Injustice 2 Articles RSS Feed | Injustice 2 RSS Feed on en Launch Media Network ELEAGUE: Legitimizing Esports Through Creative Storytelling and Emerging Technology Fri, 20 Jul 2018 11:07:40 -0400 Jonathan Moore

Log in to any sports broadcasting network, and there's a strong chance you'll run into a well-polished documentary or feature on a player's life, technique, or claim to fame. To anyone who cares about sports, the games we watch aren't really about the sports themselves but more about the personalities lacing up to take the field or court. We tune in because we want to see those players succeed or fail, and we want to see how they'll do it. 

The end, as they say, isn't as compelling as the journey. 

It's not surprising, then, that story and competition are uniquely linked. From the earliest days of sport, story fashioned from the splendor of victory and the disappointment of defeat has compelled us to watch, perhaps even more than the innate fun of the sports themselves. It's true in analog sports, and it's true in digital sports as well. 

In many ways, esports is the natural progression of competition. Just as analog sports have evolved from their primal roots, so have they evolved from traditional stick and ball sports -- such as baseball, football, and basketball -- to something if not more advanced, more closely tied to the digital age. Of course, traditional sports still entrance and enrapture us, but it's time to come to grips with a simple fact: sports are evolving, and both fans and broadcasters have to evolve with it.  

One of the companies leading the charge into that brave "new" world of broadcast esports is a name that's become synonymous with sports itself: Turner Broadcasting. Well-known for its coverage of the NBA, the MLB, the PGA, NCAA basketball, and more, Turner was one of the major broadcasting companies to quickly realize that esports wasn't just a fad but instead a legitimate cultural zeitgeist. Because of their foresight, their esports network, ELEAGUE, is one of the fastest growing and most renowned esports-centric networks currently showcasing games and tournaments. 

Speaking with Matt Mosteller, Vice President of Content for Turner Sports, who also oversees production for ELEAGUE, the idea of crafting compelling narratives lies at the center of each ELEAGUE production. As a fan-first esports brand, ELEAGUE seeks to bring esports stories to fans in interesting and creative ways -- some they may have never seen before. 

[Esports is] a great digital property, and there are a ton of young fans that are consuming this content and are ferocious when following these sports. For us, being able to create content and bring in a younger audience is always something that's key. It just made sense. 

At Turner, we're always looking for what's next; what are the new, big sporting events and phenomena? We want to be a part of those and help tell stories around those. We pride ourselves in doing premiere events. We looked at esports -- and being able to jump in and help grow some of those games and create some more premiere events -- [as something we were very interested in]. 

One of the ways Turner looks to help grow established esports such as Counter-Strike: Global Offensive, Street Fighter V, and Tekken 7 is through leveraging its experience in traditional broadcast storytelling. Creating hype around these games in ways both hardcore and casual fans may not have experienced before is an important wrinkle in the company's strategy. 

In many ways, I've seen it work on the "uninitiated" in person. Injecting broadcasts with player profiles, educational segments, and creative features such as this gem featuring ELEAGUE's 2018 Street Fighter V Invitational Champion, Tokido, serve a dual purpose in engaging the hardcore viewer and humanizing the competition for the casual viewer.   

Setting out after that goal, it's the creative work Turner employs outside the game that often sets its broadcasts apart from other esports coverage and analysis. It's crazy polished. It's engaging. It's compelling. The ELEAGUE team uses storytelling to give fans better insight into the every-day lives of these players, showcasing the monumental investment these players put into their training. What's more, it highlights the fact that esports players are just as passionate and skilled as players in the NBA, NFL, and MLB. 

Mosteller says that one of the best ways to ensure all of those boxes get ticked is by giving viewers what they really want, which is access to the players. That one thing is the connective tissue by which the entire organism seems to work.  

The game's the game. There's only so much we can do within the game itself. [But the question is], "What can we do around the game to create this buzz and get people excited and draw in more of an audience?". One of the great things fans love is access. They want to be these players and they want to see them away from the controller ...

One of the things we looked at was, "How can we bring fans closer to the action?", giving them the chance to know these guys. So we've dived into some of the documentary style [content], like the road to the international, the road to the Boston Major this past year for our ELEAGUE Counter-Strike major, and it really gave fans a chance to get to know these teams and see that other side of them, and create that connection and bond that will hopefully bring people back to watching live gameplay. 

That's a tall task when it comes to Joe Public. It's a safe bet that your average sports viewer isn't all that keyed in to esports -- or doesn't hold the niche in very high regard due to general views on gaming. Although studies show that some 250 million people follow esports competitions around the world, that's across all esports properties and tournaments, not a specific event.

In 2017, IEM Katowice brought in 46 million viewers, making it the largest esports event in history. However, that pales to the 2017 Super Bowl, which alone brought in 111 million viewers. This shows that broadcasters have the attention of hardcore gamers, but getting the attention of an ordinary audience requires a bit more finesse. 

In response, broadcasters like Turner have become more flexible.

That adaptability has helped ELEAGUE grow its brand and engage esports fans on both digital streaming channels such as Twitch and BR/Live, as well as TBS. It's been aided by leveraging proprietary and third-party technology. Used in conjunction with more traditional storytelling elements -- features, player profiles, and more -- tools such as eye-tracking technology and Game Command tell story in an engaging, yet more analytical way.  

Without eye-tracking technology, you wouldn't know that many Street Fighter V, CS:GO, and Tekken 7 players move their eyes just as fast, and in some cases even faster, than athletes in almost all traditional stick and ball sports.

That storyline in and of itself not only gives casual fans direct analogues by which to understand esports and overcome some of their initial hurdles, but it also gives hardcore fans the validation they've sought since players started gathering around cabinets in their local arcades decades ago. 

From another angle, ELEAGUE's Game Command gives viewers unprecedented access to professional esports play, specifically CS:GO. In Counter-Strike: Global Offensive, viewers streaming matches are able to see not only the main feed (which is similar to a typical sports broadcast on cable), but they are also able to see multiple angles of action, similar to a multi-feed that's sometimes provided during traditional sports broadcasts.

But that's not all. There's a unique wrinkle that takes the game to an entirely new level. With Game Command, viewers can watch specific players throughout the match, easily switching between players and viewpoints at their own discretion. It gives viewers unprecedented access and control to the games they love; and in cases of the uninitiated, gives viewers a new way to learn about the game they're watching. 

Mosteller says that's the whole point: to bring viewers and audiences as close to the game as they possibly can. Just like traditional sports, it's important to build a conversation around esports that grows it from a niche market into something bigger and more accepted. 

We always try to push ourselves on the technology side. And the gaming space is a great place to do that. Whether it was the eye-tracking technology or the augmented reality we've done around Street Fighter or the Injustice League, where we brought these great characters these fanbases know and love to life in the studio and during the broadcast. Those are just some things we can do to spice up our coverage and get the fans excited. 

I think if we're going to continue to grow the esports space, that's something that's big for us: bringing in that more casual audience, especially on TBS where people aren't as used to watching esports on that platform. 

If any mainstream broadcasting company can make esports widely popular, Turner is one of the very few that can do it. What makes Turner Broadcasting unique is that it has a wide array of ancillary properties from which it can pull from to further build hype around the scene. It has specific brands that already overlap with the gaming space, such as Cartoon Network, that further facilitate the push to greater esports ubiquity. 

It's that mixture of styles (a firm understanding of traditional media alongside a genuine excitement and interest in emerging technologies) that's helped ELEAGUE become so popular so quickly. Often, there's not a lot of context around esports matches. By crafting traditional and analytical stories around them, Turner looks to help both hardcore fans and casuals better understand what they're watching. By proxy, that understanding will hopefully transform into wider acceptance of esports as an "actual" branch of sports.  

Much like NFL films has done for the league's 32 teams and thousands of players, Turner uses technology and creative storytelling to craft compelling, engaging, and informative content that breaks down barriers.

It's telling stories where it at first doesn't seem stories could or should exist. By humanizing gaming and crafting stories around each of the scenes it represents, Turner is using ELEAGUE to firmly make the argument that competitive gaming isn't just for the initiated.

Just like traditional sports, it's for everyone. 


To see first hand the way ELEAGUE tells stories around esports tournaments, make sure to tune in to the CS:GO Premier 2018, which starts this Saturday, July 21, at 2 p.m. EDT on Twitch, BR/Live, and Game Command

The group action will go through Wednesday, July 25. After the dust has settled, four teams (two from each group) will face off in single-elimination playoffs held Saturday and Sunday, July 28-29, for their share of the million-dollar prize pool. 

As always, stay tuned to GameSkinny for more news and information on ELEAGUE as it develops.  

Teenage Mutant Ninja Turtles Coming to Injustice 2 Next Week Wed, 07 Feb 2018 12:21:18 -0500 Andrew Krajewski

Ever since the Teenage Mutant Ninja Turtles were announced as new characters for the fighting game Injustice 2, fans have been enthusiastically waiting for them to arrive. Thanks to a press release from Warner Bros. Interactive Entertainment, we know they'll arrive in the game February 13th for owners of the Injustice 2: Ultimate Edition, Ultimate Pack, or Fighter Pack #3. The Turtles will also be available for standalone purchase on February 20th for £11.99 (equivalent to $16.62 USD).

We also got a trailer from NetherRealm Studios showing off gameplay of the Turtles kicking butt. We learned that players will play only as one turtle at a time, while combos will showcase the Turtles teaming up for awesome attacks. Players can decide which Turtle to play as by equipping their corresponding weapon in the Turtle loadout (Sword for Leonardo, Bo Staff for Donatello, Sais for Raphael, and Nunchakus for Michelangelo). Each turtle will have their own moves and powers. It's worth noting that since online play and tournaments don't allow specific loadouts, each Turtle will be available to be picked separately in those modes.

If you haven't checked it out yet, you can get Injustice 2 for PS4, Xbox One, and PC.


Which Turtle do you look forward to using the most? Let us know in the comments below, and be sure to stick around GameSkinny for more news about the TMNT in Injustice 2!


The Problems with Marvel vs. Capcom: Infinite and Why the FGC Hates It Thu, 19 Oct 2017 11:20:07 -0400 Jeffrey Rousseau

Marvel vs Capcom: Infinite (MvC:I) has been available for a month, and one thing has become clear -- it's one of the most divisive fighting games to hit the market in a while. The fighting game community (FGC) either doesn't mind it, or totally hates it.

There are a lot of strong feelings among fans about this game. A considerable number of them are calling MvC:I the worst game in the series. This might sound like a baseless accusation, but closer examination reveals a number of glaring issues with Infinite that make it a significantly less satisfying fighting game than its predecessors. 

But what happened, exactly? Where did this iteration of Marvel vs. Capcom go wrong? Let's break down this game to see if we can find out why it's become the target of such deep loathing among the fighting game community. 

Deadly Sin #1: A Roster Missing Notable Characters

When Marvel vs. Capcom: Infinite was introduced, one thing was very clear: the roster was...different. It didn't feature any X-Men or Fantastic Four heroes -- meaning no Dr. Doom, Magneto, or Wolverine.

These characters have been part of the MvC crossover titles even before the Marvel vs. Capcom titles as we know them today were developed. From X-Men vs Street Fighter in 1997 and Marvel Super Heroes vs Street Fighter in 1998 to Marvel vs. Capcom: Clash of Super Heroes a few years later, characters from the X-Men and Fantastic Four have been a staple in the series that's almost as recognizable as someone like Ryu. So it's understandable that fans were concerned about not seeing them featured in this iteration.


Why didn't these legacy characters get to make an appearance in MvC:I? It's a little bit complicated, and has a lot to do with the franchise rights.

Although Marvel (and by extension, Disney) owns the rights to almost all of its characters, 20th Century Fox owns the film and TV rights to the X-Men, the Fantastic Four, and Deadpool.

