Injustice Combo Notation, Terminology and General Information V1.0

You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
  1. Boards
  2. Injustice: Gods Among Us
  3. Injustice Combo Notation, Terminology and General Information V1.0

User Info: Haelion_

Haelion_
4 years ago#1
General

F=Forward
B=Back
D=Down
U=Up

1= Light
2= Medium
3= Heavy
4= Trait

1+3 = Throw
Flip Stance + Meter Burn = Super

MB= Meter Burn
J = Jump
JI= Jump in
NJ = Neutral Jump (Jump straight up)
xx = Cancel


PS3

1=Square
2=Triangle
3= X
4 or Trait= Circle
L1 = Throw
R1 = Interaction
L2 = Flip Stance
R2 = Meter Burn


X360

1=X
2=Y
3=A
4 or Trait = B
LB = Throw
RB= Interaction
LT = Flip Stance
RT = Meter Burn


Why do I have to learn all these numbers? Why can't we just use the buttons?

Like many fighting games, users from multiple consoles use the same boards. People also change their controls in some cases based on whether they play on a pad or stick. For this reason, it is easier to use a universal system of notation. Also, it's easier to write, which is great.


Terminology

Blocking

Blocking high- Blocking in a standing position by holding back.

Blocking low- Blocking while crouching by holding down.


Attacks

High- A move that can usually be avoided by crouching. Can be blocked high.

Mid- A move that can be blocked either high or low.

Low- A move that hits opponents even if they are blocking high. Can be blocked low.

Overhead- A move that hits crouching opponents even if they are crouch blocking. Can be blocked high.

Unblockable- An attack that cannot be blocked. Applies to throws, interactables and certain specials.

Pokes- Quick attacks that are used mostly to keep an opponent at a certain spacing or stop momentum.


Frame Related

Active frames- The frames where an attack can hit the opponent.

Startup Frames- The amount of time it takes a move to enter it's active frames where it can hit an opponent. Note that you cannot block during the startup frames of an attack.

Invincibility Frames- A period of time where a player cannot be hit. This usually occurs during a wakeup attack, but there is also several frames where you cannot be hit during a backwards dash.

Blockstun- The amount of time an opponent cannot act after blocking a certain attack.

Hitstun- The amount of time an opponent cannot act after being hit by a certain attack.



Other Terms

-(#)f - Negative # frames after being blocked or on hit (Assume blocked if not specified). For example -7f is negative 7 frames, meaning the opponent can move 7 frames before you can if you use the move. In Injustice, anything -7f or under is considered punishable.

+(#)f- Advantage # frames after being blocked or on hit (Assume blocked if not specified). For example, +1 or +1f means the attacker moves 1 frame before the defender.

50/50- A situation where a player can choose two options to attack that both require different responses to properly defend against while the opponent can only defend in one way. As an example, with Killer Frost's vortex, she can either try to reset with a F3 (overhead) or a slide (low). If timed properly, these attacks will both hit at the same time, but the opponent must guess whether to block high to prevent the overhead or low to prevent the slide.

Ambiguous Crossup- A crossup that is extremely hard to determine which side it will hit on. As an example, if Black Adam is directly above you when he uses his J2, even he may not know which side he will hit you on because it is nearly impossible to tell.

AA- Anti-air. A move that effectively hits jumping or airborne opponents.
GT- Haelion W
Justice League Member: Bernie Mac
(edited 4 years ago)

User Info: Haelion_

Haelion_
4 years ago#2
Armor- When an attack does damage but does not cause any hitstun. An example is Grundy's walking corpse. The amount of armor an attack has varies. Walking Corpse has 3, but MB B3 only has 1.

Baiting- Trying to encourage an opponent to use a particular move that can be punished. Often used in the context of wakeup attacks, as they are often invincible but can be dodged and punished.

BnB- Bread and butter. Usually a combo that is very easy to do while still being very effective. If you see a tournament player capitalize on an opportunity, this is the combo you can expect to see. The eye candy combos of combo videos made by people like Check are very cool looking, but almost always not as practical as the best bread and butter combos.

Crossup- When an attack hits an opponent from the other side. A good example is Batman's J2. Even when Batman jumps forward from in front of you, his J2 can hit you from behind. You must be blocking in the opposite direction of the side the crossup will hit you from in order to defend against it.

Footsies- Liberal use of pokes by both players.

Frame- 1/60 of a second. This is how time is calculated in fighting games for purposes of how moves behave. It takes one frame to switch between standing and crouching.

Frametrap- A set of moves that gives the attacker a frame advantage but doesn't appear to do so. Though the opponent may believe they can retaliate, they actually cannot.

Frame advantage- When a blocked attack allows the attacker to act before the defender because the blockstun time exceeds the recovery time.

Frame disadvantage- When a blocked attack allows the defender to act before the attacker because the recovery time exceeds the blockstun time. If the disadvantage is -7 or more, the attack is considered punishable.

Full Combo Punish- A move that has so many negative frames on block that many characters can land a full combo of their choice

Fuzzy Blocking- Quickly switching from high block to low block or vice versa.

