GuamoKun
I Break Hearts, Not Combos
Injustice is a constantly evolving game with new tech just around the corner. As such, the numbers set here by the moderation team are tentative and are subject to change.
Aquaman 6-4 (his trait gives him the edge. he's punishable).
-Flash can punish nearly everything Aquaman has.
-Get pressure started off of knockdowns quite often if you are able to consistently punish his mix-ups and zoning attempts. Playing footsies and trying to space yourself in with normals is going to work against that trident.
-His overheads all appear to be blockable on reaction and/or fuzzy guardable.
-His trident throw and Ground trident (thing that tracks) are both punishable by lightning charge.
-the multi stab move is punishable by Flying Uppercut, Same with the low scoop i believe.
-He can trait to escape MB lightning kick and punish you for it so going for MB sonic pound combo's or straight lightning to continue pressure is much safer
-even from playing a pretty scrubby friend of mine in this MU i can tell using Time Loop outside of punishes won't be a good idea, the speed and range of Aquaman's moves can hit you out of it easily
-he is pretty punishable on wiff, free lightning charge in most cases
-Not sure of his wake-ups, i don't think he has an option for countering Jump ins or neutral jumps when knocked down. could be wrong
-Flash can punish nearly everything Aquaman has.
-Get pressure started off of knockdowns quite often if you are able to consistently punish his mix-ups and zoning attempts. Playing footsies and trying to space yourself in with normals is going to work against that trident.
-His overheads all appear to be blockable on reaction and/or fuzzy guardable.
-His trident throw and Ground trident (thing that tracks) are both punishable by lightning charge.
-the multi stab move is punishable by Flying Uppercut, Same with the low scoop i believe.
-He can trait to escape MB lightning kick and punish you for it so going for MB sonic pound combo's or straight lightning to continue pressure is much safer
-even from playing a pretty scrubby friend of mine in this MU i can tell using Time Loop outside of punishes won't be a good idea, the speed and range of Aquaman's moves can hit you out of it easily
-he is pretty punishable on wiff, free lightning charge in most cases
-Not sure of his wake-ups, i don't think he has an option for countering Jump ins or neutral jumps when knocked down. could be wrong
-If he manages to get in (which is easy if you don't read right) he can reset on you and do some mad damage.
-Flash can escape ares reset with flying uppercut.
-Flash can escape ares reset with flying uppercut.
Batman 6-4 close to 5-5 (mainly bc his trait covers punishable windows. 5-5 since flash can punish batman's strings with d12)
-Batman has pretty shitty wakeups aside from his parry if you're trying to string an overhead. some of his strings are punishable with d12. A lot of bat players love jumping too so you can try to find some distance with charge (not a great idea since batman has decent zoning potential), lightning uppercut, j1 ahead of time. or armor b3.
-You can punish b23 if you read it coming or if he whiffs. lightning charge it if he whiffs just to throw it out there or backdash the b23 and charge in his face. if you whiff, block or d12 while they're doing their mandatory dash cancel during b23.
-Batmans strings that are full combo punishable by flash d12 are
123
113
112
223
d12 on the first 1 and on the second 2 during 223 IIRC.
Batmans do wakeup parry a lot but it's very easy to counter. if a batman sniffs my string and i can read this, i'll hit him with a d12 into 52-55%. on the next knockdown if he decides to parry again or i feel he's going to try to block a d12 from me, i mixup with a j1 21 into 40%+ right after.
Good bats players at this point will be conditioned to stop all wakeup parries and revert to wakeup slide or back dash. if you block slide it's full combo punishable. if they backdash and they find some spacing/distance most likely they're going to trait, batarang, grapple, or rush in. at this point just crouch block.
Let the bats trait get blocked and wait for the batarang or grapple. if you're comfortable with flash and this read you can speed dodge and follow up immediately with lightning charge or once it whiffs and it's not fullscreen then you can punish it. if it is fullscreen and you block it, just start dashing in.
-After landing my successful 50/50 mixups above most batmans i played get pretty frustrated, get confused because their stand block isn't working against Flash (like it does against most bad Flashs) and just do go autopilot and do stupid shit/ragequit.
-For their crossups, just monitor their spacing between you and him when you're blocking. if you're familiar with it you can walk forward and block, just dash forward to punish the jump, or push block (funny when i do this, batmans get confused).
