Move Lists
Mastering your chosen character's move list is paramount to dominating the arena in Injustice: Gods Among Us. Beyond simply knowing the button inputs, understanding the nuances of each attack, its range, damage output, and strategic applications will elevate your gameplay from button-mashing to calculated combat. This section provides a detailed breakdown of fundamental move types and offers actionable strategies for integrating them into your fighting style.
Understanding Move Notation
Before diving into specific character moves, it's crucial to understand the universal notation used in fighting games, including Injustice. This ensures you can accurately interpret and execute the commands:
- 1: Light Attack (Square on PlayStation, X on Xbox)
- 2: Medium Attack (Triangle on PlayStation, Y on Xbox)
- 3: Heavy Attack (Circle on PlayStation, B on Xbox)
- 4: Character Power (X on PlayStation, A on Xbox)
- F: Forward (towards your opponent)
- B: Back (away from your opponent)
- D: Down
- U: Up
- DB: Down-Back
- DF: Down-Forward
- MB: Meter Burn (Pressing the Meter Burn button during a special move to enhance it, typically R2/RT)
- EX: Enhanced (Another term for Meter Burned special moves)
- J: Jump
- C: Crouch
- +: Indicates simultaneous button presses (e.g., 1+2)
- ~: Indicates a cancel or a very quick follow-up
Basic Attacks & Combos
Every character possesses a core set of basic attacks that can be chained into simple combos. These are your bread and butter for opening opponents up and dealing consistent damage.
- Light Attacks (1): Fast, low damage, excellent for poking, interrupting, and starting combos. Many characters have a rapid 1,1,1 string that can be easily confirmed into a special move.
- Medium Attacks (2): Slower than light attacks but deal more damage. Often have better range or hit properties (e.g., overheads). Look for strings like F+2 or B+2 for mix-up potential.
- Heavy Attacks (3): Slowest but most damaging basic attacks. Can often launch opponents for air combos or knock them down for pressure. Some characters have unique properties, like Superman's "Kryptonian Crush" (B+3), which is a powerful overhead.
- Crouching Attacks (D+1, D+2, D+3): Essential for hitting low and for anti-air. D+1 is often a fast, safe poke. D+2 is frequently an excellent anti-air uppercut.
- Jump Attacks (J+1, J+2, J+3): Used to initiate offense from the air, cross up opponents, or extend air combos. Timing is key to avoid being anti-aired.
Strategy: Practice your character's basic strings in the training mode. Focus on confirming these into a special move. For example, Batman's "Winged Avenger" (1,1,2) can be easily followed by his "Batarang" (B,F+1) for a quick, reliable combo.
Special Moves
Special moves are unique to each character and form the core of their offensive and defensive capabilities. They consume no Super Meter unless Meter Burned.
- Projectile Attacks: Many characters have a projectile, like Green Lantern's "Green Lantern's Might" (B,F+1) or The Flash's "Lightning Charge" (B,F+2). These are crucial for zoning, controlling space, and forcing opponents to approach.
- Rushdown Attacks: Moves that quickly close the distance, such as Wonder Woman's "Amazonian Slam" (D,B+3) or Deathstroke's "Sword Flip" (D,B+2). Use these to punish whiffed attacks or to maintain pressure.
- Anti-Air Attacks: Specific special moves designed to hit airborne opponents, often with invincibility frames. Superman's "Flying Punch" (D,B+2) is a classic example.
- Command Grabs: Unblockable throws that often deal significant damage. Bane's "Venom Uppercut" (D,B,F+1) is a powerful example, especially when Meter Burned.
- Teleports: Allow characters to instantly reposition, useful for escaping pressure or setting up tricky mix-ups. Raven's "Soul Steal" (D,B+3) is a prime example.
Strategy: Learn the properties of your character's special moves. Which ones are safe on block? Which ones are unsafe? When is the best time to use a projectile versus a rushdown move? Experiment with different ranges.
