Akromaniac27
Ready to lose your head?
***Yes, I got the game early, no I cannot stream because of banning, and no Share Play does not work yet because it's locked. I didn't jot down every single thing so if some stuff is off or unclear, I will update it tomorrow. Yes, there is a 99.9% chance there will be a patch upon release and this can change...this is for anyone without the game that's curious as to what she has as of now. And yes, this is my own feedback on her, so take it with a grain of salt. This is in now way trying to replace the pre-release thread so if mods feel the need to merge them, so be it***
That aside, I have mixed feelings about the our new Goddess of War. To start, she is nothing like Injustice 1 Wonder Woman. Man jokes aside, her play and mobility has dramatically changed. She seems to have a zoning game to her now on top of the footsies and pressure. Now while it seems like she has it all (zoning + pressure), she kinda has to pick one or the other depending on the MU. Against zoners, her shield tosses don't help her out all that much, at least from what I've played so far, but against characters without strong projectiles or no projectiles at all, she can keep them at bay and chip them away with her shield tosses. Her footsies are weird to say the least, because outside of sweep range, her b2 is much too slow to contest with other footsie tools, but you "can" play footsies in that range with her Amalthea Bash provided you have meter and it won't whiff. She is actually meter dependent in this version and needs it for just about everything. Without meter, your bnb's are doing roughly 15% if even that; with bar, she gets around 30-35%. Linking b3 is MUCH tighter than Inj1 and your best ender now is 113, and not lasso grab. You need meter to make use of Amalthea Bash*MB. Trait is random, but each one still holds some use no matter what, with the exception of Artemis' Light, which is the bracelets. Can't guarantee a parry, and can't guarantee a follow up for the damage buff after either. Her jump ins aren't really ambiguous at all so crossup setups don't really exist with her, so far from what I've found
***Disclaimer*** In game frame data is off, what's new lol. Should expect an update on the official launch but as of now, I can say what's safe, borderline safe, plus and what has gaps.
Normals
What is safe:
1 - 8f high; short ranged
11 - no gap and safe
b1 - 11f mid; sweep range but can get outfootsied outside of it
b11 - no gap and safe
d1 - 6f mid
2 - 10f mid; slightly better range than 1
22 - safe and no gap
b2 - 22f overhead, -3 on block, can be followed up at point blank range; reaches at starting match point
f2 - 21f low, -6 on block, short ranged
b3 - 27f, +7 on block
f3 - 29f overhead, + on block, but forgot how much
d3 - 14 or 15f and -5 sweep
Safe/Plus but has gaps :
113 - gap between last two hits, but is plus on block and is your go to combo ender; guarantees a trait call with a few frames of advantage left over
b112 - gap between the last two hits; I honestly see no point in doing the full string, but maybe some hidden tech/use to be found; can't be cancelled, can't be followed up and knocks them away; I believe it's only safe too, not plus
d12 - -7 on block, and there's a gap between the two hits
223 - VERY plus on the last hit but theres a pretty large gap between the last two hits; decent ender as it knocks them fullscreen and in some cases can get you a safe trait call; 113 is easily better but 223 does a little more damage
b23 - not sure on the block frame data of this because of it's block stun, but there's a gap between the two hits
f23 - punishable on block
d2 - punishable up close, reaches at starting match point
Specials:
shield toss - 14f I think, variable frame data depending on distance; unsafe up close, not plus like what in game says
Shield toss*MB - has a gap no matter how fast you MB it and MB is still unsafe; also variable frame data depending on distance
Up Shield - I believe this was 11f and was unsafe or safe, I forgot tbh because it's pretty much impossible to hit someone grounded unless you're in their face; no real use for the MB unless for combo swag I guess
Air Downward shield - 7f MID, pretty damn safe even point blank and has deceptive range; have so far found absolutely no use for the MB
Air Straight Shield - decent projectile but hardly used it all or labbed it; her other shield tosses seem to make up for this one
Amalthea Bash - about half screen 8f mid, minimal whiff recovery but unsafe on block; variable block data depending on how late the bash hits them; does not keep them standing like in the first INJ and knocks them away
Amalthea Bash*MB - +2 on block, has a decent chunk of recovery frames if you whiff it, and knocks them away pretty far but you don't get too many frames of advantage like you do with the meterless one
Upward Amalthea Bash - invincible wakeup, can't really delay the MB and has decent recovery; punishable on block; has some combo potential mostly in the corner off of d2 as well as midscreen but situational and minimal
Upward Amalthea Bash*MB - overhead, no combo follow up and is borderline safe depending on where you hit the opponent; if you hit them right, it's safe vs 6f reversals
Lasso Grab - no longer plus on block, few frames of advantage on hit, still a high, now 15f, don't remember if it's punishable if done upclose but it IS negative; MB adds a little extra damage
Bracelets of Submission - 5f parry, parries projectiles and all attacks aside from lows or jump ins; kinda different from INJ1 because you don;t recover as quickly on a successful parry AND the parry stays active for what was said in game to be 16f
Super - 22f mid and reaches from a little past starting match distance
All in all, she will take a good minute to settle down with and adjust to and it's way too early to call for any buffs or nerfs, yet unsurprisingly, the pitchforks are already here, so we'll see. Her playstyle change is welcome but can't say, for obvious reasons, what needs to be added or taken away. She doesn't thrive at all off of her b2/f2 50/50 and you REALLY need to manage your meter well this time around.