Hitbox (Attack)- The area where an attack's active frames apply. If a move has a good hitbox, it can hit opponents in a large area.

Hitbox (Character)- The area where an attack's hitbox must connect to hurt a character. Some characters have small hitboxes (Catwoman, Batgirl) and can duck under attacks that other characters cannot. Some characters have large hitboxes (Lex Luthor, Doomsday, etc) and will be hit by attacks that would not connect with other characters.

Hit Confirm- Using a string that allows you to determine how to follow it based on whether it is blocked or not. For example, using Catwoman's F112 will allow you to see whether it is hitting before you commit to using Cat dash at the end. This is important because cat dash is punishable while F112 is not.

Instant air (IA)- An air move that is performed immediately upon leaving the ground. For example, Hawkgirl's dive kick can be done at a very low height for a fast overhead. Cyborg's air fireball can also be done immediately after leaving the ground to hit standing opponents.

Interactables- Anything you can use the interaction button to throw, jump off of, or smash the opponent into.

MB B3- Meter burned B3. Performed by pressing MB as you do B3 (Bet you didn't see that one coming). Has one hit of armor.

MB F3- Meter burned F3. Has one hit of armor.

Meaty- When only the last active frames of an attack hit an opponent who is standing.

Mix up- The tactic of mixing lows and overheads with throws and other moves to make it difficult for an opponent to defend. Note that while 50/50s are mixups, a mixup is not necessarily a 50/50.

Okizeme- A Japanese word for the pressure put on an opponent while they are standing up.
GT- Haelion W
Justice League Member: Bernie Mac

User Info: Haelion_

Haelion_
4 years ago#3
Punish- A counter attack that is guaranteed to hit, usually done after a player blocks an attack or the opponent whiffs. Note that a punish is usually only called a punish if it is guaranteed. If the opponent has the opportunity to block but a counterattack connects because they attempted to attack, this is called "stuffing" the opponent's move. In Injustice, any move -7 or lower is considered punishable.

Read- A prediction of the opponent's attack. When you see a player counter an opponent's attack that they couldn't have reacted to in time, this is usually a "good read".

Reset- A method of ending a combo and starting a new one. Most resets are avoidable as you can block once the first combo ends. Some, as in the case of Green Arrow's super move, are unavoidable and cannot be prevented, effectively allowing Green Arrow to guarantee two combos in a row if done properly.

Safe- Generally also known as "safe on block". If a safe on block attack is blocked, it cannot be punished. The only exception to this is Superman's super which is unique in that it is the fastest punish in the game. For this reason, a move is usually still considered safe even if Superman's super can punish it.

Stuffing- Beating an opponents move with a move of your own, resulting in their move being "stuffed". Also referred to as "beating out".

Tech roll- Pressing any button on the ground will allow you to roll backwards. Does not work after an untechable knockdown.

Transition- Stage transition. Done by using B3 near the side of a screen where a transition is present.

Untechable knockdown- A knockdown that does not allow the opponent to tech roll. This limits the opponent to simply standing up or using a wakeup attack.

Vortex- Occurs when a move or set of moves brings the opponent back into the same situation for the move or set of moves to be used again. Killer Frost is the most obvious example of this, as she often ends her combos in a situation where the opponent is in a standing position and must guess correctly against Frost's overhead/low 50/50. If they guess incorrectly, the combo will bring them back to this standing position to guess again.

Wake up- When a player stands up after being knocked down. A player will have a window of opportunity as they stand to perform a wakeup attack by inputting the command for a special which, depending on the attack, will have a number of invincibility frames. They also have the option to tech roll by pressing a button.

Whiff- A missed attack. Can occur because the opponent moves out of the way or the opponent does not judge the distance properly.



Frequently Asked Questions

How do I get by zoning/spamming/projectiles?

Generally speaking, you want to block the opponent's projectile, dash forward, block another projectile, dash again, and repeat until you are near them. There are specific situations in which this will not work, but as of right now there is always a way to advance on the opponent without being hit if you are careful about blocking correctly.


How do I pushblock?

Press Meter Burn while blocking an attack to push the opponent away. Costs one bar of meter.


How do I initiate a clash?

Hold forward and press meter burn while taking a hit in a combo. Note that this will not work on the first hit that connects against you in a combo, B3, F3, or some special moves.


How do I avoid Doomsday's MB supernova?

Wait until he leaves the screen, then dash forward or backward when he is about to land. The timing will vary slightly depending on the speed of the character's dash. Alternatively, you can MB B3 if timed properly.
GT- Haelion W
Justice League Member: Bernie Mac
(edited 4 years ago)

User Info: Haelion_

Haelion_
4 years ago#4
Why can't I do Batgirl's super?

Do it in the air.


What does Aquaman's trait do?

If Aquaman's trait is activated when he is on the ground, he experiences less hitstun/blockstun and increased gravity. This effectively makes him break a combo if he has trait activated before he is launched. It will do nothing if used after being launched.


What does Doomsday's trait do?

