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Rate Your Character (Injustice 2 Edition)

Crusty

Retired forever; don’t ask for games.
@General M2Dave @CrazyFingers

The president's unbiased rating on Red Hood.

I apologize for the wordiness. I will update this as patches go.

1. 50/50 mix ups and/or pressure 4 / 5
Red Hood’s pressure is unconventional, revolving more around staggers and conditioning the opponent instead of plus frames; something that becomes especially harder to deal with when his mines are out. His only plus frames consist of b1,3 (which has a lot of pushback and is hard to jail anything off of because of it, not to mention it starts high) and 3,2,3 (which has a gap but 3,2 is a useful stagger). When he activates Electric Hammers (Trait), he gains access to a string (3,3,2) with different enders: a low (3,3,2,d2), an overhead (3,3,2,u2) and a throw which does the most damage (3,3,2,1+3). The low is punishable, the overhead is pseudo-safe with pushback (becomes unsafe in the corner) and the throw can be ducked or backdashed. However, 2/3 of those options (low and overhead) result in knockdowns that lead to nothing while the throw can MB to get a free mixup an ambiguous j3, a f3 or delayed b2. He can also get a free mine after it and (stage dependent) an unblockable interactible. It can be escaped but since you’re guessing, it becomes a read of whether he goes for it or not. The real mixup is when the Electric Hammers are coming as well as if the gap when canceled from a string can be backdashed or poked out of. Its decent midscreen but in the corner it can become oppressive as pretty much everything catches backdashes in the corner. At the end of it all, if he doesn’t want to commit to the mix in Electric Hammers, he can just do 3,3,2, MB and be -1 (safe). However, nothing is guaranteed and that keeps it from getting a perfect score.

2. Zoning and anti-zoning 3.5 / 5
He is not a zoning character as his tools are designed to frustrate the opponent rather than keep them out. His Ground Mine (bf1) has four different distances and always ticks before it knocks down. It’s used for HTB setups when not used for combos if you MB it. His Gotham Stars (bf2) is a decent projectile with good recovery where the MB is pretty much safe and catches a jumping opponent but there is not real reason to use it as not all the stars don’t hit the opponent because they can just crouch. His Up Gotham Stars (db2) is bad on recovery and is meant to used in conjunction if someone jumps his mines, something his regular one seems to slightly better at doing. The MB is meant for corner damage and serves no other purpose. His Quick Shot (Trait,2) is fast and it can disrupt zoning patterns as well as can catch people from rushing in carelessly. It’s punishable on block everywhere but fullscreen (where it becomes safe) since projectile logic for frames is minimal when applied to it. However, it makes a decent option against Superman. His Akimbo Blaze (db2 in the air) is meant to be strictly used for counter-zoning and HTB setups and nothing else. Not only is it double digit punishable regardless of the height its done (since it propels him higher in the air for a long duration) but misspacing it even a little bit causes its long recovery to kick in. It's only used to jump a straight projectile and punish accordingly. The MB doesn't make it any less punishable too. Speaking of anti-zoning, no character is going to keep Red Hood out forever as his Lethal Lunge (df3) can close the gap in 8 frames of startup and the MB can punish Aquaman’s Tentacle Strike more often than not. It effectively acts as a MB roll without the invincibility but can be MB to cover his tracks as he fires 2 shots to disrupt any attempted zoning. Lastly, his b3 can low profiled a punch of high projectiles, including Dr. Fate’s Displacer orb. Since there are characters that can zone him out badly still

3. Neutral game and footsies 5 / 5
One thing notable about Jason Todd is a plethora of fast advancing normal with most of the them starting at 9 frames and have good recovery. The downside is that these normals are they either cannot be hitconfirmed into big damage, they start high or a combination of the two. While these advancing strings are safe, his only hit-confirmable advancing string, f2,3, has bad recovery which has led to the deduction of the point. All these attributes mean that Red Hood is very good at whiff punishing but b1 and f2 not being mids really harms him because (outside of mines) he has no way to use them to establish respect against random d1 checks, which is why he has good mids with s2 and s3. Red Hood has a decent set of anti-airs consisting of f2, d2, b1 or s1 that must be used on reaction since they have very short active frames but they can’t be used on someone like Aquaman. His b3 is very good as it moves him forward a good amount like Catwoman's as he can confirm it off his air-to-airs. His Lethal Lunge (df3) covers a lot of space (pretty much fullscreen) and can be made safe with meter.

