Zoidberg747
My blades will find your heart
This is something that I am going to be working on for a long time. It will go over punishing interactables as well as how to use them intelligently. Any community help is appreciated so if you have ideas/suggestions, post in this thread and I will check them out. You can also request certain interactables that are giving you trouble, and I will prioritize.
Note: I do not promise a solution to every interactable in the game. Some of them are really good, and I can do nothing to change that. I will do the best I can.
Note: I do not promise a solution to every interactable in the game. Some of them are really good, and I can do nothing to change that. I will do the best I can.
Interactables Information
This is a chart I put together covering the basics of every interactable in the game. Couple of notes:
1. If a cell is blank on the gadget/acrobat+gadget only, that means it has the same property as the power character's above(If they were exactly the same I just left it out, for obvious reasons).
2. For gadget character bomb moves I tried to only do the ones with some irregular property(i.e. more range than normal, unlimited uses etc.) most of them have the same properties.
3. There are over 12o interactables in the game. I may have messed up, if I did let me know and I will fix immediately.
Anyway here it is(organized by stages starting in top left hand corner):
https://docs.google.com/spreadsheet/ccc?key=0Arr_Fs0NcsVUdDZmZkpSanFnakNfdHdvNDlab3ZjcXc&usp=sharing
Stage: What stage it is on
Range: Where it can hit you from(i.e range)
Respawn: Whether it respawns or not
Respawn time: How long it takes to respawn
Damage: Amount of damage it takes(or if it starts a combo i.e launcher)
Meter Burn: Whether it can be Meter Burned or not(MB usually gives it armor, sometimes makes the animation faster etc.)
Tracking: Whether it is on a fixed path or will be thrown based on your location(when it starts tracking differs on some, but most start when the throw animation starts)
Punishing Interactables
This is something a lot of people have been struggling with in this forum. I really am going to try and find some punishes so some of you will stop complaining, and overall to help everyone out. Just to make things easier for myself I am going to seperate between power, gadget, and acrobatic characters using the interactables. I will go in the order of the stages starting from the top lefthand corner. I am trying to find universal punishment options for now, but if you want character specific stuff PM me and I may be able to help out.
Note: These punishes are mainly based on your positioning, so it is important to practice these to know exactly how to dodge them. This is just listing all the possible things you can do, just realize that some are spacing dependent(Especially MB B3/F3 since each character's has a different range)
Power Characters
Note: MB B3/F3 punishes will still damage you, but leave you in position for free pressure or full combo.
Note 2: If you duck before jumping, this somehow makes you jump higher. Makes it easier to jump some things.
Batcave(Crime Lab)
Batmobile Rockets: Can MB B3/F3 through them(B3 will go into stage transition), Can also get a free jump in
Batcave(Lagoon)
Generator: Can backdash on reaction
Barrels: Can dash on reaction
Insurgency(Command Center)
Screens: Can MB B3/F3 or Dash on reaction
Pipe: Dash under or space it out(have to read it usually)
Electric Motor: Can MB B3/F3
Insurgency(Luthor's Lab)
Light fixtures: Can MB M3/F3 or dash under
Laser: Dash under, MB B3/F3
Armor Suit: MB B3/F3(B3 will go into stage transition)
Brain Canister: MB B3/F3
Ferris Aircraft
Big Missile: Jump, MB B3/F3
Toolbox: Duck, Jump, MB B3/F3
Gas Canisters: Jump, MB B3/F3
Corner Missile: Dash Forward, MB B3/F3