When activated, Doomsday experiences the same amount of hitstun for ANY attack made on him and cannot be launched. This means a D1 crouch jab and a B3 will inflict the same amount of hitstun on him.


How do I plant a bomb on an interactable with a gadget character?

Hold down as you are leaping off of any interactable that you can jump off of.


Clash Information:

When initiating a clash, you will receive 15%/25%/30%/33% health back for winning by 1/2/3/4 bars.

When the opponent initiates a clash, you will deal 15%/25%/30%/33% of damage for winning by 1/2/3/4 bars.

You can fake a wager by double tapping the R2 (PS3) or RT (X360) (Note that on the 360 this button will not change even if MB is assigned to a different button. I do not know if this is true on the PS3.)

It is generally considered ideal to win by 2 bars and only 2 bars whenever possible.



Reading Frame Data in the Moves List

Open the moves list and highlight an attack. The move data on the right side of the screen will tell you a few things. First, it will tell you if the attack hits high, mid, low, overhead or unblockable. It will then tell you the damage in percentage. Below this is the frame data.

The start-up frames are how long the move takes to become active on the screen. The fastest non-super moves in the game are 6 frames. These can be used to punish attacks that are -7f or lower provided the attack will reach the opponent within a frame of it becoming active.

The recovery frames are the amount of time it takes to be able to move again after using the attack. The opponent has this long to attack you if you whiff the attack.

The hit advantage is the amount of time it will be AFTER you can act before the opponent can act.

The block advantage is the amount of time before or after you can act before the opponent can act. Note that many blocked attacks result in the opponent being able to move first.

Note that in the combos section, the data is given for the last input of the string, not the string as a whole. For example, if you are looking at Batman's 223 string, the startup for the string will be dictated by the data given by 2, while the block advantage/disadvantage will be given by the 223 data since it gives the information of the last hit in the string.

By using all of this information you can figure out the following things:

-What moves come out faster than what other moves
-What moves can create a situation where the opponent cannot retaliate against another attack due to a significant block advantage
-What moves are punishable on block

If you encounter a move that gives you trouble, you can learn a lot about it by looking at it in the moves list.


Using the Record function in practice mode

Press start, move to AI options, and then use LB or L1 to go to "Record". Press A or X. You will now be controlling the opponent in practice mode. Perform whatever moves you choose in whatever order you like. Now press back or select. The AI will now repeat whatever actions you used and continue doing so on a loop. Use this to record an opponent using a strategy you have trouble dealing with to find ways around it or figure out if you can punish or beat an attack in a certain way.
GT- Haelion W
Justice League Member: Bernie Mac
(edited 4 years ago)

User Info: Haelion_

Haelion_
4 years ago#5
If anyone has any questions, comments or feedback do feel free to share. I am definitely not infallible and I'm sure there is probably ways to improve the organization or content of this post. If you see any errors, feel free to point them out as well. This is attempt #1, so I'm sure there is at least one thing horribly wrong with it, and I may add more if people find it necessary.
GT- Haelion W
Justice League Member: Bernie Mac

User Info: RedHawk4

RedHawk4
4 years ago#6
Haelion_ posted...
PS3

1=Square
2=Triangle
3= X
4 or Trait= Circle
L1 = Interaction
R1 = Throw
L2 = Flip Stance
R2 = Meter Burn.


You mixed up the throw and interaction buttons.
Check me out on Gamespot.

User Info: zombie13579

zombie13579
4 years ago#7
RedHawk4 posted...
Haelion_ posted...
PS3

1=Square
2=Triangle
3= X
4 or Trait= Circle
L1 = Interaction
R1 = Throw
L2 = Flip Stance
R2 = Meter Burn.


You mixed up the throw and interaction buttons.


He probably put what he uses becauses that's what I use too since R1 is pretty universal for throws.

Pretty good IMO
PSN: zombie13579 LoL ID: xZombie xD
Playing: UMvC3, Injustice, League of Legends

User Info: Haelion_

Haelion_
4 years ago#8
RedHawk4 posted...
You mixed up the throw and interaction buttons.


Whoops. Thanks, I have my buttons changed and I thought that was it since I read it every once in awhile.
GT- Haelion W
Justice League Member: Bernie Mac

User Info: briguy77

briguy77
4 years ago#9
Very nice! Just one thing I noticed:

In the clash section, the damage listed is 10%/25%/30%/33% when it is actually 15%/25%/30%/33%
PSN: Briguy77

User Info: Haelion_

Haelion_
4 years ago#10
briguy77 posted...
Very nice! Just one thing I noticed:

In the clash section, the damage listed is 10%/25%/30%/33% when it is actually 15%/25%/30%/33%


Thanks, missed that.
GT- Haelion W
Justice League Member: Bernie Mac
  1. Boards
  2. Injustice: Gods Among Us
  3. Injustice Combo Notation, Terminology and General Information V1.0

Report Message

Terms of Use Violations:

Etiquette Issues:

Notes (optional; required for "Other"):
Add user to Ignore List after reporting

Topic Sticky

You are not allowed to request a sticky.