Ahhh, Injustice. We are talking about a game where a character literally had all of these things:
- A safe, tracking, fullscreen overhead teleport move that could be used instantly out of a jump for increased speed, avoid projectiles, completely nullify the opponent's use of interactables, open up high-damaging combos from fullscreen and cross up ambiguously on a lot of knockdowns and other situation (including a simple jumping approach)
- A trait that not only boosted said character's damage, but also extended the range on all of their attacks to a really ridiculous degree where certain attacks shut down nearly every approach option and could be comboed off of with a low teleport attack
- Incredibly safe normal strings (which were made even safer by aforementioned trait), including fast overheard and low attacks that could also be reactably confirmed into specials or other normals that either started combos or were safe or plus on block depending on whether the opponent blocked them or not
- A orb attack that built tremendous meter, was completely flexible in terms of placement, and when meter-burned put the enemy in enough blockstun to do literally whatever you wanted afterward so that in most cases it forced the opponent to block and try their guessing skills at a free mixup into a potentially damaging combo
- Not one, but two other incredible projectiles that could be angled and manipulated over insane distances, both of which also shut down the other character's use of interactables, one which tracked and began combos from full screen when meter-burned and the other which covered almost the entire screen when meter-burned
- A grab that was unlike any other grab in the entire game in that it didn't zoom the screen in for an animation to give you advanced notice to tech, and also was completely ambiguous as to which direction it would send you in until it actually happened, so it was amazing to use out of, say, incredibly plus block setups into free mixups
- Knockdown setups that forced the opponent into frame disadvantage when they stood up for a free overhead/low mixup using aforementioned godlike normals that could lead into a combo ending in another such knockdown setup...
- ...or knockdown/block setups that resulted in unblockable, unavoidable interactable damage that was completely unaffected by damage scaling
- A wakeup attack that was completely invincible, plus on block, and sent the opponent full-screen (for more of aforementioned godlike zoning) if they got caught by it in a naive attempt to try and gain some kind of advantage over you when you were in a knockdown state rather than just leaving you alone after knocking you down like a sensible person in a fighting game would(???)
- A goddamn air-dash to approach over projectiles and set up crossups, which could also be meter-burned as many times as you could afford in order to air-dash up to five times in a row without touching the ground (literally nobody else with an air dash can do this what the hell)
- And all of these things that require meter are no sweat because all of the special moves that build meter upon use are amazing and also build proportionately a lot of meter, so if you get caught in his veritable meat grinder of setups and combos and you decided to clash out, he always had enough meter to get by
- And to cap it all off, some of the best in-match quotes and quips out of the whole cast
****'s dumb, yo.
And the catch? It's a DLC character. $8.99 if I remember correctly. People who gripe about Bayonetta have no idea how good they have it, I'll say that much. The only redeeming factor is that this character is Martian Manhunter, the only character on the Injustice roster who is canonically powerful enough to have any excuse to be so broken and would absolutely beat Superman any day because he is just that awesome.