Ram: Dash Forward, Duck, MB B3/F3
Gotham City(roof)
Watertower: Dash Forward, MB B3/F3
Vent: Dash, MB B3/F3
Bat Signal: Dash forward MB B3/F3
Gotham City(Alley)
Fire Hydrant: MB B3/F3
Neon Sign: Dash Forward, MB B3/F3
Dumpster: MB B3/F3
Gas Truck: MB B3/F3
Watchtower(Bridge)
Globe: Jump backwards or forwards, MB B3/F3
Ship Thrusters: MB B3/F3
Drones: Walk forward one step then dash forward, MB B3/F3
Computer Console: MB B3/F3
Watchtower(Reactor)
Ship Thruster: MB B3/F3
Laser: Jump, MB B3/F3
Fortress(Lab)
Crystal: Dash Forward, Jump, MB B3/F3
Ship: Backdash, Jump, MB B3/F3
Fortress(Menagerie)
Bug Cage: Dash forward/backward, Jump forward/backward, MB B3/F3
Starfish: Backdash, Jump Backward, MB B3/F3
Teleporter: Backdash, MB B3/F3
Themyscira(Temple)
Lion Head: Dash, Jump, MB B3/F3
Bowl of Fire: Jump, MB B3/F3
Tree: Dash forward, MB B3/F3
Themyscira(Port)
Bag of barrels: Dash forward, MB B3/F3
Barrels: Jump, MB B3/F3
Cannon: Mb B3/F3
Stryker's Island(Cell Block)
Robot: MB B3/F3
Cryo Chamber: MB B3/F3
Robot Soldier: MB B3/F3
Machine Gun: Backdash, MB B3/F3
Stryker's Island(Yard)
Weights/Rainbow Thing: MB B3/F3
Explosive Barrels: MB B3/F3, Dash
Metropolis(Rooftop)
Drones: MB B3/F3(Tracking is definitely broken)
Electrical Wire: Jump forward, MB B3/F3
Metropolis(Museum)
Car: Backdash, Jump back, MB B3/F3
Airplane Tail: MB B3/F3
Metropolis(Street)
Car: MB B3/F3
Hover Car: Dash forward, MB B3/F3
Arkham Asylum(Cell)
TVs: Dash forward, MB B3/F3
Ice Pipe: MB B3/F3
Flower: Dash forward, Jump, MB B3/F3
Metal Bed: MB B3/F3
Arkham Asylum(Mess Hall)
Mask: Forward Dash, MB B3/F3
Pig: NOTHING CAN STOP THE PIG(Except MB B3/F3 or good spacing)
Grill: MB B3/F3
Chandelier: MB B3/F3(Hitbox is HUGE)
Hall of Justice(Plaza)
Roomba: MB B3/F3
Statue: MB B3/F3, Dash Forward
Guard Statue: MB B3/F3
Corner Robot: Dont be in grab range
Hall of Justice(Hall)
Teleporter: N/A(Fullscreen attacks work if you have them)
Planet: Dash forward/back, MB B3/F3
Rocket: Back/Forward dash, jump back/forward, MB B3/F3
Corner Ship: MB B3/F3
Wayne Manor(Entrance)
Motorcycle: Dash forward/back, MB B3/F3
Car: Dash forward, MB B3/F3
Wayne Manor(Dining room)
Piano: Dash Forward/back, MB B3/F3
Samurai/Knight suit: MB B3/F3, Dash forward
Chair: Jump, MB B3/F3
Chandelier: Dash forward, MB B3/F3
Atlantis
Tablet/Globe: Jump back, Dash forward/back, MB B3/F3
Walls of water: MB B3/F3
Gadget Characters
Note: Will only cover ones different from Power
Note 2: All bomb interactables(Down+Interactable), Can usually be beaten by back dashing or jumping back
Batcave(Crime Lab)
Grenades: Hit them somehow
Batcave(Lagoon)
Generator: Dash forward/back, Jump backward, MB B3/F3
Barrels: Jump, MB B3/F3
Insurgency(Command center)
Screens: Dash forward/back, Jump back, MB B3/F3
Insurgency(Lab)
Brain lasers: Jump, MB B3/F3
Ferris Aircraft
Big Missile: Dash forward/back, Jump, MB B3/F3
Toolbox: Jump, MB B3/F3
Gas Canisters: Jump, MB B3/F3
Corner Missiles: Jump, MB B3/F3
Gotham City(Roof)
Watertower: Dash forward, MB B3/F3
Gotham City(Alley)
Neon Sign: Jump, MB B3/F3
Fire Hydrant: Jump, MB B3/F3
Dumpster: Jump Back, MB B3/F3
Gas Truck: Jump, MB B3/F3
Watchtower(Reactor)
Thruster: MB B3/F3
Laser: MB B3/F3
Fortress of Solitude(Menagerie)
Bug Cage: Dash forward/back, Jump back, MB B3/F3
Teleporter: Dash back, MB B3/F3
Themyscira(Temple)
Lion Head: MB B3/F3
Tree: Dont be in throw range, or MB B3/F3
Ashes: Dash forward, MB B3/F3
Themyscira(Port)
Bag of Barrels(Dont be under the bag when he cuts the string)
Cannon: Jump, MB B3/F3
Barrels: Jump, MB B3/F3
Striker's Island(Cell Block)
Machine Gun: Jump, MB B3/F3
Robot Soldier's Gun: Jump, MB B3/F3
Striker's Island(Yard)
Barrels: Jump, MB B3/F3
Metropolis(Rooftop)
Robots: Dash forward, MB B3/F3
Metropolis(Museum)
Car: Dash forward/back, MB B3/F3, Jump
Plane tail: MB B3/F3
RPG: Jump, MB B3/F3
Metropolis(Street)
