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The Girl of Steel: Supergirl "Living" Guide (Updated from February Patch)

JDE

Pick up & kill it & kill it & kill it!
It's Justin, also known as J.D.E. here once again to bring you another blog in fighting games. This time, I'm going to discuss Kara Zor-El, Kara Danvers, or what we mainly know her as, Supergirl. Supergirl is one of my favorite comic book super-heroines. I keep up with her comics as well as others. If anyone ever wants to discuss DC or Marvel Comics, feel free to message me at any time and let's discuss. I can go all day. Out of all of my favorites in the game, she is the most fun to play. So I ended up maining her for this game. To make this entry entertaining, I will use some of my favorite photos of the lovely Kara Zor-El and try to show some of my sense of humor as I go through everything about her gameplay.




Gameplan


Now that we're past the small introduction, let's get into her gameplay in Injustice 2. Supergirl is a character who thrives off of mobility. She wants to play footsies, zone, and whiff punish for the most part. She also has decent mixups when she scores a knockdown that opponents must be able to defend against. She is a "Jill of all trades character". On the flip side, she must be able to manage both trait and blue meter bars to be effective. She is also very unsafe. If people are interested, check out the Blogger version of this guide here http://justinearvin.blogspot.com/2017/08/injustice-2-supergirl.html

Input Notations
U - Up
D - Down
F - Forward
B - Back
1 - Front Punch
2 - Back Punch/Back Kick
3 - Front Kick
4 - Trait Use
1+3 - Grab/Throw

Key Terms
MB - Meter-burn
RS - Rising Sun Strike
XX - Special or Trait Cancel
Extended breath - Ice breath extended when held
Ji - Jump-in
Jb - Jump-back
NJP/K - Neutral Jump Punch/Neutral jump kick
BGB - Background Bounce or Interactable Bounce (R1/RB)

Check out this beginners' Thread by @Nexallus for further details. Here is also how frame data works by @STB Shujinkydink. Click on his other video for part two after this one on YouTube: https://testyourmight.com/threads/for-newcomers-looking-to-play-injustice-2.63752/



Pros

  • Easy to use, straightforward character
  • Great mobility, quick character
  • Lockdown corner situations
  • Variety of hard knockdowns
  • Decent ambiguous mixups after knockdowns
  • Good neutral with good advancing normals that allows her to whiff punish well
  • Trait lasers can be used for various purposes even projectiles
  • Great anti-air in d2 and good air-to-air in j1
Cons

  • A relatively unsafe character, can be somewhat gimmicky
  • Trait lasers are tied to meter, must be able to manage trait meter
  • High risk, high reward character
  • Has many string gaps that players can exploit, can get predictable
  • Heavily reliant on meter, can exhaust options fairly quick
  • *Best lows are slower than 8 frames, making it difficult to frame trap with, maintain a good high/low mixup game, keep momentum, or use up close against certain characters
  • Hey NRS, where's her long hair? :/ I need that, her DC Rebirth, New 52, and Modern Age look. What's up with that? :p
Note: It must be noted that I waited until after the first patch from the game was released before I wrote this blog. So what I originally was going to post has changed. Before the patch, Supergirl was an unsafe character that did very little damage. However, this has now changed since she can easily net 345 points of damage as an average off of an important juggle. I also use the word "laser" a lot instead of heat vision. It's just a bad habit of mine. So, please bare with me haha!!

*The latest patch update has altered some of her tools like d1, stand 4, and MB4. Check each section below to see the changes.




The Neutral



Supergirl for the most part uses her quick mobility to move around the screen to either zone with her trait laser, whiff punishes with tools like f2, b1, and jump in with air dashing normals like ji2, ji3 or ji1. Jb1 is a move that she uses to catch people who like to go air to air with her. You must pay attention to your trait meter. Once the bar is empty, it must be built back up before you can use it again. B12 and b123 are very important to Supergirl's game in neutral. It's a fast mid starter that moves her forward that catches almost everything that an opponent does. Here are how her buttons are used.

1/11/*112*/11U3 - A basic standing high that comes out at 8 frames, can be ducked. It's safe at -3 if blocked. The second hit of 11 hits mid. It's -6 on block. 112 is completely safe on block at +2 and can be used for frame trap pressure. It can be backdashed by the opponent though.11u3's sole purpose is to convert it to damage on hit. It's unsafe at -17 on block.

