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Rate Your Character (Injustice 2 Edition)

Espio

Kokomo
Blue Beetle
Mix ups/pressure: 3/5
He has a balanced risk/reward where on offense he can do safe unreactable mix ups for low damage on the ground or he can do riskier things that lead to bigger combo damage. He also has air mix ups and jump 3 among others lead to safe cross up mixing and openers that lead to respectable damage. He also has fast mids up close and a safe chip special alongside stagger pressure off of reasonably fast mids and highs.

Zoning: 4/5
His projectile speed and recovery is great and he can execute his projectile while airborne to prevent people from turtling/ducking full screen. His projectiles have good push back on block AND MB only increases that. Air projectile becomes a really safe overhead when MB'd as well. When he can zone a character, fly/jump back is extremely effective.


He can also counter zone some of the zoning specialist characters like Dr. Fate who do not have an air projectile and even those that do he can check them and make them think more about how to deal with his air/ground approach.

Neutral/Footsies: 4/5
Trait helps push this up from three to four because of the insane range of Forward 2, down 1, Back 2 as a result of trait. Even outside of trait, he has an advancing 14 frame mid that hits at round start that he can cancel into shield bash. His sweep has amazing range and can many times go under attacks and is extremely safe. Shield bash allows him the ability to blow up any read back dash in the game and at 11 frames is one of his fastest and safest (on block) advancing options.

His down 2 is pretty good against most jump ins including Batman's jump 2 among others.

Defensive Options: 4/5

He has a safe, invincible wake up that allows him to set up a decent wake up meta. He has a very solid back dash to get out of dodge. His sweep is a good check due to superior range and safety. He has a 7 frame down 1 that is great for poking out of pressure and hie can mix in down 1 bash or down 1 MB blast to create distance from the opponent.

His down 2 is good against most jump in attacks so he can send people away and do modest damage while encouraging them to approach him on the ground instead of abusing jump ins.

Damage output: 3/5

Not bad by any means, but not great either. There's not too much to say about this section honestly. He can punish hard if he wants to invest the meter. Even a meterless punish like 1,1,1, shield bash yields a modest 200 range of damage.

Overall: 18/25- Balanced with versatility for a lot of difference situations but doesn't really excel at any one particular thing.




Cheetah/Vixen

Mix ups/Pressure: 5/5
Cheetah has overhead and high command grabs, a low that she can use to tick off of for a command grab 50/50. She has a forward 3 that FORCES you to not use one of your defensive options as much because she wins essentially any armor trade in the game bar a few very situational exceptions. Air command grab, lots of natural delay on strings sets up tick scenarios as well.

She also breaks armor pretty easily with her primal rage+ 1,1,2 + Back 1,1, among others. Her sweep is good to set up oki and low profiles many mids in the game allowing her to punish hard.

Her trait allows her to open you up with mix ups and take half your life bar in one touch. Forward 2,3 is a mid, low, mid, grab string that is also great for armor breaking and grants her an over plus 30 restand that guarantees a forward 3 on hit into more potential pressure especially in the corner.

Zoning/Anti-Zoning: 3/5
Cheetah has zero full screen presence, but she makes up for it with her ability to counter zone opponents. Lunge allows her to low profile many mid projectiles like Blue Beetle's ground MB blast or Dr. Fate's projectile for example and it also allows her on good reads to get in on the opponent at a risk to start her offense. She builds meter off of this as well. Her dive bomb can be used to help her open the opponent up, but it's death on whiff AND block so it's not as potent as say a dive kick.

The no full screen presence and the risks involved with her mobility keep this category from being higher.

Neutral/Footsies: 2/5
Sweep is one of her best ranged buttons, but is -8 and punishable unless spaced well. Her forward 3 also is a good ranged button, but the speed holds it back from being a huge deal. Back 1 is a solid low option, but lacks the advancing range that many others have for similar speed or faster buttons.

Her strings in general lack the range to check people thus hindering her pressure and also her defense.

Her down 2 is decent, but nothing crazy. She can anti-air some of the best jump ins, but she also many times trades as well.

Defensive Options: 4/5

She has one of the best back dashes in the game so she can move around the screen and run away pretty well. She also can go under pressure, zoning and strings that are considered "mids" with sweep, down 1, down 3 and her lunge, allowing her to escape or avoid scenarios that others just have to hold.

