Injustice 2 Tutorials with @UltraDavid – Hit-Confirms and Jump OS Throw Tech
As a follow-up to his previous two tutorials about NRS mechanics in Injustice 2, FGC ambassador UltraDavid has released two more clips that competitive players will want to take note of.
The first clip concerns an option select that covers jumping and throws. For those unfamiliar with the term “option select,” it refers to situations where players can time a series of inputs that covers multiple situations depending upon how the opponent responds. The clip below demonstrates an example.
In the video above, UltraDavid is performing a crouch-block, then jumps. As he approaches the ground, he quickly taps the throw button before returning to a blocking position. The outcome inspired by this sequence of inputs changes depending on whether you are in blockstun or not.
- if the opponent’s character performs an attack, your character blocks but does not jump despite the follow-up inputs.
- if they do not attack, you’ll jump. If they throw you just as you land on the ground, then if you’ve pressed the throw button during your landing frames, you will escape the throw.
- if they don’t throw as you land on the ground, you’ll return to a blocking animation and block their normal attack instead, provided you did not throw out a jump normal.
- if they do nothing, you’ll jump and return to a blocking animation.
Essentially, there is no difference in the timing of your inputs yet the game will respond differently depending on how your opponent’s character reacts. And given the leniency in the timing for throw techs, this is likely to become one of the most dominant strategies in competitive play.
Fun fact: unlike other fighting games, you can simply hold down to crouch-block low attacks in Injustice. You do not need to hold down and back at the same time. It’s recommended that you practice this tactic in the hopes of improving your defensive play.
The next clip discusses hit-confirms, a term used to refer to situations where players become aware of whether or not their attack has connected before they decide to go for a follow-up.
For example, as Batman, you do his 1 1 2 combo string. If you see that the opponent’s character was hit during the string, you cancel the string with his Grapple and meter-burn it for a follow-up. If the string was blocked, you can instead cancel into a MB Batarang to gain a significant amount of frame advantage on block, meaning that the opponent’s only response is to block your next attack.
Like with the throw tech option select, this tactic spans across multiple fighting games. In the case of NRS games, however, you’ll generally use strings instead of singular hits to confirm extensions for your combo, preferably those that are safe rather than unsafe. The video above will illustrate this scenario.
Thanks to UltraDavid for sharing these tutorials! Please subscribe to the UltraChenTV YouTube and follow his Twitter to catch more of his videos as they are released! Don’t forget to follow our blog and our Twitter as well for more updates on the FGC.