Credit goes to fans but it's been brought to my attention that the videogame rights are owned by Marvel (Disney). So these characters can make appearances within the game. The issue however is Fox's control of these movie franchises.  

It was in Marvel's best interested to have MvC:I advertise their MCU (Marvel cinematic universe) heroes first and foremost. Now, Marvel would love nothing more that to gain control of those film rights from Fox. The relationship between these two studios as we speak isn't...nice, thus the additions of these characters seems unlikely. So we may not see Gambit or Doctor Doom on the roster...ever.

Regardless of the circumstances, though, the omission of these fighters was very off-putting for fans of the franchise. You'd be hard-pressed to find a MvC player who wouldn't list at least one of the X-Men as a recognizable mascot for the series. In fact, fighters like Wolvering have been consistently top-ranked in character tierlists because they are just so good

To be honest, Marvel and Capcom probably could have recovered from this. But Capcom pulled a major PR blunder when a GameSpot journalist asked about the missing characters during an interview. Associate Producer Peter Rosas tried to sidestep the issue by saying that the specific mechanics which made those characters beloved had been embedded in other characters:

"If you were to actually think about it, these characters are just functions. They're just doing things. Magneto, case and point, is a favorite because he has eight-way dash and he's really fast, right? So our more technical players, all they want to do is triangle jump and that kind of stuff. Well guess what, Nova can do the same thing, Captain Marvel can do the same thing. Ultron can do the same thing. Go ahead and try them out."

But the real insult came when Producer Michael Evans tried to imply that the X-Men weren't recognizable to current audiences:

"Then the third one is obviously the popularity of these characters. X was one we had to get in there. A lot of fans wanted to see X, so we brought him back. Then also we talked with Marvel very closely about their future roadmap, about what's gonna be happening. Your modern Marvel fan, maybe they don't even remember some of the X-Men characters, but they know some of the Guardians characters or Black Panther. You know what I mean?"

This developer actually tried to sell the idea that the X-Men weren't recognizable characters for current Marvel fans. I'll just let that idea sit for a minute. 

Has it started to sink in? Good. Now let's analyze that statement a little more. The reign of the X-Men started with a popular 1990s cartoon that a lot of comic book fans watched and enjoyed. The franchise's roster of mutants then went on to appear in a number of films of varying quality, from 2000's eponymous X-Men film to 2014's critically acclaimed X-Men: Days of Future Past. To imply that the modern Marvel fan wouldn't recognize characters from a franchise that's released iterations as recently as 2016 is one hell of a statement -- and some fans found it downright insulting. 

It's possible that these missing heroes may appear later on as DLC, but nothing has been confirmed thus far. So for now, fan backlash over the limited roster of characters is understandable. A Marvel vs. Capcom game that doesn't feature at least some of the X-Men is incredibly alienating for long-time players. 


Deadly Sin #2: Failure to Diversify Characters

The omission of legacy heroes from the MvC:I roster is one issue, but character diversity among the heroes that did make the cut is another. Out of the 30 fighters that players have at their disposal, only four of them are female characters. 

If you ask me, and a lot of other fans, that's pretty tone deaf for a game in 2017. It has "boy's club" written all over it -- and puts MvC:I in the long list of titles that prove the gaming scene has some serious representation issues. Under-representing female characters in this iteration of the franchise not only hurts its appeal to an increasingly diverse market, it also ignores the history of the series itself. There were significantly more female fighters present in Ultimate Marvel vs Capcom 3, so the lack of them in MvC:I feels like a step back. 

Sure, we've got Captain Marvel, Gamorra, Morrigan, and Chun Li. Those are some badass ladies. But it's not nearly enough. 

Some might say that licensing issues have a lot to do with the poor representation in Infinite's character roster. But to be blunt, that's a pretty weak excuse. Both Marvel and Capcom have plenty of other recognizable heroines who could have made an appearance here.

On Capcom's side of the equation, the Darkstalkers character pool alone has five women to choose from, two of which made it into UMvC3. And aside from the multiple female characters that could have been reused from UMvC3, there are also plenty of newcomers from Street Fighter V that could have made an appearance as well. 

As for Marvel, there's almost no excuse for how few female characters made the list. Many fans are wondering why Black Widow is nowhere to be found, especially since nearly all the other Avengers are in the game. The same is true for Scarlet Witch. Heck, now that Sony has loosened their grip on the Spider-Man franchise, perhaps Spider Gwen could have even made her premiere for the series. 

To summarize, there's really no shortage of female characters that both Marvel and Capcom could have chosen from. So the idea that it all had to do with licensing is pure nonsense -- cuts were made to the roster, and a lot of female characters never made it past the chopping block.

It's certainly possible that more diversity will come with DLC characters (like the female Monster Hunter who is set to join the MvC:I roster down the line), but the lack of representation at launch is an unfortunate and rather embarrassing business decision. 

Deadly Sin #3: Poor Character Design

If the representation and notable omissions from the fighter roster wasn't enough to put a wrench in MvC:I's machine, another glaring issue with its characters is how the fighter models are actually designed. To put it simply: they don't look good -- and it wouldn't be a stretch to say they're downright unappealing. 

Don't get me wrong. Some characters in the game look decent enough. Captain Marvel, for example, has some solid animation and looks alright overall. It's just too bad the same can't be said for other characters. 

Though it's hardly a surprise, many models and assets featured in MvC:I were reused from UMvC3 and other games. And the resulting clash of aesthetics has made most things, especially the character design,

The FGC was quick to point this out and make a mockery of it. 

In the transition between the series' predecessors and Marvel vs Capcom: Infinite, its comic book aesthetic was lost along the way. The visuals included in this iteration of the franchise is less of a graphical style and more like a Marvel film. But that sort of realism doesn't really work when half the cast doesn't look right in an art style that doesn't closely mimic comics and animation. It creates a weird aesthetic dichotomy, a la Mega Man X

Both the original MvC and MvC2 capitalized on 2D sprite work to create exaggerated visuals. Every fall, super move, taunt, and so on popped on the screen and made those games wonderful to look at. Though some of this distinct style was lost when MvC3 started using cel-shaded characters, even that art direction had a distinct look to it. All the models were detailed, but not realistic -- and more importantly, they still had most of the comic book aesthetic.

The same was true for UMvC3. In that game, everything from the user interface and story scenes to the character select screen and actual combat UI was flamboyant and unique. If you need a refresher on what it looked like, check it out below:

When you compare the graphics of UMvC3 with the graphics of Infinite -- and let's face it, most fans have by now -- it's obvious that one just looks better than the other. And surprise! MvC:I definitely doesn't come out on top in that regard. 

In addition to the granular details of character design that simply doesn't work in the game's favor, many of the body proportions in these designs seem suspect as well. The titan Thanatos looks a bit weird, for example, because his upper torso is way too short for his massive frame. And during previews of the game, internet commentors mocked Chun Li's face relentlessly -- so much so that the developers actually went in and changed her character model accordingly. 

It's a shame that MvC:I looks a step backwards in the looks department. When you compare it to something like Injustice 2, these characters look bad no matter how you slice it.

Deadly Sin #4: Poor Production Value

On the production front, it's not just character design that's an issue in MvC:I. The game's overall production value leaves a lot to be desired, from voice acting to animation and beyond.

Starting with one of the game's most egregious production sins, the voice acting in MvC: I is inconsistent at its very best. At worst, it's flat and completely unbelievable. Some heroes sound (kind of heroic), while others sound completely uninspired. And if you sit down to listen to the voice tracks for Jedah and Morrigan, it's easy to see why there were so many rumors circulating about the game having a relatively small budget. 

On top of that, many of the game's characters have strange, janky animations during a lot of MvC:I, whether that be in matches or during cut scenes. This makes a lot of the fighting uninspired and just plain hideous to look at. Add to that the lack of cohesion between character models and it's a perfect storm of half-assed aesthetics that make the game significantly less engaging than many of its predecessors. 

It's really strange that the production value is so ridiculously poor considering the game's pedigree. If you look at the production values in a game like Dragon Ball Fighter Z, the difference is night and day. DBFZ is clearly the superior game in that regard -- and it hasn't even launched yet.  

So what gives?

Budget. In a video Liam Robertson posted (based on unconfirmed sources), he reports that the budget for MvC:I may have been around half of the budget spent on the DLC for SFV. If true, that would go a long way in explaining why the presentation of this game looks so backward when compared to those classics that came before it. 

Robertson also mentions in his report that MvC:I uses a number of assets from past titles. These elements were reintegrated into the new game with a number of touchups -- but not quite enough. This could explain the game's weird animations and unusual-looking character models. 

Deadly Sin #5: No 3v3 Crossover Combat

One of the largest and most noticeable design changes in MvC:I is the omission of 3-versus-3 gameplay. Capcom insists that this change was meant to be one that appealed to new fans in an effort to grow the game's playerbase. Sure, that's a reasonable answer, but the thing is that MvC has never really been casual-friendly. 

Yes, the original MvC:Clash of Super Heroes featured 2-versus-2 teams, but the decision to return to that is adhering to something diehard MvC fans didn't want. A more casual friendly game invokes the message; "that we're ignoring our fans". 

Three-versus-three gameplay reinforces the hectic nature of Marvel vs Capcom. In fact, the series has been welcomed and celebrated for this "chaos". Consequently, the community had to ask the simple question: If your series has held onto a gameplay style for over a decade, why abandon it? 

Deadly Sin #5: Public Relations Debacles

You may or may not have noticed but this hasn't been advertised much. This was likely due to small budget...allegedly. Naturally, to promote this, game it was shown at events and tournaments. Logically, Capcom worked with FGC personalities and professional players. Whom better than the most well known and hardcore of fans to help you show off a new fighter?

Eventually...a few questions arose. Were these individuals being honest for the game's hype? I mean, why wouldn't they be honest? Then fans asked why should they believe that they're being genuine? Part of the FGC began to call this praise shilling and we quite adamant about it. 

As discussed by The Nameless Fighting Game Show (seen above), we simply have to look at Street Fighter V, which was released in 2016. Practically everything surrounding its launch, post launch, and business plans were messy. Promises were made to make it better and to this day they haven't made good on them.

Now, we know they will make good on January of 2018. Now, considering how MvC:I was released while SF is still being fixed...that's not exactly reassuring. Understandably, the community had little to no reason to believe if Infinite will be ok. Sure, we could give Capcom the benefit of the doubt however they've been in business for ages. They've given people more than enough reasons to be leery.

Now as for the other reason why the PR surrounding MvC:I is sketchy. After an accidental upload to youtube, we learned that MvC:I maybe a part of the 2018 Capcom Pro Tour. It missed that window this year due to its September release. The tour is a year round event that begins in January.

The tour is an opportunity for competitors to earn monetary prizes. If SFV's tour is any indication, the cash pool is quite attractive.

So, these same professional players (who could win big) were given the chance to sing the game's praises. As well as get their hands on it during development. Capcom is a big part/sponsor of eSports, so it appears like a "you help me, I help you kind of deal". 

The thought process generally speaking is this: as a pro, it's beneficial to me get a leg up on a game that I can win money on later. Also having a good relationship with a big sponsor means more opportunity in the future.

It should be noted that if the pro tour gains another game, then more support for the qualifying tournaments would be gained. A new game means new players and they in turn would add more entry fees for tournaments. Thus, tournaments would grow in size and importance -- So it's a win-win for everyone involved. 

Is This A Bad Game?

The FGC at large is still torn on Marvel vs Capcom: Infinite. We are now a month post launch but some things are already very clear. It's main support has been mainly from professional players...for obvious reasons. It still remains to be a subject of mocking by members of the FGC.

