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Injustice 2 guide: combos

Injustice 2 is a combo-heavy game: You can chain almost any hit into big damage with a cancel or chain. Of course, if you don’t know how to do that, you’re losing out on a lot of damage and potentially a lot of wins. Let’s fix that problem.

Special move cancels

You can cancel most normal moves, including those in attack strings, into special moves. This is the basic foundation of a combo.

Here Batman lands the standard punch string into the grapple gun special.

The timing for this is similar to the speed required for most attack strings: You have to start the special move before the attack string has fully come out. Basically, to start a combo safely, you have to be sure that the first hit is going to hit.

"Hit confirming" as it exists in most other fighting games — where you check to see if the first hit landed before you press the buttons for the rest — is quite rare in Injustice 2.

If you think you’re going to be blocked, you can either cut the string off early or cancel it into a special move that leaves you in relative safety. Batman’s Batarang throw, which retreats as it fires, is great for this use.

Putting it together

Speaking of meter burns, they are instrumental in building big combos.

Again we will use Batman’s simple combo into grappling hook, but this time we’ll meter burn the move, leaving your opponent dazed and helpless for a moment.

Batman immediately goes into a back + heavy strike to bounce your opponent off the wall, then jumps up to meet them at the peak of their flight with an air heavy attack. This deals big damage and leaves him with just enough room to connect the next hit.

Next comes the finish. In this example, we keep it simple with the attack string forward + medium, heavy. This causes a knockdown and ends our combo.

We chose a relatively simple combo here. It’s not the fanciest or the most damaging thing Batman can do. However, it’s practical and does good baseline damage.

Breaking it down

You want the first few hits of your combo to be something easy to land, so in this case we used a simple jab combo. Strings that start with a low hit are also extremely useful.

Once the combo is going, you want to string together the hardest hits you can for as long as you can. In our case, Batman stunned the enemy and went into a heavy strike. This is standard practice for Injustice 2 combos. The move is not only highly damaging, but continues the combo by sending your opponent flying.

When your opponent is up in the air, jump in to meet them with the heaviest attack that will still allow you to continue a combo. In this case it was jumping heavy attack, another highly damaging move.

There are many options from here, but for the sake of simplicity we’ll finish with a strong attack string that knocks your opponent to the ground. If at all possible, try to finish with moves that result in a knockdown so that you can keep your offensive momentum going.


Though this is a decent combo, it’s hardly the only choice or the best one. Injustice 2’s combo system is fairly open-ended, and using meter burns and bounce cancels at the right times allows you to keep your opponent up in the air for quite a while.

You will note that while you can get a combo going for a very long time in Injustice, there’s definitely a law of diminishing returns the longer the combo goes on. We call this "damage scaling" in fighting games. The return on using a super move in a combo, as seen here, is not that great considering we used our entire meter to get there.

Experiment with every move in your character’s arsenal to see what they can do — and practice, practice, practice. Keep working on your combos, and soon you’ll be hitting a whole lot harder.

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