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Rate Your Character (Injustice 2 Edition)

RNLDRGN

RONALD ROGAN
@Mikemetroid gave his $0.02, but I'll give mine:

1. 50/50 mixups/pressure: 2/5--Between F21, F2xLog, F23xLog, and F233 he has decent mixups from his footsies, but overall his pressure is pretty bad given how slow he is. He has a hard time applying pressure and most of his mixups are reactable, can be fuzzy guarded, or don't lead to enough damage to be a big threat. His pressure is also questionable given the massive gaps in lots of his strings and setups.

2. Zoning and anti-zoning: 2/5--Swampy really struggles vs zoning and runaway. Yes he has DB3 clone attack to check zoners but it does minimal damage, doesn't knock down, and hits high. DB3 MB is a bit slower than DB3 and doesn't trade favorably at all--the amount of time it holds the opponent on trade is laughable. His vine throw doesn't go fullscreen and can be too slow to check zoning vs most of the cast.

3. Neutral game and footsies: 4/5--I feel like Swamp actually does okay midscreen when he's allowed to play footsies vs the opponent. He's not the fastest, but he can out-range most characters save for Scarecrow and Brainiac. If you're smart with your J2, F2, sweep, vines, and log he can control a good portion of the screen. Just make sure you don't whiff much in the neutral or you'll realize how bad his defensive options are.

4. Defensive options: 1.5/5--Swamp Thing cannot get quick opponents off of him. His D2 is horrid. His walkspeed and backdash make getting out of pressure nearly impossible. He has one of the slowest (if not THE slowest) MB dash in the game. Yes he has a solid wake-up with his Tree (DB2) but it can be easily stuffed by attacks like Harley's J2, Batman's jump anything, or a well-timed crouching attack as the first hit is a high. His B3 and F3 are also 35 frames, meaning a MB F3/B3 will almost always get stuffed. Ugh.

5. Damage output: 3/5--Swamp Thing has solid damage in the corner, but struggles to break 40% midscreen for 1 bar (depending on the starter). His vine grabs do great damage, but his meterless damage pales in comparison to the rest of the cast given how unreliable/difficult landing a F23 after F233 or B223 can be. For how incredibly slow this character is, it blows my mind that the fast members of the cast (Catwoman, Batman, Black Adam, Canary, etc.) all hit so much harder than him.

Verdict: 12.5/25 (basically half a character)

RIP.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I am not maining him anymore and just playing for funsies...but Cold still is my favorite character in Injustice 2 so I will do him:

Captain Cold

Mixups- 2/5. You look at Cold on paper and it seems like he should have some insane hard to block stuff with his overhead projectile and low puddle. However the problem with Cold is that his low really doesn't link to anything good (d1) like basically the rest of the cast is able to...and his overhead string starts high and really lacks any sort of mixup potential since you can't cancel the overhead into anything juicy. One thing he does have going for him is that his string staggers into throws are actually pretty good...However, let's be real, Cold has like 4 strings if you go into his move list and several are not viable in neutral. When I saw B232 hit all high I thought that it had to be some sort of troll. Just about all his damage comes from forcing the opponent into mistakes by baiting and trapping them.

Zoning/Anti-Zoning- 2/5. Cold's projectile is average to slightly better than average when trait is charged. His death-cicle is good at making it a pain to approach, but in the end it is just overall an OK tool because half the cast can shut down the use of it. If level 2 trait was available more this could easily go from a 2 to a 4 IMO. As with not just zoning/anti-zoning lvl 2 trait really improves this category, however Cold has to work extremely hard to get it...and in some matchups charging trait may literally not even be viable at all. Especially in a game where so many people can get theirs out without any difficulty whatsoever. He also has a special in frost field which nearly has no use at all. I pretty much only use this by accident and to buff damage in corner combos.

Neutral Game and Footsies- 2/5. F2 is his best straight up footsie tool which has pretty OK range, but not great range for this game with the other BS inside of it. Cold's walk speed is slightly slower than the slowest turtle that has ever lived. His B2 not hitting mid is a crime IMO, and B232 hitting ALL HIGH is just insane. The string should be used in juggles only. D1 is good seeing it is a fast hitting low, but it will whiff against a lot of the cast due to a strange hitbox. Hopefully that can get fixed at some point. MB ground freeze is great for keep out and forcing people into mistakes that he can use effectively against any character who can not play full screen. Compared to the rest of the cast he has one of the worst neutrals so I considered a 1/5...but has some decent tools to trick people along with a decent stagger into throw game...so I would put this at 2/5

Defensive- 3/5. Against anyone who can't play full screen and needs to get in to get any sort of damage, Cold defensively is a 4-5 out of 5. However, a lot of the cast shut down a great deal of his tools to the point where he really can't use them without meter (MB wall is useful here, but good zoning will stop the use of his projectile and overhead icicle. He does have one of the best D2's in the game and a fast low hitting d1 that can help interrupt and start his "offense" even though it leads to nothing. Icewall is a great wakeup for keeping people off you, maybe one of the best in the game IMO. 3/5 seems fair overall.

Damage- 3/5. Cold has really high damage output, and insane damage output with level 2 trait, including a 80% guaranteed reset in the corner than is not escap-able by any means (so he is similar to Cyrax in MK9...if he had 1 bomb per match)...although I think there are a total of 65 people who have charged to level 2 in a competitive match so far.... LULs aside he does great damage, but it all requires meter so I put this at a 3 instead of 4. If he had respectable meterless damage I would definitely put it at a 4.

Grand Total - 12/25.
 

TamedLizard

Buff George
Catwoman

1. Mixups/Pressure (5/5) - Selina has got the mix. No question. Healthy staggers, decent plus frames leading to oppressive frame traps, and a fairly wide variety of overhead and low hitting strings. Even without a true OH starter outside of F3, her stagger game coupled with throw make her deadly up close. Not to mention she's safe on just about every mixup option.

2. Zoning/Anti Zoning (4/5) - Low profiling power and speed of B3, forward walk speed, feline evades, J2, and MB Cat dash. She has the tools to maneuver around zoning but all require thought and aren't guaranteed ways to get in. Whiffing a B3, getting AA'd, getting cat dash startup stuffed, ect. Couple that with having no projectile is why I give this 4/5.

3. Neutral game/Footsies (5/5) - I may just be high on her footsies but man I feel like they're extremely good. Specifically, B2. I love love love this normal. Neutral on block so if playing carefully can allow you to close space and begin your mix game (also applies to F1). Especially if they've been conditioned to expect B2~straight whip. Low whip helps dissuade walking back and can force you to think twice about your attempts to stay outside of her preferred range. Also, B3.

4. Defensive options (4/5) - if I'm being honest, the only thing that prevents this from getting a 5/5 is clawryuken being unsafe and hard af to MB for safety. Trait is safe though and can be meter burned for plus frames on wake-up, B3 can get you out of sticky pressure situations (like F23 pressure and tick throws), good AA in D2, and her backdash is outstanding.

5. Damage (5/5) - Miss Kyle will hit you like a train, especially in the corner. Full scratch trait in itself is a free 30%-near 40% (if meter burned) and scales very well when using it to end combos. Guaranteed if Selina touches you, she's taking at least 30% into a heavily advantageous knockdown anywhere on the screen.

Overall - 23/25. So what's the verdict? Am I upplaying or downplaying? :cool:
 

Fred Marvel

It's actually Freddy Marvel
Lol.

Only you could take a character like Green Lantern and claim his mixups are 2/5.
What are his mixups tho like honestly? B1 into b1? He doesn't have any overhead besides f3. Explain to me what his mixups are because I don't think being able to cross up a f3 on wake up means you have good mixups.
 

Jugghead

Mortal
1. 50/50 mixups and/or pressure
5/5 - crazy pressure, solid mix-ups, MB grapple vortex

2. Zoning and anti-zoning
3/5 - batarangs can zone out some characters, no great anti-zoning tools

3. Neutral game and footsies
5/5 - bats are great to get a J2 and pressure, B23 is safe and if connects leads to pressure

4. Defensive options
4/5 - slide and parry are boom or bust, up batarang underrated, bats can save unsafe situations (i guess that's defense)

5. Damage output
4/5 - if Black Adam wasn't in the game this would be a 5

Total 21/25
 

wsj515

This is my billionth life cycle.
For BA I'd put zoning and anti-zoning at 5, he's the best anti-zoner imo.
Also defense up to at least 3, would only go lower if he didn't have a fast poke, but with a 6f d1 it can't go lower than 3 imo.
While I do agree, his d1 might be one of the shortest in the game, so many strings/specials have enough pushback to completely remove reversal d1 as an option.
 

Zoidberg747

My blades will find your heart
Green Lantern

Mixups/Pressure: 2/5
he doesnt have mixups even the f3 crossups you can get past with a wakeup attack or just a read theyre cool when they work but its just a gimmick. he has no overhead besides f2d1 and f1 is a slow high. as for pressure all he has is 2231 but its only plus 1 on block so you can counterpoke after and if you have a 6frame d1 you might hit if we d1. he has no plus on block specials. pressure hardly exists.

Zoning/anti zoning : 2.5/5
he has solid zoning against non zoners, his mb beam is great if it hits but it costs a bar and he's really meter dependant, and well timed overcharged lanterns can counterzone some characters but overall he still struggles HARD against zoners. deadshot,cyborg,fate,Ivy etc pretty much make him their bitch.

Neutral/footsies: 4/5
without a doubt this is his strength b1 is great and has to be respected or blocked, problem is it doesnt lead to anything safe unless you just do b13 or spend meter, overcharged lanterns in neutral are great too even if blocked if your opponent gets impatient from blocking so many you can punish a dash or jump with b1 or j1. his footsies are solid. only reason he doesnt get a 5 is because he's outneutraled by the entire top tier.

defensive options: 2/5
well he doesnt have a wake up at all. wall is his only one with invincibility and it can be stuffed really easily and jumped over by some. his backdash is terrible too one of the worst in the game, his mb b3 is good but mbf3 is bad because it has no range. he has a 7 frame d1 too. he struggles against pressure pushblocking or waiting it out is usually the answer. his d2 is good though.

damage output: 2/5
his bnbs do about 300-350 damage for a bar. his only decent damage comes off f3 or j3. his highest damaging combo with a bounce cancel after a j3 is still less than 500. his damage is laughable. better than supergirls though.


total 12.5/25
im not even downplaying this is just my assesment of the character.
I disagree with a lot of this.

1. Mixups- Mixups are not just 50/50s. His F3 crossup/not crossup on oki is absolutely a mixup because it can hit you on either side if done right. It's also not a gimmick because it can be beat on the correct read, that is ridiculous. Any mixup can be beat if read right. All that being said you aren't too far off here because his pressure and mixups aren't crazy compared to some of the rest of the cast. I'd bump this up to 3/5.

2. Zoning/Anti Zoning- His zoning is very respectable and he has great space control with lanterns. At the very least this is 3/5. He may not have a lot of anti-zoning tools but his MB beam is a decent enough one to warrant a 3/5.

3. I might put this at 5 because of how good b1 is but I could see 4/5. I also think his walkspeed is very good.

4. This is probably the most blatant downplaying. His wall wakeup is fine, it's nowhere near something like Adam's. Sure it can be beat on a read but again this can be said of almost every wakeup in the game. He has great AA with lift with proper use. He has a great MB F3 because it's fast. His d1 is respectable but nothing to write home about. This is a 4/5 at least. I'd argue that defense is almost as big a strength as footsies.

5. I think you're underrating his damage. It's nothing special but its not specifically weak either, and his zoning also does significant damage. I'd put this 3/5.

Total rating: 17/25.

Your rating puts him below characters like Cold and Blue Beetle and near characters like Swamp Thing. Surely you should realize how dumb that is. GL is not top tier by any means but he is definitely not low tier either.
 

M2Dave

Zoning Master
Neutral Game and Footsies- 2/5. F2 is his best straight up footsie tool which has pretty OK range, but not great range for this game with the other BS inside of it. Cold's walk speed is slightly slower than the slowest turtle that has ever lived. His B2 not hitting mid is a crime IMO, and B232 hitting ALL HIGH is just insane. The string should be used in juggles only. D1 is good seeing it is a fast hitting low, but it will whiff against a lot of the cast due to a strange hitbox. Hopefully that can get fixed at some point. MB ground freeze is great for keep out and forcing people into mistakes that he can use effectively against any character who can not play full screen. Compared to the rest of the cast he has one of the worst neutrals so I considered a 1/5...but has some decent tools to trick people along with a decent stagger into throw game...so I would put this at 2/5.
I am contemplating increasing Darkseid's neutral and footsies game by half a point at least. Please explain how Captain Cold's neutral and footsies game is potentially worse than Darkseid's. Captain Cold has an advancing mid string that can be hit-confirmed into solid damage, a great d+1, and by your own admission one of the best uppercuts in the game.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I am contemplating increasing Darkseid's neutral and footsies game by half a point at least. Please explain how Captain Cold's neutral and footsies game is potentially worse than Darkseid's. Captain Cold has an advancing mid string that can be hit-confirmed into solid damage, a great d+1, and by your own admission one of the best uppercuts in the game.
His F23 has decent range and can be confirmed into ground freeze so that is a good tool, but you can still interrupt it. It is his only real string to look out for so once you understand what distance you need to play outside of you really only need to take that one string into account. B232 is an example of a completely useless advancing string in footsies since it hits all high.

D1 is good in theory, but it has major consistency issues, whiffing at normal ranges where it should hit the opponent. It also doesn't lead to anything like it does with many of the characters in this game (typically d1~wall is the go to)...it just more or less resets you back into neutral where he struggles. You can get like 50-60% with Darkseid off a d1 in the corner with trait for example, or a billion damage with Aquaman off a d1 (6 frames) into db2. Overall it is good though.

In addition his movement speed is extremely slow, and his b3 and f3 are below average normals.

Regarding your question, I was not comparing Cold to Darkseid specifically, so there is really no baseline established for other characters when I give a number. I think Darkseid's footsies are pretty bad overall as well. His normals are overall really weak, but he has an advancing overhead which is pretty good for the damage you can get off it and it is only made more effective by the threat of the instant air low stomp mind games. But don't worry, if you ever play Captain Cold with DS you aren't going to have to worry at all about playing footsies with him. If you are so concerned about numbers compared to other characters then maybe you should just do a simple poor/average/good scale with different point allocations and tally them up in the end. Regardless what number I put on it, I feel that Cold has a poor neutral game.
 

Tweedy

Champion
The problem with a lot of the TYM Adam's is that they don't understand his trait. They think he does no damage if they just block overhead. It's literally as bad as Aquaman's talking about how he isn't top because he has no mix ups. Aquaman players don't do that tho because they understand that trident rush means that he needs no mix ups.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I am contemplating increasing Darkseid's neutral and footsies game by half a point at least. Please explain how Captain Cold's neutral and footsies game is potentially worse than Darkseid's. Captain Cold has an advancing mid string that can be hit-confirmed into solid damage, a great d+1, and by your own admission one of the best uppercuts in the game.
Darkseid you have to respect because his trait allows him to get in for free. That's essentially part of his "neutral". Captain Cold, you don't have to respect at all. Slow, not very mobile, and easy to whiff punish if you have a decent footsie string.

Also any string that doesn't connect immediately in neutral can fall prey to DS' MB instant air stomp for a full combo. And the threat of teleport and regular jump-in (a better jump-in than Cold's) as well means that this is still a mixup.

MB knee will give him plus frames at footsie range as well. Yes he has an unconventional neutral game, but it's a very effective one nonetheless.

I absolutely have to be more careful in the neutral vs. DS than I do against CC. No comparison.
 
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Dankster Morgan

It is better this way
The problem with a lot of the TYM Adam's is that they don't understand his trait. They think he does no damage if they just block overhead. It's literally as bad as Aquaman's talking about how he isn't top because he has no mix ups. Aquaman players don't do that tho because they understand that trident rush means that he needs no mix ups.
What Aquaman players are saying he isn't top? Or are you just saying that saying Adam does no damage would be hypothetically comparable to that?
 

Tweedy

Champion
What Aquaman players are saying he isn't top? Or are you just saying that saying Adam does no damage would be hypothetically comparable to that?
"It's literally as bad as Aquaman's talking about how he isn't top because he has no mix ups. Aquaman players don't do that tho because they understand that trident rush means that he needs no mix ups."

"Aquaman players don't do that tho"
 

EntropicByDesign

It's all so very confusing.
Red Hood

1. 50/50 mix ups and/or pressure (4/5)

2. Zoning and anti-zoning (3/5)

3. Neutral game and footsies (5/5)

4. Defensive options (3/5)

5. Damage output (2/5)

17/25

Okay so here's the deal. Pressure and Damage output both go up a point when he has you cornered. Character's zoning is decent since his projectiles do decent damage but the recovery on them is pretty lack luster. His anti-zoning is also decent with MB Tackle being the most notable of these tools (this move in a vacuum makes his anti-zoning look godlike but trust me it's not AS good as it sounds in practice, still really solid). He has one of the best neutrals in the whole damn game with B2, F2, B1, S3, S2, like the number of good buttons this character has is insane. His defensive options are okay with his standing defense options like his backdash, his anti airs and his pokes and reversal parry being relatively solid while his options on knockdown are on the lower end. His damage output, is pretty ass. Character doesn't hit very hard (in comparison to most of the cast) And his pressure is pretty good midscreen but in the corner it goes from "Pretty good" to levels of oppressive that you'd think this man has Crystal Flex up. A good Red Hood player can make it feel like you just can't move when you're cornered. Overall the character midscreen is relatively solid and mid tier. But he gets you cornered? He's on of the best characters in the game, free.

I find this super interesting. I'm not agreeing or disagreeing, just commenting that its a different take on his neutral than I have for sure. I haven't given his neutral much credit at all, and Id like for my mind to be changed.. he has great buttons but I just dont see them being able to compete vs Scarecrow or CW's neutral for example, who are (imo) 5's for sure. F2 is amazing and so is B2, but B2 is slow and Ive started to see better players reacting to it in the few games Ive played. Now, I didnt really factor his mine in to my score though.. and honestly, I think in a lot of MU's its a genuine factor as it controls space, gives frame advantage, acts as potential defense and commands respect. It can be tricky to get out vs some characters though (in neutral).

Do you have any good match footage laying around? Of you or anyone, who plays him neutral heavy? Everything I tend to find on him is either the typical corner stuff, bad/fake mine "setups" or dumb shit.
 

CrazyFingers

The Power of Lame Compels You
I find this super interesting. I'm not agreeing or disagreeing, just commenting that its a different take on his neutral than I have for sure. I haven't given his neutral much credit at all, and Id like for my mind to be changed.. he has great buttons but I just dont see them being able to compete vs Scarecrow or CW's neutral for example, who are (imo) 5's for sure. F2 is amazing and so is B2, but B2 is slow and Ive started to see better players reacting to it in the few games Ive played. Now, I didnt really factor his mine in to my score though.. and honestly, I think in a lot of MU's its a genuine factor as it controls space, gives frame advantage, acts as potential defense and commands respect. It can be tricky to get out vs some characters though (in neutral).

Do you have any good match footage laying around? Of you or anyone, who plays him neutral heavy? Everything I tend to find on him is either the typical corner stuff, bad/fake mine "setups" or dumb shit.
Go check the Red Hood Match footage thread. I have matches there and will be adding more later today (From particularly REO and Sonic which are the only two others I see with match footage)

EDIT: Also B13 is fantastic in the neutral I cannot stress this enough.

SECOND EDIT: I also have a breakdown of Red Hood in a thread if you're interested in that.
 

tafka Djinn

One for three off the roof
Go check the Red Hood Match footage thread. I have matches there and will be adding more later today (From particularly REO and Sonic which are the only two others I see with match footage)
Yeah, that video has had me reevaluating his neutral, and honestly thinking it might be a 4-4.5. I feel a lot better about it, but not quite enough to say he's on par with the best neutral characters.
 

EntropicByDesign

It's all so very confusing.
Catwoman

1. Mixups/Pressure (5/5) - Selina has got the mix. No question. Healthy staggers, decent plus frames leading to oppressive frame traps, and a fairly wide variety of overhead and low hitting strings. Even without a true OH starter outside of F3, her stagger game coupled with throw make her deadly up close. Not to mention she's safe on just about every mixup option.

2. Zoning/Anti Zoning (4/5) - Low profiling power and speed of B3, forward walk speed, feline evades, J2, and MB Cat dash. She has the tools to maneuver around zoning but all require thought and aren't guaranteed ways to get in. Whiffing a B3, getting AA'd, getting cat dash startup stuffed, ect. Couple that with having no projectile is why I give this 4/5.

3. Neutral game/Footsies (5/5) - I may just be high on her footsies but man I feel like they're extremely good. Specifically, B2. I love love love this normal. Neutral on block so if playing carefully can allow you to close space and begin your mix game (also applies to F1). Especially if they've been conditioned to expect B2~straight whip. Low whip helps dissuade walking back and can force you to think twice about your attempts to stay outside of her preferred range. Also, B3.

4. Defensive options (4/5) - if I'm being honest, the only thing that prevents this from getting a 5/5 is clawryuken being unsafe and hard af to MB for safety. Trait is safe though and can be meter burned for plus frames on wake-up, B3 can get you out of sticky pressure situations (like F23 pressure and tick throws), good AA in D2, and her backdash is outstanding.

5. Damage (5/5) - Miss Kyle will hit you like a train, especially in the corner. Full scratch trait in itself is a free 30%-near 40% (if meter burned) and scales very well when using it to end combos. Guaranteed if Selina touches you, she's taking at least 30% into a heavily advantageous knockdown anywhere on the screen.

Overall - 23/25. So what's the verdict? Am I upplaying or downplaying? :cool:

Right on the money IMO. Kitty cat is - and no one go nuts here, let me explain - the best character in the game right now. Yeah.. I hear you sharpening your knives and loading your guns and I can literally hear the keyboard keys mashing from my apartment.. JESUS ARE YOU STUPID BLACKBATAQUATROCSHOTSUPSIDEMAN is IN THE GAME. MOAR ANGURY WERDS.

Its ok. I know.

CatCat isnt the strongest character in the game. She's just the best. I don't think she's OP at all. As I've said before, she is overly oppressive, or significantly outshines, certain other characters when they fight her or are designed to fill a similar roll to her and are compared to her.. But I think that's a weakness in the designs of those characters and the answers are more to bring them up (if its ultimately decided that is whats necessary) and others down. She embodies good design IMO. She has powerful tools that make the player feel powerful, and engaged and happy to play her, without being outright stupidly broken or anything. She reminds me of Karin in SFV.. A truly top tier character that was ultimately quite fair. Ive always believed in balancing around power. I think every character, in a perfect world, should feel extremely powerful to play.

I am a CW player, so its possible Im downplaying.. and I certainly dont want to see her nerfed, though if she is, provided its minor, I CAN see a case being made for it.. Mostly a little less damage is all I think she needs. Possibly lower trait damage slightly and up the scaling after a b3 or something. Her own hurtbox should probably be adjusted as well, but I see this as a fix more than an outright nerf.
 
Swamp Thing

1. 50/50 mix ups and/or pressure (2/5)
His mixups consists of canceling his overhead string into low log
or tick throwing with his command grab
Both are high risk - low reward mixups.
He does have a true 50/50 in stand 2 and back 1 but they are both two slow to be used effectively

2. Zoning and anti-zoning (2/5)
His vine grab can punish some projectiles from half screen away
His clone projectile is a decent check against characters with slower projectiles
But he isn't winning any zoning war or keeping any character out

3. Neutral game and footsies (2/5)
He has good range on some of his normals but they are all just two slow to be really threatening

4. Defensive options (3/5)
Two invincible wakeups. One good for crossups. One that's not fully invincible but still decent. Both lead to combos on meter burn. So his wakeups are pretty good but his meterburn f/b+3 is almost useless as its so easy to armor break it due to slow startup.

5. Damage output (3/5)
Combo damage is about avergae.

Overall: 12/25
 

RNLDRGN

RONALD ROGAN
I disagree with a lot of this.

1. Mixups- Mixups are not just 50/50s. His F3 crossup/not crossup on oki is absolutely a mixup because it can hit you on either side if done right. It's also not a gimmick because it can be beat on the correct read, that is ridiculous. Any mixup can be beat if read right. All that being said you aren't too far off here because his pressure and mixups aren't crazy compared to some of the rest of the cast. I'd bump this up to 3/5.

2. Zoning/Anti Zoning- His zoning is very respectable and he has great space control with lanterns. At the very least this is 3/5. He may not have a lot of anti-zoning tools but his MB beam is a decent enough one to warrant a 3/5.

3. I might put this at 5 because of how good b1 is but I could see 4/5. I also think his walkspeed is very good.

4. This is probably the most blatant downplaying. His wall wakeup is fine, it's nowhere near something like Adam's. Sure it can be beat on a read but again this can be said of almost every wakeup in the game. He has great AA with lift with proper use. He has a great MB F3 because it's fast. His d1 is respectable but nothing to write home about. This is a 4/5 at least. I'd argue that defense is almost as big a strength as footsies.

5. I think you're underrating his damage. It's nothing special but its not specifically weak either, and his zoning also does significant damage. I'd put this 3/5.

Total rating: 17/25.

Your rating puts him below characters like Cold and Blue Beetle and near characters like Swamp Thing. Surely you should realize how dumb that is. GL is not top tier by any means but he is definitely not low tier either.
This is so much better lol
 

JLU51306

Bzzzt *Paging Doctor Fate*
Mr. Freeze

50/50 - Pressure: 4/5

Though his only decent string is F223, it is a very good forward advancing tool and can punish some things, as well as anti-air. Side note: his d2 is orgasmic. His corner pressure is fantastic as well.

Zoning/Anti-Zoning: 2/5

His zoning is decent, but just about anyone else with a projectile can make it not worthwhile to even trade. It however works great against rushdown characters.

Neutral/Footsies: 3/5

Again, his F2 is great in the neutral, and his df2/db2 is good in controlling the neutral. He suffers with footsies because his options really are limited to F22, or properly spacing 12, as the 2 advances as an OH.

Defense: 5/5

I'd say he has some of the strongest defensive tools in the game. Mb db3 being two hits, as a trap on the ground breaks armored b3/f3's, and is a good space controller. Db2 is a decent wakeup, considering it can often times anti-air as well. And it's ability to absorb projectiles gives him an 'in' on some zoners. His bf1 and df2 also assist his defense at keeping the opponent pre-occupied.

Damage: 2/5

I think his max combo potential for one bar is around 350, but it's almost always better to end with F22 into icicle setup for around 310. It's decent, but in comparison to a lot of the cast, sort of miniscule.

16/25

^That's about right.