4. Defensive options 2.5 / 5
Red Hood’s only invincible wakeup is his Fatal Drop (db3) which is underwhelming without meter. It’s a bad wakeup without meter as while it is evasive, it has 62 frames of recovery. He can mb it to prevent the opponent from chasing him but since the shots hit high and are -19 on block, it can still be punished. That alone causes him to lose a couple of points. If the opponent is off with their meaty, his lethal lunge makes a decent pseudo-wakeup as it is very fast. He can also wakeup parry but the recovery is long. His d1 is 6 frames and can be used to interrupt pressure but since it has a bad hitbox and cannot be used against characters with low pokes properly, it is abysmal. It can still be used to cancel into Lethal Lunge which can be made safe with meter. His b3 has good range but is negative (but safe). His f3 has good range but unlike most f3s in the game, it doesn’t provide block advantage as it is neutral on block. I will say he has an above average backdash and its good for avoiding certain things.

5. Damage output 3 / 5
Red Hood’s base damage is average, hitting around low 30% for a bar and his meterless damage is low. He gets slightly more in the corner but nothing to noticeably different. He can go for a risky htb situation or a mb trait throw reset and net some more damage. If he’d hit slightly higher I’d consider it a 3.5 / 5.

Total Points - 17.5 / 25
 
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CrazyFingers

The Power of Lame Compels You
@General M2Dave @CrazyFingers

The president's unbiased opinion.

I apologize for the wordiness

1. 50/50 mix ups and/or pressure 4 / 5
Red Hood’s pressure is unconventional, revolving more around staggers and conditioning the opponent instead of plus frames; something that becomes especially harder to deal with when his mines are out. His only plus frames consist of b1,3 (which has a lot of pushback and is hard to jail anything off of because of it, not to mention it starts high) and 3,2,3 (which has a gap but 3,2 is a useful stagger). When he activates Electric Hammers (Trait), he gains access to a string (3,3,2) with different enders: a low (3,3,2,d2), an overhead (3,3,2,u2) and a throw which does the most damage (3,3,2,1+3). The low is punishable, the overhead is pseudo-safe with pushback (becomes unsafe in the corner) and the throw can be ducked or backdashed. However, 2/3 of those options (low and overhead) result in knockdowns that lead to nothing while the throw can MB to get a free mixup an ambiguous j3, a f3 or delayed b2. He can also get a free mine after it and (stage dependent) an unblockable interactible. It can be escaped but since you’re guessing, it becomes a read of whether he goes for it or not. The real mixup is when the Electric Hammers are coming as well as if the gap when canceled from a string can be backdashed or poked out of. Its decent midscreen but in the corner it can become oppressive as pretty much everything catches backdashes in the corner. At the end of it all, if he doesn’t want to commit to the mix in Electric Hammers, he can just do 3,3,2, MB and be -1 (safe). However, nothing is guaranteed and that keeps it from getting a perfect score.

2. Zoning and anti-zoning 3.5 / 5
He is not a zoning character as his tools are designed to frustrate the opponent rather than keep them out. His Ground Mine (bf1) has four different distances and always ticks before it knocks down. It’s used for HTB setups when not used for combos if you MB it. His Gotham Stars (bf2) is a decent projectile with good recovery where the MB is pretty much safe and catches a jumping opponent but there is not real reason to use it as not all the stars don’t hit the opponent because they can just crouch. His Up Gotham Stars (db2) is bad on recovery and is meant to used in conjunction if someone jumps his mines, something his regular one seems to slightly better at doing. The MB is meant for corner damage and serves no other purpose. His Quick Shot (Trait,2) is fast and it can disrupt zoning patterns as well as can catch people from rushing in carelessly. It’s punishable on block everywhere but fullscreen (where it becomes safe) since projectile logic for frames is minimal when applied to it. However, it makes a decent option against Superman. His Akimbo Blaze (db2 in the air) is meant to be strictly used for counter-zoning and HTB setups and nothing else. Not only is it double digit punishable regardless of the height its done (since it propels him higher in the air for a long duration) but misspacing it even a little bit causes its long recovery to kick in. It's only used to jump a straight projectile and punish accordingly. The MB doesn't make it any less punishable too. Speaking of anti-zoning, no character is going to keep Red Hood out forever as his Lethal Lunge (df3) can close the gap in 8 frames of startup and the MB can punish Aquaman’s Tentacle Strike more often than not. It effectively acts as a MB roll without the invincibility but can be MB to cover his tracks as he fires 2 shots to disrupt any attempted zoning. Lastly, his b3 can low profiled a punch of high projectiles, including Dr. Fate’s Displacer orb. Since there are characters that can zone him out badly still