Her wake up primal rage is unsafe on block or whiff, but it has some invincibility and allows her to shred MB back/forward 3 armor making the opponent have to be very cautious about how to approach her and of course combined with her back dash allows her to have a deeply layered wake up game.

After she conditions you to block the primal rage, she can then sneak in a command grab if you respect the wake up to keep you on your toes even more.

She can cancel pretty much any string into lunge so if she wants to stay safe and run away she can do a string and get out of dodge then continue walking back or back dashing to safety.

Damage output: 3/5

Cheetah is a character that kind of chips away at you over time, her damage is of the burst variety as opposed to insane combos, but her trait gives her combos that are fast, quick and easy to execute that can drain a life bar in seconds. The only thing holding this back from being higher is getting trait, getting in to use it and capitalizing on the damage buff as well as the fact that she normally does relatively low to average damage without it.

Overall: 17/25- Cheetah has good tools, but has notable flaws that keep her from being insanely strong. She is a character that is never out of a fight because of her trait, command grabs, and other mix ups that can see a life deficit melt away. She has to earn her offense, but if she gets started, she can bring even a bleak match up home.
 

Pan1cMode

AUS FGC represent!
Superman:

50/50s and Pressure:
4/5

He has very good pressure with his f2 string and although his mixups are average, they do exist to some extent.


Zoning and anti-zoning:
5/5

Air mobility and lasers give him the capability to both zone most of the cast, and successfully approach and counterzone those he can't.


Neutral game and footsies:
5/5

f23 and b2 are insane


Defensive options:
4/5

Very good wakeup game, great mb b3, great d1, armour breaking trait. Only reason he's not a 5/5 is that his anti-air doesn't compare to WW, AM, Flash, etc.

Damage Output
5/5

He's in the top range for damage and he gets it very easily.


23/25
 

SaSSolino

Soul Stealing Loyalist
For BA I'd put zoning and anti-zoning at 5, he's the best anti-zoner imo.
Also defense up to at least 3, would only go lower if he didn't have a fast poke, but with a 6f d1 it can't go lower than 3 imo.
As anti-zoning goes I can see your point, but air zoning is still an issue and so is very fast one, like Deadshot's. So yeah I stand by with 4 as it's very good, but not perfect.

Talking defense, you are probably right, I just value backdashes a lot and his is quite terrible.

I agree with Sneaky Tortoise. Zoning and anti-zoning and defensive options should be up by one point.
 

ImperatrixSindel

Too bad YOU... will DIE!
Cheetah
  • Mix-Ups/Pressure: 5/5 -- up close it feels preeeeetty good.
  • Zoning/Anti-Zoning: 2/5 -- she deals well with horizontal zoners like Deadshot but anti-air zoning like Batman's trait just shuts her lunges down (LITERALLY UNWINNABLE!!!!). at full screen she's fucked.
  • Footsies/Neutral: 2/5 -- d3 and f3 are very good but also very unsafe. I think she struggles in the neutral in general. her strings have so many gaps.
  • Defense: 4/5 -- that backdash tho.
  • Damage: 3/5 -- would be 5/5 if she wasn't so weak outside of trait to compensate for how good the trait is. but when Noobe starts using trait more, people are going to be aghast.
Total: 16/25. I think she's viable but there are definite weaknesses holding her back from the highest echelon.

Poison Ivy
  • Mix-Ups/Pressure: 3/5 -- good, but not outstanding.
  • Zoning/Anti-Zoning: 4/5 -- she does okay but if they want her to be a zoner I think she needs the gear projectile ability in her base kit. More airborne characters can basically ignore the drill and the dedicated zoners outzone her hard.
  • Footsies/Neutral: 4/5 -- b2 in particular is godlike.
  • Defense: 2/5 -- wakeup is very poor IMO, and her d2 is like 500 frames.
  • Damage: 4/5 -- excellent but highly meter dependent.
Total: 17/25. Good but definitely middle of the pack.
 