2/21/212/212121 - A basic standing mid that comes out at 10 frames. A very good normal to use to confirm into, even on block. Standing 2 and 21 are both safe at -4. However, if they block, 212 as a string is even safer at -1. On hit, 212 is 0. Supergirl can use this to apply a mixup afterwards. It's preferred to do it in the corner. 212121 is mainly used as a combo ender

3 - A standing mid kick that comes out at 13 frames. It's safe at -1 on block. Can be special canceled into a combo. I would use this if you can place it properly while spacing or after ji1 or ji2.

B2/B1+3 - B2 is a good 10 frame mid that moves Supergirl slightly forward. It's safe at -3 and has some decent mind games with the follow up, b21+3. b21+3 is an overhead grab that causes a hard knockdown and can be meter-burned for a juggle. If blocked, the overhead is unsafe at -20. It used to be -35 before it was patched.

B1/B12/B123 - This variation of Supergirl's string sequence is probably the most important to her gameplay. B1 itself is a fast 9 frame mid that's -9 on block and advances her forward. B12 is a mid-to-low string that's -11 on block. She can cancel b12 into a mb ice breath to keep herself safe and convert it to big damage if she lands any of the sequence. However, if the opponent reads it, if they have a character with a 6 frame normal, they will punish her for it even if she special cancels. B12 into KF is a thing, too. B123 is completely safe on block at -4 while the last hit causes a knockback. Use this if they block.

F2/F23 - F2 is a normal that is neglected. The main reason why it's not used as much is because it's 12 frames, 3 frames slower than its brother b1. It's -9 on block and serves a similar purpose as b12. F2 does 2 hits; both hit mid and can be special canceled into mb ice breath to make it safe. F23 launches in the air on hit. It's also special cancelable. If blocked, Supergirl is vulnerable for any kind of counter attack even if she canceled into something.

*D1 - D1 is a good low that can low profile projectiles like Batman's Baterangs, Harley's grounded pistols, and Deadshot's straight shots. It can be special canceled for a combo, and it's safe on block at -3. It was nerfed in the most recent patch. It is now 9 frames, making it harder to utilize up close for a low to frame trap with from 112. Characters with a 6 frame d1 will beat it out if they make the read from 112. 7 frame lows will trade.

D2 - D2 is a great anti-air of Supergirl's. It comes out at 7 frames and beats most if not all jump-ins clean. It's unsafe at -17 on block, but it's main purpose is to stop opponents from jumping. She gets a guaranteed juggle afterwards. It can be used for punishment for certain moves if she’s in the proper range. If not, then she doesn’t have to risk losing out since she’s got other options for punishment.

D3 - This is a good low that causes a hard knockdown. It comes out at 8 frames. The animation of it is her ice breath shooting downwards. It's -6 on block, which is safe in most cases. It can low profile a few projectiles.

B3 - B3 is a universal tool for each character. It can be canceled with bb, ff, or meter-burned to armor through attacks. The meter-burned version of b3 also gives her more combo damage potential. Supergirl's b3 is actually a move that is personally underrated. Although it's 30 frames (which is considered slow), in neutral, she can use it to bait players into whiffing. It's safe on block at +5.

F3 - This is an overhead that is mostly used after a hard knockdown and extend combos. F3 is the universal overhead button that everyone has. Her's provides good meaty situations. It's also used as a follow up after mb ice breath or mb wind. You can hold it and then release whenever you choose. It is -4 on block. So if they block it, you're safe. If you meter-burn it, then you get armor, but it's not recommended. Only do it in the corner for extra damage. Otherwise, you would have to hope that they're in position to get hit by the move. For more on how this move is used, check out the video below in the "Damage and Setups" section.

J1 - J1 is a great move to use to catch people in the air (for an air-to-air), crosses up, and an awesome jump-back normal. It's 5 frames with 15 active frames. Her vertical hitbox on the kick is generally good for neutral jumping. If the opponent blocks, then follow up with something safe like 112 to keep them honest.

J2 - J2 is mostly used to create tricky situations for your opponent to defend her cross-ups. While it's -9 on block, her move is 7 frames that can be canceled into a string. If creative, Supergirl can convert a good amount of damage from this tool.