3. Neutral game and footsies 5 / 5
One thing notable about Jason Todd is a plethora of fast advancing normal with most of the them starting at 9 frames and have good recovery. The downside is that these normals are they either cannot be hitconfirmed into big damage, they start high or a combination of the two. While these advancing strings are safe, his only hit-confirmable advancing string, f2,3, has bad recovery which has led to the deduction of the point. All these attributes mean that Red Hood is very good at whiff punishing but b1 and f2 not being mids really harms him because (outside of mines) he has no way to establish respect against random d1 checks. Red Hood has a decent set of anti-airs consisting of f2, d2, b1 or s1 that must be used on reaction since they have very short active frames but they can’t be used on someone like Aquaman. His b3 is very good as it moves him forward a good amount like Catwoman's as he can confirm it off his air-to-airs. His Lethal Lunge (df3) covers a lot of space (pretty much fullscreen) and can be made safe with meter.

4. Defensive options 2.5 / 5
Red Hood’s only invincible wakeup is his Fatal Drop (db3) which is underwhelming without meter. It’s a bad wakeup without meter as while it is evasive, it has 62 frames of recovery. He can mb it to prevent the opponent from chasing him but since the shots hit high and are -19 on block, it can still be punished. That alone causes him to lose a couple of points. If the opponent is off with their meaty, his lethal lunge makes a decent pseudo-wakeup as it is very fast. His d1 is 6 frames and can be used to interrupt pressure but since it has a bad hitbox and cannot be used against characters with low pokes properly, it is abysmal. It can still be used to cancel into Lethal Lunge which can be made safe with meter. His b3 has good range but is negative (but safe). His f3 has good range but unlike most f3s in the game, it doesn’t provide block advantage as it is neutral on block. I will say he has an above average backdash and its good for avoiding certain things.

5. Damage output 3 / 5
Red Hood’s base damage is average, hitting around low 30% for a bar and his meterless damage is low. He gets slightly more in the corner but nothing to noticeably different. He can go for a risky htb situation or a mb trait throw reset and net some more damage. If he’d hit slightly higher I’d consider it a 3.5 / 5.

Total Points - 17.5 / 25
He has S2/S3 to check random D1 checks up close but other than that you didn't really miss anything.
 

tafka Djinn

One for three off the roof
As a reversal it's 7 frames so that makes it a LITTLE better. It ain't great but it's an option.
It is an option, I will concede, but I still think it's a trash one. With the normal reversal window s1 isn't a perfect punish, but I would rather interrupt with it than risk the recovery on his parry.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Okay I'll be honest you guys

Red Hood:
Mixups and Pressure - 4.5/5 - Ridiculous corner game, H2Bs everywhere, 50/50 trait with an OH option that a lot of characters can't punish, solid plus frames and very good pressure options with trait cancels and mines. Get cornered and you die.

Zoning/Anti-Zoning - 4/5 - A near fullscreen mid in MB Lunge, Air Shots and mines makes it difficult to keep this character out for a lot of the cast if he has meter. His zoning is also pretty good itself.

Neutral/Footsies - 4.5/5 - Controls the neutral well and forces movement with mines, has good range on his B2 and very good range on other strings, albeit they start with highs.

Defensive Options - 3.5/5 - Maybe people just haven't found any good anti-wakeup setups yet but generally it's hard to time a meaty to beat wakeup Lunge and stuff wakeup Backroll unless you have a ridiculous crossup like SC. In the corner though it's GGs. His AA is pretty meh too.

Damage Output - 3.5/5 - Can get pretty good damage for a lot of meter but generally his damage output isn't much higher than average when you compare it to the rest of the cast's. I'd give it a 3 but then I have to account for the ridiculous amount of chip he does.

Total - 20/25.

Call me what you want but don't call me a downplayer lul.
Pretty good write-up. I've been in the lab with him the past week and I agree with a lot of this.
 

