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

The car in Wayne Manor also has unlimited uses.

If anyone could test out whether you can release the bat grenades and other hidden IOs in training mode, it’d be much appreciated.
:slight_smile:

u can’t. Same as you can’t release the RPG and propane tank in Museum. Need to be able to damage the arena, and you can’t in training.

The real issue I have found with the interactions is that you have two main options when your opponent uses them.

  1. You can do a well timed back dash which to my knowledge can avoid them.

  2. You can burn a meter and armor through using back 3 and punish.

The only real issue is I don’t actually feel like either of these two options are really that good. If you choose option 1, then you avoid the hazard, but don’t gain anything from it. So its a high risk no reward option and if you fail you lose 1/5 of your life.

If you choose option 2, then you opt to burn 1 meter, to get a hit on your opponent. But you still take the damage from the hazard, and now get a full combo, that is often times not much more than the damage you took from the hazard. So the trade becomes, use 1 bar and take 20-30% to deal 35% (unless you wanna use an additional bar for more damage but then you used 2 bars and took 20-30%).

Lastly if the damage you are gonna deal on the punish really is gonna hurt the opponent bad enough (maybe they are playing a really high damage character) they can just opt to wager, since you just blew 1 bar to get the hit in the first place. So if you and your opponent are even in meter (which is a good example for making a claim about something being a little too strong) your option might translate into: take 20-30% and use 1 bar to heal your opponent for 15% of their health.

In most of those situations there is almost no reason not to throw the hazard if you can. It might turn out even stronger in your favor than I described because your opponent might just mess up and give you a larger advantage.

The only character I have seen so far with a good answer to them is Aquaman (his water shield completely nullifies them, making his take no damage and is dash cancelable for a punish). Aqua man is also just a really strong character in general though and has several decent answers to them.

many characters have ways around most of the moves. Some IOs require zoning to stay safe (ie - the pig). You can jump projectiles if you know what you’re doing. If you’re in a situation where your opponent is going to jump and grab an object, try to counter attack them. You can jump and use an air attack to delay your fall, if you wish. You can use a super quite often.

Don’t say you only have two options when your opponent uses an IO. Look at your characters full arsenal, and most of all, BE PREPARED WHEN AN IO IS PRESENT. If they’re standing near the walls in Atlantis, be prepared to possibly eat a tidal wave if you get too close. Lure them to you if necessary. Throw fireballs. Neutral jump or duck their projectiles.

If you lose to IOs, you should remember next time to be the dude throwing those very same IOs that made you lose.

A couple of the IOs have deadzones. The car in Wayne Manor entrance and water tower in Gotham City rooftop can’t hurt you if your near it.

Tree in Themyscira is the same way when smashed with power characters. Most power characters smash the object a few feet in front of them with things like cars and such.

Well I understand that you can pre-emptively hit your opponent for doing it, but that requires a read, and if you are wrong and jumped and they didn’t then they can anti-air you and then make the hazard combo. It’s just such a strong position to be standing near a hazard, and more so its basically an undeserved strong position because all they have to do is back up to get there.

And yes I know you can throw the hazards also, but if you throw the hazards instead to beat your opponent, then its only evidence that they are in fact too strong. Well I lost the first game because he threw 3 hazards, but second game I threw 3 hazards and won lol

Also I’m brand new to this website so I apologize for not knowing how to quote and stuff.

no worries, you’ll get used to this site in no time. It’s still kinda undergoing renovations so I wouldn’t get too frustrated.

to quote you just take the bit of text you want and put it between quote brackets…so it will look like

[qoute]
text you want quoted
[/qoute]

except you spell quote properly lol.

The startups for using an IO is pretty heavy for some characters, so you definitely have time to take em out before it gets used. Also look at things like Green Lantern can jump Turbine Smash or use his Ring Grab. Each character has special moves they can use to deal with somebody about to abuse an IO. Sometimes, you’re just going to have to accept the fact you’re going to get hit in some situations. Like I’ve stated earlier, this is no different than playing Soul Calibur and having somebody with long reaching attacks just camping near a ring out location.

If you notice, the location of most of the IOs is either dead centre, or in the corners, so you have an initial battle for the first one, then you have to realize that going to the corners for another one can also fuck you over when you get cornered and beat down for 70% damage.

I was watching some videos on Arturo’s Youtube, and Tom Brady says to wait for the opponent to start throwing the interactable, THEN jump or backdash. Essentially waiting for their animation to start because it’ll home in before you begin jumping. At that point, your jump/dash will be quick enough to dodge. The CPU does it, and I have a few times so it definitely works. Just something to keep in mind.

Interactive objects and wagers are the worst part about the game.

Wagers slow the match down and objects do way too much damage

Lobo’s IO Character Type is Power.

The corner heavy ones will definitely have to get looked into since they do favor one side over the other.

This is true. the object tracks to where you are when it is thrown, if you move once it leaves the opponents hands it will not hit you. if you move before it leaves the opponents hands it tracks to your new position.

some you can just jump, some you can easily backdash, and depending on your character and the splash of the object, you do a forward dash or some other forward moving move to avoid the object and be in range to punish the opponent.

To me, objects are one of the best part of the game. I love the positional thinking that has to happen when fighting around objects. As my spacing improves, I’m getting hit less and less from objects while making better use of them, even if it’s just the threat of throwing one.

I definitely agree. I’m still having a little trouble adjusting to them, but I’m keeping the tips in mind. Eventually I’ll get past waiting for it to happen because I’m expecting to block, haha.

Using invulnerability frames on backdash.
http://www.youtube.com/watch?v=K3LeDEKbwDI&list=UUTRhEUiItxVDbAHAWlyTUKA&index=1

If they are the worst part of the game, it’s only because the rest of the game is so goddamn awesome.

Worst parts of the game are the input system that won’t let you hitconfirm like any other 2d fighter and the pointless stance flip button that adds needless complexity via stance specific combos.

There’re stance specific combos?
Why?
I also noticed getting hit by some moves seems to flip your stance for you.
Why?
Never played MK9, did this have a purpose there?

As far as I know stance change was supposed to do something unique in MK9, but no one actually ended up using it so it’s not important enough. It’s more of an afterthought in Injustice, I think you do it once in the tutorial and they never talk about uses.