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Fred Marvel

It's actually Freddy Marvel
Green Lantern

Mixups/Pressure: 2/5
he doesnt have mixups even the f3 crossups you can get past with a wakeup attack or just a read theyre cool when they work but its just a gimmick. he has no overhead besides f2d1 and f1 is a slow high. as for pressure all he has is 2231 but its only plus 1 on block so you can counterpoke after and if you have a 6frame d1 you might hit if we d1. he has no plus on block specials. pressure hardly exists.

Zoning/anti zoning : 2.5/5
he has solid zoning against non zoners, his mb beam is great if it hits but it costs a bar and he's really meter dependant, and well timed overcharged lanterns can counterzone some characters but overall he still struggles HARD against zoners. deadshot,cyborg,fate,Ivy etc pretty much make him their bitch.

Neutral/footsies: 4/5
without a doubt this is his strength b1 is great and has to be respected or blocked, problem is it doesnt lead to anything safe unless you just do b13 or spend meter, overcharged lanterns in neutral are great too even if blocked if your opponent gets impatient from blocking so many you can punish a dash or jump with b1 or j1. his footsies are solid. only reason he doesnt get a 5 is because he's outneutraled by the entire top tier.

defensive options: 2/5
well he doesnt have a wake up at all. wall is his only one with invincibility and it can be stuffed really easily and jumped over by some. his backdash is terrible too one of the worst in the game, his mb b3 is good but mbf3 is bad because it has no range. he has a 7 frame d1 too. he struggles against pressure pushblocking or waiting it out is usually the answer. his d2 is good though.

damage output: 2/5
his bnbs do about 300-350 damage for a bar. his only decent damage comes off f3 or j3. his highest damaging combo with a bounce cancel after a j3 is still less than 500. his damage is laughable. better than supergirls though.


total 12.5/25
im not even downplaying this is just my assesment of the character.
 

TyCarter35

Bonafide Jax scrub
Aquaman
Pressure and/or Mixups 4.5/5
Has the mixups tho not the greatest. His b123 being +2 leads to nice option select where u can either b2 to catch back dashes or d1 into trident rush mb. Trident rush mb makes his pressure and chip dmg easily the best in the game being rivaled only by BA. Has some solid mixups and what not. He doesn't have the greatest of mixups which keeps me from giving it a 5

Zoning/Anti Zoning: 4.5/5
The only reason why it's not a 5 is cuz ftd is hella minus and can be punished by some characters pending on the distance (or outright like Black Adam or the Aquaman mirror) but for the most part checks 95% of the cast nicely and watershield is nice for projectile absorption and trident toss is good to predict jumps and get them slipping

Neutral/Footsies: 5/5
Has some of the best ranged normals in the game and neutral is only rivaled by a few.

Defensive options: 4/5
Has a great d2 and b3 is awesome for keeping guys from trying to jump in. Has a solid b12 to check guys when they get in. Has meh wakeups that can be neutral jumped/crossover for the most part and trait is solid but the chip dmg makes it somewhat of a double edge sword

Damage Output: 5/5
Consistently goes into the high 300's to 400's for damage for one bar that it's probably the best damage in the game for someone not that's not Black Adam and being able to convert into the mid to high 200's with one hit from ftd. Anything less than a 5 in this department is honestly downplaying

Total: 23/25 there's a reason why Aquaman is considered top 5 easily and probably top 3
 

Johnny Based Cage

The Shangest of Tsungs
Darkseid

50/50's and Pressure: 4.5/5

I feel like I have to overrate him in this category even though he's no Doomsday because trait/set-ups don't have their own category (just like Zod, with trait out he goes from Grodd to God). So with that considered, this is where he shines most next to damage, but still has some flaws. Absolutely top tier set-ups though no real pressure without trait. His 50/50's and htb's with trait out and/or off hkd set-ups are just insane though, but they're also fully punishable.

Zoning and anti-zoning: 4/5

Where I think he's most often over-rated. Most of the cast can actually do a lot in response to his zoning and he can't just anti-zone on reaction with teleports due to their combined start-up and recovery either. That being said, the combination of his zoning and anti-zoning tools is usually enough to throw opponents off their game and buy him time for his trait, which is all he needs this category to do for him.

