 vs. Ares
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
5 - 5 vs. Black Adam
5 - 5 vs. Catwoman
6 - 4 vs. Cyborg
5 - 5 vs. Deathstroke
6 - 4 vs. Doomsday
4 - 6 vs. Flash
6 - 4 vs. Green Arrow
4 - 6 vs. Green Lantern
4 - 6 vs. Harley Quinn
5 - 5 vs. Hawkgirl
6 - 4 vs. Joker
5 - 5 vs. Killer Frost
5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo (possible 4-6)
4 - 6 vs. Martian Manhunter (possible 3-7)
5 - 5 vs. Nightwing
4 - 6 vs. Raven
6 - 4 vs. Scorpion (possible 7-3)
6 - 4 vs. Shazam
5 - 5 vs. Sinestro
6 - 4 vs. Solomon Grundy
5 - 5 vs. Superman
5 - 5 vs. Wonder Woman
5 - 5 vs. Zatanna
4 - 6 vs. Zod
I was going to post my reasonings for each matchup, but instead we can just talk about it in the thread, so discuss!
Also I'm thinking about making a final Batman guide before MKX releases, similar to my Wonder Woman guide I made. So watch out for that
He can forward dash out of it as well.My Harley is garbage.
But here's how the MU goes.
If batman gets close you push block and get him back where you want him. If harley lands a blocked jump in do 112. J2 112 and repeat is kind of like a semi infinite. he has to perfectly time his back dash. Or he can push block and now you're at push block range where she likes. She can take advantage of his wake ups with a meaty play doctorand get an extra 18%. She can also zone him out and make it troublesome for him to get close
My Harley is garbage.
But here's how the MU goes.
If batman gets close you push block and get him back you you land a blocked jump in do 112. J2 112 and repeat is kind of like and infinite he has to perfectly time his back dash. Or he can push block and now you're at push block range where she likes. She can take advantage of his wake ups with a meaty play doctor. She can also zone him out
You are DA Besya but why cant harley players get a life bar off my batman. i must be the best or something.
sharkeisha noooThere is almost no chance that the Sinestro MU is 5-5. Batman punishes Sinestro's zoning and footsies hard, which essentially means that anything Sinestro does is extremely risky. The only chance that Sinestro has in the match is to rush down Batman and try to get a hard knockdown or a hit into the vortex. The problem with that is that Batman is one of the best defensive characters in the game. Bats, batarangs, B3 and B23 combine to form one of the strongest keep out arsenals that exitsts in Injustice. If Sinestro gets down on life, he has almost no chance to win because his rushdown game is scrappy and should not be able to get past Batman's defensive options.
Black Adam?Is Batman the epitome of a balanced character? A chart doesn't get any more balanced than that.
Hell if Aqua was 4-6 then he'd be perfectly balanced.
Some of that's true, but Batman does get zoned out and does get outfootsied guaranteed without bats. Also if Sinestro gets his trait, he's an even better defensive character than Batman. Also Sinestro can take away a whole life bar with a meterless vortex. Batman needs meter to continue his vortex, and opening up Sinestro in the first place just to start the vortex can be a very arduous task. Sinestro has better mixups than Batman.There is almost no chance that the Sinestro MU is 5-5. Batman punishes Sinestro's zoning and footsies hard, which essentially means that anything Sinestro does is extremely risky. The only chance that Sinestro has in the match is to rush down Batman and try to get a hard knockdown or a hit into the vortex. The problem with that is that Batman is one of the best defensive characters in the game. Bats, batarangs, B3 and B23 combine to form one of the strongest keep out arsenals that exitsts in Injustice. If Sinestro gets down on life, he has almost no chance to win because his rushdown game is scrappy and should not be able to get past Batman's defensive options.
Yeah lol we'll see. Possibly if Injustice is still played as a side tournament for a while and more tech and things are discovered a year from nowYou know you're going to make another matchup chart a year from now after you take into account how MKX has affected everything.
stage dependent, like a lot of shazam matchups, when he can throw things at you with his positioning options it makes it a lot different.Shazam Mu is a 5 5
You are DA Bes
The problem with the defense thing is that Batman's defense is better than sinestro's. He outlames him. Sinestro has to play this match by alternating hanging back with rushing him down. Also, batman cares about sinestro's trait much less than other characters do. Sinestro's basic guessing games with trait can all be blown up by batman's bats, at no risk to himself. Let's also not forget that batman gets his trait for free.Some of that's true, but Batman does get zoned out and does get outfootsied guaranteed without bats. Also if Sinestro gets his trait, he's an even better defensive character than Batman. Also Sinestro can take away a whole life bar with a meterless vortex. Batman needs meter to continue his vortex, and opening up Sinestro in the first place just to start the vortex can be a very arduous task. Sinestro has better mixups than Batman.
So it's debatable, it's definitely not guaranteed Batman wins. I could see it being debated Sinestro wins as well. Especially if the Sinestro player's defense is on point and the Batman player can barely get in on Sinestro's footsies/zoning, then when Batman does finally get in the Sinestro knows how to block all of Batman's trait cancel shenanigans. It's a debatable matchup so I feel the best number for it is 5-5.
Care to explain? Raven's basically the anti-Batman.I agree with this completely except for I feel like Raven could be a 5-5.