J3 - This is a move that comes out at 11 frames, crosses up, and launches the opponent on hit for a follow up like b12. If it's blocked, she's safe at -4.


Her Trait Special: Eye Lasers





I wanted to go over her trait specials first because I felt that it was necessary to. Supergirl's trait are her lasers. She uses them for multiple reasons. The main reason is to use them as projectiles for zoning. She can also combo and even cancel normals from each of them. However, from most of her strings, she can either be jabbed out or the opponent can trade with her. The other downside is that her lasers are tied to meter. This means that once her trait meter runs down, she has to let it fill back up before she can use lasers again. Make sure that you're paying attention to how much of meter that she has while using them and be able to manage them properly during fights. Here are all of the variations of her laser.

4 - This is her laser projectile on the ground. It is -1 on block, but it's a high.

J4 - This is her air laser projectile.

D4 - This is her far ground laser that shoots downward at -2 on block.

B4 - This projectile shoots in the air while Supergirl is on the ground. It shoots at a short range.

JD4 - This projectile shoots while she's in the air. It shoots a downward laser. It shoots further than b4 when she's in the air.

DB4 - This is a close ground laser that shoots downward. It's -2 on block.

Air U4 - This projectile is a straight laser that can be held while in the air by holding 4.

*MB4 - This is her laser that requires all of her trait meter and 1 blue bar of meter in order to use. Once she uses it, your trait meter has to rebuild a bit before you begin using trait again. She mostly uses this to either chip players, or to end combos. Take a look at the gif below to get an idea of what it looks like.






Specials






Supergirl's specials are mostly used to extend combos, but she has a few moves that she uses in neutral to anticipate her opponents next move. She has two teleports, a dash special, two ice breaths, a wind special that will capture an opponent, a vertical dragon punch, and then a hover special that allows her to float while airborne. She also dashes forward and backward while she's airborne by pressing bb to move backwards or ff to move forward.

FF/BB - These are just the inputs for her air dash movement. She uses a jump in button during her dashes.

Air D1+3/Air D1+3 MB: This is Supergirl's air grab that causes a hard knockdown and can be meter-burned for extra combo damage. It can also be used for an air-to-air attack when opponents jump at her.

Air DB1: Air Float (also known as hover) hold db1 - While Supergirl is in the air, db1 causes an air float. When you hold 1 down after db1, she will take her traditional pose: she puts her hand on her hips while in the air. She can dash forward and backwards while doing the hover. While coming out of the dashes, she can use a jump in move.

DB2: Teleport/MB Teleport (TP) - Supergirl's teleports are highly unsafe on block. They are also very noticeable and reactable against players who anticipates it. The best way for them to defend against it is to block, but it can also be backdashed if they're feeling themselves or they can d2 her on reaction. However players are human. If you use it sparingly, you can use it when they least expect it. She also can teleport while she's in the air. In addition, she uses it when she makes a read on an opponent's projectile like Darkseid's omega beams. Her teleport when meter-burned guarantees a free combo launcher and hits overhead. Don't be afraid to take your chances with her teleports, but be wise while using them. The normal teleport is 31 frames while the meter-burned version is 14 frames.


BF3: Kryptonian Force/MB Krytonian Force (KF) - This is 20 frame dash that is safe on block at -4. It's move that is often times deemed very slow, but when Supergirl is patient using it, in neutral it can be very effective. When it connects, it pushes them back. It's also a recommended combo ender for most of her meterless combo damage. The meter-burned version shoots out a ground wind-like tornado that lifts them off the ground long enough for Supergirl to combo off of it with almost anything she chooses such as f3 and b3. This is unsafe at -28 on block however.


DB1: Rising Sun Strike/ MB Rising Sun Strike (RS) - Rising sun strike is very good in Supergirl's arsenal. It's her best wake up attack to catch them by surprise. It has properties of a dp. It's unsafe at -29. However, its best use is when it lands on an opponent on wake up and during combo sequences in the corner. After it connects, the meter-burned version of this move causes a float that allows for a follow up while in the air and then repeat the sequence with a combo like f23 xxdb1xx while in the air to continue the combo. How she ends the combo depends on how you want to set up your opponent! It’s also one of her best wake up options because of the quick startup.