I never really imagined there would be a "bad" Marvel vs Capcom game, yet here we are with weakest entry in the series. Honestly, at this point I'm not sure how long it will remain relevant either. Having a portion of the FGC harboring loathing and contempt for this game definitely doesn't help. The game we have again plays fine but is marred by poor production values. 

Maybe you think all this hate and lack of support is extreme. Well, people have legitimate reasons to not like this and question its quality. 

Its unfortunate but Marvel vs Capcom: Infinite is a definitely victim of it's publisher's bad business practices. Marvel vs Capcom you're a shell of your former self. Hopefully we'll see you return to form. Or maybe not? Series long fans and fighting aficionados whom are hurt, I feel your pain and share your sentiment.

Do you think Marvel vs Capcom: Infinite is a bad game? Do you disagree? Do you have more to add? Let us know in the comments below.

Injustice 2 Guide: How to Get Legendary Gear Fri, 15 Sep 2017 11:16:16 -0400 Kieran Desmond

Injustice 2 has been universally hailed by fans as a more than worthy successor to the original game -- featuring a stellar story with eye-popping facial animations and a challenging (but rewarding) combat system. NetherRealm Studios' attention is now focused on providing the community with regular updates in the form of new characters, new ways to play, and exciting new gear to use.

The sequel to Injustice: Gods Among Us’ Legendary Multiverse update recently rolled out, introducing all new Legendary gear to unlock in the new Legendary Multiverse in NetherRealm’s DC brawler. The fan reception hasn’t been as positive as you might think, however, due to the hoops players will have to jump through to unlock each piece of Legendary gear. Let’s take a closer look at this controversial update.

What is the Legendary Multiverse?

For a quick refresher course on what the standard Multiverse is, take a look at our Injustice 2 Multiverse Guide. In addition to the regular Multiverse and the Guild Multiverse, you now have the Legendary Multiverse available in the single player menu. The Legendary Multiverse is made up of several worlds -- one for each character in the game. There are currently seven worlds available, with more to come at an undisclosed date.

What is Legendary Gear?

Legendary gear is new a tier of gear that you can equip to your Injustice characters. Before this update, the available gear tiers consisted of white Common gear, blue Rare gear, and gold Epic gear. Legendary gear is represented by the color red.

Each character has one piece of Legendary gear, and it is specifically for the Accessory gear slot. There are also no random rolls for Legendary gear, so every piece of Legendary gear will have exactly the same base stats across all characters, with the exception of Atrocitus, but more on that later.

What makes each piece of Legendary gear awesome is that not only does it look really cool, but it also applies augments to the characters, giving them access to unique and powerful abilities that cannot be earned any other way.

What Legendary Gear is Currently Available?

All 7 pieces of currently available gear have now been unlocked and shared by the community. A lot of time and effort went into finding this information so a big thanks to them!

Batman: Gotham's Most Wanted Utility Belt

The augments for this Legendary Accessory are:

  • New Tech: Batman can triple jump forwards and away.
  • Battle-Rangs: Increases Batarang damage by 10.00%
  • Mechanized Swarm: Increases damage of Mechanical Bats by 50.00%
Cheetah: Relic Hunter's Sharpened Pike Tip

The augments for this Legendary Accessory are:

  • Blood Trail: Cheetah has a chance to make her opponent bleed from claw attacks.
  • Evasive Maneuver: 2.00% chance when being comboed to automatically escape.
Bane: Venom of the Cavidad Obscuro

The augments for this Legendary Accessory are:

  • Straight Damage: Bane no longer has negative debuff effects when Venom wears off.
  • Venom Rage: When reduced to 5.00% health or lower on the second health bar, Bane gains 20.00% increased damage.
Wonder Woman: Princess Diana's Gleaming Armaments

The augments for this Legendary Accessory are:

  • Blessing From The Gods: Wonder Woman's Character Power now activates 2 random buffs at the same time.
  • Honed Edge: All Sword attacks inflict 10.00% more damage.
Blue Beetle: The Reach's Finest Battle Scarab

The augments for this Legendary Accessory are:

  • Leveling Up: Power Blades are active the entire match. Using Blue Beetle's Character Power will fire his Energy Cannon.
  • Damage Shield: 10.00% chance to gain a Shield that reduces damages by 50.00% when hit.
Swamp Thing: The Avatar's Season Ending Blade

The augments for this Legendary Accessory are:

  • Flying Plants: Swamp Thing can dash while in the air.
  • Chlorophyll: Swamp Thing gains 2.00% Health Regeneration when standing in Abigail's Garden.
Atrocitus: Rage of the Cat Lantern

The augments for this Legendary Accessory are:

  • A Killer's Best Friend: Dex-Starr is out for the entire match.
  • Feline Fury: Dex-Starr attacks inflict 100.00% additional Damage while under 10.00% Health.

How Do You Get Legendary Gear in Injustice 2?

Similar to the normal Multiverse worlds, each world in the Legendary Multiverse will have 3 events that you can play. To be able to take part in each event, you will need to meet the requirements that are listed when a specific event is highlighted. Once the requirements are met, you can complete the event -- and once all 3 events are completed, you are rewarded with that character's Legendary gear.

It may sound easy, but I assure you that it's no walk in the Batcave. One of the requirements for each character is that you sacrifice 250 Epic gear pieces. This is most players' main gripe with conditions for getting Legendary gear because of how rare Epic gear already is. For help with amassing all those Epics, check out our guide on How to Level Up and Get Gear Quickly.

That's all I've got for now in this Legendary Gear guide, but there are plenty of other aspects of the game to check out in your grind for these accessories. For more tips and tricks, you can take a look at our Injustice 2 guides to get the most out of this critically acclaimed fighter. Here are some to get you started:

Injustice 2 Guide: Power Leveling Characters to 20 in Versus Mode Mon, 07 Aug 2017 10:13:18 -0400 Zantallion

Injustice 2 is a blast to play, and the game is still growing. With Darkseid, Red Hood, and Sub-Zero already added as DLC -- and Starfire and Fighter Pack 2 right around the corner -- this year's premiere comics fighter keeps getting better.

But with all these new characters coming out, how are you meant to catch up on getting all the others maxed out at level 20? Don't worry, GameSkinny has got you covered. In this leveling guide for Injustice 2, we're going to tell you how to get your fighters to 20 without having to spend a single source crystal.

There are two ways to power-level your characters: by grinding through Endless Mode or by forging games in Versus mode. We've already talked about power-leveling and earning gear in Injustice 2's Endless Mode, so we'll talk about the second method in this short guide. This one requires players to be a bit more active -- but if you do it right, it'll end up being the faster way to level your characters.

How to Power Level Characters with Versus Mode in Injustice 2

For this method, you'll need two controllers. Head into Versus Mode and select two characters you want to level up, then hop into a quick match. Grab the controller of the character that's lower level and win the match by beating on the helpless P2 dummy.

Winning against a character of a higher level will earn you EXP faster than by beating one at the same level or lower, and the rematch button makes the time between matches shorter -- so overall this method ends up being a bit faster than just sending a bot into Endless.

If the characters end up at even levels, just fight with the one of your choosing until it's higher level, then switch to the other. Continue this process until you hit 20 for all the characters you want to level.

When using this method, make sure to equip any EXP-boosting gear pieces you have. Pieces that give you bonuses for perfect rounds are extra useful here, as you'll be fighting a motionless dummy -- so you're assured a perfect each time.


And there you have it! Another simple way to power up your favorite superheroes and supervillains in Injustice 2. With Starfire due to launch soon, now's the perfect time to grind those last few characters up to 20 before she adds another to your to-do list. Let us know how your grinding goes in the comments, and we'll keep you posted on more Injustice 2 content in the future.

Need more help with this DC fighter? Check out the rest of our Injustice 2 guides to make sure you always come out on top: 

Sub-Zero is Now Available in Injustice 2 Tue, 11 Jul 2017 14:06:16 -0400 Paige McGovern

Injustice 2 has a large array of DC superheroes and villains for players to play as on PlayStation 4 and Xbox One. Developed by NetherRealm Studios, this fighting game takes place in an alternative superhero universe where superheroes must fight against a league of villains planning for world domination.

Now you can play as the chilling fighter Sub-Zero if you've purchased one of the following game editions or add-ons:

  • Injustice 2 Ultimate Edition
  • Injustice 2 Digital Deluxe Edition
  • Injustice 2 Ultimate Pack
  • Fighter Pack #1

Sub-Zero stars in the popular Mortal Kombat franchise, which is also developed by NetherRealm Studios. He is the only character in every main Mortal Kombat game. For Injustice 2, the character has a new costume, designed by DC publisher Jim Lee. 

Players who don't own one of the above editions can purchase Sub-Zero on July 18 in the PlayStation and Xbox stores. 

Watch Sub-Zero's introduction trailer below:

Stay tuned to GameSkinny for all the latest Injustice 2 news. 

Injustice 2 Mobile Guide: How to Maximize Arena Points Mon, 12 Jun 2017 12:27:25 -0400 heatherew24

Even a few weeks after its release, Injustice 2 is still going strong on consoles and mobile devices alike. The ability to personalize superheroes and participate in a variety of different game modes has kept players coming back for more. 

Many of these players are a the point where they want to have the most overpowered characters possible. But that requires arena points, which can sometimes be a grind to rack up. But in this guide, we're going to go over the best ways to maximize your arena point gains so that your heroes can be more OP in no time. 

How to Get More Arena Points in Injustice 2

Slow and Steady Wins the Race

User Kientastic on the game's community forum suggests inserting one character at a time into the game, instead of throwing in your team all at once. Using this theory has earned them 500 points from a single match. 

Use Characters With Higher Threat Levels

Users DessieDoyle and vaderdaman have confirmed said that the higher the threat level of a character, the higher the arena points you can earn for utilizing them. DessieDoyle explained it with a quick chart: 

  • 0 - 2,500: 250 points
  • 2,500 - 5,000: 500 points
  • 5,000 - 7,500: 750 points

The list stops there, as Dessie wasn't sure about the maximum threshold. But another user, proxp, extended the list for calculating the amount of arena points you can earn based on who you pick.

  • 20,000 - 24,000 = 2500pts
  • 25,000 - 29,000 = 2750pts
  • 30,000 - 34,000 = 3000pts
  • 35,000 - 39,000 = 3250pts
  • 40,000 - 44,000 = 3500pts
  • 45,000 - 49,000 = 3750pts
  • 50,000 - 54,000 = 4000pts
  • 55,000 - 59,000 = 4250pts
  • 60,000 - 64,000 = 4500pts

These are just tricks that can help you become the best at Injustice 2 and rack up those arena points. But there are plenty of theories out there, waiting to be discovered. How do you choose maximize arena points? Leave your methods and strategies in the comments below!

And be sure to check out the rest of our Injustice 2 guides for more tricks to help you get ahead of the game.

Top Ten Newcomer DLC Choices for Injustice 2 Mon, 12 Jun 2017 14:11:08 -0400 Zantallion

To say Injustice 2 is a success is an understatement. The game has been a sales smash for Netherrealm, and has been highly praised by all for it's entertaining story, incredible facial animations, and the breadth of it's single player content. But players want more. With Red Hood entering the fray in under a week, and Sub-Zero, Starfire, Black Manta, and more joining him, let's take a look at some other options DC and Netherrealm could add to their already star-studded fighter. This time, I'll be talking about new characters that could join from DC's roster of comics favorites.

1. Static

Kicking off this list is fan favorite electric superhero Static. After his TV show in the early 2000's, Static's popularity soared and he's remained a beloved character since. He's continued to make appearances since, both in the comics and the Young Justice TV show as a member of the Teen Titans. Static even managed to land himself a playable spot in the Injustice 1 mobile game, but hasn't yet made it to the console versions of the games yet. We do know that Static almost made the original roster for Injustice 2, but ended up being cut for unknown reasons. Here's hoping he gets his second chance as DLC, flying disc and all.

