In Part Two of our Fighters Guide for Injustice: Gods Among Us, we take a look at some of the core pillars of its destructive gameplay. Whether it’s mastering the art of transitioning between levels or knowing when to use your Super Move, we give you the lowdown on becoming a Super Hero or Villain in the world of DC. If you missed Part One, fear ye not, it’s right here.
The Super Metre
Similar to the Ultra bar of Street Fighter IV, dealing or receiving damage will grant fill your Super Metre. This metre is broken into segments, and can be used in a variety of ways. You can press RB/R1 or LB/L1 just after a basic combo to increase its damage, but this will consume a whole segment of your metre. Use these enhanced combos to break your opponents flow if you’re at a disadvantage – don’t become reliant on them, otherwise your metre will always be empty.
You’ll also use your metre in a ‘Wager’. These are usually initiated when you or your opponent perform a block during an opposing combo. Each player can choose to ‘bet’ a certain amount of their Super Metre against your opponents own gamble. If you’re bet is greater you’ll either receive a partial health regen (usually in the region of 25 per cent) or deal your opponent a similar amount in damage – depending on whether you’re defending or attacking in the clash will determine the bonus or damage you’ll receive. If you’re bet matches your opponents, the clash will be tied. Don’t always feel you need to bet in a Wager; sometimes it’s better to take a strike and turn the tide later with a well-timed supermove.
Supermoves are just one of the many ways Injustice adds a cinematic pause to the furious action of a match. Some moves look genuinely cooler than others (Green Lantern, Batman and The Joker are among some of the best), but they all deal a similar amount of damage. As with each facet of the game, knowing when to use your supermove is key to taking the advantage in a match. If you’re getting your arse handed to you in a bout, you may have time to use two of them, but most matches will see you using just the one. If you manage to max our your Super Metre, the character-specific log above it will start to glow – pressing RT/R2 and LT/L2 together will initiate your characters supermove.
In a frustrating feature of the games mechanics, all supermoves can be blocked or evaded. Most AI can be caught in the trap of a supermove, but a majority of players are savvy enough to evade them. Initiating a supermove launches a brief animation, so only use a supermove when you’re close enough to a player, or when your opponent is mid-animation, to ensure it connects. There’s nothing worse than a whole Power Metre wasted for nothing.
Use those destructibles… wisely
Love them or hate them, the many interactive elements of each arena are as much a part of a bout as both fighters. While you can turn these elements off, most bouts online will take place with them available, so learn to adapt to their presence. Power characters like Superman and Black Adam will pick up a destructible element from the background and destroy them completely (such as Doomsday throwing the Bat Signal, or Lex Luthor smashing a garbage bin). Other characters like The Joker or Batman will leap from an object to create some distance, or prime an object to explode.
Some elements are fixed and can be used indefinitely. The helicopter on the Gotham City rooftops level, and the Bat-computer in the Bat Cave are examples of this. Simply clicking LB/RB or R1/L1 (depending on whether you’re working left to right or vice versa) will initiate any of these moves. Forcing your opponent towards an interactive element, destroying them in the early stages or evading them as a zoning character are just some the tactics to focus on.
Some arenas only have a single level, but others have multiple tiers that can be transitioned between depending on the position of a character. In the tradition of Mortal Kombat, performing a strong strike (such as Back and A/X) will smash your opponent (or you, if you’re on the receiving end) into another themed level of the arena. So by selecting the Arkham Cell Block level, you can make a transition into Joker’s Asylum belief.
Unlike many other fighting games, it’s also possible to transition back to the original level. If you transition from Gotham City into the Slums below, you can smash your opponent into a petrol truck and blow them back onto the Gotham rooftops you started on. A well-placed combo can drive an opponent to a transition point, so always keep an eye on the chance to strip your opponent of some more precious health.
In the zone
Injustice has some traditional ‘large’ characters, those that are slower but deal greater damage with their strikes or throws. But don’t be fooled by a characters size – many of the highest ranked players online use big characters like Bane, Solomon Grundy and Lex Luthor. Grundy in particular has a 12-hit combo that’s absolutely deadly in the right hands.
Characters are divided mainly into Power and Gadget characters, which both exist alongside more traditional types such as zoners. So a character like Lex Luthor may be slower than Catwoman or Harley Quinn, but he’s considered a Gadget character due to his use of grenades and drones. He also has a game-changing air and ground dash that bring him in close for some serious damage (which, essentially, makes his character a zoner, too).
There are just some of the foundations you’ll need to get started in Injustice: Gods Among Us. With five varying difficulties of AI opponents to practice against in the Battle modes, you should have enough practice space to hone your Injustice skills before you enter the pantheon that is the Online mode. Be warned, a good proportion of the players online are merciless, so get practising those combos and learn your arena layouts or you’ll get humbled, endlessly.
Fancy picking up Injustice: Gods Among Us? Give our review a gander. Oh, and check out the trailer for upcoming DLC character Lobo!