Neutral game and footsies: 2/5

Where he kind of sucks without trait out. Worst mids in the game behind maybe Cold probably but he honestly doesn't need to shine in this category either. Has ok whiff punishes with f23 and especially the crazy hit box on ia stomps though so not the worst shitter in the world here either.

Defensive options: 3.5/5

Good d1 and mb bf3 crushes armor and leaves him + enough to make it a super solid wake up but that's about it for him. His anti-airs are meh. Overall, I think he has the tools to deal with most situations, but he isn't by any means a defensive powerhouse like Aquaman.

Damage Output: 6/5

A motherfucking truck.

Overall: 20/25, would play again
 
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God Confirm

We're all from Earthrealm. If not, cool pic brah.
Green Lantern

Mixups/Pressure: 2/5
he doesnt have mixups even the f3 crossups you can get past with a wakeup attack or just a read theyre cool when they work but its just a gimmick.
I made it this far. Literally the first sentence. How is that not a mix-up? Every 50/50 in the game you can get past with a read, that's what a mix-up is, it's not an unblockable lol, that doesn't make it a gimmick. And almost all of them lose to wake-ups EXCEPT for things like this that can be meterburned for armor lol



you don't even make sense
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
Swamp Thing

1. 50/50 mix ups and/or pressure (2/5)


His main strings that anyone gets mixed are the following

F233 (mid oh oh) and b232 (mid low mid).

The animations are completely different however, see the club? block high(stay on point for the tree log).
See the shoulder? block low, there is no overhead threat here unless they randomly spend two bars to do a f3, which would still be reactable, without lab time.

Swamp thing has a large amount of gaps in his strings, and a lot of his normals are negative on block.

He has 5 tick grabs with df2
d1, d2, 21 (2 is 30f startup). j1, j2.
However, if the normal hits only d2 will combo... sometimes....depends on the character.

2* with close vine grab
11
b22
* = whiffs on crouching opponents.

He gets points for covering a lot of the screen though with his strings.


2. Zoning and anti-zoning (3/5) -

Easily swamp things best ability. Having a clone come up behind zoners and being able to time MB clone to teleport up close to enemies is great.

Also having a vine grab that can go 3/4 screen is terrific.

However, he suffers from being really slow. If you time things right however, you should be able to get through zoners.

If you get zoned out by tree logs though you got yourself a problem. Piss poor zoning

3. Neutral game and footsies (2/5) -

Swamp thing can cover a good amount of ground with f233. His jump 2 also covers a lot of ground.

11 is a nice fast string(8f startup) that can stop people from dashing in and even can work as a decent AA at certain angles.

Sweep has no hurtbox and covers a great amount of space.

DF2 command grab can punish some character's dash-ins.

He loses points for being so damn slow, and exposing his back before swinging the club around.

He is the only character who cannot f3 into another f3/b3 (only at max range and in a small window. Or if he AAs someone with f3)

His trait stops people from jumping and dashing, but is really hard to setup and even then, is so negative that usually can get hit out of the trait.

4. Defensive options (1/5)

His d2 is shit, and his AA grab is a lot of inputs to execute when reacting to a jump. You can sucesfully AA, but only on anticipation not reaction.

His treestomp wakeup is amazing, never hit buttons on swampthing unless you can do it from outside tree stomp range.

He has no armor

5. Damage output (3/5) - Swamp thing's vine grab hurts, dont do unsafe shit that can be punished by it.

However, when it comes to actual BnBs, he moderate damage, Usually around high 30s low 40s.



11/25 and I'm being generous.
 

Fred Marvel

It's actually Freddy Marvel
I made it this far. Literally the first sentence. How is that not a mix-up? Every 50/50 in the game you can get past with a read, that's what a mix-up is, it's not an unblockable lol, that doesn't make it a gimmick. And almost all of them lose to wake-ups EXCEPT for things like this that can be meterburned for armor lol



you don't even make sense
salty much? and any wake up gets you out. by a read i mean its 3 year old setup. its the same as it was in the first game just block it. and darkseids setups lose to wakeups? red hood has plenty that beat most wakeups as do a some other characters superman can literally otg divebomb you. just stop commmenting on my posts. you made it clear you selectively read then insult. take the negativity elsewhere. you dont play my character so dont try to tell me about him.
 