SaSSolino

Soul Stealing Loyalist
Superman, I'll keep this one short:

Neutral/Footsies - 4/5 - Great when he gets to play his game, harder when he can't.
Superman

Neutral: 4/5

I think Superman's neutral is 5/5 in a lot of match ups and 3/5 in others, so I put it at 4/5. His zoning is some of the most underrated in the game but not good enough to warrant a 5 imo.
You know who else has that problem? EVERYONE.

I gave Black Adam 5/5 in neutral and his advancing string is an high with a mid to overhead followup that whiffs on many characters. Almost a complete downgrade of Superman's f23.

Not getting to play braindead doesn't mean that the character is weak, let's stop downplaying please.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
You know who else has that problem? EVERYONE.

I gave Black Adam 5/5 in neutral and his advancing string is an high that, with a mid to overhead followup that whiffs on many characters. Almost a complete downgrade of Superman's f23.
Lmfao so lemme get this straight: Your logic is F2 > F1 so Superman's neutral must be at least as good as BA's. Lul.

BA has a tracking, whiff punishing, fast, launching meterless special that you always have to be wary off. He also has a near fullscreen super fast overhead divekick and a tracking low that knocks down. F2 > F1 logic makes zero sense since the neutral is about more than who has the best button.

BA's tools allow him to play his game against almost everyone while Superman's don't, ergo how could you possibly give him 5/5? You can't.
 
SuperGirl

Mix-ups/Pressure - 2.5
super slow overhead and very unsafe overhead, gaps in her limited plus/nuetral string and has no way to make things safe or do a lot of chip

Zoning/Anti Zoning- 4/5
Lasers are good at keeping people out and grants a knockdown which is good against zoners but is limited by being tied to a resource. Teleport all be it not that fast has the potential to catch someone trying to zone and you read their pattern. Air Dash and float gives her mobility to get around zoning.

Neutral- 3.5
She has good footsies and have very good with punishing with b12. Her d1 has good range. laser are good at controlling space. why i don't give her a 5 is because the lack of safety on strings and the lack of range is holding her back. can mb breath to make things safe and extended breath has decent push back

Defense- 3
her wake up is good at catching cross ups but has low range and is very punishable if blocked. D2 is a great anti air but she has limited damage she can get of it. d1 is good at poking having good rage but lacks because of not being 6f. She cant really use the general defense options as much as the rest of the cast because she gains meter sparingly

Damage- 3
Outside the corner her damage is trash. she can barely make it to or past 30% without stage interactions but everyone has access to this. Mb breath scales her damage so much as seen by her corner combos if i were to rate her corner damage i would give her a 3.5 or 4 she gets 40% or more for a bar and can lead to a corner with up on whether or not j1 will cross up which allows her to take life bars more efficient than normally.

16/25 Supergirl is a 16/25 because as seen she doesn't excel at everything and has glaring weaknesses and this were she falls IMO
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Firestorm:

50-50’s/Pressure 3/5

Oh, if only Firestorm’s overheads did launch, he would definitely be 5/5. However this is NOT Injustice 1 and his overheads outside of Level 3 Trait splat the opponent leading to no damage, both are not 100% safe (B1,2 being -10 and B2 -7). His low trap is THE low to watch out for. Pressure is negative, however B1 staggers along with Burst may have potential in the up close game. In level 3 Trait, he is granted 2 launching overheads and 1,1,3 being a low launch making his 50-50 game INSANE. Low trap guarantees a 50-50 + a throw attempt and on and on and on for the 10 seconds you have with it. Problem is, you have likely, one use from it.

Zoning/Anti-Zoning 4/5

Traps being -12 at ¾ screen makes this pretty abusable from range. His projectile game although being high is pretty solid. His EX Projectile is no question the fastest projectile in the game. Score can’t be 5/5 due to trap not reaching full screen and becomes a bit weaker at that range and in some matchups, outzoned. In level 3, your EX moves get a DoT bonus whenever it makes contact with your opponent enhancing your zoning further.

Neutral Game/Footsies 3/5

Firestorm can control the ground game with traps and the occasional EX Projectile, problem is, he has a garbage anti air game and his air to airs are meh.

Defense 4/5

He has an invincible wakeup in Torpedo. Other than that, his backdash is meh, his air dash feels like Biller Frost, it doesn’t really add to anything. He has a move which lowers damage taken which is a plus. Solid D1 at 7 frames and decent range to boot.