2: Larfleeze

Up next is the sole Orange Lantern, Larfleeze. As Orange Lanterns are indicative of the emotion avarice, Larfleeze is an incredibly greedy being, hoarding everything he can get his hands on from across the cosmos. In the comics, Larfleeze can be either comic relief, a sympathetic character, or a serious threat, depending on the situation, and all of these aspects of the character would work well in the game, considering Injustice 2's bevy of pre-battle dialogue. Larfleeze would also stand out amongst the other lantern users, as his constructs aren't usually weapons, but other beings that have been absorbed into his orange lantern, meaning he could make for a very interesting summoning-based character.

3. Etrigan the Demon

Etrigan is the alter-ego of Jason Blood, a man from the middle ages who had a demon bound to his body by Merlin. Ever since this curse, Jason found himself with the ability to transform into a demonic form, and learned to use this ability to fight against not only the wizard who cursed him, but other villains like Morgaine Le Fay and Klarion the Witch Boy. In Injustice, Etrigan's demonic abilities would set him apart from the rest of the cast, and the rhyming speech that comes with his demon form's curse would no doubt make for entertaining intro dialogue.

4. Big Barda

Big Barda was originally a member of Darkseid's personal guard, the Furies, but defected and joined the Justice League after falling in love with Mister Miracle, one of their members. Barda not only boasts gargantuan height and strength, she also always has on hand her Mega-Rod. More than just a simple club, the Mega-Rod can create concussive blasts of force, take the shape of other weapons, and even allows Barda to fly by it's power. Barda would also be a perfect fit for the game's gear system with her striking armor, giving Netherrealm a perfect opportunity to get creative with designing pieces for her.

5. Metallo

In comparison to Batman, Superman's gotten the short end of the stick when it comes to villain representation. In Injustice 1, he had Doomsday and Lex Luthor, with Zod as DLC, none of whom returned for Injustice 2, where Brainiac and Darkseid attempt to pick up the slack. But it's still only two compared to Batman's six, so let's even the odds a bit with Metallo. The kryptonite-powered cyborg has a liquid-metal body, allowing him to change his limbs into anything, from guns to chainsaws to even construction equipment. With that ability, it'd be almost impossible for Metallo not to have an interesting moveset as a character.

6. Constantine

John Constantine is another fan-favorite to join the game, with tons of supporters in the Injustice community. He's a chain-smoking, snarky paranormal detective, investigating crimes and murders of magical nature, and using his own magic abilities to solve cases and combat enemies. In-game he'd be somewhat similar to Dr. Fate in terms of being a magic-user, but rather than being a zoner, he'd almost definitely be a more up-close brawler, using his magic and signature flamethrower lighter in flashy ways for exciting combos.

7. Beast Boy

Everyone's favorite vegetarian, Beast Boy enjoys more popularity than most heroes of his caliber thanks to the Teen Titans TV show that featured him. But now, with Starfire on the way to Injustice 2 shortly, Beast Boy is the only member of the Titans team who hasn't yet been playable. His moveset capabilities are obvious, and the character would truly be a treat to have in game, if for no other reason than him being the goofball that he is. Getting his VA back from the original Titans show would make it all the better, and with Cyborg having his Titans voice, it's definitely possible.

8. Doctor Poison

If you haven't seen the new Wonder Woman film, it's fantastic, so head out and do that right now. And if you have, you know that while Ares is the film's main villain, the spotlight truly gets stolen by Doctor Poison, longtime Wonder Woman villain and the film's secondary antagonist. What better way to capitalize on the film than by having Poison join the brawl herself? As her name implies, Doctor Poison would use a variety of different toxins and poisonous gases to act as a character who wouldn't hit very hard on her own normally, but could instead wear down her opponents with damage over time effects. She could also use serums that increase her power, or ones that sap away at her opponent's super meter. And if she did get in, a set of gear based on her movie appearance, with the artificial face, would be a must.

9. Jonah Hex

Jonah Hex is one ugly customer, but the Wild West ain't pretty either. Jonah hails from the Wild West era in DC Comics, where he acts as a vigilante for those who cannot avenge those they care about. He has no real superpowers to speak of, but his marksmanship is second to none, and his usage of Wild West era items like bear traps and lassos could fill the holes of his moveset. His physical prowess is nothing to sneeze at either, as he's gone toe-to-toe with Batman (there were time shenanigans involved) and actually took down the bat, even with his futuristic tools. Different Wild West themed outfits as gear would complete the package, making for a worthwhile character in my book.

10. Plastic Man

Most of Injustice 2's roster takes itself so seriously. There's some exceptions, like Harley Quinn and Green Arrow, but there's much more gritty than goofy amongst it's cast. Plastic Man would go a ways towards helping even out that ratio. The stretchiest man in the world would not only add a bit of fun silliness to Injustice 2's roster, his moveset would be truly unique amongst the cast. What other character could mold themselves into the shape of an anvil and fall onto Brainiac's head, or reach his rubber limbs offscreen to punch Darkseid in the butt? Not many. Plastic Man's bouncy body lends itself to him being a character that'd be just as fun to watch as he is to play, and the dialogue would be hilarious.

And that's our choices for potential DLC characters for Injustice 2's roster. Do you like who we picked? Did we miss your favorite? Let us know, and stay tuned for the next part, in which we'll be covering the veterans who didn't make the jump from Injustice 1.

5 DC Heroes Who Deserve Their Own Video Game Fri, 02 Jun 2017 11:03:49 -0400 stratataisen

In the last few years, comic book heroes have certainly flown off the pages, landing movie deals, TV shows, and new toy lines. They’ve even taking video games by storm with releases like Injustice 2, the Arkham series, and Guardians of the Galaxy: The Telltale Series.

While these titles certainly scratch that proverbial superhero itch (to some extent), what other heroes out there could satisfy our need to save the innocent and bring nefarious villains to justice?

Here are 5 DC heroes that deserve to have a game of their own.


Nightwing (Vol. 2) #41

From the high wire, we have Dick Grayson, the former circus performer and Boy Wonder. This pretty boy has appeared in several games already as a side (and sometimes playable) character, but he has yet to have the privilege of leading a game of his own. He is often overshadowed by his mentor (because who doesn’t want to be Batman?) and underappreciated when it comes to the world of video games.

Nightwing started out his heroing career as the young sidekick of the Batman, sharing a thirst for justice with the Dark Knight after the death of his own parents. His witty and cheerful personality was the perfect balance to his mentor’s broody and dark nature.

As Grayson grew older, he struck out on his own, becoming Nightwing, with the reasons he took on the mantle of Nightwing vary from multiverse to multiverse. This could allow for a game to create something uniquely its own or dip into one of those multiverses for inspiration. Experiencing how Grayson went from sidekick to full-fledged superhero could be an interesting journey for players, especially as they follow through the city of Blüdhaven taking out thugs and solving crimes.

Black Canary

Green Arrow and Black Canary #12

Dinah Laurel Lance has the ability to shatter bad guys' insides with a single scream, but that would be after she wiped the floor with them using her martial arts skills. This lovely bird comes from a long line of crime fighters and follows in her mother’s footsteps as the Black Canary.

She’d bring yet another strong female lead character to the video gaming table while opening up chances for her connections to the Birds of Prey to be explored. Teaming with characters like the Oracle, the Huntress, Lady Blackhawk, and even Green Arrow could lead to some great co-op gameplay.


Static Shock #1

Virgil Hawkins is the young, nerdy teenage boy superhero that many know from both comics and animated adaptions. He’s the only hero on this list that didn’t start out as a DC hero, too. Instead, he made his debut in a self-titled Milestone comic.

Static acquired his powers when he got caught up in a gang war -- and was doused with an experimental chemical. From there, he used his electromagnetic abilities to combat a long list of enemies, many of whom got their abilities like he did.

Static’s abilities would bring some fun mechanics to a game, plus he has a reasonable amount of weaknesses that would keep him from being completely overpowered.   

John Constantine

Constantine #20

Yes, there was a licensed game released starring John Constantine well over a decade ago. However, that game followed the events of the 2005 Constantine film; there have been no games released following his blond and British comic book incarnation, which is why I’m placing him on this list.

This foul mouthed, chain smoking cynical Brit -- no relation to TotalBiscuit -- started out as a supporting character in The Saga of the Swamp Thing and eventually landing his own comic series, Hellblazer, as his popularity rose.

Constantine is an occult detective who has an adrenaline junkie addiction to all things supernatural and mysterious. A game following John Constantine would give players a glimpse into the dark recesses of the DC universe. It also opens the door for a horror-based game, as opposed to other comic hero games that are more centralized in the ARPG genre.

Green Arrow

Green Arrow Vol 4 #1

Oliver Queen is often compared to Batman because both are billionaires who fight crime with expensive toys. However, this is the bow-wielding vigilante of Star City. Unlike Batman, Green Arrow’s past experience shapes who he is but doesn’t define him.

He’s a billionaire businessman who went from a drunken, devil may care playboy to a self-reliant man when he found himself stranded on an isolated island. His origin story would make an interesting survival game that could progress into more action oriented gameplay as he takes up the mantle of Green Arrow.


The DC universe is wide and vast, and many heroes in the multiverse could and should have their own games -- these are just the five that should kick off the DC video game revolution. 

Did we miss any heroes or heroines that you’d like to see make an appearance in their video game? Sound off in the comments below! 

Red Hood Gets Revenge and Wonder Woman Suits Up in Latest Injustice 2 Trailer Mon, 29 May 2017 20:15:21 -0400 Zantallion

Injustice 2's roster of beloved DC heroes and villains is about to get a bit bigger soon. A trailer for the Batman series anti-hero, Red Hood, dropped at the ComboBreaker 2017 tournament, finally showing us the masked merc in motion.

Red Hood uses his signature guns, tasers, explosives, and even ninja stars to spar with the likes of Batman and The Joker in an exciting display of his abilities. Check out the the trailer for yourself below:

In June, Red Hood will join the Superman villain Darkseid as the second DLC character to be added to Injustice 2's already impressive roster. At least eight more characters, including the likes of Mortal Kombat's Sub-Zero and DC's alien heroine Starfire, are on the way as well.

If you just can't wait til June to get more of your Injustice fix, then NetherRealm already has you covered. A new section added to the game's Multiverse mode, titled To End All Wars, allows players to test their might in a series of challenges to earn new Wonder Woman equipment based on her upcoming movie. 

Image Source: Reddit User Mandonguilles

As with all events in the Multiverse, the chance to get this exclusive Wonder Woman gear is timed. Players will have a little over a week starting May 29th to add this film-featured look to their collection -- so if you're looking forward to the new movie, make sure to grab it now before it's gone.

Fighting Game Terms: A Glossary for New Players Sun, 04 Jun 2017 14:14:57 -0400 Thomas Wilde

We're currently undergoing a low-key fighting game renaissance. Last year's Street Fighter V finals at Evolution were shown on ESPN 2 for the first time, SNK made a triumphant return with The King of Fighters XIV, and Guilty Gear is still going strong. On top of that, Injustice 2 has released to rave reviews, Mortal Kombat X was the best-selling game of its franchise, Tekken 7 has finally come out for consoles, and we've still got Marvel Vs. Capcom: Infinite on the horizon.

There are more people trying to get into fighting games than ever before, but like any genre, fighting games have their own specialized slang. You may have noticed it yourself; if you try to read a subreddit or forum thread about a game you're interested in, it can be like fighting-game fans are speaking an entirely different language.

This is intended as a guide for beginners as a way to get a handle on some of the common terms used by the fighting game community (FGC). Even a relatively simple modern fighting game can be complicated for a newcomer, and that's bad enough without also having to pull out a decoder ring to figure out what your fellow players are saying. 