Hover car: Dash forward/back, Jump, MB B3/F3
Arkham Asylum(Cell Block)
TVs: Jump, MB B3/F3, Jump
Flower: Backdash, Jump back, MB B3/F3
Hall of Justice(Plaza)
Roomba: Jump, MB B3/F3
Statue: Backdash, MB B3/F3
Hall of Justice(Hall)
Planet: Jump, Forward/Back dash, MB B3/F3
Wayne Manor(Yard)
Motorcycle: Jump, MB B3/F3
Wayne Manor(Dining Room)
Piano: Jump, MB B3/F3
Chair: Jump, MB B3/F3
Atlantis
Water valves: Duck, Jump, MB B3/F3
Acrobat Characters
Divekicks: Can be punished by any move that is 7 frames or faster
Using Interactables
Now that you know that most interactables can be punished, these are some effective ways you can still use them safely to grant you the most advantages.
Power Characters
Interactables for power characters can be split into 4 different categories:
Throwable interactables
Throwable interactables are the most common in the game, for Power characters at least. There is one on at least every stage, and they can be a deciding factor in the match. So when looking to use a throwable interactable, you need to consider the following:
1. What is its range?
2. How punishable is it?
3. Does it track?
4. What am I getting from it?
Taking all these things into account there are definitely times to use and not use interactables. For instance, if your opponent is very close and has a way to punish the interactable, using it is a bad idea. However, if your opponent whiffs an attack that forces them to defend against it, it is more effective. You can also use it to give unscalable damage at the end of a combo. And if you get caught in a corner, you can also MB an interactable to guarantee an escape and free damage, BUT they could armor MB B3/F3 for a full combo back.
There are also mind games that the throwables can create. For instance, if you know that the object must be jumped, you can throw it and wait for them to jump. When they jump you can either punish them for a full combo(not all characters can do this) or at the very least dash forward/backward depending on where you want to be. You can also throw them just to make sure your opponent doesnt, but make sure you are safe when doing it and that it won't just respawn.
Launching Interactables
Launching interactables are ones that will give you a full combo when using. There are very few for power characters(Ice pipe for example), but there are still a lot of uses for them.
The launching interactables are all about spacing. You have to know where your opponent needs to be to hit them, and you need to somehow get them there. An easy way to do this could be zoning, or pushing them toward the interactable with good spacing. You can also retreat and see if they follow you to the corner. These interactables are fairly straight forward, hit one and you have a free combo. You just need to be sure that it will hit and be wary of armor.
Throws
There are also a few interactables that act as throws(Tree on Themy., Patient Bed on Arkham, Console on watchtower). These are also fairly straight forward. If you are cornered by your opponent and they do anything unsafe, you can throw them to get damage and either push them back or corner them. The only problem with these are they do not have armor and have very small range, and a whiffed throw can have disastrous consequences. And in reality, it is probably better to use a regular throw to corner your opponent instead of just pushing them back.
Miscellaneous
This is sort of everything that is not covered in the above sections. Most of these you just kind of have to know what they do. Just to give some examples, The ram on Ferris can be good for catching dashes, the water walls on Atlantis can punish anything, The Batmobile rockets can force jump ins. You can also use some to add to your spacing, by forcing your opponent to move backward/forward or jump.