Damage 3/5

Without meter he doesn’t get shit. In fact, he may be worse than Deadshot of all characters. Gets low-mid 30’s with meter however. And in the corner the damage can easily hit the High 30’s-low 40’s plus you can restand them for more chip damage with EX Burst.

Total: 17/25
 

PharaohLite

Run Cancels Breh
Green Lantern

50/50s & Pressure (4/5)
Doesnt have much in the realm of traditional pressure, as nothing really leaves him very plus on block, only strings that leave him neutral and a decent 7f d1. Enhanced willpower wall is a good way to make the unsafe safe. 50/50's are lanterns bread and butter. However, I will say that they are not traditional 50/50s. Off of traited lanterns might, the true mixup isnt whether Lantern will go low or overhead, but rather if he will hit in front or behind. b1 is 9 frames and f3 is 28 (I believe), so it IS fuzzyable with some practice. However, f3 is very ambiguous, which leads to the bulk of lanterns resets. j1 and j3 are fantastic as well for their crossup properties

Zoning & anti-Zoning (4/5)
Lantern has a high projectile, a low projectile with terrible recovery, and overcharged lantern, where he explods a lantern close, half-screen, or far. His zoning is serviceable, as you can create cheeky mind games with the low projectile and the overcharged lantern, making full screen frame traps and baiting your opponent to jump into a projectile. His counter zoning is fantastic in my opinion, as overcharged lantern, mb battery blast, and his low projectile, whose name I am forgetting, all knock down, allowing for lantern to use his incredible dash to close distance. It should be noted that mb battery blast is probably the fastest and best projectile in the game.

Neutral Game & Footsies (5/5)
Green Lantern is a spacing character, and he controls the neutral with the threat of his b1, a 9f advancing low that starts his vortex. Green Lantern punishes poor spacing probably better than any other character in the game with this normal, which is really the sole reason I give this a 5/5. His d2 is decptively good, with a hitbox that reaches even behind GL, and his d1 is decent at 7f.

Defense (3/5)
No Idea what to put here but his wakeup is pretty exploitable. its hitbox is wonky, but it can be easily stuffed by a multitude of things. His backdash is Kenshi tier tho.

Damage (2/5)
Dude hits like a little girl without meter, and is only a little bit better with bar. His most damaging, and only, combos that go higher than about 350 damage come from mbb3 or mbf3. Otherwise, his combo damage is laughable, which is why his mix potential is so strong. If he had Black Adam damage, he would easily be top 3.

Total (18/25)

I promise im not a downplayer
 
Cheetah:
Mixups and 50/50's
3/5
I think she has good short vortex, but nothing that layered

Zoning and counter zoning:
4/5
Maybe you'll get it, maybe you won't, when you get it, you may send them flying across the screen and have tip get in again. Very character specific, feel many people can zone her out, even none keep away characters, but she gives 0 fucks about your tentacles or black magic. More likely to jump into a stationary wall than into gunfire.

Neutral 2/5
Stubby normals and no advancing string, but some good tools and it plays into her mixup and oki well.


Defence: 2/5
So bad I forgot about it. Doesn't seem that great but I guess her offence makes up for it

Damage output 4/5 or 8/5 with trait
Poor without meter, okay with meter, stupid with trait and meter

15/25 or 19/25 with trait
 

x TeeJay o

Canary Cry Gapless Pressure
SuperGirl

Mix-ups/Pressure - 2.5
super slow overhead and very unsafe overhead, gaps in her limited plus/nuetral string and has no way to make things safe or do a lot of chip

Zoning/Anti Zoning- 4/5
Lasers are good at keeping people out and grants a knockdown which is good against zoners but is limited by being tied to a resource. Teleport all be it not that fast has the potential to catch someone trying to zone and you read their pattern. Air Dash and float gives her mobility to get around zoning.

Neutral- 3.5
She has good footsies and have very good with punishing with b12. Her d1 has good range. laser are good at controlling space. why i don't give her a 5 is because the lack of safety on strings and the lack of range is holding her back. can mb breath to make things safe and extended breath has decent push back

Defense- 3
her wake up is good at catching cross ups but has low range and is very punishable if blocked. D2 is a great anti air but she has limited damage she can get of it. d1 is good at poking having good rage but lacks because of not being 6f. She cant really use the general defense options as much as the rest of the cast because she gains meter sparingly

Damage- 3
Outside the corner her damage is trash. she can barely make it to or past 30% without stage interactions but everyone has access to this. Mb breath scales her damage so much as seen by her corner combos if i were to rate her corner damage i would give her a 3.5 or 4 she gets 40% or more for a bar and can lead to a corner with up on whether or not j1 will cross up which allows her to take life bars more efficient than normally.