ShaolinGunFu

Warrior
Black Adam

1. 50/50 mix ups and/or pressure 5/5 (better pressure than true mixups)
2. Zoning and anti-zoning 5/5 (better anti and counter zoning than offensive)
3. Neutral game and footsies 5/5
4. Defensive options 3/5
5. Damage output 6/5

24/25
 

ShaolinGunFu

Warrior
Brainiac

1. 50/50 mix ups and/or pressure 0/5
2. Zoning and anti-zoning 1/5 (grapple move kinda gets him in if you dont have upwards projectile or something else)
3. Neutral game and footsies 3/5 (he has potential w long range but it doesnt result well)
4. Defensive options 4/5 (good wakeup, good anti air)
5. Damage output 0/5

8/25
 

ShaolinGunFu

Warrior
Why is there only one review of Batman here?

I'd do one for him myself but I've only being playing him for a month coming from an MKX background who didn't play IGAU...so yeah my knowledge and experience with him isn't in depth enough.
my backup char heres my opinion
5/5
4/5
5/5
4/5 (only has good wakeups if opponent is an idiot and jumps or stands up in front of him)
5/5

23/25
 

Pan1cMode

AUS FGC represent!
Green Lantern

Mixups/Pressure: 2/5
he doesnt have mixups even the f3 crossups you can get past with a wakeup attack or just a read theyre cool when they work but its just a gimmick. he has no overhead besides f2d1 and f1 is a slow high. as for pressure all he has is 2231 but its only plus 1 on block so you can counterpoke after and if you have a 6frame d1 you might hit if we d1. he has no plus on block specials. pressure hardly exists.

Zoning/anti zoning : 2.5/5
he has solid zoning against non zoners, his mb beam is great if it hits but it costs a bar and he's really meter dependant, and well timed overcharged lanterns can counterzone some characters but overall he still struggles HARD against zoners. deadshot,cyborg,fate,Ivy etc pretty much make him their bitch.

Neutral/footsies: 4/5
without a doubt this is his strength b1 is great and has to be respected or blocked, problem is it doesnt lead to anything safe unless you just do b13 or spend meter, overcharged lanterns in neutral are great too even if blocked if your opponent gets impatient from blocking so many you can punish a dash or jump with b1 or j1. his footsies are solid. only reason he doesnt get a 5 is because he's outneutraled by the entire top tier.

defensive options: 2/5
well he doesnt have a wake up at all. wall is his only one with invincibility and it can be stuffed really easily and jumped over by some. his backdash is terrible too one of the worst in the game, his mb b3 is good but mbf3 is bad because it has no range. he has a 7 frame d1 too. he struggles against pressure pushblocking or waiting it out is usually the answer. his d2 is good though.

damage output: 2/5
his bnbs do about 300-350 damage for a bar. his only decent damage comes off f3 or j3. his highest damaging combo with a bounce cancel after a j3 is still less than 500. his damage is laughable. better than supergirls though.


total 12.5/25
im not even downplaying this is just my assesment of the character.
Lol.

Only you could take a character like Green Lantern and claim his mixups are 2/5.
 

Paul the Octopus

Slow Starter
GREEN LANTERN

50/50 mixups 3/5
He has no natural mixups aside from f3 and B1 but f3 has small range so you have to usually enforce it on knockdown. His crossup 50/50's are good but alot of the knockdown ones can be a bit gimmicky (223-dash-jump3 just press back and you move out of the way of the crossup and just block it normally).

Zoning/anti-Zioning 4/5
His anti zoning is meter dependant as his regular projectiles are slow and exploding lantern disappears if you get hit. If the opponent has limited options he excels at joining with lots of options but none are the best at what they do.

Neutral 4/5
B1 is very strong for Green lantern and his jump 1 is also. The only reason he doesn't get 5 is because he has gaps in B13 and B12.

Defence options 4/5
His wakeup is similar to darksieds, the only reason he doesn't get 5/5 is because it leaves him further away so can't enforce a d1 check after mb wall.

Damage 2/5
Outside of F3 and jump 3 his damage is lower than most of the cast. Off his main footsie string he can net 314 for a bar on superman if you have trait available and his damage tends to scale quite alot.