FGC Notation

Here's where the first problem usually kicks in. Click on a link for a fighting game you're interested in, and here's something that they might list as "basic":

j.S -> st. M -> st. H -> b, d, db + L -> j. M -> j. M -> j. S -> st. M -> st. H -> DP + H

That's an ostensibly beginner-level combo for Spider-Man in Ultimate Marvel vs. Capcom 3. (There are a lot of hits in it. UMVC3 is just that kind of game.) If you're coming at the game cold, it looks like gibberish.

Every fighting game typically has its own unique button scheme. There may be a crossover between franchises from a single publisher, too; for example, Street Fighter and DarkStalkers both use the same six-button layout, although their mechanics differ. In general, however, each game will have its own style of notation, the most basic of which starts from the joystick:

b - back
f - forward
d - down
u - up

Naturally, "back" and "forward" are always relative to your character, who will almost always be facing your opponent.

Combinations of these notations are used to indicate diagonals, so, for example, d/f is down and towards the opponent.

To make things a bit more confusing, some Japanese players will use numbers here instead, which dates back to old-school BBS days. To translate, look at the number pad on a standard computer keyboard. The numbers correspond to the joystick direction. For example, 1 is down/back, 2 is down, and 3 is down/forward. Let's just stick to Western notations for now.

j. -- jumping
sj. -- super-jumping, where applicable
cr. -- crouching
st. -- standing; neutral position
XX -- often used to indicate canceling one move into the next

If there's nothing at all in front of a button, you can comfortably assume that it means a standing or neutral move.

Individual buttons will differ widely enough between games that we'd be here all day if we tried to discuss them all specifically. Fortunately, this is one of the easiest things to figure out if you've got the game in front of you, although you'll still run into an occasional naming convention among different online fans. Still, you'll have to go game by game on this one.

Basic Fighting Game Terms

We should probably start with these, as they're the heart of most fighting games' systems.


There's some form of resource meter built into most modern fighting games. Typically, this meter fills up gradually when you get hit or land a hit, and is spent on using super moves, enhanced special attacks, or other useful mechanics.

This may seem obvious -- after all, the meter's right there in the UI, it's generally always in the same place from game to game, and some kind of gradually-building resource has been a regular fighting game mechanic for almost twenty years -- but this is meant as a list for beginners, after all, and meter management is a huge part of any fighting game it's in.

This goes doubly for games like Street Fighter V, where there's more than one similar resource to keep track of, or Mortal Kombat X, where your X-ray, EX moves, and breaker all run off the same meter.

EX Move

This is a mechanic where you can opt to spend some super meter when you use a special move in order to enhance that move in some predetermined way. This may mean it does more damage, hits another couple of times, or has some additional tactical utility. For example, Johnny Cage in Mortal Kombat X can spend some of his meter on his energy ball in order to throw two of them at once.

This is also known as "meter-burning" or as an enhanced move, but fans often call this sort of thing an EX Move, after its name in the DarkStalkers and Street Fighter franchises.

Ryu's EX Hadoken in SFIV hits twice.

Normal Move

These are the most basic attacks you can do. Normals are what come out when you push a punch or kick button while standing, jumping, or crouching.

A "command normal" requires you to use simple joystick commands in conjunction with an attack button. These aren't typically as elaborate as special moves but do give you some extra options.

Special move

These moves are more complicated trademark attacks of a character, which are performed with the combination of a joystick motion and an attack button. These are your fireballs, teleports, fancy throws, and special punches or kicks. They form the spine of your character's strategy.


It often has a more spectacular official name, such as a Desperation, a Super Art, or an Overdrive, but they all mean the same thing. A super move is a damaging, often multi-hit attack that costs a substantial amount of meter to perform. In games that include supers, they are often where much of your damage ends up coming from.

Slightly Less Basic Terms

This is by no means exhaustive; a full list of all the slang in the FGC would be enough for a short book, and it would likely be out of date within a few days to a week depending on when Yipes next goes on stream. It also tries to shy away from terms that are overly specific to one game or one community.


A common term in the community for a particular subgenre of well-animated, often insane Japanese fighting games, such as Guilty Gear, BlazBlue, and Persona 4: Arena. Also known as anime fighters or anime games.


In team-focused games, this is the last character in your team order, and thus, the one who you're going to fall back on when you're about to lose the match. Less frequently, it's also used as an adjective to refer to the last character standing on a player's team ("anchor Vergil").

When choosing a team, it's generally a good idea that your anchor is a character that A.) you're good with, and B.) has particular abilities that scale well with whatever comeback mechanics are built into the game. In King of Fighters XIV, your anchor should be a fighter who benefits from higher meter capacity, like Robert; in Marvel vs. Capcom 3, anyone can be a decent anchor, but the best are characters who are already fast and mobile, so they turn into absolute nightmares when you activate X-Factor.


An attack that is either intended or which is used to counter an incoming attack from above, such as a jump-kick. Ryu's and Ken's Shoryuken is the most well-known example.


A passive ability that allows a character to ignore the impact of one or more incoming hits. Armor allows you to go straight through an enemy attack in order to connect one of your own. You'll still take the damage from it, but your character won't flinch.

Armor may be a passive ability that a character possesses (Juggernaut in Marvel Super Heroes) or applied temporarily by certain special moves (enhanced special attacks in Mortal Kombat X). If a character can ignore more than one hit before flinching, that's sometimes called super armor; if a character simply will not react at all when struck, regardless of how often they're hit (Hsien-Ko's gold mode in Marvel vs. Capcom 3), that's sometimes referred to as hyper armor.

Enhanced moves in MKX often get a single hit of armor.

Some older games have a similar mechanic, auto-guard, where an enemy attack that connects during a given special move is treated as though it was blocked.


This refers to a character that's good at generating resources, like super meter, but who doesn't necessarily need to spend them to be effective. Their role on a team is to build those resources so another character can use them.

In team-based games like King of Fighters, it's helpful to have a battery character in the first or second spot on your team, as if that character gets knocked out, it positions your next character to come in with plenty of available meter.

Beam super

A generalized term for any super attack that takes the form of a giant, screen-filling projectile of some kind.

Bread and Butter Combo

A simple combo that a character will use all the time. Like the name suggests, it's basic stuff, and part of picking up a new character involves mastering or coming up with some bread and butter combos. Often abbreviated as B&B or BnB.


The split-second following a successful block in which a character is stuck in his or her blocking animation.

It's difficult to take a screenshot of Laura that doesn't
look like I'm doing it for the sake of fanservice.

Some games have mechanics that allow you to cancel this state into an attack or end it early, such as the Just Defense system in Garou: Mark of the Wolves or guard cancels in the King of Fighters series.


A move you can use while you're getting hit. Your character breaks out of your opponent's combo, allowing you to regain momentum. This will typically cost you some amount of resources to perform, such as super meter. They're a well-known feature in the Killer Instinct games, but made their debut in the Mortal Kombat franchise in MK vs. DC Universe.


Interrupting one move by entering the input for another. This forms the basis of many games' combo systems.

Charge character

A character whose special moves mostly or entirely involve holding back or down for a second, then pushing forward or up in conjunction with an attack button.

Guile in Street Fighter II is the archetypical charge character, but most 2D fighting games will have at least one on the roster somewhere.


When you jump up to deliberately block a move while you're in mid-air. When your character lands, you come out of your block animation early and can retaliate just a little bit faster.

Obviously, this only works in games where you can block in mid-air. It's most commonly seen in the Marvel vs. Capcom series.

This link is NSFW (content warning: announcers swearing/having a lot of fun with this), but skip to 5:21 for a perfect example of chicken-guarding. Since Chris blocked Nova's super in mid-air, he recovered from blockstun upon landing and could instantly retaliate, ending the match.


Cherry tap

To knock out an opponent with one of your weakest attacks.

The term comes from the Street Fighter Alpha series, where when you won a round with a jab or short kick, your victory icon was a pair of cherries. This went on to appear in a couple of later games, such as 1995's Marvel Super Heroes.

Chip damage

A slight amount of damage that gets inflicted through a successful block. In most fighting games, normal attacks do not inflict chip damage, while special attacks do; however, a few games, most notably the Mortal Kombat franchise and Street Fighter V, have universal chip damage on block.

This is also sometimes referred to as cheesing. As with cherry tap, above, you got a block of cheese as your victory icon in Street Fighter Alpha if you knocked out an opponent with block damage.


An attack, usually a super, that takes the form of a short, non-interactive animated sequence. They cannot be interrupted once they begin, and some will even stop the round timer while they're playing.

Examples include the supers in the Injustice games, Ultra Combos in Street Fighter IV, or Spencer's Bionic Beatdown in Ultimate Marvel vs Capcom 3.

All you can do is watch the show.


A series of attacks in a row. How you achieve a combo will differ markedly from game to game, but in general, basic combo mastery is the first step in learning a new fighting game.

Command throw

A particular type of special move or super. Command throws typically cannot be blocked and inflict heavy damage, but leave you wide open if they miss. The ur-example is Zangief's Spinning Piledriver.


An attempt to circumvent an opponent's defense by attacking from an unexpected direction, so they don't immediately know where you're coming from and will have a hard time blocking you.


An informal slang term for a special move that involves some kind of jumping uppercut or kick, usually used as an anti-air. Named for Ryu and Ken's Dragon Punch (a.k.a. the Shoryuken) in Street Fighter II, which spurred countless imitators both in the Street Fighter franchise and elsewhere.

DP can also refer to the trademark joystick input -- down, forward, down-forward -- for a Shoryuken. Many fan-created move lists will use DP (or SRK) as shorthand for it.


This refers to when both players are testing out each other's defenses and trying to find an opening. This often involves a lot of long-range kicks, hence the name; in some games, such as Street Fighter IV, an extended period of footsies looks a lot like both characters are trying really hard to kick one another in the shins.

Frame Advantage

Frame advantage discusses how quickly a character becomes directly controllable again after a given action or reaction, measuring it in the number of frames of animation it involved. The more of a frame advantage you have, the faster you recover after a given action, and at the tournament level, players frequently build their strategies around manipulating frame advantage.

This is what fighting-game fans are talking about when they refer to a given move as "plus/minus on block." It's a specific, precise way to discuss a move's activation and recovery time. 

Frame Data

A measurement of how many frames of animation a given move lasts, which illustrates its response and recovery time. High-level players will often analyze frame data as a method of determining what moves to use in a given, specific situation, especially when they're trying to figure out a particular character match-up.

There are a number of ways to determine frame data, such as strategy guides, in-game tutorials, third-party analysis tools, or mods for a game's PC version.

Note: Frame data and frame rate are not the same thing. Frame rate is how fast the game is running; frame data is a relatively number-crunchy way to analyze characters' reaction speeds.

Frame Trap

An advanced tactic in which you're deliberately trying to bait your opponent into a counterattack, because it looks like you left yourself open. It's a mind game, because, in an ideal frame trap, you're using your character's skills to feign vulnerability.

A typical example: You're raining down hits on your opponent, who blocks them all, but you leave just enough of a gap between one hit and the next that he thinks you're done and tries to stick out an attack of his own. He is mistaken.


The part of a character that can interact with an opponent, whether it's by hitting or being hit. Hitboxes are invisible in a typical retail copy of a fighting game, but they can be revealed via mods or developer codes. Studying them can tell an advanced player a lot about how the game works, as a character's moves may temporarily grow, shrink, or outright remove their hitbox.

Alternatively, there's a type of highly specialized all-button arcade stick called a Hitbox, which some players swear by.

Hit confirm

To successfully turn an attack into the start of a combo. Also known as a conversion.


The period of time immediately after being struck when a character cannot act.

Invincibility frames

A window in which a character cannot be hit at all. Some characters have special moves that provide invincibility frames, and knowing when to use them is a big part of that character's strategy. For example, Haggar in Ultimate Marvel vs. Capcom 3 is a common team pick entirely because his Spinning Lariat assist has a lengthy period of invincibility, which lets him stop enemies in their tracks.


