Injustice 2 Frame Data, Combo Notations and Strings Data Guide – How to Read This Data to Improve Your Gameplay
Injustice 2 Frame Data & Combo Notations guide to help you learn everything you need to know about reading the Frame Data, Combo Notations, and more. It goes without saying but fighting games are more than just clueless button-mashing. There are certain techniques whose usage distinguishes the good players from the average ones. In this guide, we have detailed some of those techniques to help you become a better Injustice 2 player.
Techniques like understanding the frame data, learning how to frame trap your opponent, combining strings together into devastating combos, and how to deal with spam are not only relevant to Injustice 2 but most of the modern fighting games out there. Even if you are a seasoned fighting games player, this guide will serve as a refresher.
Injustice 2 Frame Data and Combo Notations Guide
In our Injustice 2 Frame Data and Combo Notations Guide, we have detailed everything you need to know about reading and understanding Frame Data and Combo Notations.
Injustice 2 Frame Data and Combo Notations
Understanding Injustice 2 Frame Data
If you ever looked at your character’s Move List, you might have noticed different numbers under the Frame Data. When correctly understood, these numbers can change the outcome of a battle and separate good players from the average ones. For the purpose of this guide, I will only talk about Start-Up Frames, Block Advantage, and Hit Advantage.
Most of the modern fighting games run at 60 FPS with 1 frame equal to 1/60th of a second – Injustice 2 is no different. Each move in the game has three types of frames i.e. Start-Up Frames, Active Frames, and the Recovery Frames. When you combine all these frames, you get the total amount of time required for a move to complete – ignoring the animation cancelling at this point. For instance, if a move has 5 Start-Up Frames, 5 Recovery Frames, and 5 Active Frames; it is a 15 frame moves and it will take 15/60th of a second to complete.
It is important that you have an idea of what your fastest moves are and how to punish your opponent’s misplays. As a general rule of thumb, there are not many moves in Injustice 2 that have less than 6 Start-Up Frames. Let us take an example of Power Break which has 30 Start-up Frames, +5 Block Advantage, and +67 Hit Advantage. As you can tell, it is a slow move and takes half-a-second.
Despite being a slow move, it has a high Block Advantage with +5. Now if you cancel this move into Face Smash that has 8 Start-up Frames, you will knock off 5 frames from the Start-Up Frames of the Face Smash. It means that your follow-up Face Smash will have only 3 Start-Up Frames. Since there is no move in the game that can stop this follow-up attack, you will successfully trigger a Frame Trap.
On the other hand, if a move has negative Block Advantage say -35, you can very easily punish that move after blocking. This is particularly useful if you have an opponent performing a same move repeatedly. Finally, coming to Hit Advantage, you should not generally attack immediately after getting hit. For example, if a move is +30 on Hit Advantage, it means that you have plenty of time to hit another move after landing the first move.
Understanding Injustice 2 Combo System
When it comes to the Combo System in Injustice 2, there are a couple of things to keep in mind. First, let us talk about hit-stuns. Hit-stuns in Injustice 2 is a little different from other fighting games. In this game, the only options at your disposal when it comes to hit-stuns is either blocking or trying out a throw. It is important to understand that hit-stuns in Injustice 2 do not guarantee you combos they only guarantee you pressure.
Now that we have gotten that out of the way, let us talk about combos. There are two ways using which you can extend your combos – the first one is cancelling an attack and the second one is using a capture state. When it comes to Cancel(s), you can cancel a 1, 2 into a d, f + 1 provided that you enter the complete input of d, f + 1 before the 2 hits. There are not many examples of Cancel(s) in Injustice 2 but I think you get the idea.
Next is extending combos using a Capture State. For example, if you have played with Batman, you must be familiar with his Grapple. The Grapple essentially resets the fight, allowing you to land some additional hits in order to conclude a combo. Theoretically speaking, you can land a 1, 2 and cancel it into a Grapple to extend your combo.
Injustice 2 Combo Notations
When it comes to Injustice 2, you need a clear understanding of universal notation in order to learn the strings, attacks, and combos found all over the web. This universal notation is what we have used in our character guides along with almost all the Injustice 2 content creators across the web.
- Light Attack = 1 = X
- Medium Attack = 2 = Y
- Heavy Attack = 3 = A
- Character Power = 4 = B
- Throw/Grab = LB or X + A
- Stage Interaction = RB or X + Y
- Meter Burn = MB = RT
- Super = SM = LT + RT
- Flip Stance = FS = LT
- Light Attack = 1 = Square
- Medium Attack = 2 = Triangle
- Heavy Attack = 3 = Cross
- Character Power = 4 = Circle
- Throw/Grab = L1 or Square + Cross
- Stage Interaction = R1 or Square + Triangle
- Meter Burn = MB = R2
- Super = SM = L2 + R2
- Flip Stance = FS = L2
This is all we have in our Injustice 2 Frame Data, Combo Notations and Strings Data Guide. Let us know if you have anything else that you would like to add!