I forgot to comment on the Superman number as well, but yes, I agree that Batman has a noticeable advantage, enough to warrant a 6-4.Not that I was ever that good or that into Injustice, but I still think Supes loses 4-6. Frankly, "random" grapple too stronk against Supes zoning, J2 is a still a bitch to consistently anti-air, and trait bats shut down stuff that pretty much no other character can, like f2~trait setups or "safe" flying punches. On top of it, he has better, safer pressure and more advantageous plus frame opportunities.
It's terrible! So annoying to play.I approve of 6-4 Joker (if that matters), with the caveat of it's fucking hard and I don't like it; @DarthArma can suck it. Two times.
For the Batman-Batgirl number:
King and I have discussed this match-up before, so undoubtedly he will see this opinion coming. While 5-5 is not an unreasonable number, and one I'm willing to agree with, I wouldn't dispute anybody who thinks Batman might also win this one 6-4.
Given that we're talking about Batgirl here, this might raise eyebrows, but hear me out. The safeness of Batgirl's mix-up game between her b1 2 and b2 3 gets cut in half because her latter string (the overhead, in other words) is -7 on block and therefore Batman can punish with either 1 1 3 or 1 2 3. None of Batgirl's cartwheel options are safe against him, either. Sure he still has to guess right, but whereas most characters don't really get anything out of guessing right, Batman gets quite the reward.
Batgirl also can't counter-zone against a Batman who has one bar of meter and/or a trait bat on hand. Any attempts to punish your zoning with her teleport can be shut down by either burning your bar of meter or releasing the bat. As such, she has to work past your zoning just like the majority of the cast, by dashing, jumping, or throwing her own Batarangs.
What Batgirl does excel with is her knockdown game and corner damage, but the point is that against Batman she has to be conservative with her mix-ups and anti-zoning instead of just going HAM.
I respect your opinion broski, but I guess we must just agree to disagree.For the Harley-Batman number:
I've disagreed every time it has been stated that Harley wins 6-4 against Batman and that hasn't changed.
The fact that her gunshots have little to no recovery at all do make Harley an annoyance in the zoning department, but we mustn't forget that we have our trait to disrupt that momentum. In this match-up, Harley will always prefer to zone...because up-close, nothing she does is safe. All her cartwheel options, we can punish on block. Harley has no mix-up game with that piss-poor overhead and a low that is decently spaced and not reactable.
The "block infinite" she has against Batman (her 1 1 2 into forward jump if I remember right) has never proven threatening to me as it is very easy to escape. If you see her jump forward, simply forward dash and you're out. Or you can just push-block.
Dash-happy Batmen will obviously find the Harley match-up difficult given how quick her gunshots recover. You'll really have to walk and duck every time you see her flinch as if she is about to fire a gunshot.
I call this match-up 5-5.
For the Bane-Batman number:
You're probably going to look at me like I'm crazy, and I don't blame you, but...Batman might actually win this one 6-4.
Earlier in the game, I used to play Bane in a very different way that was NOT effective and I'd despaired over how "we can't zone him in Venom or play footsies" and all that shit. This was before I'd evolved into the patient Batman player I am now. Not to feel myself up, but I'm like a brick wall to Bane players - they get salty fairly quickly when trying to get in on me. His only means of closing the distance are dashing, jumping, and Venom LV 3 which makes him immune to projectiles, and given that I punish dashing and jumping on a very consistent basis...well, you can imagine the rest.
As for Venom LV 3, THAT'S when you get out of dodge. If you see his Venom raise to maximum power and you already have a projectile on the screen, Meter-Burn it and dash backwards repeatedly. As his Venom overrides your pushblock if he cancels a normal into a special, you really have to pick and choose your spots to pushblock very carefully.
Nothing he cancels into off a d1 or d2 is a true blockstring, so you can escape with backdash or MB B3/F3 (provided he isn't already armored). And Banes make frequent use of both those normals.
And Banes that charge at all...well...they die. Worthless special if I ever saw one.
The talking point that Batman suffers on knockdown does remain, however. I trust I don't have to describe why Bane's knockdown game is one of the best, so it won't surprise me if 5-5 is the more accurate number.
For the Batman-Batgirl number:
King and I have discussed this match-up before, so undoubtedly he will see this opinion coming. While 5-5 is not an unreasonable number, and one I'm willing to agree with, I wouldn't dispute anybody who thinks Batman might also win this one 6-4.
Given that we're talking about Batgirl here, this might raise eyebrows, but hear me out. The safeness of Batgirl's mix-up game between her b1 2 and b2 3 gets cut in half because her latter string (the overhead, in other words) is -7 on block and therefore Batman can punish with either 1 1 3 or 1 2 3. None of Batgirl's cartwheel options are safe against him, either. Sure he still has to guess right, but whereas most characters don't really get anything out of guessing right, Batman gets quite the reward.
Batgirl also can't counter-zone against a Batman who has one bar of meter and/or a trait bat on hand. Any attempts to punish your zoning with her teleport can be shut down by either burning your bar of meter or releasing the bat. As such, she has to work past your zoning just like the majority of the cast, by dashing, jumping, or throwing her own Batarangs.
What Batgirl does excel with is her knockdown game and corner damage, but the point is that against Batman she has to be conservative with her mix-ups and anti-zoning instead of just going HAM.
The rest of the chart, I agree with.