16/25 Supergirl is a 16/25 because as seen she doesn't excel at everything and has glaring weaknesses and this were she falls IMO
Seriously? You can't be serious with this?
 

TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
Batman:

50/50's, mixups, pressure (5/5)
Honestly what's there to say? Lol. Plus frames, staggers, vortex, cancels, safety, great oki with b11 easily stuffing a lot of wakeups, hard knockdowns and F3 crossups, bats, COMBOABLE THROW. Wait. Fuck this rating. (6/5)

Zoning/Anti-zoning (4/5)
Good recovery back dashing projectile, can cover the air and the ground at the same time with up bat and mechanical bats, can convert into a full combo any time you get hit with an up bat while mechanical bats are out, mb batarang is just dumb. Not 5/5 cuz he doesn't anti zone too well because batarang is a high and has more recovery compared to the better projectiles

Neutral and footsies (3-5/5)
Always varies. No bats 3/5, 1 bat 4/5, 2 or 3 bats 5/5

Defense (4/5)
Parry and slide as a wakeup are bad cuz you can neutral jump them but Batman players don't act like mb up batarang isn't the god sometimes, but has a stubby garbage d1, but also has bats to cover his death on block or whiff mistakes, also amazing dashes.

Damage (5/5)
Probably the best meterless damage in the game and even better with a bar or with bats.

(22-24/25)
 

x TeeJay o

Canary Cry Gapless Pressure
what did i do wrong did i not follow the format? Was i not explicit in what i said? Or do you feel i was downplaying?
Her mixup with b2 is not reactable. It's-35 ok block sure but you can't react to it consistently especially if the sg is mixing in b2 staggers with d1. You failed to mention her float and air dash as apart of her neutral as well which is very important to her game. Her neutral is one of the best in the game regardless of being punishable on most. F2 and breath are great neutral options that i see almost no supergirl players use in neutral. It's really good.
 

Dankster Morgan

It is better this way
Batman:

50/50's, mixups, pressure (5/5)
Honestly what's there to say? Lol. Plus frames, staggers, vortex, cancels, safety, great oki with b11 easily stuffing a lot of wakeups, hard knockdowns and F3 crossups, bats, COMBOABLE THROW. Wait. Fuck this rating. (6/5)

Zoning/Anti-zoning (4/5)
Good recovery back dashing projectile, can cover the air and the ground at the same time with up bat and mechanical bats, can convert into a full combo any time you get hit with an up bat while mechanical bats are out, mb batarang is just dumb. Not 5/5 cuz he doesn't anti zone too well because batarang is a high and has more recovery compared to the better projectiles

Neutral and footsies (3-5/5)
Always varies. No bats 3/5, 1 bat 4/5, 2 or 3 bats 5/5

Defense (4/5)
Parry and slide as a wakeup are bad cuz you can neutral jump them but Batman players don't act like mb up batarang isn't the god sometimes, but has a stubby garbage d1, but also has bats to cover his death on block or whiff mistakes, also amazing dashes.

Damage (5/5)
Probably the best meterless damage in the game and even better with a bar or with bats.

(22-24/25)
I like this a lot, especially the neutral part, giving it a range is the best move. With bats it's ggs (5/5) and without bats it's just t-Rex limbs and J2 (3/5).
 
Her mixup with b2 is not reactable. It's-35 ok block sure but you can't react to it consistently especially if the sg is mixing in b2 staggers with d1. You failed to mention her float and air dash as apart of her neutral as well which is very important to her game. Her neutral is one of the best in the game regardless of being punishable on most. F2 and breath are great neutral options that i see almost no supergirl players use in neutral. It's really good.
Ok your right should of mentioned float in the nuetral section and maybe give her a 4/5. Her overhead is decently fast 11f startup but why use it. you get no damage if meter burned and if block most characters can get a raw b3 since its -35. b2 also has limited range. I didn't mention it because i never found use for it but maybe i should of any ways.