Laos_boy
Meow Hoes
TYM member Laos_boy has composed a lengthy analysis on the concept of anti-airing with normals in Injustice. These include more than just the use of d2 or the universal f3/b3 Meter-Burn launcher. Watching this video will help arm you with some effective knowledge in anti-air combat. Thanks to Laos for taking the time to share this video! See below the video for his conclusions.
Conclusions by Laos_boy:
- you can't jump at Aquaman.
- The Flash, Bane, Solomon Grundy and Shazam have trash anti-air normals, but they all have other decent options.
- any kick moves will fail as an anti-air.
- if the walk speed in this game was better, anti-airing with normals would be more viable.
- moves that are 9-13 frames are the sweet spot.
- 6 frame moves seem to have less active time and slow moves get beat out.
- moves with disjointed hitboxes are real good
- this games is in need of a walk speed buff or less priority on jump moves.
- Aquaman's j2, the body splashes, and Deathstroke, Wonder Woman, and Green Arrow's j3s are all nearly impossible to anti-air with normals.
Conclusions by Laos_boy:
- you can't jump at Aquaman.
- The Flash, Bane, Solomon Grundy and Shazam have trash anti-air normals, but they all have other decent options.
- any kick moves will fail as an anti-air.
- if the walk speed in this game was better, anti-airing with normals would be more viable.
- moves that are 9-13 frames are the sweet spot.
- 6 frame moves seem to have less active time and slow moves get beat out.
- moves with disjointed hitboxes are real good
- this games is in need of a walk speed buff or less priority on jump moves.
- Aquaman's j2, the body splashes, and Deathstroke, Wonder Woman, and Green Arrow's j3s are all nearly impossible to anti-air with normals.