Nivek
Athena guide me, the thunder God...
Title says it clear..It is a test build with less characters, less stages and obviously NOT fully tested with doubtful frames!! My preview of her is only 2 days of testing and playing Injustice 2!!
Keep that in mind.
The weekend was such a great experience with good friends and a lot of games with K&M , OmegaK , Undeadjim and Missjimmy!!
I will go straight to the point!!
She is back and she looks strong! Just to be clear, not as strong as she was in Injustice 1!
Lets start with her moves and strings:
Specials:
Trait powers Hippolyta's light (still random):
COMBOS:
MIDSCREEN
No bar
D2 ~ 3 ~ bf1
D2 ~ b11/11/d12 ~ bf1
D2(far range) ~ d2 ~ bf1
D2(max range) ~ bf3
B2(close) ~ 3 ~ bf1
B2(close) ~ b11 ~ bf1
B2(mid) ~ d2 ~ d2 ~ bf1
B2(far) ~ d2 ~ bf1
B2(mid-far) ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
Ji3 ~ bf3
Ji3 ~ d12 ~ bf1
Ji3 ~ d2 ~ d2 ~ bf1
F23 ~ b3 ~ ji3 ~ 3 ~ bf1 *max damage*
F23 ~ b3 ~ ji3 ~ b11 ~ bf1
F23 ~ ji1 ~ 11 ~ bf1 *harder than it looks*
F23 ~ b3 ~ ji3 ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
B3 ~ ji3 ~ 3 ~ bf1
B3 ~ ji3 ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
1 bar
B11 ~ bf2mb ~ f23 ...
D12 ~ bf2mb ~ b3 ...
Also mb the bf1 or bf3 on the previous lists
2 bar
B2 ~ b3mb(cancel) ~ ji3 ~ 3 ~ bf1
F2 ~ b3mb(cancel) ~ ji3 ~ 3 ~ bf1
Also loop the b11 ~ mb bf2 . Be aware: more than two times loop is scaling so much that you end up with the same damage.
4 bars
F23 ~ ji3 ~ b11 ~ super *not worth it*
CORNER
B2/d2 ~ 11/22 ~ bf3 ~ 11/d12 ~ bf1
F23/f3 ~ 3 ~ 11/22 ~ bf3 ~ 11/d12 ~ bf1 *maybe max*
F23 ~ f3 ~ 3 ~ 11/22 ~ bf3 ~ d12 ~ bf3 *hard&swag*
3 ~ d12 ~ d12 ~ bf1
Bf3(last active) ~ d12 ~ d12 ~ bf1
Final thoughts:
I was really confuzed with her because she plays way different than her oldest self. I tried to gather and found as much info I could and the results were mixed.
She was able to zone and rush but without a huge success. Her mid range is where she shines and was the range that my opponents felt the pressure. The better walkspeed of the game helps her to get to that good range. She hits like a track but it is not easy to open your opponent. When she has a bar she is able to get in with shield bash but she wont be able to combo.
When the game drops I would like your opinions too ^^
Again keep in mind the game is under construction!!
Happy "waiting" with me!!!
Keep that in mind.
The weekend was such a great experience with good friends and a lot of games with K&M , OmegaK , Undeadjim and Missjimmy!!
I will go straight to the point!!
She is back and she looks strong! Just to be clear, not as strong as she was in Injustice 1!
Lets start with her moves and strings:
- B1(12) - 11f startup, longest sword move but still short range in general. Good for starting the mb shield toss combo. The full string is safe on block (-4) but no launch on hit, just a knockdown.
- 1(13) - 8f startup, short high punch mostly for punish. Full string is +2 on block and the last hit has massive range!
- 2(23) - 10f startup, short sword range. The only special about it is that the full string is +17 on block but it does have a gap.
- B2(3) - 21f startup, her 2nd longest range move. It is a launcher with small potential of damage without a bar (20~23%) and in the corner something more like 30%.Safe on block(-3) and her extention is super punishable -21 and uncancelable.
- f2(3) - 22f startup, is -6 on block but you get nothing on it's own. The whole string is full combo launcher for almost 40%,it is -19 and uncancelable.
- D1(2) - 6f startup, short range fast hit into sword slash. Nice interrupt and punish move. Be careful because it has bad recovery on whiff and with this short range is easy to get punished. Full string is -7 on block.
- D2 - 13f startup, her BEST range normal and anti air. It felt slower that I1 d2 so you have to be ready to antiair in comparison AM's d2(7f). Great mid range tool with small combo potential (~20%). The move is -11 on block so use it wisely.
- 3 - 14f startup, slow knockdown move but her strongest combo filler move in midscreen and corner. Launches for small combo in the corner and is +2 on block.
- D3 - 15f startup, her safe low option with hard knockdown. Also the low profile properties still exists.