-Something very hard to block against batman is traits from the front into a crossup
-It's definitely very useful to know that Flash can d12 under the highs in batman's strings. I realize that I was standing up too often, which it seems that there is no reason to do aside from blocking b23, the overhead ender of the b1 string.
-Best way to block vs batman is low and then high for the rest. if you know bats is gonna go in on starting 1 you can immediately follow up with your counter punish.
-Nearly all of batman's try to open you up with b112/b113. If he notices you're blocking low and high his game plan will be to hit you with an overhead after a hard knockdown. if you start to block high he'll start spamming his b112 b113 strings. one combo to look out for that low high blocking that bats can confirm off of is 123. it's high, mid, low and he can confirm off that. the string is easy to recognize block on reaction after you played enough batmans.
-Batman is a tough fight. You really just have to stay on batman and avoid stages with repeatable bomb setups if possible since they let him get away AND possibly damage you. Get good at blocking or you will have to waste meter mb blocking bat set ups. You can challenge batman with jumpins on his wakeup pretty much free right now though. Also, if batman EVER drains his meter and you get him in a block string trait up and chip him for 15%.
-Batman has pretty shitty wakeups aside from his parry if you're trying to string an overhead. some of his strings are punishable with d12. A lot of bat players love jumping too so you can try to find some distance with charge (not a great idea since batman has decent zoning potential), lightning uppercut, j1 ahead of time. or armor b3.
-You can punish b23 if you read it coming or if he whiffs. lightning charge it if he whiffs just to throw it out there or backdash the b23 and charge in his face. if you whiff, block or d12 while they're doing their mandatory dash cancel during b23.
-Batmans strings that are full combo punishable by flash d12 are
123
113
112
223
d12 on the first 1 and on the second 2 during 223 IIRC.
Batmans do wakeup parry a lot but it's very easy to counter. if a batman sniffs my string and i can read this, i'll hit him with a d12 into 52-55%. on the next knockdown if he decides to parry again or i feel he's going to try to block a d12 from me, i mixup with a j1 21 into 40%+ right after.
Good bats players at this point will be conditioned to stop all wakeup parries and revert to wakeup slide or back dash. if you block slide it's full combo punishable. if they backdash and they find some spacing/distance most likely they're going to trait, batarang, grapple, or rush in. at this point just crouch block.
Let the bats trait get blocked and wait for the batarang or grapple. if you're comfortable with flash and this read you can speed dodge and follow up immediately with lightning charge or once it whiffs and it's not fullscreen then you can punish it. if it is fullscreen and you block it, just start dashing in.
-After landing my successful 50/50 mixups above most batmans i played get pretty frustrated, get confused because their stand block isn't working against Flash (like it does against most bad Flashs) and just do go autopilot and do stupid shit/ragequit.
-For their crossups, just monitor their spacing between you and him when you're blocking. if you're familiar with it you can walk forward and block, just dash forward to punish the jump, or push block (funny when i do this, batmans get confused).
-Something very hard to block against batman is traits from the front into a crossup
-It's definitely very useful to know that Flash can d12 under the highs in batman's strings. I realize that I was standing up too often, which it seems that there is no reason to do aside from blocking b23, the overhead ender of the b1 string.
-Best way to block vs batman is low and then high for the rest. if you know bats is gonna go in on starting 1 you can immediately follow up with your counter punish.
-Nearly all of batman's try to open you up with b112/b113. If he notices you're blocking low and high his game plan will be to hit you with an overhead after a hard knockdown. if you start to block high he'll start spamming his b112 b113 strings. one combo to look out for that low high blocking that bats can confirm off of is 123. it's high, mid, low and he can confirm off that. the string is easy to recognize block on reaction after you played enough batmans.
-Batman is a tough fight. You really just have to stay on batman and avoid stages with repeatable bomb setups if possible since they let him get away AND possibly damage you. Get good at blocking or you will have to waste meter mb blocking bat set ups. You can challenge batman with jumpins on his wakeup pretty much free right now though. Also, if batman EVER drains his meter and you get him in a block string trait up and chip him for 15%.
Black Adam 6-4
- a blocked divekick can be punished by either reversal Flying Uppercut or Lightning Charge. unfortunately it can't be punished by Lightning Kick or any of Flash's ground strings, so you'll just have to take the little damage that you can and go for oki.
- a blocked EX divekick is +7 on block. don't even bother trying to punish it. it's a little ridiculous.