DF2: Ice Breath/MB Ice Breath (hold) - Supergirl's ice breath has 3 variations. The first one is the small extension that's 16 frames. It's unsafe at -20. The second one is when she extends the breath further by holding down 2 after df2. This one is 8 frames, but still unsafe on block at -18. So if you're planning on using any of these 2 versions of her ice breath, then don't be surprised if you get punished for it. They are some characters that she uses it against, but they can't contest it. You will need to test every character to see who can and can't challenge it, but the fact remains is don't be shocked by it. The final variation is the most useful one. She meterburns the ice breath for both variations to keep herself safe on block at -5. You can even activate meter-burned ice breath after you've used the extended ice breath for blockstring pressure such as b12 xxmb extended breathxx and f2 xxmb extended breathxx. This variation is also the one that she uses to extend combos.


Summary: Putting her Gameplan Together





So now that we're past the section of what tools she uses let's review, break down, and simplify her main buttons that she likes to use.

  • Gameplan: Be very active. Play footsies, manage both bars of meter, zone with lasers, whiff punish with b12, b123 or f2. Use her mobility to move around the screen and be patient. B1 is a fast mid punch strike that advances her forward. So it's an essential move to use. If you catch them with b12, then cancel the string into a meter-burned ice breath for a combo. If they block b12, then finish out the entire string sequence of b123 to keep her safe at -4. This will keep them in check since the last hit is a knockback. Once they're forced to respect the last hit, it will open up more options to utilize like her b12xxmb ice breathxx to -5 on block. Even though there's a gap within the string, they've been conditioned by b123 not to go for the gap punish. It isn't a bad idea to use d1, and d3 in neutral, either since they both low profile certain moves and projectiles. Bf3 also isn't a bad tactic. It's a good move to use sparringly to catch people. As a matter of fact, if you use b12xxbf3xx, not only would you be safe, but you would also catch an opponent off guard when they're looking for the mb ice breath to punish. The only option that they would have afterwards is to use meter with a b3. Yes, you're taking damage, but it's a very good risk to take (then of course b123 is -4 if you don't like this option). D1 can be converted into damage. D3 is a hard knockdown that could lead to setups with her jump-in buttons. They're both safe on block. The blue bars of meter you will need to manage. Supergirl is extremely limited without her resources. Use her trait and zone with her heat lasers. Pay close attention to how much of her meter she has left. One small bar of trait "could" end the fight.
  • Offense: Go on the offensive with moves like 112, 212, and not just b1 sequences. Standing 2 in general is really good on hit for stagger pressure. If they block, finish the entire string of 212 to be safe at -1. Standing 1 is a high, but second hit in the string is a mid. Finish the entire string for plus frames. It's +2 on block; they have to to block or they'll be frame trapped. After 112, you can do things like b12, bf3, mb breath, d3, and 212. You can also backdash to see what they're going to do next. *112 into d1 now has a gap. If a character with a fast d1 of 6 frames read it, they'll beat it out. However, if they're conditioned with tool mentioned, they will be forced to block.* After 112, do thins like stand 4, down 4, backdash, or neutral to disrupt their timing also. B123 and grabbing into are always good if you feel that they will block. If they crouch block, use B21+3 for the overhead knockdown or small launch (if you decide to meter burn the grab). Afterwards, sit for a second to see what they will do next with a follow up like b1, 1, or d1 in mind to whiff punish. Don't be afraid to mix it up, either. Take calculated risks. You can't be afraid of taking them or you'll become predictable. She has more safety now after the patch, but playing it safe will only get her so far if she's not dishing any damage. Supergirl may not be for you if you're always trying to "play it safe". If they're crouch blocking, use things like b21+3 or meter burn the grab to catch them with an overhead or things like 21xxkfxx. B2 is safe on block if you're expecting them to stand to block the overhead. Be careful with predictability. She's very oppressive in the corner. Force them there as much as possible.
*Note: You'll need to know every character's frame data in order to see what you can frame trap with from 112 for particularly her lows. D1 and d3 are good on certain characters from it. D3 trades with certain characters, while d1 gets hit clean.

