Hi, guys. I'm back with things you all probably know, but I couldn't exactly find a lot of this on the forum...
What I'm really looking for here is to be proven wrong. So, let's begin.
I've recently returned to Injustice after the idea of FADC cancels and fooled around with some trait combos with lantern and I may have found the best possible way get damage with 1 bar. or well...discovered without any help for my own gain.
Basically, what I am account for it hitstun decay and proration. I've come to the conclusion that Lantern's might is utter garbage in terms of a combo starter simply because it's 3 hits. Yes, you can wallbounce of off of it, but Oa's missile is only 2 hits. AND does more damage. Meterburned off of 223 (I've watched the stance specific video, and the explosion from the meterburn works regardless of which stance) you CAN get your wallbounce. (save the 2% or so you'd lose from missing the first hit of Oa's missile.)
So. I've come to the conclusion that Oa's missile into trait up is probably the best way to go about damage. As it has little hitstun decay, and barely prorates your combo.
After training for a few hours (4-5) I've found the following:
Starters:
1 2 - OM MB - B1 3 - Trait - LM - 223 - LM 35/36% (depending on if the second hit of 2 connects)
You can opt out of the 3 to land minigun, OM or charge for positional advantage at the cost of a % or two
1 2 - OM MB - F3 - B1 3 - Trait - LM -223 -LM 40%
The reason this works is due to the height of lantern's F3. it catches the opponent as they fly over him. You must input it BEFORE they make it over your head in order to land it. The game then auto correct lantern to finish the combo.
Update: 1 2 - OM MB - F3 - j2 - B1 3 - Trait - LM -223 -LM 42%
2 2 3 - OM MB - B3 - B1 3 - Trait - LM - 223 -LM 36%
Same scenario as before, except you can opt out of the B3 and just go for B1 3 for 2% less damage, but a more lenient confirm window.
2 2 - OM MB - F3 - B1 3 - trait - LM - 223 - LM 40%
This is perhaps the best way to go about a punish. Opting out of the 3 at the start allows you to close the distance jsut enough for them to fly over you and make confirming the combo a bit easier. And it leaves you with enough wiggle room to extend it for an extra 5 or 6% if needed.
update: 2 2 - OM MB - F3 - j2 - B1 3 - trait - LM - 223 - LM 42%
F2 D1 - OM MB - B1 3 - Trait - LM - 223 - LM 34%
In this case, F2 D1 actually leads into trait. While you dont need rocket near the start, you can still use it later in the combo for a bit less damage as it would have scaled by then
B2 3 - OM MB - F3 - B1 3 - Trait - LM - 223 - LM - 42%
Again, you can change the last few attacks for positional advantage. This is perhaps the best bet if you're ever able to get close enough.
Update: B2 3 - OM MB - F3 - j2 - B1 3 - Trait - LM - 223 - LM - 45%
so, let me know what you guys think. The way it's organized is so that a jump in can still be used to increase the overall damage and not hurt it in its current form. It probably won't be worth a meter burn at the later stages. At best, remove the F3 and MB the first LM after the trait to go for something in the background or whatnot. As using the MB on the first will mean you cannot have your ground bounce for the finisher.
What I'm really looking for here is to be proven wrong. So, let's begin.
I've recently returned to Injustice after the idea of FADC cancels and fooled around with some trait combos with lantern and I may have found the best possible way get damage with 1 bar. or well...discovered without any help for my own gain.
Basically, what I am account for it hitstun decay and proration. I've come to the conclusion that Lantern's might is utter garbage in terms of a combo starter simply because it's 3 hits. Yes, you can wallbounce of off of it, but Oa's missile is only 2 hits. AND does more damage. Meterburned off of 223 (I've watched the stance specific video, and the explosion from the meterburn works regardless of which stance) you CAN get your wallbounce. (save the 2% or so you'd lose from missing the first hit of Oa's missile.)
So. I've come to the conclusion that Oa's missile into trait up is probably the best way to go about damage. As it has little hitstun decay, and barely prorates your combo.
After training for a few hours (4-5) I've found the following:
Starters:
1 2 - OM MB - B1 3 - Trait - LM - 223 - LM 35/36% (depending on if the second hit of 2 connects)
You can opt out of the 3 to land minigun, OM or charge for positional advantage at the cost of a % or two
1 2 - OM MB - F3 - B1 3 - Trait - LM -223 -LM 40%
The reason this works is due to the height of lantern's F3. it catches the opponent as they fly over him. You must input it BEFORE they make it over your head in order to land it. The game then auto correct lantern to finish the combo.
Update: 1 2 - OM MB - F3 - j2 - B1 3 - Trait - LM -223 -LM 42%
2 2 3 - OM MB - B3 - B1 3 - Trait - LM - 223 -LM 36%
Same scenario as before, except you can opt out of the B3 and just go for B1 3 for 2% less damage, but a more lenient confirm window.
2 2 - OM MB - F3 - B1 3 - trait - LM - 223 - LM 40%
This is perhaps the best way to go about a punish. Opting out of the 3 at the start allows you to close the distance jsut enough for them to fly over you and make confirming the combo a bit easier. And it leaves you with enough wiggle room to extend it for an extra 5 or 6% if needed.
update: 2 2 - OM MB - F3 - j2 - B1 3 - trait - LM - 223 - LM 42%
F2 D1 - OM MB - B1 3 - Trait - LM - 223 - LM 34%
In this case, F2 D1 actually leads into trait. While you dont need rocket near the start, you can still use it later in the combo for a bit less damage as it would have scaled by then
B2 3 - OM MB - F3 - B1 3 - Trait - LM - 223 - LM - 42%
Again, you can change the last few attacks for positional advantage. This is perhaps the best bet if you're ever able to get close enough.
Update: B2 3 - OM MB - F3 - j2 - B1 3 - Trait - LM - 223 - LM - 45%
so, let me know what you guys think. The way it's organized is so that a jump in can still be used to increase the overall damage and not hurt it in its current form. It probably won't be worth a meter burn at the later stages. At best, remove the F3 and MB the first LM after the trait to go for something in the background or whatnot. As using the MB on the first will mean you cannot have your ground bounce for the finisher.