Black Manta in Injustice 2 has a slew of anti-zoning and mid range tools that will help you crush those pesky zoners - character breakdown

Tired of slowly inching forward against zoners? Black Manta's anti-zoning tools might be perfect for you

Posted by Justin 'AdaptiveTrigger' Gordon • September 8, 2017 at 4:59 p.m. PDT

We've already gotten Red Hood, Sub-Zero, and Starfire for Fighter Pack #1 in Injustice 2. Now we are going to start receiving characters for Fighter Pack #2.

Black Manta is the first character for this pack. We'll get Mortal Kombat character Raiden and Hellboy a little later.

Earlier today, we got a character breakdown for Black Manta. This breakdown went into a little further detail than what the trailer initially showed us.

What appears to be heavily emphasized with Black Manta are his mid range tools. He is also armed with many anti-zoning capabilities.

Certainly a worthy rival to Aquaman in this game. Black Manta looks as though he will be able to easily get around Aquaman's tentacle strike.

Let's take another look at Black Manta's super to get things started.


Click image for animated version

His ability to fight from a mid range is reflected in his normals. He has quite a bit of reach to work with.

His sweep is an eye beam. You likely won't be able to counter poke against this since it isn't a physical part of his body.

His Manta Rays special move is not a zoning tool. You'll use this up close as a multi-hitting move.

Meter burn it for additional damage and to keep it safe if blocked.

The Torpedo special works a lot like Raiden's Flying Man special from the Mortal Kombat series. This is also his wake up special, meaning it has invincibility if used after being knocked down.

It also has an air version to help Black Manta get around the stage easily. Just like the grounded version, if the opponent is caught in its path then they'll be taking a hard hit.

At the cost of meter, additional damage can be applied to both the grounded and air versions of this move.

This character is also armed with a harpoon gun. It doesn't work like Scorpion's spear as it will never grant you a combo extension opportunity.

What it does do, however, is switch sides with the opponent. While it isn't exactly a traditional zoning tool (and it will probably lose to projectiles), it is noted to have a fast recovery even on whiff; this makes it a move tht is difficult to punish, though not impossible.

Black Manta's rockets do not actually track the opponent. Instead, they occupy the same space every time.

If you want a combo extension, this is the move to meter burn.

While his rockets are not very similar to Sektor's as was initially thought, his teleport uppercut certainly does look like it. Use this to counter the opponent's zoning options.

Once again, you can extend your combos with this move if it is meter burned. Keep in mind that even if you do expend meter, this move is unsafe if blocked.

Finally, his trait allows him to... fly. It's his jetpack, after all.

You have a limited amount of fuel, so use it wisely. You can surely get past a character's zoning options with this.

Aquaman's tentacle strike, for example, won't be able to reach you if you are in the air...

Source: NetherRealm Studios.

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