Here's ways that she builds meter with blockstrings.
*Update: The MB4 now requires 1 bar of meter AND full trait in order to use now*:

  • Defense: As mentioned in her gameplan section, don't be afraid of spacing and using her laser as projectiles. When an opponent jumps at her, use either d2 to anti-air, her d1+3 to grab them them out of the air, or her ji (nj1/jb1) to air-to-air. When she connects j1 of any kind, use mb teleport for damage conversions or follow up with another jump-in like ji3 into an ender like b123 or f23xxd1+3xx. Using d2 will net her damage however she chooses. She gets the most meterless damage from it. D1+3 in the air can be meter-burned into a combo. If Supergirl makes a hard read on an opponent's projectile, then she can pop them with one of her teleports. Mb teleport is preferred only because it's 14 frames which also grants her a juggle, but the regular version isn't all that bad either. Use each versions of her teleports sparringly when playing. Use punishment like b12, 21, d1, or standing 3 as starters when blocking unsafe moves. d2 will also punish certain things on block depending on the range afterwards. So it's also a good idea to use. For more about her punishment, check out her combo threads or the damage and setup section. Unfortunately, the only legitimate wake up that Supergirl has is her db1. She does have bf3 and teleporting, but they can be mauled by an offender. So be patient while defending and use options wisely.

    Note: This is important!
    When punishing with b12, make sure that you either have release check completely off, or do b12 while rising after a crouch block. If you don't, then she will do a random rs as a punish. If you have release check and the shortcuts completely off after you've block the low, just let go of block then proceed with the punish.
  • Interactables: Supergirl is one of the characters who throws stage interactables. Using them is not a bad idea when moving around the screen. They can be used when you bait an opponent to come near her. For how she uses stage interactables to convert damage, check her damage section or combo thread.

    "Fair Warning. This will hurt!" - Supergirl (Damage and Setups)



This part of the guide will explain what kind of damage potential and setups that Supergirl can do. Supergirl's damage has increased throughout the patch. On average, she does around 320+ damage. As a bnb, she does a solid 345 points of damage. If she decides to go for a knockdown, then her jump in attacks can do ambiguous cross-ups: Ji1, ji2, ji3. 212 is 0 on hit, which means that the opponent will attempt to jump out. This is recommended for corner mixups because although this is the case, they won't really have anywhere to maneuver. In addition, F3 has some good situations after a knockdown as well. I've already explained in f3's section what the capabilities are, but here's a video explanation from REO to further understand. After his video, here are two more videos by @BlackStormBr_ showing
multiple ways of how she can utilize her setups.


112 is arguably a favorite of current Supergirl players, but she has other knockdowns that she can apply this to as well: b21+3 and d1+3 after f23. Here are some decent and recommended bnbs to try. Whiffing rs is to build meter during the sequences:

Note:There won't be all combos listed. Just some to give examples and key juggles that she uses. Also, keep in mind that d1, f2, f23, stand 3, 2, and 21 will link into combos, too.

B12
B12 xxkfxx 206 meterless
B12 xx4xx 179 (cost a bit a trait)
B12 xxmb4xx 279 (meterless, full trait bar)

B12 xxice breath extend mbxx > whiff rs > b3 > ji3 > b1 > b21+3 (For setups like f3 & cross-ups with jis) 326
B12 xxice breath mb extendxx > whiff rs > b3 > ji3 > b1 > f23d1+3 (For setups like f3 & cross-ups with jis) 340 (rounded damage number)
B12 xxice breath mb extendxx > whiff rs > b3 > ji3 > b1 > b2 > b123 - 345 pts (typical bnb for knock back)

Here is an example of her damage off of her bnb with b12 xxice breathxx > whiff rs b3 > ji3 > b1 > ji3 > b1 > b2 > b123

112
112 xxkfxx 206 (meterless)
112 xxkfxx 4 179 (meterless, trait)
112 xxmb4xx 307 (meterless, full trait bar)
112 xxice breath extend mbxx > whiff rs > b3 > ji3 > b1 > b123 (typical knockback combo) 334
112 xxice breath mb extendxx whiff rs > b3 > ji3 > f23 xxd1+3xx (hard knockdown) 319
112 xxice breath mb extendxx

Stage Interaction Examples
Note: B12 xxbgb (r1 button) will whiff depending on the range that you land it. If you land it somewhere close to the opponent, then you'll be able to complete the combo for meterless damage. Otherwise, the best bet is to use mb breath to extend the combo.