Total score 17/25
I largely agree but I'd personally change the following:
- Mixups: I'd bump up to 4/5. Agreed that most 223 knockdown setups are a bit gimmicky outside the corner, but they're still not bad and the trait LM setups are pretty legit. In some matchups you can simultaneously avoid wake ups while also being quite ambiguous. He also has a decent amount of plus frames, with b23, 2231, b3, and f3.
- Zoning and anti zoning: I'd move down to 3/5. Most of his bad matchups are against heavy zoners (e.g. Deadshot). His walk speed is very good, and ensures that nothing is unwinnable, but it's still a bit of a struggle. His own zoning is decent, but I struggle to think of many matchups where it's remotely dominant.
- Neutral: 5/5. B1 is insane. Even with the gap, it's one of the best footsie tools in the game, and he can easily hit confirm off it. His solid jump attacks and anti air complement this.
- Defense: 3/5. Wake up is good but not fully invincible. He also lacks a 6 frame button and has an atrocious back dash.

My total score is also 17/25, which sounds low. I actually think he's definitely in the top ten conversation, so that's more a function of this rubric not doing a great job of portraying GL than him not being good imo. For example, having a 2/5 in damage really lowers his overall score in this rubric, but in reality I don't think it's a huge deal.
 
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M2Dave

Zoning Master
@General M2Dave can you aggregate the scores onto your OP for all the characters? Would be interesting to see what would essentially be a tier list based off this format as long as people hold off their personal bias and give a true ranking.
I was going to, but aside from the obvious down playing, the dilemma becomes which character rating to choose. Up playing may be an issue too. With all due respect to @xKhaoTik , if Poison Ivy struggles zoning airborne opponents, she cannot receive 5/5 for the zoning and anti-zoning character. You have to consider the functionality of tools in match ups.

Characters are also constantly evolving and as are the ratings. After careful contemplation, I am going back and changing a couple of scores for Darkseid. He takes more damage than other characters so defense cannot be 5/5, but footsies may be 3/5 because I am finding d+3 and instant aerial stomp to be factors in many match ups.

If a character kills you on block, like Adam and Aquaman, why do they need 50/50s to be 5/5?
Good point. But if I have the life lead, Aquaman can chip me all day. I could not careless. In this game, he is not going to generate more meter than he is going to use. Black Adam is different. f+3 / throw seems to be a genuine 50/50 mix up after f+1,2 xx trait. Every player had rather be thrown, which was precisely what was happening at CEO last weekend.
 

CrazyFingers

The Power of Lame Compels You
Red Hood

1. 50/50 mix ups and/or pressure (4/5)

2. Zoning and anti-zoning (3/5)

3. Neutral game and footsies (5/5)

4. Defensive options (3/5)

5. Damage output (2/5)

17/25

Okay so here's the deal. Pressure and Damage output both go up a point when he has you cornered. Character's zoning is decent since his projectiles do decent damage but the recovery on them is pretty lack luster. His anti-zoning is also decent with MB Tackle being the most notable of these tools (this move in a vacuum makes his anti-zoning look godlike but trust me it's not AS good as it sounds in practice, still really solid). He has one of the best neutrals in the whole damn game with B2, F2, B1, S3, S2, like the number of good buttons this character has is insane. His defensive options are okay with his standing defense options like his backdash, his anti airs and his pokes and reversal parry being relatively solid while his options on knockdown are on the lower end. His damage output, is pretty ass. Character doesn't hit very hard (in comparison to most of the cast) And his pressure is pretty good midscreen but in the corner it goes from "Pretty good" to levels of oppressive that you'd think this man has Crystal Flex up. A good Red Hood player can make it feel like you just can't move when you're cornered. Overall the character midscreen is relatively solid and mid tier. But he gets you cornered? He's on of the best characters in the game, free.
 
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God Confirm

We're all from Earthrealm. If not, cool pic brah.
Flash



1. 50/50 mix ups and/or pressure (5/5) – Flash has a lot of different ways to stay in stay plus, make you want to press buttons and keep you guessing on mixes at the same time, with a ton of resets, cross-ups, and OTGs mixed in. Definitive 5/5

2. Zoning and anti-zoning (1/5) – he gets a 1/5 instead of 0, for parry working on projectiles, for being able to RMS under certain projectiles, and for potentially being able to use trait to close some gaps, and for having a great forward roll escape. A few options at least, even if they aren't that great.