An attack that, if it connects, knocks a character into the air in order to start a combo.


Timing an attack on an opponent so it hits as late in its animation as possible, typically while the opponent is standing back up. This is a method of gaining frame advantage.


Damage you inflict without having to burn any meter on it.

Mirror Match

A round in which both players are using the same character. Named after one of the later fights in the original Mortal Kombat's arcade mode. Sometimes simply called a "mirror."

Negative Edge

In a fighting game that has negative edge, its systems allow you to input special attacks by either pressing an attack button or letting go of one.

At a beginner level, this is likely why your attacks aren't working the way you want them to. At an advanced level, you can use negative edge to save a split-second on your inputs, which lets you pull off combos and tactics that would otherwise be impossible.

Relatively few games have negative edge. Recent examples include Street Fighter IV and Mortal Kombat 9.


Also abbreviated as "oki." A portmanteau of the Japanese words for "to wake up" and "to strike." See wake-up.


"Off the ground." Moves or attacks which strike a character who's lying prone, knocking him or her into the air for further punishment.

Some older games called this a "pursuit" move, although there, it's typically limited to a single hit.


An overhead, or a move that hits overhead, cannot be blocked from a crouching position.

This is designed to allow an attacker to get in on a defender who's simply crouching in the corner. Before the implementation of overheads, if an opponent simply spent the entire match holding down-back, there wasn't much an attacker could do about it.


A medium to long-range attack meant to test your opponent's defenses.


A vaguely controversial term that regards a given attack's chance to hit. It doesn't actually involve any math or random chance; instead, a "high-priority" move might have a bigger hitbox or temporarily move a character's hitbox out of harm's way.


A move done all by itself. You didn't combo into it or do anything to set it up; you just threw it out there. It will be extremely impressive if it hits anything. Sometimes it's worth doing to inflict some block damage, though.


To deliberately let a combo end so you can immediately start another one. High-level players will do this in order to get around the way that damage scales with the length of a long combo.


A rematch. Most commonly used to refer to one player earning a rematch against another player who's already beaten him or her once in the same tournament.


An attack that doesn't leave you at a potential disadvantage, such as a quick jab. You can throw safe attacks out all day and your character will recover in plenty of time to block or avoid an incoming counter.


A common term in the larger FGC, used to denote dissatisfaction, typically from a match that didn't go your way. This is why one of the most common reactions to a sore loser in FGC Twitch streams is an emote of a spilled container of table salt.


A character that looks and plays similarly to Ryu and Ken in Street Fighter, who both practice Shotokan karate.

A lot of subsequent fighting games used the general Ryu/Ken moveset as a kind of shorthand for its protagonist or its entry-level character. There are also a lot of similar or related fighters in later games in the Street Fighter franchise, such as Akuma, Sean Matsuda, Dean Snider, and Dan Hibiki.

Not Ryu or Ken, but an incredible simulation.


A special move, traditionally mapped to the Start button on arcade cabinets, where your character leaves him- or herself open in order to jeer at the opponent.

This is basically a way you can show off, although some games' taunts have additional capabilities. For example, Street Fighter III: Third Strike gives every character a short-lived buff after a successful taunt, Eternal Champions' taunts drain your opponent's chi meter (yeah, we mentioned Eternal Champions; old-school cred firmly achieved), and taunting an opponent right before you win a round in Guilty Gear Xrd -SIGN- means they start the next round with 50% Tension.

Tech hit

To break out of an attempt at a normal throw.


Using a quick attack, such as a light punch or kick, to set an opponent up for a command throw. Ideally, either the attack hits and you can use it as the beginning of a combo, or they block the attack and you land the throw while they're stuck in blockstun. Tick-throws are a big part of the game for anyone who's playing a wrestler or grappler.


Typically used in discussion of character matchups, "tiers" are an entirely arbitrary method of ranking characters' abilities. High-tier characters have many solid advantages; lower-tier characters are flawed in some significant way.

This is sometimes also discussed in terms of numerical match-ups. For example, if a character is said to be 6-4 against another character, assuming an equal amount of skill on both players' parts, the first character should confidently expect to win six out of every ten matches.

There is very little hard data behind tier lists, most of the time, and each one generally comes down to the writers' opinion. They can be an interesting point of discussion, as a game's tiers usually give you a good idea of what the competitive players are thinking, but if you're strictly a casual fan, you can (and probably should) ignore them altogether.


When both characters take damage at once; taking damage in order to inflict greater damage or gain a positioning advantage.


A move with a lengthy recovery time. If it misses or is blocked, you're leaving yourself wide open.

An unsafe move is generally high-risk, high-reward; throwing it out randomly is a bad idea, but if you figure out how and when to use it, it can be powerful. The Shoryuken, for example, is notoriously unsafe.


A general term that surrounds what you do when your opponent or your character have been knocked down. Also known as okizeme or oki, as above.

The wake-up game is a big part of any fighting game, although some, such as the Tekken franchise, make it more important than others. At its heart, the wake-up game is about how you use the advantage you've gained by knocking your opponent down, or conversely, how you recover momentum after getting knocked down yourself.

Wall bounce

A heavy attack that throws its target backward into a wall or the corner of the screen, allowing for follow-up attacks while they're recovering from the impact. This is also frequently called a wall splat.

Some games also allow you to inflict a ground bounce, which is exactly what it sounds like.


A character built around controlling space and making him- or herself difficult to approach. This typically involves a wide variety of projectiles and ranged attacks. A perfect round for a zoning-based character is one in which their opponent was unable to get anywhere near them.

Zoners tend to make people angry, especially early in a game's life (such as Full Auto Jacqui in the first few weeks after Mortal Kombat X came out), but eventually most people figure out their tricks. They're great in the first month or so, but after that, tend to fall out of regular use.

Even the sound of her gunshots still makes people angry.

Nowhere Near Done

This should be enough to get you started on a general level. If there are other terms you'd like to have explained, feel free to mention them in the comments below.

Fighting games can have a big learning curve, but they're one of the most social parts of this hobby, and you've probably got a local scene near you. Be ready to lose your first few (hundred) rounds, keep learning, and keep adjusting.

Red Hood "Coming Soon" to Injustice 2 Thu, 25 May 2017 15:00:20 -0400 Erroll Maas

Batman villain Red Hood will soon be coming to the rogue's gallery of Injustice 2. Today, Ed Boon, the creative director of NetherRealm Studios, announced via Twitter that the antagonist will soon be coming to the game. In addition to this news, Boon shared a screenshot that shows the character juggling his opponent in the air.

Red Hood will be a part of the game's first fighter pack, which will include former Teen Titan Starfire and Mortal Kombat's Sub-Zero.

Red Hood is a former sidekick of Batman. In the last several years, the character has gained popularity from his animated movie, Under The Red Hood, which is based off the comic story arc, Under the Hood. The new Red Hood and the Outlaws comics series, which is part of the DC Rebirth series, has the character teaming up with fallen Amazon Artemis and failed Superman-clone Bizarro.

A release date and price for Injustice 2's first fighter pack has not yet been announced, but it is included in the Deluxe and Ultimate editions of the game.

Stay tuned to GameSkinny for more news on Injustice 2. 

Injustice 2: Best Combos for The Flash Thu, 25 May 2017 10:13:01 -0400 Craig Snyder

The Flash is one of the most popular DC characters of all time. He's one of the few characters to have a rival, Reverse-Flash, completely modeled after and dedicated to him. 

As the name entails, The Flash is the fastest character on the Injustice 2 roster and mastering his combos and set of moves proves to be a challenging task that only the quickest thinkers and fastest fingers can accomplish. In this guide, I'll help you learn all of them.

The Flash's Special Moves in Injustice 2

All of The Flash's Special Moves revolve around utilizing his speed to open the opposing character to a devastating chain of combos. As are most moves in Injustice 2, they're very flexible and can be enhanced to perform a wide range of things at the end of their execution.

Move Buttons
Fists of Fury Left, Right + Light Attack
Lightning Kick Down, Right + Light Attack
Lightning Punches Left, Right + Medium Attack
On Your Mark Down, Down + Medium Attack

The Flash's Supermove: Time Changer 

The Flash's Supermove comes with one of the most awesome animations in the game. He grabs his opponent and runs them back in time to slam them into the nose of the Great Sphinx of Giza and again to slam them into a dinosaur before reappearing in the arena.

Executing his Supermove doesn't require any perfect timing; your enemy just needs to be in front of you and at the same ground level. It can be performed by pressing LT + RT.

The Flash's Character Power: Speed Zone

After pressing the Character Power button, The Flash's movement speed becomes substantially faster. This is extremely useful when you anticipate that you'll need to dodge attacks from an enemy, and it's a great way to quickly get into the necessary position to set up a combo.

The Flash's Combo Attacks in Injustice 2

Move Buttons
Forced Acceleration Left, Right + Light Attack
Greased Lightning Light Attack, Light Attack, Medium Attack
Hot Pursuit Left, Right + Medium Attack
In a Jiff Down, Down + Medium Attack
Lightspeed Light Attack, Medium Attack, Heavy Attack
In a Jiff Down, Down + Medium Attack
Natural Disaster Down + Light Attack, Down + Medium Attack, Down + Heavy Attack
In a Jiff Down, Down + Medium Attack
On the Double Left + Medium Attack, Medium Attack
Quick Steps Down + Light Attack, Down + Medium Attack
Roller Coaster Left + Medium Attack, Medium Attack, Right + Heavy Attack
Speed Force Light Attack, Light Attack
Stop Motion Medium Attack, Heavy Attack, Light Attack
Super Speed Right + Medium Attack, Light Attack, Heavy Attack
Terminal Velocity Medium Attack, Heavy Attack

The Flash's Basic Attacks in Injustice 2

Move Buttons
Fast Feet Down + Medium Attack
Flashy Kick Right + Heavy Attack
Lightning Strikes Medium Attack
Side Chop Left + Medium Attack
Speed Jab Light Attack
Spin Cycle Left + Heavy Attack
Spinning Backhand Right + Medium Attack
Zip Kick Down + Light Attack

The Flash's Best BnB Combos in Injustice 2

BnB combos are some of the most devastating and difficult takedowns in the game. They require stringing together multiple moves to deal a massive heap of damage to your opponent. Here are a dozen of the best BnB combos that I've found for The Flash:

  • f + 2, 1, d, f +1
  • 1, 1, 2 ~ b, f + 2
  • uf + 3, 3, 2, Super
  • d + 1, d + 2, Super
  • d + 1, d + 2, d, f + 1
  • b + 2, 2, f + 3 ~ b, f + 1
  • f + 2, 1, d, f + 1, MB ~ 3, 2, 1
  • f + 2, 1, d, f + 1, MB ~ b + 2, 2, f + 3, ~ b, f + 1
  • d + 1, d + 2, d, b + 3, MB ~ b + 3 ~ uf + 2, 3, 2, b, f + 1
  • d, f + 3, MB ~ 4, dash, d, f + 1 ~ f + 2, d, f + 1 ~ f + 2, d, f + 1 ~ f +2, 1 ~ b, f + 1
  • f + 2, 1, d, f + 1, MB ~ 4, d, f + 1 ~ f + 2, d, f + 1 ~ f + 2, d, f + 1 ~ f +2, 1 ~ b, f + 1
  • d + 1, d + 2, d, f + 1, MB ~ 4 ~ d, f + 1, f + 2, d, f + 1 ~ f + 2, d, f + 1 ~ f +2, 1 ~ b, f + 1

Mastering a character in Injustice 2 requires repetition of these combos and understanding which fit the current situation. As you improve, BnB combos will come as muscle memory and your performance will be limited only to your reaction time and gauging of the situation. This will take hundreds of matches, but it's well worth it in the end.