- his Lightning Cage (the move where he's crouched down and surrounded by a ball of electricity) is -3 on block and pushes you away, making it completely safe. this makes him pretty annoying to deal with on wake up, as he's completely invincible on the startup of it. your best bet is to stay close enough to bait it out but not be close enough to get hit by it, which will let you get a free jump in most of the time.
- EX Lightning Cage is +3 on block. so, yeah.
- his Lightning Strike is a quick projectile that can hit low, but won't hit you if you're jumping. you can't punish it on block if you're full screen, but if you're 3/4's of the screen away or closer you can punish it or react with Lightning Charge. otherwise you can jump it on reaction or block and be patient.
- most of his normal strings have overheads, but not many lows. probably safer to block standing against him.
-His lightning Cage may be fully invincible on wake-up and safe on block, but that doesn't me you can't bait and punish, a Neutral Jump in (Ji2 is what i use) or a simple back dash followed by F2 string will punish it easily. Don't worry about any other wake-ups from him as none of them but Lightning Cage has any invincibility
-Lightning Strike is pretty damn safe, unless blocked at around sweep distance you will not be getting a punish off. And i don't see why a Black Adam player would ever use that move up close so ya, safe. Just take the reversal to enter RMS and get in
-Lightning storm is completely safe, Don't try and punish it on block, you will get blown up
-Black Adam's foot Dive is mostly punishable, If he hits you really low in the legs he will recover before you can Do anything about it. Kinda hard to tell sometimes but its worth knowing. Also Lightning Charge only really works as a punish if the Foot Dive hits you really high up, so i'd just stick with Flying Uppercut as your go to
-Be on the lookout for any use of Lightning strike and lightning bomb, Strike can be jumped on reaction and Bomb can be punished by Lightning Charge from pretty much anywhere
-Black Adam matches you in footsie tools, don't think you can simply space out B22 of F21 once you're up close. He has tools of equal range and speed, if not better. Instead rely on wiff punishes using Time Loop for big damage or Lightning charge for a hard knockdown.
-since you have no 6 Frame poke Adam has the advantage every time you are at neutral up close, he gets free D1-Trait or D1-Shock every time
-Flash has zero air control vs Adam
-Adam has no problem punishing max distance sweeps or lightning charges with full combos
-He has a great wake-up in Lightning Cage (fully invincible, Safe on block, can be MB for full combo) which takes away most of your usual advantage from a hard knockdown
-And his normals match yours in range and speed, as well as him having better walk and dash speed.
-You can d2 inbetween black adam's d1 into lightning. Also, if Adam ever backdashes after a divekick it's a free punish with MB LC. A lot of his normal ways of staying safe don't work vs Flash, but he is still BA and is really fucking good at running away, so I think it's 5-5.
Zyphox (Flash) Vs Woundcowboy (Black Adam) (Zyphox Youtube)
TYM (PG 13)
- a blocked divekick can be punished by either reversal Flying Uppercut or Lightning Charge. unfortunately it can't be punished by Lightning Kick or any of Flash's ground strings, so you'll just have to take the little damage that you can and go for oki.
- a blocked EX divekick is +7 on block. don't even bother trying to punish it. it's a little ridiculous.
- his Lightning Cage (the move where he's crouched down and surrounded by a ball of electricity) is -3 on block and pushes you away, making it completely safe. this makes him pretty annoying to deal with on wake up, as he's completely invincible on the startup of it. your best bet is to stay close enough to bait it out but not be close enough to get hit by it, which will let you get a free jump in most of the time.
- EX Lightning Cage is +3 on block. so, yeah.
- his Lightning Strike is a quick projectile that can hit low, but won't hit you if you're jumping. you can't punish it on block if you're full screen, but if you're 3/4's of the screen away or closer you can punish it or react with Lightning Charge. otherwise you can jump it on reaction or block and be patient.
- most of his normal strings have overheads, but not many lows. probably safer to block standing against him.