B12 xx Extended Breath MB, J2, 3 xx BGB, B3, J3, B123 (Juggs's findings)
J3, B1 xx BGB, B3, J3, B1, B123 (Best Meterless Midscreen Damage, also can end with B1, B12 xx MB Trait iirc) (Juggs's findings)
J2, 3 xx BGB, B3, J3, B1, B12 xx MB Trait (Juggs's findings)

Here's a small example of how to use the environment with B12 xxice breathxx > whiff rs bgb (r1 button) > ji3 > f23xxd1+3xx

Here's another example that Juggs posted: B12 xxice breath extendedxx > whiff rs > ji2 > stand 3 > xxbgbxx ji3 > b123 or you could end it with f23 xxd1+3xx

Corner
112 xxice breath mbxx > f3 > f23xxdb1(hold) xx j1 f23xxdb1(hold)xx j1 112 (hard knockdown corner combo)
B12 xxice breath mb extendxx f3 ji1 > f23xxdb1(hold)xx ji1 f23xxdb1(hold)xx b1+3)


Here is a corner combo example by @STB Shujinkydink. Although it's from previous patch build, his video perfectly explains how her links are in the corner. He also explains some of her combos midscreen as well. The other video is reverse corner tech.


Note: If you're uncomfortable using the full corner combo routes, continuously do this route: F23xxdb1holdxx J1. Do it nonstop. See if you can hit it at least 3 times each time in the corner. It'll help you get used to doing the db1hold timing and then you can add in her other jump buttons after she's hovering in the air into another f23 or ender.

For more combos check out the combo thread: https://testyourmight.com/threads/supergirl-combo-thread.63760/
For how Supergirl deals with grounded opponents with setups, check out this thread: https://testyourmight.com/threads/blow-up-wake-ups-meaties.64779/


Special Thanks and Shout outs

Before I give some final thoughts, I would like to give some special mentions. The first one that I would like to mention is @xKhaoTik . He's one of the guys who taught me the core fundamentals of NRS games when I came into the community. Another guy that helps me out a lot is Carl White aka Perfect Legend. @REO is another huge part of my gameplay. He is someone who usually offers up good advice to me. Another special mention I'd like to give out to is @Tom Brady. He doesn't know or realize, but I'm one of the guys who saved most videos, took them, and learned from him throughout my time in the FGC. I still do to this day. Sonic Fox as well. Also Forever King. All of them are great players. I recommend watching their streams. I do this because it's always important to remember where it all started. Special shout outs to my friends @Eddy Wang and them ninja specters of Scorpion out there lurking around.

Special shout outs go to @RM Crimson Panther , @STB Shujinkydink @Juggs , Justin Keeblah, @RestEasy , @Nexallus, @CrimsonShadow , @ShArp , @x TeeJay o , @BlackStormBr_ ,@SM StarGazer and the rest of the Supergirl community. They are also huge contributors to this guide as well as the forums. Shout out the NRS community: TestYourMight.com, NRS Discord, and any other platform to where you can learn how to play.

For anyone wanting to join the Supergirl Discord, here's the link: https://discord.gg/RZbFHd


Supergirl players to watch: Echo Fox|Theo, Echo Fox|Scar, Nivek, Aixy, and people who are active on Discord and her TYM forum. There are more out there, but when I figure them out, I will name them. Take a look in the gameplay thread as well.

Conclusion



Supergirl is a fun character to use if you like mobility, footsies, and whiff punishing. She also is a fun character if you prefer her over her cousin, Superman. In contrast, she takes more risks than him and requires meter for projectile zoning. If you are familiar with Guilty Gear games, then you probably know how Sin Kiske plays. Of course, this is a different type of character, but Sin Kiske also uses meter for his appetite, which is a huge part of his gameplay. She is somewhat similar in that aspect. The only other character from Mortal Kombat games that could probably have similaries with Supergirl is Mileena since she uses her sai daggers to zone while being a highly unsafe character who had to take risks.

This is where this entry comes to a close. Now, the rest is up to you to decide. Does Supergirl "punch above her weight?" Can she "knock you down all day?" Feel free to discuss Supergirl's gameplan. I do apologize if this seems wordy, but it's better if you knew everything about her tools than for them not to be mentioned at all. With that being said, use the forums or any other NRS competitive platform to learn the game of I2. Grind hard. Good luck and thank you for reading!
 
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JDE

Pick up & kill it & kill it & kill it!
Thanks man. I'm still not done yet though. I'm going to be editing the OP. I posted the main part of it so that people can read it & then start looking into stuff in training mode.