Meter Burn (EX) Special Moves
By pressing the Meter Burn button (MB) during the execution of a special move, you consume one segment of your Super Meter to enhance its properties. This can include:
- Increased damage
- Additional hits
- Armor (absorbing one hit without being interrupted)
- Faster startup or recovery
- New combo potential
Example: The Flash's "Lightning Charge" (B,F+2) is a basic rush. Meter Burning it (B,F+2+MB) makes it armored, allowing him to power through an opponent's attack while still delivering his own.
Strategy: Meter Burning is essential for extending combos, breaking armor, and making certain moves safer. Prioritize Meter Burning moves that lead to significant damage or provide crucial defensive utility.
Super Moves (Clash & Supermove)
Your Super Meter, located at the bottom of the screen, fills as you deal and take damage. It has four segments, which can be spent on Meter Burns, Clashes, or a Supermove.
Clash
A Clash is a unique mechanic in Injustice that allows a character to interrupt an opponent's combo and potentially regain health or deal damage. It can only be initiated when you have at least one segment of Super Meter and are on your second health bar.
- Initiation: Press F+MB when being hit by an opponent's combo.
- Wager: Both players then secretly wager segments of their Super Meter (0-4).
- Outcome:
- Attacker wins wager: Deals damage to the defender.
- Defender wins wager: Regains health.
- Tie: No effect.
Strategy: Use Clash strategically. If you're low on health and your opponent is pressuring you, a successful Clash can turn the tide. If you're the attacker, consider wagering more meter if you suspect your opponent will try to regain health.
Supermove
When your Super Meter is full (all four segments), you can unleash your character's devastating Supermove. These cinematic attacks deal massive damage and often come with invincibility frames.
- Execution: Typically D,F,D,F+MB (though some characters have different inputs, always check your specific character's move list).
Strategy: Supermoves are best used as combo finishers for maximum damage, or as a desperate measure to turn the tide of a losing round. Be cautious, as a whiffed Supermove leaves you vulnerable and wastes all your meter.
Environmental Interactions
Many stages in Injustice feature interactive objects. These are divided into two types:
- Interactables (Light): Activated with 1+3 (Light Attack + Heavy Attack). These are typically smaller objects that can be thrown, used as shields, or swung. Examples include throwing a car in the Metropolis stage or swinging on a lamppost in the Gotham City stage.
- Interactables (Heavy): Activated with 2+3 (Medium Attack + Heavy Attack). These are usually larger, more damaging interactions, often involving a character-specific animation. Examples include slamming an opponent into a giant bell in the Batcave or launching them off a skyscraper in the Metropolis Rooftop stage.
Strategy: Incorporate interactables into your combos and pressure. They can extend damage, provide knockdowns, or create space. Pay attention to your character's position relative to the interactable and your opponent.
Character Power (4)
Each character possesses a unique Character Power, activated by pressing the 4 button. These powers often provide a temporary buff, a unique attack, or a defensive option.
- Examples:
- Batman: Summons a swarm of bats that can stun opponents.
- Superman: Gains a temporary damage buff and armor.
- Wonder Woman: Switches between her Lasso of Truth and Amazonian Shield, changing her move properties.
- Green Arrow: Fires different types of arrows (explosive, ice, electric).
Strategy: Understand how your character's power integrates into their overall game plan. Some powers are best used for combo extensions, others for zoning, and some for defensive escapes. Experiment with timing and situations.
Practice, Practice, Practice!
The key to mastering any character's move list is consistent practice. Head into the "Practice" mode from the main menu and spend time with your chosen fighter. Focus on:
- Executing special moves consistently.
- Chaining basic attacks into special moves.
- Understanding the range and startup of each attack.
- Experimenting with Meter Burns and Character Powers.
- Learning your character's anti-air options and wake-up attacks.
Don't be afraid to experiment and find what works best for your playstyle. The more comfortable you are with your character's toolkit, the more effectively you'll be able to adapt to any opponent.