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Injustice: GAU Balance Suggestions

KeyserSoze

Fabled Villain
Batman
+ Slide is positive frames on hit

Deathstoke
+ Trait has half the start up but instead of unblockable guns give him pre-patch low gun shots and pre-patch chip damage for all his gun shots.

Batgirl
- Corner combos are reduced from 50-55% to 40-45%
- B2U3 and B12 both have -3 added to their advantage on block
+ Batgirl does significantly more chip damage in trait

Aquaman
- Trait cool down is now 20 seconds
- Trident Rush deals only 10% chip damage
- From The Deep doesn't automatically come out from under your opponent's feet, you have to control it with 4 different distances (similar to Zod lasers, Martian pillars, etc.)

Martian
- Overhead teleport costs a bar of meter
- Orbs disappear if Martian is hit
- B3 is only one hit

Flash
- B3 is only one hit
- DF1 does less damage in trait, making his normal trait BnB about 5% less

Zod
- Only one of each speed ball on the screen
- Trait cooldown increased to 18 seconds

Sinestro
- Trait reverted to pre patch charging speed

Bane
- Body Press has more recovery on whiff

Shazam
+ MB Thunderbolt is now unblockable (come on it's so slow, he needs it lol)
+ Trait reverted to pre patch damage
+ D3 is -5 on block

Lex
+ Pushblock into mines into combos do normal damage again

Black Adam
+ Pre patch forward dash
+ You can now MB his bomb on the floor, which makes it blow up whenever you want (similar to Lex's mines)

Green Arrow
+ DB3 is now a 3 frame parry similar to Zod's (come on have you watched The Arrow? He definitely needs a parry lol)
+ Damage raised on Sky Alert by 2% for each arrow
+ Normal trait arrows do 2%
+ DF2 does 3% more damage
+ DF1 does 4% more chip damage

Ares
+ MB Godsmack has infinite armor
+ Trait Axe and Sword both have their cooldown halved
+ D1~Trait Sword can no longer be interrupted on block
+ Give Ares the forward dash and back dash of Black Adam

Joker
+ B1~Low gas canister combos
+ Pushblock into teeth into combo does normal damage
+ DB1 is now an overhead with half the startup
+ Joker's trait should be the buzzer hand from MKvsDC, which lasts way longer than his trait now with way more active frames
+ The HA HA HA in Joker's trait doesn't go away unless a player clashes, hits their opponent with a super, or hits their opponent through a stage transition. Each of Joker's HA makes him deal more damage with his attacks

Zatanna
+ Her BF2 cards are now -10

Grundy
+ May have all 3 trait chains running at once all at 2x, but when either player clashes or hits their opponent with a super or stage transition then Grundy's trait is reset to 0

Catwoman
+ B3 and F3 are both neutral on block
+ Low whip -15
+ Trait scratches are easier to obtain

Cyborg
+ DB1 pops your opponent up in the air and allows a B3 follow up
+ Techno Tackle doesn't suck

Harley Quinn
+ EX silly slide has a hit of armor
+ D2 has a better hotbox
+ You can chowhatisraisrait you want

Everyone else I didn't name are fine unchanged
I just wish Joker had half of this.
 

HoneyBee

Flash God Lord
You have entirely missed my point about MB lightning charge and have misrepresented my arguments, so I will just move forward.

I have quoted your post to highlight your conspicuous bias and hypocrisy. Please name me a couple of very good reasons why Batgirl is not allowed to keep the damaging corner combos while The Flash is.

And of course you would want Aquaman, Batgirl, Martian Manhunter, and Zod to be normalized. These four characters are the only ones superior to the Flash.
Batgirl only uses 1 bar to get that damage and she gets it off of a 50/50. Flash actually has to open you up and he has to use a bar AND trait which must I remind you, comes back once every 18 seconds. If I don't have trait, I'm only doing about 35% so batgirl would still get more damage if it was reduced to 40%. A vortex character shouldn't be capable of that kind of damage off of a bar when she also has such high corner carry. SonicFox will ALWAYS get his opponent in a situation where you're forced to guess overhead/low in the corner and if you're wrong, ggs. There goes 53% health. Also note the fact that batgirl ALWAYS has meter so the odds of her not being able to do that damage is very low AND even if she doesn't have a bar, she can still get like 40% meterless damage off of a 50/50.

