Injustice Updates

Injustice Updates

GUIDE UPDATES 6/6/13:


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AQUAMAN:


PAGE 32:


ADD THIS MOVE:


  • Marine Marvel

Command: Forward + Light, Hard


Hit Level: High, Overhead


Range: Close


Description: Aquaman quickly jabs his opponent in the chest with the butt of his trident, and then slams his trident down on top of his opponent’s head. This attack will launch the opponent and hits overhead, so it must be blocked from the standing block position. This attack leaves Aquaman at advantage when blocked, allowing him to follow up with additional attacks.


PAGE 33:


  • Trident Rush

Description: Aquaman rapidly strikes his opponent multiple times using his trident. This attack is punished by very fast, advancing attacks. You can slightly move forward by tapping Forward, Forward during the Trident Rush. 


  • Meter Burn Trident Rush

Description: Pressing the Meter Burn button during Trident Rush will add to the number of trident strikes, doing additional damage. Aquaman can continuously dash forward while performing this attack by rapidly tapping Forward, Forward. This attack is punished by very fast, advancing attacks.


  • Trident Scoop

Description: Aquaman uses his trident to lift an opponent up by the feet and launch the opponent over his head. This attack is full combo punished when blocked.


PAGE 35:


  • Using Trident Rush (Down, Forward + Light):


Trident Rush quickly hits four times, allowing it to break some armor attacks. When this attack hits, it leaves Aquaman close to his opponent, with both Aquaman and his opponent recovering at approximately the same time. When this attack is blocked, it deals a good amount of block damage, inflicting about 5% each time the opponent blocks the attack.


Meter Burn Trident Rush inflicts about 15% in block damage. You can cancel out of basic attacks and combo attack strings with your Trident Rush or Meter Burn Trident Rush. This will inflict a good deal of damage to your opponent, whether the attack is blocked or hits.


Meter Burn Trident Rush will miss towards its later strikes unless you forward dash during the attack. You will need to rapidly and continually forward dash during the Meter Burn Trident Rush in order to prevent any of the trident strikes from whiffing in the open.


ADD THIS TO “STRATEGY” SECTION:


  • Using Marine Marvel (Forward + Light, Hard):


The first move in this string leaves Aquaman at +3 advantage when blocked. This allows Aquaman to follow up with another Forward + Light, Down + Light, or Back + Light, Medium. The opponent cannot interrupt the follow ups.


The complete string leaves Aquaman at +2 advantage when blocked. This allows Aquaman to follow up with another Forward + Light, Down + Light, or Back + Light, Medium. The opponent cannot interrupt the follow up. Aquaman can cancel the last hit into a Trident Scoop launcher that will launch the opponent if the string hits. Aquaman can also confirm that the Marine Marvel string has hit, then follow up with a Meter Burn From The Deep, and then dash in and finish the juggle.


Aquaman can mix up the Forward + Light, Hard overhead launcher with Forward + Light ~ Trident Scoop for a low launcher. It is possible to fuzzy block this mix up, which is when one hit level is slower than the other, allowing you to simultaneously block both options. This is when you can mix up Forward + Light, Hard for the overhead with Forward + Light and then follow up with Back + Light, Medium for a low combo starter. This will beat the fuzzy block.


Opponents can interrupt Aquaman out of his Marine Marvel string with armor or a super move, but they cannot interrupt Forward + Light ~ Trident Scoop. If the opponent tries to interrupt the string, he or she will be hit with the Trident Scoop, resulting in a launch.


ARES:


PAGE 39:


  • Malevolent Violence

Description: Ares stomps the ground and then performs an overhead attack that launches the opponent. This attack leaves Ares at advantage when blocked, allowing him to follow up with additional attacks.


ADD THIS MOVE TO THE “BEST COMBO ATTACKS” SECTION:


  • Cerberus Pain

Command: Medium, Medium, Hard


Hit Level: Mid, Mid, Mid


Range: Close


Description: Ares performs a quick two-hit punch combination followed by a kick to his opponent’s chest, knocking the opponent backwards. This attack leaves Ares at neutral when blocked.


