M2Dave
Zoning Master
In an attempt to spread information from the various Discord character communities to TYM, help new players pick a character, assist competitive players prepare for Evolution this year, analyze each character generically before forming a tier list based on match ups, and/or to give bored people at work something valuable to read, I present to you the "Rate Your Character" (Injustice 2 Edition) thread, which is a concept that was done for Injustice 1 as well as Mortal Kombat X. Rate your main character using the following categories and points.
1. 50/50 mix ups and/or pressure (5/5) – this category revolves around offense. Assess the safety and the risk versus reward ratio of the character’s offensive tools.
2. Zoning and anti-zoning (5/5) – this category revolves around options outside of footsies range such as a projectile or a long-ranged physical attack. Exclude the universal meter burn forward dash and examine the character’s ability to close the gap, such as a teleport, dive, or leap.
3. Neutral game and footsies (5/5) – this category revolves around all normal attacks and special moves that control the space in your vicinity. Also consider anti-aerial attacks and their reliability.
4. Defensive options (5/5) – this category revolves around defense, particularly an effective wake up attack. Push block is to be excluded, but back dashes and meter burn b+3s and f+3s may be included. Fast pokes and low also ought to be considered.
5. Damage output (5/5) – this category revolves around the damage that a character is able to acquire from combos. Evaluate meter-less and meter-based damage output, especially combos that require one bar of meter.
Total Rating (25/25)
My rating of Darkseid. You may post your rating, even if a character has already been rated. You do not have to be as meticulous as I am below, but a rationale for your rating would be helpful. I may select the most articulate and accurate ones and include them in this post.
1. 50/50 mix ups and/or pressure 4 / 5
2. Zoning and anti-zoning 5 / 5
3. Neutral game and footsies 2.5 / 5 (description to be revised)
4. Defensive options 4 / 5
5. Damage output 5 / 5
Total Points - 20.5 / 25
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A list based on the average rating of each character so far. The format is as follows:
Rank. Character: Average Rating [Range] (Number of ratings).
This information has been compiled by @Brown Cow 54. Please acknowledge his hard work and like his post here.
1. 50/50 mix ups and/or pressure (5/5) – this category revolves around offense. Assess the safety and the risk versus reward ratio of the character’s offensive tools.
2. Zoning and anti-zoning (5/5) – this category revolves around options outside of footsies range such as a projectile or a long-ranged physical attack. Exclude the universal meter burn forward dash and examine the character’s ability to close the gap, such as a teleport, dive, or leap.
3. Neutral game and footsies (5/5) – this category revolves around all normal attacks and special moves that control the space in your vicinity. Also consider anti-aerial attacks and their reliability.
4. Defensive options (5/5) – this category revolves around defense, particularly an effective wake up attack. Push block is to be excluded, but back dashes and meter burn b+3s and f+3s may be included. Fast pokes and low also ought to be considered.
5. Damage output (5/5) – this category revolves around the damage that a character is able to acquire from combos. Evaluate meter-less and meter-based damage output, especially combos that require one bar of meter.
Total Rating (25/25)
My rating of Darkseid. You may post your rating, even if a character has already been rated. You do not have to be as meticulous as I am below, but a rationale for your rating would be helpful. I may select the most articulate and accurate ones and include them in this post.
1. 50/50 mix ups and/or pressure 4 / 5
Darkseid’s pressure is limited, but he does have a 50/50 mix up between meter burn b+1,u+3, an attack that begins with an overhead that starts up in 18 frames, and an instant aerial meter burn boom stomp (d,f+3 in air), a low attack that can be timed to start up on the same frame as b+1. Both moves are unsafe on block and thus the point deduction to this category, but hitting either one leads close to 40% of damage anywhere on the screen. You can use the Charging Parademon (b+4) and its charging attack (f+4) to force 50/50 mix ups by teleporting behind the opponent. You can also create a hard-to-blockable mix up anywhere on the screen using the overhead attack of the Charging Demon (4) and the down version of the MB Omega Beams. Similar tactics can be applied with the Explosive Parademon (f+4). Using grounded and aerial omega beams, train your opponents to crouch and block next to the demon and then teleport behind and throw them, which, if not escaped, results in a full combo. As far as frame advantage on block, Darkseid only has MB flying knee (b,f+3), which is +2 on block and causes d+1 to be uninterruptible.