The nerf to Zod isn't even something that would help Flash btw, the MU wouldn't be any different. Either way, why is it surprising that I want the top 4 characters which EVERYONE can agree upon, are the top 4 characters to get very slight nerfs? Flash is still a debatable Top 5 character. Some people think he's in the 6-8 spot. There's no reason any characters other than the guaranteed top 4 should be getting any kind of nerf.
 
The forward and back dash make up for the terrible excuse for a walk speed.

Less recovery frames on a whiffed force push would be mandatory if trait had more cool down.
Yeah, force push is a great spacing tool. that's a fair trade off.
Do you mean instant recovery? Comparable to batgirl's smoke bomb on whiff?
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
If NRS were to release a patch, I think nerfing any characters would be stupid aside from:

- Make BG's F23 have extra damage scaling on it and whatever other string it is she uses in the corner. Making her get 40% in her corner combos instead of 53%.
*60% ;)
 

Kyu

CHOO CHOO BANE TRAIN
Aqua nerf = 8% chip on mb tr and 4% on regular. I'm comfortable with his trait but I play Bane so eh. D2 comes out at 9 frames

Zod nerf = I dig the trait disappearing if he's hit. That's good. Also, only on zb of each speed in air at once.

Batgirl = Cartwheel high is only +3 on block, low is -10, but overhead is also only -10, chip on cartwheel is reduced to 2%, b12 is -6 b1u2 is safe, corner damage is about 40%-45%.

MMH nerf = MB orb is not cancelable during strings, push is -4, b2333 is -4, s3 comes out at 13 frames

Flash nerf = LC mb hits high but no mb LC is only -15 on block

Bane nerf = 8 second debuff, but body splash hit box is slightly harder to anti air

Sinestro nerf = b1 has shorter reach

I'm missing more but this is what I figured would be nice to have adjusted. Obv there would put other characters in higher power levels but meh
 

Amplified$hotz

I like Tekken 8
Btw people who are talking about Green Arrow buffs should realize that his bad match ups don't come from him not having chip on his arrows but from characters that greatly limit his movement. Doing more damage won't help him against Aquaman if he can't even touch him. When he can move he's fine.
 

MsMiharo

Kuff Bano
Btw people who are talking about Green Arrow buffs should realize that his bad match ups don't come from him not having chip on his arrows but from characters that greatly limit his movement. Doing more damage won't help him against Aquaman if he can't even touch him. When he can move he's fine.
In reality his arrows need rework. Reload is a bad mechanic because it makes him a terrible counter-zones, having to reload all the fucking time. The reload of ice arrow costs him knockdown pressure. I know someone somewhere suggested that one gets to choose arrow that doesn't run out which would help with getting in and staying in IMO.
 

shaowebb

Get your guns on. Sheriff is back.
Btw people who are talking about Green Arrow buffs should realize that his bad match ups don't come from him not having chip on his arrows but from characters that greatly limit his movement. Doing more damage won't help him against Aquaman if he can't even touch him. When he can move he's fine.
Thats why I suggested fire arrows working like force ball and on hit knocking them towards him in a juggle state. The fact that he'd get 3 per arrow draw would give him not only some crazy damage increases as new combos show up , but it would give him combo starters from much further away circumventing his mobility issues somewhat.
That plus slight forward progression on his smallest ranged normals and strings would give him the ability to convert and pressure a little better too, further helping that issue.

A man can dream. If he had at least the fire arrow change I'd go back to playing him.
 

mamasau

Noob
do you think hawkgirl and black adam are fine right now? Why?
I want to learn a bit of them meanwhile waiting mkx.
 

TKB

Noob
Sinestro:
b13 is +1 on block as it is his most used combo starter.
shackles scale less (it cheats me out of a lot of damage)
Make the MB meteor safe on block
Wow... B13 would be fucking stupid if it was plus on block.. I honestly don't even use it except to whiff punish because it's punishable, b12 is my go to.

Shackles scale for a reason, he doesn't really need anymore damage. He already has strong damage and a meterless vortex.

Also you can only MB the meteor when it hits your opponent... Not sure what you mean by that. If you mean "allow us to MB it on block to make it safe" that would be really nice but again not really necessary.
 

Amplified$hotz

I like Tekken 8
Thats why I suggested fire arrows working like force ball and on hit knocking them towards him in a juggle state. The fact that he'd get 3 per arrow draw would give him not only some crazy damage increases as new combos show up , but it would give him combo starters from much further away circumventing his mobility issues somewhat.
That plus slight forward progression on his smallest ranged normals and strings would give him the ability to convert and pressure a little better too, further helping that issue.