If you can post there to let everyone else know with me that it's not the right one, there's another thread that replicated this one by accident.

Edit: They took it down. Thanks guys
 
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JDE

Pick up & kill it & kill it & kill it!
New to ij2 why do i whiff rs instead of going directly into b3?
I'm still finishing the last part, BUT you want to whiff rs because it helps build meter during the combo. By the time that you've completed your combos, you will have built like a 1/4th of a bar back to gain meter.

And welcome @Azreal_Truth92. Hope you enjoy the community :)
 
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Eddy Wang

Skarlet scientist
And this guys, this is how you fucking make a guide, you lab your frigging character for MONTHs, you understand your character and you share a bulk amount of consolidated information from a quick breakdown to what the character can do in a general idea, to more detailed subjects down the road.

instead of doing guide threads 3 days after the game release, lmao.

Good Job JDE, showing how its done, hopefully to team up on a character forum again in a future game, our scorpion grind used to be really fun.
 

JDE

Pick up & kill it & kill it & kill it!
And this guys, this is how you fucking make a guide, you lab your frigging character for MONTHs, you understand your character and you share a bulk amount of consolidated information from a quick breakdown to what the character can do in a general idea, to more detailed subjects down the road.

instead of doing guide threads 3 days after the game release, lmao.

Good Job JDE, showing how its done, hopefully to team up on a character forum again in a future game, our scorpion grind used to be really fun.
Fasho man. We both play Jin in Tekken too lol. I'm down to help any time my dude. @Eddy Wang we're in discord together too there. I just been busy. I'm coming back sometime next week though. Love me some Tekken.
 
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ShadyHeart

Relationship with Sonya ended
"Trait lasers can be used for various purple"

Pretty sure F3 is -4 on block unless I'm thinking of someone elses F3.
 
Reactions: JDE

EntropicByDesign

It's all so very confusing.
@JDE

Amazing guide. It's a real guide too not just a jumped up combo post.

So, I've been giving her a ton of thought since the patch as a secondary to my Canary and this may have kinda sealed the deal. The Sg forum here has been amazing in answering my questions and this lines everything out beautifully.

This might have sealed the deal for me.

Great guide. This deserves a ton of Likes folks. Seriously.
 
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Razer

Noob
Thanks for the guide... love it... got the game and learning her now... she is fun...

Also it would help when you edit it to put the content under a spoiler tab... so it would be easier to read other players posts and what they have to say about her...
 
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JDE

Pick up & kill it & kill it & kill it!
Thanks for the guide... love it... got the game and learning her now... she is fun...

Also it would help when you edit it to put the content under a spoiler tab... so it would be easier to read other players posts and what they have to say about her...
I've actually never tampered with that feature before (yeah I'm kind of old school when it comes to stuff like that :()

Edit; I figured it out. If I can do it without messing up the paragraphs & stuff, I'll put them. If not, then I'll have to leave it
 
Last edited:

Mattman

Warlock Nerd
this is one of the better guides i have read on this site since joining way back when mk9 was released. this is awesome.
 
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Razer

Noob
Just to add for corner combo... after ice breath mb... can do neutral jump and air grab to build meter... have to be careful and do it while she is higher than opponent cause they are in the air after frozen and if you do it too low you will grab them out of their freeze state...

Just added it because i love seeing players go that extra to build meter with their respective characters...

With her should basically be able to build some meter once mb freeze connects... and if tornado connects depending where you are on screen can do it multiple times... hehe...
 
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JDE

Pick up & kill it & kill it & kill it!
Cons:
+ Looks like a fucking secretary cosplaying, instead of a superhero
Oh come on man lol. She doesn't. They gave her a similar look of the New 52, but I preferred either her modern look from Batman/Superman comics or her traditional look with the blue top, red skirt. Still, would like her to have longer hair either way :p.
 

Juggs

Lose without excuses
Lead Moderator
You could add some Background Bounce (BGB) combos in the guide as well.

B12 xx Extended Breath MB, J2, 3 xx BGB, B3, J3, B123

J3, B1 xx BGB, B3, J3, B1, B123 (Best Meterless Midscreen Damage, also can end with B1, B12 xx MB Trait iirc)

J2, 3 xx BGB, B3, J3, B1, B12 xx MB Trait

Etc...