PAGE 41:


  • Using Malevolent Violence (Hard, Down + Medium):


This combo attack string causes a bouncing launch, allowing Ares to cancel into his Meter Burn God Smack special move, which grants him a better launch and more damaging juggle combo. When this attack is blocked, Ares is at advantage and can follow up with his Down + Light attack. This cannot be interrupted—the opponent must block or back dash. The second hit of this attack hits overhead, so it must be blocked standing. You can cancel out of the first hit by doing Hard ~ Rising Sword, which is a low launcher. Now you can mix up Hard, Down + Medium for an overhead launch, or Hard ~ Rising Sword for a low launch.


ADD THIS TO THE “STRATEGY” SECTION:


  • Using Cerberus Pain (Medium, Medium, Hard):


Ares loses the ability to hunt a launcher off of a fast attack after using his Rising Sword launcher. After using the Rising Sword, Ares must wait close to 12 seconds before it recharges and can be used again. This affects his ability to hunt his fastest attack into a launcher (Down + Light ~ Rising Sword). During this cool down time you can use Cerberus Pain as a fast attack to hunt a combo. After this attack hits, Ares can follow up with his God Smack or Meter Burn God Smack special move. If the opponent does not tech roll after the knockdown, God Smack/Meter Burn God Smack will hit unless the opponent gets up with a wake-up attack that has invincibility. If the opponent does tech roll, he or she will need to use a wake-up attack or jump out of the God Smack/Meter Burn God Smack follow up.


ADD THIS TO THE “STRATEGY” SECTION:


  • Ending combos with Invading Force (Back + Medium, Hard):


You can end certain juggles with this string. After this string lands, you can follow up with a Close Meter Burn God Smack special move. The opponent must get up with an invincible wake-up attack/tech roll and then an invincible wake-up attack or the opponent will be re-launched.


PAGE 45:


ADD THIS TO “COMBOS” SECTION:


  • Hard, Down + Medium ~ Meter Burn God Smack > Back + Hard > Jumping Medium > Forward + Medium, Hard ~ Dark Energy — 42%


BANE:


PAGE 51:


ADD THIS TO THE END OF Using Raging Charge (Back, Forward + Light):


  • Using Raging Charge (Back, Forward + Light):


Raging Charge will break all armor attacks including super moves while level 3 Venom Boost is active.


ADD THIS TO “STRATEGY” SECTION:


  • Body Press Throw Trap:


After landing a Body Press throw (Down, Back, Forward + Hard), you can activate Venom Boost and then follow up with another well-timed Body Press throw. If the timing is right, the opponent will not be able to jump or back dash away. His or her only option will be to use a wake-up attack. Venom Boost will add one hit of armor to your Body Press throw, which allows Bane to absorb the wake-up attack and land the throw. You can loop this by continuously repeating a well-timed Body Press with Venom Boost active. When one level of Venom Boost is about to expire, activate the next level and continue the throw loop. The opponent can escape if he or she has a wake-up attack that avoids the throw. 


BLACK ADAM:


PAGE 69:


ADD THIS TO “COMBOS” SECTION:


  • Back + Medium ~ Power ~ Light, Light ~ Meter Burn Lightning Cage > Back + Hard > Jumping Hard > Back + Medium, Hard, Up, Light + Hard – 53%


CATWOMAN:


PAGE 72:


  • Kitty Kitty


Hit Level: Overhead, Mid, Mid, Overhead


PAGE 73:


  • Cat Claws


Description: Catwoman uses her claws and unleashes a spinning uppercut launching attack. This attack is safe when blocked.


  • Meter Burn Cat Dash


Description: Pressing the Meter Burn button during Cat Dash will add one hit of armor and also cause this attack to now travel full screen. This attack is full combo punished when blocked at close range, but safe when done from 3/4 to full screen.


PAGE 74:


  • Using Kitty Kitty (Forward + Light, Light, Medium, Hard):


This attack starts with an overhead and works great as a mix up with her Back + Light low string combo starter. You can cancel the first three hits of the string into a special move, allowing you to confirm the attack has hit, and cancel into your Cat Claws special move for a launcher. If the entire string is blocked, Catwoman recovers at low negative frames. This allows you to back dash out of almost all of your opponents’ counter-poke options.