-His lightning Cage may be fully invincible on wake-up and safe on block, but that doesn't me you can't bait and punish, a Neutral Jump in (Ji2 is what i use) or a simple back dash followed by F2 string will punish it easily. Don't worry about any other wake-ups from him as none of them but Lightning Cage has any invincibility
-Lightning Strike is pretty damn safe, unless blocked at around sweep distance you will not be getting a punish off. And i don't see why a Black Adam player would ever use that move up close so ya, safe. Just take the reversal to enter RMS and get in
-Lightning storm is completely safe, Don't try and punish it on block, you will get blown up
-Black Adam's foot Dive is mostly punishable, If he hits you really low in the legs he will recover before you can Do anything about it. Kinda hard to tell sometimes but its worth knowing. Also Lightning Charge only really works as a punish if the Foot Dive hits you really high up, so i'd just stick with Flying Uppercut as your go to
-Be on the lookout for any use of Lightning strike and lightning bomb, Strike can be jumped on reaction and Bomb can be punished by Lightning Charge from pretty much anywhere
-Black Adam matches you in footsie tools, don't think you can simply space out B22 of F21 once you're up close. He has tools of equal range and speed, if not better. Instead rely on wiff punishes using Time Loop for big damage or Lightning charge for a hard knockdown.
-since you have no 6 Frame poke Adam has the advantage every time you are at neutral up close, he gets free D1-Trait or D1-Shock every time
-Flash has zero air control vs Adam
-Adam has no problem punishing max distance sweeps or lightning charges with full combos
-He has a great wake-up in Lightning Cage (fully invincible, Safe on block, can be MB for full combo) which takes away most of your usual advantage from a hard knockdown
-And his normals match yours in range and speed, as well as him having better walk and dash speed.
-You can d2 inbetween black adam's d1 into lightning. Also, if Adam ever backdashes after a divekick it's a free punish with MB LC. A lot of his normal ways of staying safe don't work vs Flash, but he is still BA and is really fucking good at running away, so I think it's 5-5.
Zyphox (Flash) Vs Woundcowboy (Black Adam) (Zyphox Youtube)
TYM (PG 13)
5.5-4.5 matchup.
-Catwoman can lock us out of any dangerous spots pretty easily. Also she has very good non meter damage compared to us. Her high low is about = close up, but midrange I think her whip and jump whip give her a little more power to dictate the pace of the match.
-Also her b3 and f3 are much better. Flash does has interact removal though so if you pick watch tower it would favor Flash.
-More tech powered stages though, and you will eat 80-100% with regularity against a good Catwoman. Up close though we probably get more safe chip out.
-Stick to D1D2 this matchup. You can interrupt some strings with it and even full combo if you're practiced to LK on reaction.
-Don’t get caught in the air.
-Catwoman can lock us out of any dangerous spots pretty easily. Also she has very good non meter damage compared to us. Her high low is about = close up, but midrange I think her whip and jump whip give her a little more power to dictate the pace of the match.
-Also her b3 and f3 are much better. Flash does has interact removal though so if you pick watch tower it would favor Flash.
-More tech powered stages though, and you will eat 80-100% with regularity against a good Catwoman. Up close though we probably get more safe chip out.
-Stick to D1D2 this matchup. You can interrupt some strings with it and even full combo if you're practiced to LK on reaction.
-Don’t get caught in the air.
Deathstroke 5-5 (his shit is punishable except for his ballerina spin. if you read it you can backdash, let it whiff and punish. his 50/50 is good and if you can't keep DS locked down in the corner you will most likely lose. read his jumps when he gets close to a corner)
-You can punish deathstroke with charge from pretty far away on block on nearly all his guns.
-Fullscreen charge will whiff and be punished. If you can get midscreen it'll be ok since you can punish his spam with reversal charge. upon hard knockdown most deathstroke will wakeup with df3 or db3 to prevent your 50/50.
-His assault rifle (mb) rocket is an overhead.
-Deathstrokes wake ups can be full combo punished
-Deathstroke is kinda the same but it's closer to a 5-5. Punish his zoning at the right ranges and stay in his deadzone
-You can punish deathstroke with charge from pretty far away on block on nearly all his guns.
-Fullscreen charge will whiff and be punished. If you can get midscreen it'll be ok since you can punish his spam with reversal charge. upon hard knockdown most deathstroke will wakeup with df3 or db3 to prevent your 50/50.
-His assault rifle (mb) rocket is an overhead.
-Deathstrokes wake ups can be full combo punished
-Deathstroke is kinda the same but it's closer to a 5-5. Punish his zoning at the right ranges and stay in his deadzone
Doomsday 5-5 (can be a hard matchup if you don't know it. nearly all of his specials are punishable. if he meterburns his venom he has advantage. you're forced to block/push block or eat a grab or guess a d3, overhead. trait also gives him an edge. dont give him the chance to use it)
-Only thing for trait you can hope on is to frame trap.
-Only thing for trait you can hope on is to frame trap.
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