3. Neutral game and footsies (2/5) – Probably controls the least amount of space in the game. 2 points for having a decent AA and for BF2 being a decent whiff punish for a bar

4. Defensive options (3/5) – Wake-up sends fullscreen and has no advantage, but is full invincible and borderline safe. D1 doesn't even have D1 range. Armor has zero range. Worst backdash in the game. Punishable super. This character is made for going forwards, not holding backwards :) gets 3/5 for having a very invincible wake-up and a 7f low hitting poke, maybe its generous but eh he's got enough.

5. Damage output (4.5/5) – in a game with Black Adam nobody else can claim to be 5/5 unless he is somehow a 6. But Flash is only just behind that.


17.5/25

Flash is polarized by design, a rating like this probably isn't going to do him justice because for every weakness he makes up for it with his strengths. Fun character, can potentially win vs anyone.


Cool thread. Enjoyed reading people's analysis of their characters. Enjoy the honesty, barely saw downplaying in here at all.
 

Savage8-8

Apprentice
IMO

Joker:

1. 50/50 mix ups pressure(2/5) - Joker has a hard time opening an opponent for his BNBs. He has a nice low into overhead that can be used (B1 - crowbar), but it is slow enough to block on reaction and has to be set up. The mix ups he has do not lead into his damaging combos or set ups. But his corner pressure is insane due to his teeth set ups. He has hard to blockables but they are too situational IMO. He opens his opponents up with his J2.


2. Zoning and anti-Zoning(2/5) - His gun shot is a nice tool to catch back dashers or jumpers but it has to be used carefully since it's easy to punish. Since it doesn't kockdown on hit anymore its best used for meter building or punishing. His teeth can help to create space but joker needs to be close to the opponent. He gets zoned out very easily.

3. Neutral game and footsies(1/5) - This is the weakest part of his game IMO. In order to start his pressure he needs a knockdown just like in Inj 1. His b1 - 3 gives him a hard knockdown where he starts his teeth setups and pressure. But in order to get to this point you have to find a way to open the opponent up. His strings are pretty slow so you cant really pressure the opponent until he is on the ground.

4. Defensive Options(1/5) - Joker is definitely not a defensive character. He does not have a good wakeup and your best bet is to block correctly when knocked down. It is very hard to get someone off of you when they start their pressure. Inj 1 had acid flower which covered this but he does not have this anymore. His new parry is very good but it only works on highs and not lows.

5. Damage Output(5/5) - Joker's damage is insane. His BNBs include MB RLG. If you land this he can hit you for 49% easily as well as set up a hard knockdown. His new super allows for a follow combo and has way more damage this time around. You can get around 70% damage if you land his super.


Total Rating(11/25)

If 'Fun' was a rating it would be (5/5). Other joker mains feel free to chime in this is just my take on the character.
 

Thundergodd

Mortal
Not trying to be a smart ass,

Black adam

25/25.

You know why.
Ohhh man, I HATE to disagree with, considering you're my hero when it comes to brother Teth. And I know I'm a rank amateur compared to you. That being said...

He has no mix that are safe and his zoning options are negative af and has no reliable wake-ups, so to speak.

Adam's damage is essentially what's saves him from being in the mid-tier because IF he can tag you, one good combo will keep him in the fight and change the game. Otherwise, he does have weaknesses that can easily be exploited. I love Adam as a character and in the game but he not perfect by any stretch.

Okay, I'm going back into my corner now; please don't hit me....
 
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Clark L.

F1 ftw.
Ohhh man, I HATE to disagree with, considering you're my hero when it comes to brother Teth. And I know I'm a rank amateur compared to you. That being said...

He has no mix that are safe and his zoning options are negative af and has no reliable wake-ups, so to speak.

Adam's damage is essentially what's saves him from being in the mid-tier because IF he can tag you, one good combo will keep him in the fight and change the game. Otherwise, he does have weaknesses that can easily be exploited. I love Adam as a character and in the game but he not perfect by any stretch.

Okay, I'm going back into my corner now; please don't hit me....



;)