Pigs, TVs, And Freeze Pipes, Who Needs Fireballs? - Injustice Interactive Object Thread

What is “MB”?

^^^ Meter Burn button. Basically your universal EX, pushblock, FADC button

In Museum, there’s an RPG in a display case on the left. There’s also a gas canister right next to it. Throwing the plane/propeller is enough to get the RPG out. The cansiter seems to require a lot more damage before you can get it to fall.

I will fuck around with this right away, then add it to the list. Thanks bs000!!!

most of them for me is easy to dodge some are really quick an isnt easy to get away from,also they do quite abit of damage imo

I do find it odd that throwing a tv at somebody can do more damage than a full combo with a special move at the end.

You are right. Some items are easier to dodge and are smaller. For example the spikey ice ball in the Fortress of Solitude is easy to dodge. As a matter of fact I think that is one of the more balanced items because it goes at a set angle, does not home, is dodgeable, and still does good damage. But good luck dodging a flying car from Metropolis haha. Thing homes has an unblockable explosion if it misses and hits near you, and does more damage than some character’s supers.

I’ve a feeling that damage from interactables will be normalized somewhere down the line.

@SoVi3t
How much do you think stages will affect matchup ratios? Enough to move them by a 1 or 2 wins perhaps?

To contribute, the grenades in the crime lab area of the Batcave does 29% when both connect.

You should make note that the gas canisters in Ferris Air only work when your on the right side of the screen.

Yeah a lot of the interactables only work when facing certain directions. Too much work to point that out, at this point lol.

And the rocket launcher and gas can in museum, got damn I can’t believe I missed those. I have an idea on how to find out the damage on those. Grenades are 15% each, 29% if both connect due to scaling.

oh easily. Like I mentioned earlier, some stages (ie- Watchtower) have interactables that just keep floating in from the right side of the screen, thus whoever is on that side has a fucking supply of unblockable projectiles just coming at you. Then you have them float to the left side, which fucks you when you are switching rounds and that guy just has to jump, press RB, and fuck you up. Then you have Ferris Aircraft where player 1 can jump and use missile right at the start, and then immediately throw a toolbox at the other player while they’re recovering. Goodbye, half your health.

As Green Lantern, seeing as I can set up transitions so easily, I just make sure to always fight on levels that have transitions (peace out, Atlantis and Ferris), and even more so, levels that have high damage transitions.

I definitely feel they need to stay in the game, as they give non projectile characters a better chance against certain zoners or projectile characters. Take them away and you may very well alter the gameplay of the game far too much, and unbalance everything.

I don’t think stage selection will affect 5-5 matchups very much, since in that case it’s assumed each character has proper tools without the need for objects. It’s mostly going to affect matchups where one character has trouble getting in, or in matchups with characters that have a lot of corner carry/ways to combo into their B3. Doomsday and Green Arrow offhand seem like stage-dependent characters. In any case, I don’t think stages ever have the power to turn a 7-3 matchup into a 5-5.

GA not so much. Doomsday, I find I rely on IOs a hell of a lot, mainly when I face people who abuse the fucking option select or just block low all damn match. I basically have to try to win with DD using only throws and IOs.

And stage selection affects player one and player two differenly. Like I said, a lot of stages favour certain sides of the arena. Which therefore favours specific players. A 5-5 match in Ferris Aircraft, isn’t the same as a 5-5 match in Atlantis.

Just got back from some casuals, apparently the toolbox on Ferris Aircraft has the same Wayne Manor bike camera glitch.
Couldn’t get footage of it, but it probably happens under the same conditions.

GA’s corner pressure is among the best in the game while his midscreen pressure is meh, and he makes the best use of bounce IO’s due to his lack of ways to naturally combo into B3 and his need to reserve meter for super. I think stage influences his matchups more than anyone else.

You asked me before which interactives besides the teleporter at the Fortress of Solitude is not unblockable… well you might want to check every divekick that acrobats do.

This is correct. No additional damage is added, it’s only Super armor to ensure you hit with the IO.

Character Types:

Power- Ground:
Aquaman
Ares
Bane
Cyborg
Doomsday
Lex Luthor
Shazam
Solomon Grundy

Power- Air:
Black Adam
Hawkgirl
Green Lantern
Sinestro
Superman
Wonder Woman

Acrobatic:
The Flash
Killer Frost
Raven

Gadget:
Batman
Catwoman
Deathstroke
Green Arrow
Harley Quinn
The Joker
Nightwing

The range on the level transitions is strange. I was standing close to the end of the Batcomputer and I was able to do a LT with Batman’s b3, though it was charged up. Have to mess with other stages’ ranges.

Are the Batgrenades not unlockable in training mode or do you need a certain character type to unlock them?
Batgrenade Controls:
1= Throws it Straight
2= Lobs it Anti-Air style
3= Throws it at Opponent’s Feet (Must be Close to hit)
You lose ability to block or throw when holding grenades.

There may be characters with cross-over types, enabling them to attack after leaping off an object or set-up unblockable hits post-leap. Have to test more, but it seems Power characters do NOT have cross-over styles.

Do certain IOs hit OTG? Playing the computer on harder difficulties or in STAR labs I’ve seen them hurl IOs while I was downed and they hit for considerable damage.

Leaping off certain IOs and using the directional pad can change jump distance for some types OR can change jump direction. Needs further testing.

"- Floating turret robot manouvers around the map sometimes leaving after being used, sometimes regenerating. Power throws/destroys this for 18%. All others aim it at opponent dealing either 16% flamethrower or 13% minigun. VARIES DEPENDING ON LOCATION OR COLOUR OF ROBOT?"
COLOR:
Grey=Machine Gun
Purple=Electricity
Red=Fire

Metropolis Museum Has hidden RPG and Gas Canisters which are hidden until enough local damage releases them.

You mention Gadget Characters can blow up IOs, just expanding on that and listing how they do it…
Gadget characters can plant an explosive while on an object he is leaping from by pressing d+ any of the attack and trait button(s). When it hits opponents it bounces them high in the air. It will also destroy the IO, except for the elevator in the lagoon. If the IO has a weapon that releases then they cannot plant an explosive.

To get to the batgrenades you need to wreck the left side of the batcave. They’re like the RPG and gas canisters.

Thanks. I have messed around in training mode focusing on that area and no grenades pop out. I tried other stages. It may be that these hidden IOs don’t work in Training mode.
If I’m incorrect, that’s awesome, I’d love to train with them.

You just need to hit D+Interact, or D while you’re leaping, no other buttons necessary. I believe the car in Metropolis also has unlimited uses, which is strange.