A man can dream. If he had at least the fire arrow change I'd go back to playing him.
He'd be broken on fortress at least if he had that.
 

Yoaks

A spaceman
For my mains.

Lobo: Doesnt need anything once I think about it. He's fine.

Wonderwoman: She's fine.

Doomsday: Can't be parried while traited. Nothing else.

Shazam: When traited does more damage on his command grabs, Torpedo on hit and regular grab (Like Superman's and Lobo's.)
 

M2Dave

Zoning Master
Thats why I suggested fire arrows working like force ball and on hit knocking them towards him in a juggle state. The fact that he'd get 3 per arrow draw would give him not only some crazy damage increases as new combos show up , but it would give him combo starters from much further away circumventing his mobility issues somewhat.
That plus slight forward progression on his smallest ranged normals and strings would give him the ability to convert and pressure a little better too, further helping that issue.

A man can dream. If he had at least the fire arrow change I'd go back to playing him.
Would a faster reload time on all arrows not be the most proper solution? There are no good reasons whatsoever for the current reload time considering the character's apparent weaknesses.

do you think hawkgirl and black adam are fine right now? Why?
I want to learn a bit of them meanwhile waiting mkx.
Black Adam has been over-normalized. He is mid tier.

Hawkgirl does suck.
 

shaowebb

Get your guns on. Sheriff is back.
Would a faster reload time on all arrows not be the most proper solution? There are no good reasons whatsoever for the current reload time considering the character's apparent weaknesses.
Not gonna knock how having faster reload would help, but currently he is a guy who just has more problems than that. Typically I load after knockdown or when I read folk backdashing or something. He's got opportunities...the problem is that most of the time its all Ice arrow or nothing for the resets to get damage. If we wanted to stick with that sort of gameplan then yeah...faster loading would be great. Thing is Fire Arrow, while fast, doesn't scare anyone. Folks that want to zone GA will because frankly they wont lose in a trade. I see electric as nifty for combo swag, but lets face it...folks use Ice arrow to start combos, extend combos and basically handle all his issues.

I say stop making ice arrow the end all be all and make his fire arrow better. It has the most arrows on a load, its fast, and its hard to avoid...and currently its not even a threat. I say make it force ball explode on hit to put enemies into a juggle state and knock them toward Green Arrow's tiny little T-Rex melee range so he can combo. If anyone could use a long range tool to start combos its him. As is he pretty much is a block string dude of high low full frontal pressure whose floaty jump honestly just makes him a target for many in the air. If you can't jump, and you can't get in vs zoning and you're an archer your design is lacking.

Buff the fire arrow. Make it more viable. Its got 3 arrows and with that change it would become a full screen tool that launchers folks into potential combos and juggle extensions it solves both his damage issues and his fullscreen game in my eyes. If he had that...I don't think the reload would matter as much as it does now since currently I see it only as an issue since he is completely reliant on the arrow he can only draw one of at a time.
 
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Amplified$hotz

I like Tekken 8
Not gonna knock how having faster reload would help, but currently he is a guy who just has more problems than that. Typically I load after knockdown or when I read folk backdashing or something. He's got opportunities...the problem is that most of the time its all Ice arrow or nothing for the resets to get damage. If we wanted to stick with that sort of gameplan then yeah...faster loading would be great. Thing is Fire Arrow, while fast, doesn't scare anyone. Folks that want to zone GA will because frankly they wont lose in a trade. I see electric as nifty for combo swag, but lets face it...folks use Ice arrow to start combos, extend combos and basically handle all his issues.

I say stop making ice arrow the end all be all and make his fire arrow better. It has the most arrows on a load, its fast, and its hard to avoid...and currently its not even a threat. I say make it force ball explode on hit to put enemies into a juggle state and knock them toward Green Arrow's tiny little T-Rex melee range so he can combo. If anyone could use a long range tool to start combos its him. As is he pretty much is a block string dude of high low full frontal pressure whose floaty jump honestly just makes him a target for many in the air. If you can't jump, and you can't get in vs zoning and you're an archer your design is lacking.

Buff the fire arrow. Make it more viable. Its got 3 arrows and with that change it would become a full screen tool that launchers folks into potential combos and juggle extensions it solves both his damage issues and his fullscreen game in my eyes. If he had that...I don't think the reload would matter as much as it does now since currently I see it only as an issue since he is completely reliant on the arrow he can only draw one of at a time.
He'd have a vortex on fortress if that was the case.