CYBORG:


PAGE 80:


  • Air Nova Blaster


Hit Level: High


DEATHSTROKE:


PAGE 89:


  • Low Shots


Description: Deathstroke crouches and fires off two quick gunshots. This attack is full combo punished when blocked at close range. This attack can be punished from half screen up to full screen by certain characters who have attacks that can reach Deathstroke from those ranges.


  • Sword Spin


Description: Deathstroke spins and slashes his opponent twice. This attack is safe on block.


  • Sword Flip


Description: Deathstroke slices his opponent with three leaping sword slashes, ending with a knockdown. This attack is full combo punished when blocked.


PAGE 92:


ADD THIS TO “COMBOS” SECTION:


  • Back + Light, Up + Medium > Forward + Hard > Hard, Medium, Hard > Forward + Medium, Hard ~ Sword Flip – 32%

  • Light, Hard, Medium > Jumping Medium > Hard, Medium, Hard > Forward + Medium, Hard ~ Sword Flip – 33%

  • Forward + Hard > Jumping Medium > Hard, Medium, Hard > Forward + Medium, Hard ~ Sword Flip – 33%

  • Jumping Hard > Hard, Medium, Hard > Forward + Medium, Hard ~ Sword Flip – 34%


PAGE 93:


ADD THIS TO “CORNER METER BURN” SECTION:


  • Back + Medium, Medium ~ Meter Burn Sword Spin > Hard, Medium, Hard > Forward + Medium, Hard ~ Sword Flip – 35%


DOOMSDAY


PAGE 96:


  • Venom


Description: Doomsday performs a shoulder rush attack that knocks his opponent down. This attack is full combo punished when blocked.


PAGE 101:


ADD THIS TO “OPEN SPACE METER BURN” SECTION:


  • Jumping Down + Hard, Medium, Medium ~ Meter Burn Earth Shake > Medium, Hard, Down + Light ~ Venom – 36%

  • Jumping Down + Hard, Hard ~ Meter Burn Earth Shake > Down + Medium > Back + Hard > Jumping Medium > Medium, Hard ~ Venom – 38%


THE FLASH:


PAGE 104:


ADD THIS TO “BEST COMBO ATTACKS” SECTION:


  • On The Double

Command: Back + Medium, Medium


Hit Level: Mid, Mid


Range: 1/4 Screen


Description: The Flash performs two lunging chops. This attack leaves The Flash at advantage on block, allowing him to follow up with additional attacks.


PAGE 107:


ADD THIS TO “STRATEGY” SECTION:


  • Using On The Double (Back + Medium, Medium):


This attack reaches about 1/4 screen and leaves The Flash at +3 advantage on block. That allows you to follow up with your Down + Light, Medium low combo starter, and your opponent cannot interrupt the follow up. If the opponent tries to back dash or low block your follow up, you can use your Forward + Medium overhead combo starter to hit a crouching or back dashing opponent. When your On The Double attack string hits, you can hit confirm the string and cancel into your Meter Burn Lightning Kick launcher.


PAGE 108:


ADD THIS TO “COMBOS” SECTION:


  • Down + Light, Medium ~ Meter Burn Lightning Kick > Power > Lightning Kick, Lightning Kick, Lightning Kick, Lightning Kick > Hard, Medium ~ Lightning Kick > Hard, Medium ~ Lightning Charge – 51%

  • Forward + Medium, Light ~ Meter Burn Lightning Kick > Power > Lightning Kick, Lightning Kick, Lightning Kick, Lightning Kick > Hard, Medium ~ Lightning Kick > Hard, Medium ~ Lightning Charge – 52%

  • Back + Medium, Medium ~ Meter Burn Lightning Kick > Power > Lightning Kick, Lightning Kick, Lightning Kick, Lightning Kick > Hard, Medium ~ Lightning Kick > Hard, Medium ~ Lightning Charge – 54%


HARLEY QUINN:


PAGE 128:


ADD THIS TO “BEST COMBO ATTACKS” SECTION:


  • I Hope It Hurts


Command: Light, Light, Medium


Hit Level: High, Mid, Mid


Range: Close


Description: Harley performs two slaps with her gun and then fires off two shots to her opponent’s chest. This attack leaves Harley at major advantage when blocked, allowing her to follow up with additional attacks.