Check out some of our other Injustice 2 guides:

Injustice 2 Roster List with Stats Tue, 23 May 2017 15:38:52 -0400 Tobbpitt

The Injustice 2 roster is expansive, currently with 29 unique playable characters and seven Premier Skins to choose from. Want to out-gadget your opponents with Batman or whip your opponents into shape with Swamp Thing? You can certainly do that, plus a lot more.

Out of the current roster, 13 are from the Injustice: Gods Among Us and 16 are completely new to the series. This huge roster helps Injustice 2 feel completely fresh, and the Premier Skins definitely help change things up.

The roster list below is sorted alphabetically along with each character's stats. Characters that were present in the first game have an asterisk (*) next to their names.

Three characters have already been announced for Fighter Pack 1 DLC. These are Starfire, Red Hood, and Sub-Zero. Their stats will be added once they are released, but for now, they are listed here with no stats.


STR: 1150
ABL: 1050
DEF: 1000
HP: 950


STR: 1250
ABL: 950
DEF: 900
HP: 1050


STR: 1250
ABL: 950
DEF: 900
HP: 1050


STR: 1050
ABL: 1150
DEF: 900
HP: 1050

Black Adam*

STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Black Canary

STR: 1100
ABL: 1100
DEF: 950
HP: 1000

Blue Beetle

STR: 1100
ABL: 1100
DEF: 950
HP: 1000


STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Captain Cold

STR: 1050
ABL: 1150
DEF: 900
HP: 1050


STR: 1050
ABL: 1150
DEF: 900
HP: 1050


STR: 1100
ABL: 1100
DEF: 950
HP: 1100


STR: 1050
ABL: 1150
DEF: 1000
HP: 950

Darkseid (Pre-order or DLC only)

STR: 1250
ABL: 1000
DEF: 800
HP: 1100


STR: 1050
ABL: 1150
DEF: 900
HP: 1050

Dr. Fate

STR: 1050
ABL: 1150
DEF: 900
HP: 1050

The Flash*

STR: 1100
ABL: 1100
DEF: 950
HP: 1000


STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Gorilla Grodd

STR: 1250
ABL: 950
DEF: 900
HP: 1050

Green Arrow*

STR: 1050
ABL: 1150
DEF: 900
HP: 1050

Green Lantern*

STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Harley Quinn*

STR: 1050
ABL: 1150
DEF: 900
HP: 1050


STR: 1050
ABL: 1150
DEF: 900
HP: 1050

Poison Ivy

STR: 1050
ABL: 1150
DEF: 900
HP: 1050

Red Hood (Not out yet)

STR: ??
ABL: ??
DEF: ??
HP: ??


STR: 1100
ABL: 1100
DEF: 950
HP: 1000


STR: 1250
ABL: 950
DEF: 900
HP: 1050

Starfire (Not out yet)

STR: ??
ABL: ??
DEF: ??
HP: ??

Sub-Zero (Not out yet)

STR: ??
ABL: ??
DEF: ??
HP: ??


STR: 1050
ABL: 1150
DEF: 1000
HP: 950


STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Swamp Thing

STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Wonder Woman*

STR: 1150
ABL: 1050
DEF: 1000
HP: 950

Premiere skin characters

Injustice 2 has a Premiere Skin system that allows you to completely change the look and sound of one character to another cahracter entirely while keeping the original character's move list and gameplay.

Here are the current Premiere Skin characters and how you get them.

Jay Garrick

Replaces The Flash.

Can be obtained by spending 6,000 Source Crystals.


Replaces Cyborg.

Can be obtained by linking with the Injustice 2 mobile game or spending 6,000 Source Crystals.


Replaces The Flash.

Can be obtained by buying Injustice 2: Ultimate Edition or by spending 6,000 Source Crystals.

Power Girl

Replaces Supergirl.

Can be obtained by buying Injustice 2: Ultimate Edition or Fighter Pack 1, or by spending 6,000 Source Crystals.

John Stewart

Replaces Green Lantern.

Can be obtained by buying Injustice 2: Ultimate Edition or by spending 6,000 Source Crystals.


Replaces Cheetah.

Can be obtained by spending 6,000 Source Crystals.

Mr. Freeze

Replaces Captain Cold.

Can be obtained by spending 6,000 Source Crystals.


More characters will be added past Fighter Pack 1, so keep a look out for what NetherRealm Studios has in store for Fighter Pack 2 later this year.

If yo need help getting started in Injustice 2 or need some tips and strategies to take your game to the next level, check out these guides: 

Injustice 2 Scarecrow Guide Mon, 22 May 2017 17:26:20 -0400 Synzer

Scarecrow is a lanky, awkward character with long reach in Injustice 2. He uses unorthodox grabs, jumping attacks, and fear toxin to keep his opponent guessing. If you don't know his attacks or patterns, he can be a real pain to fight. 

So, I'm going to teach you a few things about the master of fear so you can become your opponent's worst nightmare during battle.

This guide will go over playing as Scarecrow in Injustice 2, including:

  • Scarecrow Basics -- His play style, special moves, and character powers.
  • Scarecrow Combos -- Examples of damage-dealing combos you can perform as Scarecrow.

Scarecrow Basics

injustice 2 scarecrow guide

Scarecrow is an interesting character to play because of his amazing reach. I would still classify him as a close-range fighter (not a ranged/zoner) because he has a longer reach than most. Some of his basic attacks and combos are able to hit opponents at great distances -- or knock opponents away, giving him time to build his defenses.

Scarecrow's Special Moves
  • Death Spin -- Down, Back, Light Attack 
  • Scythe Grab -- Back, Forward, Light Attack 
  • Toxin Breath -- Back, Forward, Medium Attack 
  • Fear Ferno -- Down, Back, Medium Attack 
  • Fear Toxin -- Down, Back, Heavy Attack 
  • Schizophrenia -- Down, Back, Forward, Heavy Attack
  • Panic Port -- Down, Up 

Death Spin and Scythe Grab are great moves to use during combos. Meter Burn Death Spin will juggle the opponent so you can continue combos. Scythe Grab pulls enemies in and a meter burn will do an extra attack that greatly fills up the Fear Meter, which we'll talk more about later.

Schizophrenia is a great grab attack and can be used at the end of certain combos. Panic Port is a teleport with no attack, which, honestly, is not very good. There doesn't seem to be invincibility at any point, but it can be useful on Zoners.

Scarecrow's Character Power

Scarecrow's character power has two parts: Inner Fear and Traumatize.

Activating inner fear will give you a toxin aura that damages enemies when you get close to them. That damage -- and any move that uses Fear Toxin -- will add to the Fear Meter. Once it is full, the bar will turn green and you can perform the Traumatize attack.

Traumatize is a full-screen attack that stuns enemies as they fall to the floor -- if it connects. This does good damage and is great for setting up combos. It is a good idea to activate Inner Fear if you are about to do a long combo that involves Fear Toxin attacks. It is also good to activate it whenever you can for the extra damage.

Inner Fear is able to defeat opponents on its own.

injustice 2 scarecrow abilities

Scarecrow's Combos

You can view how some of the longer combos look in the header video, but let me go over some of the preset Scarecrow combos that are very helpful in Injustice 2.

Before I list Scarecrow's combos, here is a quick button layout legend to use as reference for the moves to come.

  • U, D, F, B = Up, Down, Forward, Back
  • 1 = Light Attack
  • 2 = Medium Attack
  • 3 = Heavy Attack
  • 4 = Character Power
  • MB = Meter Burn
  • Ji = Jump in
  • Mind Over Body: F-2-1 
  • Beware: B-2-2-1
  • Subliminal Messages:1-2-3 
  • Succumb to Fear: 3-F-2+1-3
  • Another Experiment: F1-3
  • Grip on Reality: 2-2-F3

Succumb to Fear is a fun combo that knocks the opponent away and hits them with the scythe. Grip on Reality is an excellent way to end combos if you can time it right because it knocks opponents away and deals good damage on its own.

The rest are small combos that can be used during a longer chain combo or for starting a combo. Below are a few examples of longer combos you can do with Scarecrow.

  • Subliminal Messages Combo canceled into Schizophrenia.
  • 1, 2, 3 ~ DBF3
    • This is a simple 3-hit combo, but you can link it into Scarecrow's special grab for good damage.
1 Meter Burn
  • Start with Beware or Another Experiment combo, Meter Burn Death Spin, Back Launch attack, Jump in with a medium attack, move forward, Grip on Reality combo
  • B2, 2, 1 or F1,3 ~ MB DB1, B3, Ji2, F ~ 2, 2, F3

This does almost as much as the 2 meter combo, but it harder to time the ending right.

2 Meter Burn
  • Start with Beware or Another Experiment combo, Meter Burn Death Spin, Back Launch attack, Jump in with a medium attack, Mind over Body Combo, end with Meter Burn Scythe Grab
  • B2, 2, 1 or F1,3 ~ MB DB1, B3, Ji2, F2, 1 ~ MB BF1

This does the most damage of my listed combos, but it takes 2 meters to do it. The 1-meter combo that ends with Grip on Reality is better if you want to save meter, but requires better timing. 

You can also skip the jump in part and use Scythe Grab right after B3.


Those are all the tips and combos I have for Scarecrow in Injustice 2. Let me know if you have any questions or combo tips of your own! 

And if you need more tips and strategies for Injustice 2, makes sure to check out my guides below:

Injustice 2 Multiverse Guide Sun, 21 May 2017 12:48:54 -0400 Synzer

The Multiverse in Injustice 2 is a game mode that allows you to fight several A.I. opponents for rewards. These rewards can range anywhere from credits and Mother boxes to specific character gear. Sometimes there are also modifiers that change the way you fight.

I'm going to go over all of the details for this game mode, so that you can prepare yourself to take full advantage of it.

Injustice 2 Multiverse Basics

When you go to the Multiverse in Single Player, you will see multiple worlds to choose from. Each world is only there for a limited time and there will be a timer on each one to indicate how long it will be there.

When you enter one of these worlds, you will see several challenges. Each challenge has 2 sets of rewards you can get:

  • Performance Rewards: These are rewards for getting a certain score during the challenge.
    • These are one-time rewards, meaning you cannot earn them more than once.
  • Completion Rewards: These are rewards you get just for completing the challenge.
    • You can repeat these to get more rewards, but it will not be the same as the original.
    • Usually you get credits or a lesser mother box after the first completion.

Each challenge will also show you the suggested character level, A.I. difficulty, and any requirements. Some challenges require you to complete a different challenge before you unlock it. Other challenges could require you to pay a credit fee or other things to unlock it.

injustice 2 multiverse boss battle

There are also "boss" challenges where you fight a single enemy. These usually have great rewards and feature an enemy with high stats.

I suggest getting one or more characters to level 20 and grinding their gear, because those boss challenges require level 20. They sometimes even require stats to be a minimum number before you can attempt it.

Guilds in the Multiverse

If you join a guild you gain access to a separate, weekly multiverse. Check out my Injustice 2 Guild Guide for more info on guilds.

If your guild completes all of the objectives in a guild multiverse, you will "close" it and unlock a new tier of multiverse to complete. These are reset weekly, so keep that in mind when trying to complete the challenges.

Gear and Loadouts in the Multiverse

Gear and Character level matter a lot in the multiverse game modes. There are several bonuses you can get that give you an edge -- and they only work in multiverse.

There are pieces of gear that increase your damage against certain enemy groups, such as villains or kryptonians. Some of them can increase or reduce damage from environmental hazards. There are even some that directly affects the damage of a character's abilities.

If you want more info on the gear system, my Injustice 2 Gear and Customization Guide has all the details.

A.I. Loadouts

You can use your A.I. Loadouts for more than just A.I. Battle Simulator -- they work in the multiverse as well. This is only for single-player multiverse and will not work in guild multiverse.

