Injustice: Gods Among Us proved to be a pleasant addition to the fighting game genre. NetherRealm Studio made Injustice very much like Mortal Kombat 9, although the studio did remove the block button. This was enough to bring in many new players, some of which might argue that Injustice is better than Mortal Kombat.
Although Injustice felt a lot like the studio’s previous game, it added many new mechanics. It was NetherRealm’s first game with stage interactions and specific character traits on top of their special moves and super meter. For a long time, zoning was the strongest strategy in the game, but plenty of characters did not depend on it.
10 Aquaman
Aquaman is frequently seen as a joke by many people who are not familiar with the comics. However, he is anything but weak. This is true to his game version as well. The character has a surprisingly scary combo potential. Aquaman’s normal moves are fantastic, and he can convert both low attacks and overheads into severely damaging combos.
Aquaman also has the water-shield move, which prevents adversaries from jumping on him and throwing projectiles. Although he is not much of a keep-away character, he functions as a zoner. However, Aquaman has good damage and ways to keep the adversary scared of taking risks.
9 Sinestro
Sinestro is a character that has a strong keep-away game by default. His unique trait reinforces his already powerful archetype. If he manages to fill in the three bars of his trait, Sinestro gets a floating orb that will fire a homing, fast projectile at the cost of a trait bar.
That is important because Sinestro is very much about attacking from the other side of the screen, which a homing projectile makes much more manageable. If someone gets too close to the Yellow Lantern and ends up getting hit, the charged-up trait can extend his combos.
8 Black Adam
Black Adam has full-screen projectiles that are deceptively quick. After a projectile, he can dash in and capitalize on the pressure made. One of Black Adam’s moves allows him to start a combo from great distances and take away almost half the enemy’s health bar.
Black Adam’s unique trait causes some orbs to circle him. They can make the adversary afraid to hit the orbs when attacking. If Black Adam manages to get in while the trait is active, his damage potential escalates significantly.
7 The Flash
The Flash is a rush-down character with fast-hitting moves, a good vortex, and great mix-ups. He is one of the best characters in the franchise for more than one reason. In the right hands, The Flash will make the opponent constantly guess what is coming next. He also has a good super with armor and projectile invulnerability. The Flash can also deal with zoners better than most characters due to his Speed Dodge special move.
The Flash’s character trait slows time, making it easier to avoid jump-ins and certain projectiles. However, its most important use is combo extensions. The Flash can activate it after a combo-ender and reach the opponent before they fall.
6 Wonder Woman
Unlike her Injustice 2 version, Wonder Woman is a solid choice in Injustice: Gods Among Us. This character also has a high damage potential that can start from a lot of different attacks. Many of her combos could take more than half of a life bar away by burning meter once or twice.
While Wonder Woman has a couple of bad match-ups, she is considered a good or advantageous pick against most characters in the game. Add that to a diving punch, projectiles, and a different stance that covers even more situations, and you have a top-tier fighter.
5 Deathstroke
Deathstroke has one of the most effective keep-away game plans in Injustice: Gods Among Us. Once players finally manage to get in and face him, they will be surprised with his excellent combo potential up close. Deathstroke also has fast overheads and can end his sequences with attacks that cause his enemy to be thrown away full screen.
Although some of his close-range attacks are risky, he does cover all areas. Being good with his zoning while having tools to launch the adversary away makes Deathstroke formidable.
4 Superman
It would be surprising if Superman is not one of the best characters in a DC game. He has great damage potential with his combos, but he also has a very annoying keep-away game. Superman ends up being one of those characters that are hard to deal with no matter what distance they are at.
Superman’s eye laser, either jumping or grounded, does a lot of chip damage. Besides, he is not very technical, which makes him a solid choice with a valid strategy.
3 Batgirl
Batgirl is a rush-down character who likes to get close as soon as possible. She should be easily countered by zoners, the most viable archetype in Injustice. However, she has something extraordinary in this kind of match-up that keeps her among the top tiers. Batgirl counters characters that thrive by staying away.
Batgirl has a low to mid-launcher that is entirely safe on block. She also has an overhead that leads directly to a low that is also safe and can transition into a launcher by Meter Burning. Furthermore, Batgirl’s gap-closer move makes her fall on the adversary’s head, causing a lot of trouble for characters trying to zone her out.
2 General Zod
General Zod is the most effective keep-away character in the game. Since this is already an effective strategy in the game, this should say something about Zod. His gun is almost instant, its shot travels fast, and its chip damage is relatively scary. Although the fastest projectile hits high, Zod also has the kryptonite rifle. His rifle is slower to fire but hits mid, and its shot has three different speeds.
This Kryptonian’s unique trait is a ghost that he summons behind the enemy. That ghost will stay there and hit the opponent, interrupting anything they are doing. It even has an overhead that can hold the enemy in place for a full combo.
1 Martian Manhunter
Martian Manhunter was generally considered a broken character in Injustice’s last version. He has good damage conversions, effective special moves, and insane pressure after a knockdown. The character can even force a guess on the adversary’s wake-up that has no harmful consequences if proven to be correct.
The Green Martian is so oppressive that one of his pressure tools starts with a low move that is plus on block. Martian Manhunter has instant overheads and an attack that gives him ten frames of advantage on block.
NEXT: The Best Things About Injustice 2 (And The Worst!)