If you really want help with one particular interactable you can ask in the thread, otherwise I would like to leave it up to you all to figure out the best uses for each individual one
Gadget Characters
The gadget characters have a much more diverse set of interactables, and as such it is impossible for me to cover them all. Nevertheless, they can be seperated into seperate categories:
Bombs
Gadget characters can place bombs on many interactables(any that you bounce off of), and this leads to some great setups. They can be good but must be used wisely. Bouncing off right into your opponents arms is a pretty bad idea. The BEST way to use these is to end combos, because it grants you 18% damage every time. Just learn how to change up your combos to land them next to the interactable and set the bomb.
However, if you are smart there are some other uses. First off, with certain characters(Catwoman for example), a naked bomb will lead to a full combo. Even without the combo, it is 18% damage which is 1/5th of a life bar. These have to be setup carefully, as they can be easily interrupted and punished. One good tactic is to leave yourself at favorable frame advantage(either through your own moves or by blocking the opponent's) and then doing the bomb. This makes it hard to react to. You can also stand by a potential bomb site and wait for your opponent to dash in. As soon as they dash you can do the bomb, and the dash recovery makes it much harder to escape.
Throwables
Although they do not have nearly as many as power characters, the gadget characters do have a few things they can throw. To see how to use these effectively, read about the throwables in the Power Characters section(above)
Note: Do keep in mind that the properties of some of these moves change when thrown by gadget characters. Be sure to check out the Interactables Information in the OP to learn how they change.
Corner Interactables
Gadget characters have a lot of interactables in the corner that can be used to push opponents back. Things like the missiles in Ferris, water valves in Atlantis, or fire hydrant in Arkham can be used to make your opponent think twice about cornering you. There are a few things to remember when dealing with these types of interactables:
1. Most can be jumped
2. Most can be meter burned(armor)
3. Most can be armored through for a full combo
These interactables are very difficult to use by themselves as your opponents are likely trying to smother you in the corner. If you have meter the MB is a great option. However, if you do not have meter or do not want to spend it you must have great defense. For example, if your opponent does a string that you know is not safe, you can use a poke to establish hit advantage and then go for the interactable. You can also catch forward dashes if they try to dash in.
Launching Interactables
The gadget characters have interactables that launch much like the power characters. They work largely the same way, although there are more of them for gadgets(Robots on Metropolis, Brain Lasers on Insurgency). They often differ on properties, as the Brain Lasers track while the robots do not. The main thing is to learn the ranges, learn how safe they are and learn followups after they hit.
Mobility Interactables
Gadget characters also have the unique ability to have use certain interactables as escape routes(i.e the water pipe on Atlantis, or chandeliers). The main thing to realize about these is that they are very punishable and easily interruptable. They are also not effective if you want to stay in on your opponent(Duh), but for zoners they can greatly increase the effectiveness of your zoning game. The main time to use them is after a knockdown, as most wakeups do not reach that high above the character. You can also do them after a whiffed move(just make sure it has a long recovery) or after you yourself are at significant frame advantage.
Miscellaneous
Like the power characters the gadget characters do have a few interactables that do not fit the groups above. A few examples are the flower on arkham, the pig on arkham, or the Lion's Heads on Themyscira. These interactables each have their uses, and instead of me outlining every one it would most likely be better for you all to test them out and find out the best use for you.
Like I said above if you really cannot think of anything tag me in the thread, but going over each one individually would be a lot of time since some have multiple uses.
Acrobatic Characters
Obviously all these guys have is the divekicks. And not to be a downer, but the divekicks kinda suck. They can be punished with any move 7 frames or faster, so getting them blocked could mean a full combo. My best advice to using them is faking a jump in to try and bait an AA, and then using the divekick. Or using them on knockdown to keep the opponent honest. Not going to lie though, did not find too many uses for them.
If you have any questions/uses that I didnt cover, please post them in the thread and I will update ASAP
Conclusion
Although there is a lot of info in here, you need more than just reading this thread to be ready to compete. The best thing you can do is hit the lab and just play the game. If someone keeps hitting you with a certain interactable, hit the lab until you are ready for it the next time. This guide does not replace practicing unfortunately
Special thanks to 4x4lo8o for his help. I got a lot of this from his data so he definitely deserves a lot of credit.
If you have any questions/suggestions please ask. I am human and most likely made mistakes, but would be happy to correct them.