When you select a multiverse, you can change the loadout you want to use. If you keep scrolling through, you can select an A.I. Loadout. This will cause the A.I. to fight with your character, using the gear and behavior you've set.

injustice 2 blue beetle a.i. loadout

When you edit an A.I. loadout, you can redistribute the attributes how you want. I suggest picking categories that compliment your character. Blue Beetle, for example, is a good rushdown character. I put 18 in Rushdown, 17 in Combos, and 25 in Counters.

A great way to grind for gear is going to Endless in the battle simulator and picking a good A.I. loadout.


That's all for my guide on the multiverse in Injustice 2. Let me know if you have any questions! And if you need more tips and strategies for Injustice 2, makes sure to check out my guides below:

Injustice 2 Guide: How to Level Up and Get Gear Quickly Fri, 19 May 2017 11:33:57 -0400 Synzer

The gear system and character progression in Injustice 2 adds a lot to the game, but it can take a while to reach max level. You also might not get the gear you want because of how random the Mother Box drops are.

The good news is that there is a way to quickly level and get a bunch of gear to make all this easier: the Multiverse in Single Player.

How to Get Gear and Level Up Fast in Injustice 2

The multiverse has plenty of options for you to fight against A.I. in order to complete challenges, get Mother Boxes and gear, and level up. However, there is one mode that is far more lucrative than the others. That mode is Endless Mode.

You can reach Endless mode by selecting Multiverse in Single Player, then choosing "Battle Simulator". Now, just select Endless Mode to begin the grind.

Injustice 2's Endless Mode

This game mode has A.I. at the lowest difficulty and will go on until you either lose or quit. Since battles can go by faster because of the easy A.I., you have a chance of obtaining gear after each battle -- and you get Mother Boxes for reaching certain streaks.

I have also noticed that I get more experience in this mode, plus it saves time because you don't have to go back and select a level after each completion. You will get credits after each match, and any gear you obtain that you don't need can be sold. You will sometimes get a Regen Token when you sell gear.

injustice 2 a.i. loadout

There is another way you can make this even easier, and that is by choosing an A.I. loadout. When you customize your loadouts for your character, you can also choose up to two A.I. loadouts.

Normally, you would use this for the A.I. Battle Simulator, but Single Player Multiverse allows you to select A.I. loadouts as well. Now, the A.I. will fight for you and all you have to do is hit continue after each fight.

This is great if you want to level a character you don't yet know well or when you get tired of grinding. The A.I. is also very good, especially if you give it some decent gear and tweak its actions. They might even go farther than you would!

Whenever you are done, simply pause and exit to the main menu.


Those are all the tips I have for leveling and getting gear quickly in Injustice 2. Let me know if you have any questions or other tips of your own!

And if you need more tips and strategies for Injustice 2, makes sure to check out our guides below:


What Does the Injustice 2 Mobile Game Unlock for the Full Game? Fri, 19 May 2017 11:21:31 -0400 GeorgieBoysAXE

Injustice 2, the superhero fighting sequel from NetherRealm Studios, is out and it’s bigger than its predecessor in almost every way possible, including its companion mobile port.

Injustice 2 on mobile is more than a clever marketing tactic because underneath the free-to-play hood is a gameplay experience that faithfully emulates the complex combat fundamentals of its console counterpart. This is in part thanks to an intuitive touch-screen interface that’s optimized around the intense fighting action that the series is famous for.

Not only is the app an effective way to play the DC epic on the go, but it’s also an outlet to unlock content for the retail version. In fact, there’s exclusive content to be found in the mobile version of Injustice 2 that can only be obtained through the mobile app. And we here at GameSkinny have got the tips you need to nab all that sweet swag, taking it from your phone to your TV!


Connecting the Console and Mobile Versions of Injustice 2

To connect the app to your game, navigate to the "Extras" option from the main menu on your console version of the game, then move over to "Link to Injustice 2 mobile", where an activation code will appear on the screen. At this point, you’ll need to open the "Settings" menu on the mobile game and select "Console Link".

Once opened, you’re going to enter the provided six-digit number into the field. The link will now be complete, and you'll get a Diamond Mother Box to compensate you for your minimal efforts.

In addition to getting Grid when you boot up Injustice 2 mobile (see below), you'll earn an automatic, daily Bronze Mother Box payout for linking with the Mobile version of the game. So be sure to boot up the game at least once a day to squeeze the most you can out of the reoccurring gift.

Unlocking Grid in Injustice 2

The first taste of Injustice 2's mobile goodies is given to you right off the bat as the game will give you access to Grid, an alternate character that’s accessed as a premier skin of Cyborg.

Once you get the skin, make sure you select Cyborg in the "Customize Character" mode and equip it to one of the five load-out slots available from the "Available Skins" option at the bottom of the loadout panel.

Voila! You’ll be able to play as the titan tinman’s evil doppelganger. 

Source Crystals Rewards

The only way to access the real goodies in Injustice 2 mobile, like more Premier Character skins and equipable gear, is to spend Source Crystals. This currency is incredibly rare in the base console game but is readily available in bulk as a microtransaction purchase.

The mobile version of Injustice 2 is a bit more generous as even the most basic of accomplishments (playing the Injustice 2 on console, for example, will net you an easy 25 crystals) will often yield clusters of crystals. Just make sure to check the "Objectives: section on the left-hand side of the main menu to reap the prizes from your efforts often. You’ll get the chance to score more than crystals from time to time -- sometimes even exclusive gear.


There you have it — a surefire method to get the most out of Injustice 2, whether you’re on the couch or on the can. Be sure to comment any other methods you know of to farm all the goodies you can get out of Injustice 2 down below!

And if you need more tips and strategies for Injustice 2, makes sure to check out our guides below:

Injustice 2 Guild Guide Thu, 18 May 2017 10:11:11 -0400 Synzer

Guilds in Injustice 2 are more than just a way to group up friends and like-minded players. They offer more challenges and extra rewards just for belonging to one. You can't access guilds immediately, and they can be a little confusing, so I'm going to go over everything you need to know to get started.

Injustice 2 Guild Basics

How to Join a Guild

The first thing you need to do is get your profile to level 5. You can easily do this by playing some of the story, or just doing single player multiverse matches. After that, you can go to the main menu and select Guilds.

Now you have options. You can either create a guild or join an existing guild. There will be suggested guilds for you to join, but if there is a specific one you want, you have to put in the Guild ID. The Guild ID is listed in the top-left corner on the guild screen of someone who is already a member of that guild.

Guild Customization

injustice 2 guild customization

Leaders or Officers of a guild can edit various things. You can decide on a guild banner, message of the day, guild motto, recruitment status, and level requirement to join.

The recruitment status affects how your guild shows up to everyone:

  • Free to Join: Anyone can join your guild as long as there is room. 
  • Open: People can apply to your guild, and you must accept them before they can join.
  • Private: Nobody can join the guild.

Leaders and Officers can also promote or kick other members in the guild. Everyone can chat and link/view gear, but I don't think there is a way to trade that gear.

Guild Challenges and Multiverse

There are daily and weekly challenges that you can complete as a guild, which will earn you Guild Mother Boxes, GP, and Guild Credits. The entire guild contributes to these challenges, so it is a good idea to have a bunch of members.

  • GP affects your guild rank on the leaderboards. Every member contributes to the guild when they play and there is a daily cap per member.
  • Guild Credits are just like the normal credits, but you earn them by completing guild activities. You can also use them to purchase guild mother boxes.
  • Trophies are achievements that you complete as a guild. These will also earn you guild mother boxes.
Guild Multiverse

Guilds have their own multiverse they can complete, and it takes a team effort. If you can fully complete a multiverse and "close" it, you will increase your guild's tier. Currently there are 3 tiers, as listed in the Trophy section.

injustice 2 guild multiverse

While in the guild multiverse, you can view the objectives and perks. Perks are activated when there are 10, 25, and 40 active members. I believe this means members who are active in the guild multiverse, because I have seen it say 0 members when we have had several people online.

Extra Guild Features


There is also an active buffs section in the main menu, but I have not seen any way to activate that yet. When I find out -- or if anyone else can let me know -- I'll add that to this guide.

Online Battles

You can earn trophies for playing online as well. There are 2 separate trophies for either fighting members from another guild, or fighting your own guild members in online/player matches.

People that do a lot of online play can easily contribute to these trophies.


That's all I have for guilds in Injustice 2. Again, if you know anything that I missed or have further clarification, let me know! Also, don't hesitate to ask any questions in the comments section below, and I'll get back to you as soon as I can!

If you need more help with the game, check out our other Injustice 2 guides:

Injustice 2 Gear and Customization Guide Wed, 17 May 2017 22:22:57 -0400 Synzer

Injustice 2 has a pretty robust gear system that can greatly change your character's looks and stats. Sometimes you might get rare gear with augments or set bonuses. You also get better gear as you level your character.

There is a lot that goes into the gear system, so I'm going to go over everything you need to know.

Injustice 2 Gear System Basics

First, let me go over the stats.

  • Strength: The amount of damage your normal attacks and combos deal.
  • Ability: The amount of damage your special abilities deal.
  • Defense: The amount of damage you take from your opponent's attacks.
  • Health: The max amount of health your character will have.

Each piece of gear can raise 1 or more of the above stats, so that is something to look for when deciding which gear you should equip.

Augments and Set Bonuses

Sometimes, a piece of gear with have augments and/or set bonuses.

Augments are extra bonuses you get for equipping gear. Some examples of these would be: extra profile/character exp, inflicting more damage against certain characters, and increasing the amount of credits and guild credits you can earn.

Set Bonuses are extra benefits you get for equipping multiple pieces of gear in the same set. These usually offer bigger bonuses, and you get those when you equip 2,3, and 5 pieces of the same set.


injustice 2 gear ability

You can also unlock Ability Modifiers for characters. These will change current abilities or even give you new ones. One example of an ability is the Confetti Cannon for Harley Quinn -- which replaces her Pop Pop ability with a short range Confetti Cannon.

Other abilities can add bonus effects, such as Poison to Harley's cupcakes. Robin, for example, gets an ability that changes his sword into a staff like Nightwing.

Regenerating and Transforming Gear

If you get a piece of gear that you really like, you can keep it forever if you want. There are 2 methods for doing this -- Regenerate and Transform.

Regenerate allows you to reroll the stats of your current piece of gear AND bring it up to your character's current level. You can also choose to keep the old stats if you wish.

If the piece you regenerate is lower level, and you choose to keep the old version, it will NOT have the level increased. You must select the new version to increase the level, then you can try regenerating it again.

This should be used mostly for getting different stats, or bringing set pieces up to your current level.

injustice 2 regenerate gear

Transform is purely cosmetic and requires you to use Source Crystals. You can keep the stats of your current gear, but make it look like another piece of gear.

This is great because you can makes your character look exactly how you want by doing this. I suggest only doing this on level 20 (max level) gear that you don't plan on switching out.

A.I. Battle Simulator and Gear

Gear is also important in A.I. Battle Simulator, so it is sometimes a good idea to make different sets when fighting in that mode.

When you select an A.I. loadout, you can also decide how your character will act during a match. If you go to the second screen during loadout customization, you can adjust the 60 points however you'd like.

You can choose to make your character focus more on close-range attacks, stay far away for ranged attacks, try to do long combos, and more.

Selling Gear

Sometimes you will get gear for someone you don't use, or a bunch of extra gear. The good news is that you can sell all of this unwanted gear.

You even have a chance to get Regen Token when you sell gear, so it is a good idea to clear out your inventory every once in awhile. I've gotten over 2 tokens so far just selling gear I will never use.


That's all I have for the gear system and customization in Injustice 2. Let me know if you have any questions! And be sure to check out our other guides for further help with the game: