Qwark28
Joker waiting room
My top 10 in order and with explanations since otherwise this thread is all one list in different orders.
1 - Batman - Trait punishes any whiff. With 1 bat you can punish KF slide on block, 2 bats you can punish BAs lightning anywhere on screen. 1 bat during combos allows him meterless 40% from mixups, can mash trait during opponent jump ins to expose gaps and full combo punish, has very good zoning that creates hella 7 3s and a parry that ruins some frametraps. He 7 3s almost as many people as black adam but people sleep on this dude because he requires a player who is very smart, patient and technical.
2 - Wonderwoman - Loses to noone, nullifies zoning, does huge meterless damage, has insane pressure and ridiculous corner mixups that are effectivelly vortexes because you can't wakeup VS her. Projectile parry, demigodess, dashes and some of the best whiff punishers ensure her position as #2
3 - Black Adam - No explanation required, only loses to Wonderwoman. Best counterzoning in the game, very high damage, some of the best zoning, best mobility in the game and close to broken mixups off of trait cancels.
4 - Superman - Goes even with more characters than the top 3, could possibly be losing to some in the future. Can't hurt you if you don't fuck up, zoning is overrated and - and only use is building meter. Insane corner damage and the best whiff punishing in the game make him top.
5- Aquaman - Most traditionally fundamental char in the game, good mixups, a good and fast reaching string, a projectile. Excelent trait too and doesn't lose to almost anyone.
6 - Green Lantern - Very fundamental character as well, good knockdown setups, excelent mixup game, decent keepaway game and very good and fast low. Can rushdown and keep away but is crippled by his mobility and crossup mixups that people will block in time. Damage is good, meter building is great and DJT demonstrated how good GL is.
7 - Zod - Kneel before Bacon Hut has already found a lot of shit with this character and is exploring how technical he is, I expect results in 3 months from now where people realise he's an excelent character. Good zoning, good rushdown, forces almost every single character but a few to play his game, you cannot use interactibles, you cannot punish him going for interactibles, you cannot jump and must play a very grounded game which means no jumping over projectiles. Has very good mixups and damage, his trait is IMO top 2-3 in the game, you can't move when its out, he can chip you, he can rush you, mixup, get all sorts of free damage and positioning. Has weaknesses but no matchup worse than 7 3 IMO.
8 - MMH - Excelent trait, awesome reach, good normals, good mixups, very setup based and reactive character that you need to think to use, has decent mixups and good damage along with the second or third best mobility in the game. His zoning requires it being well thought out and has a lot of traps while maintaining a decent rushdown.
9 - Raven - Second best counterzoner in the game, her whole gameplan relies on soul crush and counterzoning, she punishes projectiles and when it comes to enemies getting in she's an alternate version of Ermac. Ermac did the exact safe thing except you could dash block in MK therefore his TKP threw you fullscreen while in Injustice you have to commit to dashing or the retarded speed of walking, therefore soul crush doesn't push back but allow some movement backwards for Raven. Good damage and ways to access that damage, relies heavily on the life lead which is why her trait allows her to switch from counterzoning to straight up zoning that, with meter, does enough damage to get the lead back. Has no 7 3s and I'm surprised noone has mentioned her in this thread or in general except very few. Faults are no mixup game, mediocre and gimmicky crossup setups, no decent strings outside F22 and 223 results in a mixup game in which Raven puts herself in danger constantly.
1o - Doomsday - One of the simplest to learn but hardest to use characters in the game. Doomsday's pressure is constant, when he has meter there is no escaping him. Earth shake on the highest lvl is not a mixup itself, it will be blocked 100% of the time and honestly, any tournament player not taking the time to dedicate an hour to learning to block that move with such a popular character is a fool and will lose not to skill but to their own fault in tournament e.g cryes G. The true mixup of that move is to be mixed through various blockstrings, at the highest lvl where everyone techs throws on reaction and can block earth shake Doomsday will rely on mental strain from pressure, ES mixups through blockstrings, forcing wakeups at knockdowns from a guaranteed grab threat. This character gets in whenever he wants when he has meter and zoners are forced to spend meter on their projectiles from a good distance just incase he does MB venom pre-emptively. Has great reaching normals with D1, F2, even if slow, sweep and a greatly ranged throw. His damage is low unless in the corner or from a JD3 and as a tradeoff he gets in very easily. His trait makes people press buttons at a certain pattern after certain sequences, that can be abused, it also lets him slaughter characters who can't press buttons during that time e.g Raven, Joker, Sinestro etc. Currently loses to a couple character but only has one 7-3 against BA. One fault this character has is that he relies a lot on well thought out play and supreme reads, the Doomsday player has to make a LOT more reads to win against someone compared to other characters because one read nails him about 12%.
Honorable mentions - Sinestro, Batgirl, Killer Frost, Grundy, Flash, Nightwing, Catwoman.