2. Zoning and anti-zoning 5 / 5
Darkseid has great space control with the Omega Beams (d,f+1 on the ground and in the air). They start up fast, knock down, and stay active much longer than the average projectile in Injustice 2. The grounded version has a fair amount of recovery frames so executing the instant aerial omega beams is a requirement for any competitive Darkseid player. As far as anti-zoning is concerned, Darkseid has the Boom Tube (d,b+3), which is a teleport that can be done on the ground as well as in the air. The teleport is slow to start up at 19 frames but has good recovery. The mere threat discourages opponents from tossing fireballs recklessly and allows you to control the pace of the match with yours. Darkseid’s zoning is also strengthened by the Charging Parademon. A simple yet effective zoning strategy is to activate and stand by the demon. If you think your opponent is going to crouch and block, continue doing grounded and aerial omega beams. If you think your opponent is going to move, perform the demon charge. If the charge connects, the grounded omega beams can combo and send the opponent full screen away.
3. Neutral game and footsies 2.5 / 5 (description to be revised)
Darkseid has no fast advancing strings that can be hit-confirmed into launchers. In the current meta, almost all top tier characters have one dominant string that they can continuously use in footsies (i.e., Aquaman’s b+1,2, Black Adam’s f+1,2, Deadshot’s b+1,2, Superman’s f+2,3, etc.) Darkseid has nothing in comparison as every string either starts high, is very slow, has gaps, or lacks range, or a combination of the four. Darkseid’s best normal attack is d+3, which is one of the best sweeps because of its range and safety. When spaced properly, d+3 is safe on block, even against the fastest normal attacks and special moves. The low laser (d,b+1) has slightly more range than d+3 but has eight additional recovery frames on block and hence should only be used at a range where the tip of the laser hits. Both d+3 and d,b+1 have awful whiff recovery frames. If your opponent happens to jump, you will take massive damage. Even worse, Darkseid’s anti-aerial game is mediocre, at least against the best jumping attacks in the game such as Batman’s jumping 2, Green Lantern’s jumping 1, and Harley’s jumping 2. You are required to anti-air preemptively with instant aerial omega beams or MB b+3. Sometimes throwing out random f+2,3s can cause the second hit to catch jumping opponents.
4. Defensive options 4 / 5
The flying knee, which is -10 on block, is semi-invincible as a wake up attack. The MB version puts Darkseid at +2 and contains two quick consecutive attacks, making the move difficult to crush with MB b+3s or f+3s. The MB version also advances Darkseid forward which causes some set ups to whiff. Darkseid has a six frame d+1, useful for interrupting and punishing certain strings, that is cancelable into the palm blast (d,f+2) for massive hit advantage. You can use d+1 as a “get off me” move too by canceling into the MB flying knee and transitioning from defense to offense because of the frame advantage. Darkseid’s back dash is average, but an opportune teleport can be used to switch sides before you get cornered. Unfortunately, Darkseid's standing and crouching hitbox is one of the largest in the game so he is forced to block certain strings and projectiles that whiff on most characters. Finally, Darkseid does take more damage than the average character does but only by a couple of percentage points. Given the abundant strengths are combined with a few weaknesses, I believe a score of 4/5 is appropriate for this category.
5. Damage output 5 / 5
Using one bar of meter, combos consistently deal close to 40% of damage depending on the juggle starter. b+3, jumping 3, jumping 2 xx stomp is easy to execute and works after most of Darkseid’s juggle starters, such as MB b+1,u+3 and MB stomp. f+2,3, jumping 3 xx stomp does very good meter-less damage for a punishing combo
Total Points - 20.5 / 25
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A list based on the average rating of each character so far. The format is as follows:
Rank. Character: Average Rating [Range] (Number of ratings).
