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Analysis on the Use of Normals as Anti-Airs, by Laos_boy

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.
 

Gh0sty

ばかみたいに無料
I've been experimenting with BG's f2. Seems kind of pointless when you could just d2~bola though.


Team NRF
 

Laos_boy

Meow Hoes
If people want to try and experiment with this. Don't bother trying to AA with kick moves. For some reason the all suck.
Like shazams, I think, f1? Looks like it will AA but it sucks.
 

Qwark28

Joker waiting room
All AAs that require you to know your opponent will jump are trash. When in a regular game you need something that will catch shit on the fly, things like DPs in SF have invincibility so even if you do it in the last second you still win.

Basically things that barely get off the hook like S1s, batmans B2 and stuff will never happen as a true AA.
 

Rodrigue

Spongerod
Great vid man! I was wondering, can't you use Joker's B2 instead? It has a good hitbox but can't combo off of it. Same goes for Lantern, if you don't want to use his Lantern's might, try B2. You can then link it with DB1(MB) and get a full combo, should be somewhere around 35% depending on the variations...
 
Why suggest s2 as alt-anti-air for Zod, is there a phantom hitbox I don't know about? B2 has a higher and longer hitbox, combo's in b23 and juggles into Zods 3 hit strings. S1 also does a similar job for less damage but can be extended into 1121+3 for a side switch to escape corners.