PAGE 131:


ADD THIS TO “STRATEGY” SECTION:


  • Using I Hope It Hurts (Light, Light, Medium):


This attack leaves Harley at +9 advantage when blocked. This allows her to follow up with a Jumping Medium and go into another block string. The opponent cannot interrupt the follow up, but he or she can push block the Jumping Medium or dash forward under the attack. If the opponent tries to dash forward under your jumping follow up, switch up by following up with your Back + Medium, Medium low-starting attack string. Your I Hope It Hurts attack string can be hit confirmed and cancelled into Tantrum Stance for a juggle combo.


HAWKGIRL:


PAGES 140 AND 141:


ADD THIS TO “COMBOS” SECTION:


  • Light, Light ~ Mace Charge – 17%

  • Down + Medium > Hard, Medium ~ Mace Charge – 19%

  • Forward + Light, Hard ~ Mace Charge – 20%

  • Back + Medium, Hard > Back + Medium ~ Mace Charge – 27%

  • Back + Light ~ Power > Medium ~ Meter Burn Mace Charge – 28%

  • Back + Hard > Jumping Medium > Hard, Medium ~ Mace Charge – 30%

  • Light, Light, Medium > (dash forward) Light, Medium, Hard > Jumping Medium ~ Mace Charge – 31%

  • Back + Medium, Medium ~ Power > Medium ~ Meter Burn Mace Charge – 31%

  • Medium, Medium ~ Power > Medium ~ Meter Burn Mace Charge – 32%

  • Light, Medium ~ Wing Evade, Medium > Light, Medium, Hard > Jumping Medium ~ Power > Light ~ Mace Charge – 33%
  • Light, Medium, Hard > Back + Hard > Jumping Medium > Hard, Medium ~ Mace Charge – 34%

  • Hard, Medium ~ Meter Burn Up Mace > Light, Medium, Hard > Jumping Medium ~ Mace Charge – 42%


CORNER COMBOS:


  • Down + Medium > Back + Light ~ Wing Evade, Hard > Back + Light ~ Wing Evade, Hard > Forward + Light, Hard ~ Mace Charge – 30%
  • Forward + Light, Hard > Forward + Light, Hard > Forward + Light, Hard > Hard, Medium ~ Mace Charge – 32%

  • Light, Medium, Hard ~ Wing Evade, Hard > Hard > Forward + Light, Hard > Forward + Light, Hard > Forward + Light, Hard – 39%

  • Back + Light ~ Wing Evade, Hard > Back + Light ~ Wing Evade, Hard > Forward + Light, Hard > Forward + Light, Hard > Forward + Light, Hard – 39%
  • Back + Medium, Hard > Back + Hard ~ Wing Evade, Hard > Forward + Light, Hard > Forward + Light, Hard ~ Mace Charge – 39%

  • Wing Evade, Medium > Forward + Light, Hard > Forward + Light, Hard > Forward + Light, Hard – 40%

  • Hard, Medium ~ Wing Evade, Medium > Back + Light ~ Wing Evade, Hard > Forward + Light, Hard > Forward + Light, Hard ~ Mace Charge – 40%

  • Light, Light, Medium ~ Meter Burn Up Mace > Forward + Light, Hard > Light, Medium, Hard > Hard, Medium, Back + Light – 46%

  • Back Medium, Medium ~ Meter Burn Up Mace > Back + Light ~ Wing Evade, Hard > Back + Light ~ Wing Evade, Hard > Back + Light ~ Wing Evade, Hard > Forward + Light, Hard ~ Wing Evade, Hard – 52%


THE JOKER:


PAGE 148:


ADD THIS TO “OPEN SPACE METER BURN” SECTION:


  • Medium, Light ~ Meter Burn Low Gas Can > Back + Hard > Jumping Medium > Hard, Medium ~ Acid Blossom – 34%
  • Hard, Medium ~ Meter Burn Low Gas Can > Back + Hard > Jumping Medium > Hard, Medium ~ Acid Blossom – 41%