Added some combos for you guys. Video's unlisted:
I don't know all the Wonder Woman mains, so I ask if you please tag in everyone I missed.
@Skeezer12 @TheGabStandard @Saboteur-6 @Jaiyson
That aside, I have mixed feelings about the our new Goddess of War. To start, she is nothing like Injustice 1 Wonder Woman. Man jokes aside, her play and mobility has dramatically changed. She seems to have a zoning game to her now on top of the footsies and pressure. Now while it seems like she has it all (zoning + pressure), she kinda has to pick one or the other depending on the MU. Against zoners, her shield tosses don't help her out all that much, at least from what I've played so far, but against characters without strong projectiles or no projectiles at all, she can keep them at bay and chip them away with her shield tosses. Her footsies are weird to say the least, because outside of sweep range, her b2 is much too slow to contest with other footsie tools, but you "can" play footsies in that range with her Amalthea Bash provided you have meter and it won't whiff. She is actually meter dependent in this version and needs it for just about everything. Without meter, your bnb's are doing roughly 15% if even that; with bar, she gets around 30-35%. Linking b3 is MUCH tighter than Inj1 and your best ender now is 113, and not lasso grab. You need meter to make use of Amalthea Bash*MB. Trait is random, but each one still holds some use no matter what, with the exception of Artemis' Light, which is the bracelets. Can't guarantee a parry, and can't guarantee a follow up for the damage buff after either. Her jump ins aren't really ambiguous at all so crossup setups don't really exist with her, so far from what I've found
***Disclaimer*** In game frame data is off, what's new lol. Should expect an update on the official launch but as of now, I can say what's safe, borderline safe, plus and what has gaps.
Normals
What is safe:
1 - 8f high; short ranged
11 - no gap and safe
b1 - 11f mid; sweep range but can get outfootsied outside of it
b11 - no gap and safe
d1 - 6f mid
2 - 10f mid; slightly better range than 1
22 - safe and no gap
b2 - 22f overhead, -3 on block, can be followed up at point blank range; reaches at starting match point
f2 - 21f low, -6 on block, short ranged
b3 - 27f, +7 on block
f3 - 29f overhead, + on block, but forgot how much
d3 - 14 or 15f and -5 sweep
Safe/Plus but has gaps :
113 - gap between last two hits, but is plus on block and is your go to combo ender; guarantees a trait call with a few frames of advantage left over
b112 - gap between the last two hits; I honestly see no point in doing the full string, but maybe some hidden tech/use to be found; can't be cancelled, can't be followed up and knocks them away; I believe it's only safe too, not plus
d12 - -7 on block, and there's a gap between the two hits
223 - VERY plus on the last hit but theres a pretty large gap between the last two hits; decent ender as it knocks them fullscreen and in some cases can get you a safe trait call; 113 is easily better but 223 does a little more damage
b23 - not sure on the block frame data of this because of it's block stun, but there's a gap between the two hits
f23 - punishable on block
d2 - punishable up close, reaches at starting match point
Specials:
shield toss - 14f I think, variable frame data depending on distance; unsafe up close, not plus like what in game says
Shield toss*MB - has a gap no matter how fast you MB it and MB is still unsafe; also variable frame data depending on distance
Up Shield - I believe this was 11f and was unsafe or safe, I forgot tbh because it's pretty much impossible to hit someone grounded unless you're in their face; no real use for the MB unless for combo swag I guess
Air Downward shield - 7f MID, pretty damn safe even point blank and has deceptive range; have so far found absolutely no use for the MB
Air Straight Shield - decent projectile but hardly used it all or labbed it; her other shield tosses seem to make up for this one
Amalthea Bash - about half screen 8f mid, minimal whiff recovery but unsafe on block; variable block data depending on how late the bash hits them; does not keep them standing like in the first INJ and knocks them away
Amalthea Bash*MB - +2 on block, has a decent chunk of recovery frames if you whiff it, and knocks them away pretty far but you don't get too many frames of advantage like you do with the meterless one
Upward Amalthea Bash - invincible wakeup, can't really delay the MB and has decent recovery; punishable on block; has some combo potential mostly in the corner off of d2 as well as midscreen but situational and minimal
Upward Amalthea Bash*MB - overhead, no combo follow up and is borderline safe depending on where you hit the opponent; if you hit them right, it's safe vs 6f reversals
Lasso Grab - no longer plus on block, few frames of advantage on hit, still a high, now 15f, don't remember if it's punishable if done upclose but it IS negative; MB adds a little extra damage
Bracelets of Submission - 5f parry, parries projectiles and all attacks aside from lows or jump ins; kinda different from INJ1 because you don;t recover as quickly on a successful parry AND the parry stays active for what was said in game to be 16f
Super - 22f mid and reaches from a little past starting match distance
All in all, she will take a good minute to settle down with and adjust to and it's way too early to call for any buffs or nerfs, yet unsurprisingly, the pitchforks are already here, so we'll see. Her playstyle change is welcome but can't say, for obvious reasons, what needs to be added or taken away. She doesn't thrive at all off of her b2/f2 50/50 and you REALLY need to manage your meter well this time around.
Added some combos for you guys. Video's unlisted:
I don't know all the Wonder Woman mains, so I ask if you please tag in everyone I missed.
@Skeezer12 @TheGabStandard @Saboteur-6 @Jaiyson
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