- B3 - 27f startup, best follow up after f23 midscreen. Plus 7 on block.
- F3 - 29f startup, +6 on block. Good damage in the corner as a launcher or filler.
- Ji1 - 5f startup.Not such a strong crossup tool it used to be in I1. Bad jump in move with small advantage on hit but good air to air.
- Ji2 - 5f startup also but sucks as a jump in. Use it ONLY as a air to air move.
- Ji3 - 15f startup with 5 active frames. Super scary jump in move but slow and with no real damage potential. I was able to get something like 20% IF d12 was connected. It can be used really soon when you are high enough to interrupt opponents antiairs but if it's blocked you may be minus/safe.
Specials:
- BF1 - 17f high +4 on block. No real followup on hit , even trait activation is risky vs zoners wakeups. Most damaging ender
- DB1 - 5f parries mid special and normal moves. Small time damage buff and NO PROJECTILE REFLECTOR (yet?).
- BF2 - 11f "mediocre" projectile punishable by most of the cast mid-far range and punishable by anyone. Mb it for damage up close and mid screen for combo(the more you delay it the more the advantage).
- DB2 - really good antiair one prediction.mb it for more damage.
- DB3 - 13f short special move. -8 on block, -10 the mb version. I found no real use about it.Also i got stuffed in wake up with it.
- Super - really shorter than I1 super. Really big scaling on combo.
- BF3 - oooooh myyyy gooood!! The only godlike move I found with her!! 6f special move -16 on block knockdown on hit! It has 16 active frames which makes it safe if you calculate the distance right. It has good whiff recovery and maybe it is plus on the late frames. Mb version is +2 and maybe in the later frames is even more plus!! Useful on combos and as a far filler. I loved that move <3
Trait powers Hippolyta's light (still random):
- Hermes (boots) : Air dash available.
- Hestia'(lasso) : damage increase on lasso based attacks.
- Athena's power (shield) : damage increase on shield based moves and shield toss erases opponents projectile.
- Demeter's spirit (arms) : damage reduce.
- Artemis' strenght (bracelets) : increase damage buff duration after a parry.(the least useful)
COMBOS:
MIDSCREEN
No bar
D2 ~ 3 ~ bf1
D2 ~ b11/11/d12 ~ bf1
D2(far range) ~ d2 ~ bf1
D2(max range) ~ bf3
B2(close) ~ 3 ~ bf1
B2(close) ~ b11 ~ bf1
B2(mid) ~ d2 ~ d2 ~ bf1
B2(far) ~ d2 ~ bf1
B2(mid-far) ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
Ji3 ~ bf3
Ji3 ~ d12 ~ bf1
Ji3 ~ d2 ~ d2 ~ bf1
F23 ~ b3 ~ ji3 ~ 3 ~ bf1 *max damage*
F23 ~ b3 ~ ji3 ~ b11 ~ bf1
F23 ~ ji1 ~ 11 ~ bf1 *harder than it looks*
F23 ~ b3 ~ ji3 ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
B3 ~ ji3 ~ 3 ~ bf1
B3 ~ ji3 ~ d2 ~ bf3(whiffs) ~ d12 ~ bf1 *side switch*
1 bar
B11 ~ bf2mb ~ f23 ...
D12 ~ bf2mb ~ b3 ...
Also mb the bf1 or bf3 on the previous lists
2 bar
B2 ~ b3mb(cancel) ~ ji3 ~ 3 ~ bf1
F2 ~ b3mb(cancel) ~ ji3 ~ 3 ~ bf1
Also loop the b11 ~ mb bf2 . Be aware: more than two times loop is scaling so much that you end up with the same damage.
4 bars
F23 ~ ji3 ~ b11 ~ super *not worth it*
CORNER
B2/d2 ~ 11/22 ~ bf3 ~ 11/d12 ~ bf1
F23/f3 ~ 3 ~ 11/22 ~ bf3 ~ 11/d12 ~ bf1 *maybe max*
F23 ~ f3 ~ 3 ~ 11/22 ~ bf3 ~ d12 ~ bf3 *hard&swag*
3 ~ d12 ~ d12 ~ bf1
Bf3(last active) ~ d12 ~ d12 ~ bf1
Final thoughts:
I was really confuzed with her because she plays way different than her oldest self. I tried to gather and found as much info I could and the results were mixed.
She was able to zone and rush but without a huge success. Her mid range is where she shines and was the range that my opponents felt the pressure. The better walkspeed of the game helps her to get to that good range. She hits like a track but it is not easy to open your opponent. When she has a bar she is able to get in with shield bash but she wont be able to combo.
When the game drops I would like your opinions too ^^
Again keep in mind the game is under construction!!
Happy "waiting" with me!!!
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