LEX LUTHOR:


PAGE 164:


ADD THIS TO “NO METER BURN” SECTION:


  • Forward + Medium > Corps Charge – 17%

  • Jumping Hard > Corps Charge – 19%

  • Jumping Hard > Light, Light, Hard ~ Corps Charge – 26%

PAGE 165:


ADD THIS TO “ONE METER BURN” SECTION”


  • Light, Light, Medium ~ Meter Burn Gravity Pull > Back + Hard > Jumping Hard > Light, Light, Hard ~ Corps Charge – 35%

  • Back + Light, Hard ~ Meter Burn Gravity Pull > Back + Hard > Jumping Hard > Light, Light, Hard ~ Corps Charge – 35%

  • Forward + Medium ~ Meter Burn Gravity Pull > Back + Hard > Jumping Hard > Light, Light, Hard ~ Corps Charge – 39%

  • Jumping Hard > Light ~ Meter Burn Gravity Pull > Back + Hard > Jumping Hard > Medium, Light ~ Corps Charge – 41%


SINESTRO:


PAGE 193:


  • Arachnid Sting


Hit Level: Mid


PAGE 196:


ADD THIS TO “OPEN SPACE” SECTION:


  • Back + Light, Medium > Back + Hard > Jumping Hard > Back + Medium, Light, Hard – 31%


SOLOMON GRUNDY:


PAGE 199:


ADD THIS TO “BEST COMBO ATTACKS” SECTION:


  • Driven To Kill


Command: Light, Light, Medium


Hit Level: Mid, Mid, Mid


Range: Close


Description: Grundy unloads on his opponent with three punches that send the opponent reeling back. This attack is only punished by the fastest normal, special, and super moves in the game.


PAGE 202:


ADD THIS TO “STRATEGY” SECTION:


  • Using Walking Corpse Cancel (Back, Forward + Hard > Down, Back):


Opponents will often attempt to avoid a close-range Walking Corpse by jumping. You can counter this by canceling your Walking Corpse and then go into your Down + Medium uppercut attack. This will hit your opponent out of the air as he or she attempts to jump away. Another option opponents use to avoid your Walking Corpse is their Meter Burn Back + Hard/Forward + Hard attacks, using the armor to absorb your Walking Corpse and launching you for a full combo. You can counter this by canceling your Walking Corpse, then using your Meter Burn Back + Hard/Forward + Hard. By doing this, you activate your armor launcher after the opponent, which allows you to absorb his or her attack and hit the opponent after his or her armor has worn off.


PAGE 202:


ADD THIS TO “STRATEGY” SECTION:


  • Using Driven To Kill (Light, Light, Medium):


This is your main attack string. When this string is blocked, you can confirm the block and cancel into your Pain Chain Character Power throw. If this string hits, you can confirm the hits and cancel into your Meter Burn Swamp Hands special move. Your Pain Chain will only connect if the string is blocked and will whiff if the string hits, so you must hit/block confirm this string.


Opponents can counter Light, Light, Medium ~ Pain Chain on block by jumping straight up, causing the throw to whiff, and then coming down with a jumping attack into a full combo. When this happens, you can punish your opponent by doing Light, Light, Medium ~ Cleaver Spin. This will hit the opponent out of his or her attempt to avoid the throw. After the Cleaver Spin hits, immediately follow up with your Walking Corpse special move. Your opponent will not be able to jump or back dash out of the Walking Corpse follow up. Your opponent’s only option is to get up with a wake-up attack with full invincibility. By slightly delaying your Walking Corpse follow up, you will be able to still use the armor on Walking Corpse to absorb the opponent’s wake-up attack, and then grab the opponent just as his or her wake-up attack invincibility has worn off.


TIP: If you have no meter, use Light, Light, Medium, confirm the string has hit, and then cancel into your Cleaver Spin special move, immediately followed by a Walking Corpse.