This information has been compiled by @Brown Cow 54. Please acknowledge his hard work and like his post here.
1. Catwoman: 23.38 [23-24] (4)
2. Black Adam: 22.88 [20-25] (4)
3. Aquaman: 22.75 [22.5-23] (2)
4. Batman: 22.5 [21-23] (4)
5. Atrocitus: 22 [22] (1)
6. Superman: 21.8 [21-23] (5)
7. Wonder Woman: 20 [19-21] (2)
8. Darkseid: 19.75 [19-20.5] (2)
9. Black Canary: 19.67 [18-22] (3)
10. Harly Quinn: 19.25 [19-19.5] (2)
11. Green Arrow: 18.75 [17.5-20] (2)
12. Red Hood: 18.67 [17-20] (6)
T13. Scarecrow: 18.5 [18-19] (6)
T13. Deadshot: 18.5 [18-19] (2)
15. Bane: 18.13 [16.5-19] (4)
16. Dr. Fate: 17.75 [15-21] (4)
17. Poison Ivy: 17.63 [16.5-19] (4)
18. Blue Beetle: 17.5 [17-18] (2)
19. Green Lantern: 17.4 [17-18] (5)
20. Firestorm: 17 [17] (1)
21. The Flash: 16.88 [16-17.5] (4)
22. Supergirl: 16.33 [16-17] (3)
23. Cheetah: 16.2 [15-17] (5)
T24. Cyborg: 16 [16] (1)
T24. Robin: 16 [16] (1)
26. Gorilla Grodd: 14.75 [14.5-15] (2)
27. Captain Cold: 13.67 [12-16] (3)
28. The Joker: 12 [11-13] (2)
29. Swamp Thing: 11.5 [10-12.5] (5)
30. Brainiac: 8 [8] (1)
Most Optimistic Community - Wonder Woman
Most Pessimistic Community - Green Lantern
Most Split Community - Dr. Fate
Most Unanimous Community - Scarecrow
2. Black Adam: 22.88 [20-25] (4)
3. Aquaman: 22.75 [22.5-23] (2)
4. Batman: 22.5 [21-23] (4)
5. Atrocitus: 22 [22] (1)
6. Superman: 21.8 [21-23] (5)
7. Wonder Woman: 20 [19-21] (2)
8. Darkseid: 19.75 [19-20.5] (2)
9. Black Canary: 19.67 [18-22] (3)
10. Harly Quinn: 19.25 [19-19.5] (2)
11. Green Arrow: 18.75 [17.5-20] (2)
12. Red Hood: 18.67 [17-20] (6)
T13. Scarecrow: 18.5 [18-19] (6)
T13. Deadshot: 18.5 [18-19] (2)
15. Bane: 18.13 [16.5-19] (4)
16. Dr. Fate: 17.75 [15-21] (4)
17. Poison Ivy: 17.63 [16.5-19] (4)
18. Blue Beetle: 17.5 [17-18] (2)
19. Green Lantern: 17.4 [17-18] (5)
20. Firestorm: 17 [17] (1)
21. The Flash: 16.88 [16-17.5] (4)
22. Supergirl: 16.33 [16-17] (3)
23. Cheetah: 16.2 [15-17] (5)
T24. Cyborg: 16 [16] (1)
T24. Robin: 16 [16] (1)
26. Gorilla Grodd: 14.75 [14.5-15] (2)
27. Captain Cold: 13.67 [12-16] (3)
28. The Joker: 12 [11-13] (2)
29. Swamp Thing: 11.5 [10-12.5] (5)
30. Brainiac: 8 [8] (1)
Most Optimistic Community - Wonder Woman
Most Pessimistic Community - Green Lantern
Most Split Community - Dr. Fate
Most Unanimous Community - Scarecrow
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