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What Are The Five Laws of Neutral? : Injustice 2

SuppaSapien3

Chipotle and Olive Garden are NOT authentic
Self Explanatory thread. Now that the game has been out quite a while, if you could explain the neutral game of Injustice in five laws, and explain what characters best fit the neutral, what would it look like?
 
1) Understand the opening game - every character has unique ways in starting a match (Superman's f23, Fate's f2, Cyborg with grapple, GL b13). You should know all the common methods and how to counter them with your character. For example, Cyborg can punish superman's f23 opening with walkback d1 into PF. Cyborg can punish Fate's f2 opening with a neutral jump 2, and so on.

2) Understand the best normals and jump attacks of the opposing character, and how to whiff punish/trip guard them or bait them out. For example enchantress's f23 is a common string in neutral.

3)Understand common trade and projectile situations. For example in the Darkseid matchup if he blocks and IAFB, Cyborg can immediately punish a reversal omega beam with dash in MB roll into d1 PF. Another example with Cyborg is that against most zoners, if they block NB from full screen they will get hit by the next NB if they throw out a projectile (I call it the rule of two).

4)Understand the range you need to be in to be successful in a matchup. Cyborg's best range is at 3/4ths screen considering that's the farthest all his projectiles can reach (diagonal air fireball cannot reach further than 4 Cyborg backlashes away). However, in certain matchups certain zoning options are cut off, and another neutral gameplan is needed (example Hellboy/Starfire/Supergirl).

5)Have neutral setups with your character. Neutral setups are scenarios that can be used to bait a reaction from an opponent that leads into potential damage. For example, with Cyborg if the opponent attempts to hop over ground roomba at ranges 3-6, a diagonal NB will anti-air them right into it, and Cyborg can follow up with f3. Fate can place an orb on screen and if the opponent attempts to jump over at ranges 6-4, can anti-air with MB Amon Ra Blast. Even block strings that space your character just outside their attack range can bait counterpokes as well.
 
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Cursa

Counterpoke with armoured DB2 at all times.
1) Proper punishes (especially for moves that push back)
2) Proper footsies (and knowing whether you have an advantage in a matchup)
3) Understanding the mobility options in a game (Particularly for your opponent)
4) Projectile wars (Understand when you can fire a projectile safely, or when trades are in your favour)
5) Fucking frame data
 

IrishMantis

Most humble shit talker ever!!!
Why does there need to be 5?

That's the biggest problem in FGs now because everything is so over complicated it turns people off

Neutral is in the name

When neither opponent has an advantage or dusadvantafe in terms of frames and position such as not being near the corner, or not being being pressured or zoned.

So essential if your char is a Rushdown char soon as you get in you win the Neutral
If your char is a Zoner once you get away to that the designated position you win the Neutral. It's that easy.

To close the Neutral you use a mix of Footsies "space control", jump ins and specials.

I didn't even need to complicate this much either
 

Braindead

I want Kronika to step on my face
Why does there need to be 5?

That's the biggest problem in FGs now because everything is so over complicated it turns people off

Neutral is in the name

When neither opponent has an advantage or dusadvantafe in terms of frames and position such as not being near the corner, or not being being pressured or zoned.

So essential if your char is a Rushdown char soon as you get in you win the Neutral
If your char is a Zoner once you get away to that the designated position you win the Neutral. It's that easy.

To close the Neutral you use a mix of Footsies "space control", jump ins and specials.

I didn't even need to complicate this much either
But muh 5 laws

Sent from my Quantum Computer using TYM Quantum App
 

Baconlord

Proud follower of the church of Cetrion
1. Anti air
2. Understanding reach of your normals
3. Understanding reach of opponents normals
4. Punish dashes
5. Baiting mb b/f3
 

Charybdis

We are returned! Death to the False Emperor!
1: Do not talk about the neutral

2: DO NOT talk about the neutral

3: If someone uses a projectile or rushes down, the neutral is over

4: Only two moves in a neutral

5: One neutral at a time

6: No Catwoman or Batman, no DLC

7: The neutral will go on as long as it has to

8: If this is your first time in the neutral, you have to zone or rush down
 
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Marlow

Premium Supporter
Premium Supporter
1. Cyborg may not injure a human being or, through inaction, allow a human being to come to harm.
2. Cyborg must obey the orders given it by human beings except where such orders would conflict with the First Law.
3. Cyborg must protect his own existence as long as such protection does not conflict with the First or Second Laws
 

dribirut

BLAK FELOW
I would say it’s:

1) knowing the characters strings to
perfection (including anti airs)
• start up frames
• their horizontal and vertical hitbox range
• unique proprieties (do they move the
character forward or stay in place
• active and recovery frames

2) walk speed and back dash
3) jump arc, speed, and distance
4) jump attacks
 

Mikemetroid

Who hired this guy, WTF?
1: Do not talk about the neutral

2: DO NOT talk about the neutral

3: If someone uses a projectile or rushes down, the neutral is over

4: Only two moves in a neutral

5: One neutral at a time

6: No Catwoman or Batman, no DLC

7: The neutral will go on as long as it has to

8: If this is your first time in the neutral, you have to zone or rush down
post of the year.
 
Be patient, be prepared to cause a time out every match.

If your opponent plays safe start baiting buttons. If your opponent plays like a lunatic always check them.

Anti--air, anti--air, anti--air. Your opponent should be absolutely terrified to jump at you.

Whiff punish. No one gets to whiff buttons, ever.

No dashes, no rolls, dashing inside your range should be an automatic punish
 

Cursa

Counterpoke with armoured DB2 at all times.
Who needs neutral when you can just do jump ins all the time?