PAGE 205:


ADD THIS TO “METER BURN” SECTION:


  • Light, Light, Medium ~ Meter Burn Swamp Hands > (dash forward) Back + Hard > Jumping Hard ~ Pain Chain – 49% for Power Chain/52% for Health Chain/47% for Defense Chain

  • Light, Light, Medium ~ Meter Burn Swamp Hands > Cross Up Jumping Medium, Back + Light > (combo is reset here) Pain Chain – 53% for Power Chain/59% for Health Chain/49% for Defense Chain


SUPERMAN:


PAGE 211:


  • Using Super Breath (Down, Back + Medium):


A good way to go into Super Breath is to cancel into it by using your Solitude Strikes string (Forward + Medium, Hard ~ Super Breath). Super Breath leaves Superman at +1 advantage on block, which allows him to follow up with another Forward + Medium, Hard, which you can hit or block confirm. If blocked, cancel into your Super Breath special and loop the frame trap. If your Solitude Strikes string hits, you can confirm the hit and go into a juggle combo.


The opponent can escape this frame trap by poking out if he or she has a six-frame attack, or your opponent can trade hits if he or she has a seven-frame attack. (Check your character’s move list to see what your fastest attacks are.) You can bait the opponent’s counter-poke attempt and do nothing or slightly back up. This will cause the opponent’s counter-poke to whiff, allowing you to punish the whiff with the Forward + Medium, Hard Solitude Strikes attack string.


Opponents can also escape this frame trap by using their Meter Burn Back + Hard/Forward + Hard armor launchers. You can bait this and back dash, causing your opponent’s attack to whiff, and then whiff punish with your Forward + Medium, Hard Solitude Strikes attack string. 


Some characters have excellent back dashes that will allow them to back dash and escape this frame trap. You can counter this by dashing forward as they dash back, and then following up with your Forward + Medium, Hard Solitude Strikes attack string. Opponents will not be able to recover in time to block it.


PAGE 212:


ADD THIS TO “OPEN SPACE METER BURN” SECTION:


  • Forward + Medium, Hard ~ Power ~ Forward + Medium, Hard ~ Meter Burn Super Breath > (dash forward) Back + Hard > Jumping Hard > Medium, Medium ~ Low Scoop > Hard ~ Flying Punch – 42%

PAGE 213:


ADD THIS TO “CORNER METER BURN” SECTION:


  • Medium, Medium ~ Low Scoop > Hard ~ Power ~ Hard ~ Meter Burn Super Breath > Heat Zap > Forward + Medium, Down + Light > Hard ~ Flying Punch – 48%

  • Forward + Medium, Hard > Hard ~ Power ~ Hard ~ Meter Burn Super Breath > Heat Zap > Forward + Medium, Down + Light > Hard ~ Low Scoop > Hard ~ Flying Punch – 55%

  • Medium, Medium, Hard > Hard ~ Power ~ Hard ~ Meter Burn Super Breath > Heat Zap > Forward + Medium, Down + Light > Hard ~ Low Scoop > Hard ~ Flying Punch – 60%


WONDER WOMAN:


PAGE 220:


ADD THIS TO “STRATEGY” SECTION:


  • Using Stance Switch Cancel (Character Power Button)


You can use your stance switch in the middle of attack strings and cancel into a special move in the next stance. For example, Wonder Woman can start in Lasso Stance and then Back + Light, Light, Hard ~ Power (goes into Shield Stance) ~ Meter Burn Amalthea Bash. This allows her to poke with a launch string, confirm the string is blocked, and then cancel into her Shield Stance and execute her Meter Burn Amalthea Bash. This cannot be interrupted, leaving Wonder Woman at major advantage.


PAGE 221:


ADD THIS TO “OPEN SPACE LASSO STANCE” SECTION:


  • Down + Medium > Medium, Hard > Back + Hard > Jumping Hard > Back + Light, Light, Hard ~ Lasso Grab – 29%

  • Lasso Spin > Medium, Hard > Back + Hard > Jumping Hard > Back + Light, Light, Hard ~ Lasso Grab – 36%

  • Hard, Hard > Medium, Hard > Back + Hard > Jumping Hard > Back + Light, Light, Hard ~ Lasso Grab – 39%

  • Back + Light, Light, Hard > Medium, Hard > Back + Hard > Jumping Hard > Back + Light, Light, Hard ~ Lasso Grab – 41%

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Prima Games Staff
The staff at Prima Games.