1 - Batman - Trait punishes any whiff. With 1 bat you can punish KF slide on block, 2 bats you can punish BAs lightning anywhere on screen. 1 bat during combos allows him meterless 40% from mixups, can mash trait during opponent jump ins to expose gaps and full combo punish, has very good zoning that creates hella 7 3s and a parry that ruins some frametraps. He 7 3s almost as many people as black adam but people sleep on this dude because he requires a player who is very smart, patient and technical.
2 - Wonderwoman - Loses to noone, nullifies zoning, does huge meterless damage, has insane pressure and ridiculous corner mixups that are effectivelly vortexes because you can't wakeup VS her. Projectile parry, demigodess, dashes and some of the best whiff punishers ensure her position as #2
3 - Black Adam - No explanation required, only loses to Wonderwoman. Best counterzoning in the game, very high damage, some of the best zoning, best mobility in the game and close to broken mixups off of trait cancels.
4 - Superman - Goes even with more characters than the top 3, could possibly be losing to some in the future. Can't hurt you if you don't fuck up, zoning is overrated and - and only use is building meter. Insane corner damage and the best whiff punishing in the game make him top.
5- Aquaman - Most traditionally fundamental char in the game, good mixups, a good and fast reaching string, a projectile. Excelent trait too and doesn't lose to almost anyone.
6 - Green Lantern - Very fundamental character as well, good knockdown setups, excelent mixup game, decent keepaway game and very good and fast low. Can rushdown and keep away but is crippled by his mobility and crossup mixups that people will block in time. Damage is good, meter building is great and DJT demonstrated how good GL is.
7 - Zod - Kneel before Bacon Hut has already found a lot of shit with this character and is exploring how technical he is, I expect results in 3 months from now where people realise he's an excelent character. Good zoning, good rushdown, forces almost every single character but a few to play his game, you cannot use interactibles, you cannot punish him going for interactibles, you cannot jump and must play a very grounded game which means no jumping over projectiles. Has very good mixups and damage, his trait is IMO top 2-3 in the game, you can't move when its out, he can chip you, he can rush you, mixup, get all sorts of free damage and positioning. Has weaknesses but no matchup worse than 7 3 IMO.
8 - MMH - Excelent trait, awesome reach, good normals, good mixups, very setup based and reactive character that you need to think to use, has decent mixups and good damage along with the second or third best mobility in the game. His zoning requires it being well thought out and has a lot of traps while maintaining a decent rushdown.
9 - Raven - Second best counterzoner in the game, her whole gameplan relies on soul crush and counterzoning, she punishes projectiles and when it comes to enemies getting in she's an alternate version of Ermac. Ermac did the exact safe thing except you could dash block in MK therefore his TKP threw you fullscreen while in Injustice you have to commit to dashing or the retarded speed of walking, therefore soul crush doesn't push back but allow some movement backwards for Raven. Good damage and ways to access that damage, relies heavily on the life lead which is why her trait allows her to switch from counterzoning to straight up zoning that, with meter, does enough damage to get the lead back. Has no 7 3s and I'm surprised noone has mentioned her in this thread or in general except very few. Faults are no mixup game, mediocre and gimmicky crossup setups, no decent strings outside F22 and 223 results in a mixup game in which Raven puts herself in danger constantly.
1o - Doomsday - One of the simplest to learn but hardest to use characters in the game. Doomsday's pressure is constant, when he has meter there is no escaping him. Earth shake on the highest lvl is not a mixup itself, it will be blocked 100% of the time and honestly, any tournament player not taking the time to dedicate an hour to learning to block that move with such a popular character is a fool and will lose not to skill but to their own fault in tournament e.g cryes G. The true mixup of that move is to be mixed through various blockstrings, at the highest lvl where everyone techs throws on reaction and can block earth shake Doomsday will rely on mental strain from pressure, ES mixups through blockstrings, forcing wakeups at knockdowns from a guaranteed grab threat. This character gets in whenever he wants when he has meter and zoners are forced to spend meter on their projectiles from a good distance just incase he does MB venom pre-emptively. Has great reaching normals with D1, F2, even if slow, sweep and a greatly ranged throw. His damage is low unless in the corner or from a JD3 and as a tradeoff he gets in very easily. His trait makes people press buttons at a certain pattern after certain sequences, that can be abused, it also lets him slaughter characters who can't press buttons during that time e.g Raven, Joker, Sinestro etc. Currently loses to a couple character but only has one 7-3 against BA. One fault this character has is that he relies a lot on well thought out play and supreme reads, the Doomsday player has to make a LOT more reads to win against someone compared to other characters because one read nails him about 12%.
Honorable mentions - Sinestro, Batgirl, Killer Frost, Grundy, Flash, Nightwing, Catwoman.