Injustice: Gods Among Us; New Game by NetherRealm Studios

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  • GomuGomuGomuGomu Strider Sucks Joined: Posts: 8,402 ✭✭✭✭✭
    Shazam's costume looks a lot better on the field, in action than up close.
    Strider still sucks.
  • ffffffffffffff Joined: Posts: 155
    This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.

    So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?
    Yeah that's kind of shitty.  I was really hoping for a KoF-like run mechanic considering how quick the rest of the game is. 
  • rayplayrayplay aka solidoutlaw Joined: Posts: 2,492 ✭✭✭✭
    I remember watching Green Arrow's trailer, and a single dash went like, half screen super fast. Like Makoto's dash on crack.
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  • C-SwordC-Sword Joined: Posts: 322 ✭✭✭
    Details on the Wii-U version

    Runs at 60 fps
    Off TV Mode
    Move lists shown on the gamepad

  • KCJ506KCJ506 Joined: Posts: 54

    It's astounding how seriously some people seem to be taking this game. I mean go to Youtube videos and you'll come across comments like "Joker shouldn't have beat Lex!" Yes logically that would have happened, but that's not the case here. Have these people played fighting games before? The purpose is to create matchups of whoever you want and have fun kicking ass. Not to restrict two characters from going head to head or having certain characters always winning because of logistics.

    This is how fighting games are. In Street Fighter, you got joke characters like Dan that can beat someone like Akuma, who's name literally means the devil, because gameplay is different from story. It's like getting mad because Cloud didn't use a Phoenix Down to revive Aerith in FF7. Gameplay =/= story.

    I don't remember these kinds of complaints about the Marvel vs Capcom games. And those had even more over the top stuff. Joker being able to beat Lex is no less ridiculous than Spider-man or Hawkeye being able to beat Thor or Dormammu. And before someone says Spider-man has defeated characters stronger than him, I'm talking about in a straight up fight. As in toe to toe. Not quite the same as a strategic planned out form of attack.

  • CitizenCIACitizenCIA Flipping tables since 96' Joined: Posts: 1,137
    This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.

    So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?
    Actually, I believe MK9 stages were larger from what I can tell. Some MK stages went on forever. But that game managed to stay fast paced. The ability to dash cancel helped that. We'll see how this game handles that. There are characters with air dash, and dive kick type moves, I think the don't cover much ground, but they're pretty quick. I have a feeling this game will stay face paced and rush down centered. 
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  • DeadsiderDeadsider Rakes, my arch enemy. Joined: Posts: 1,585 ✭✭✭
    KCJ506 said:

    It's astounding how seriously some people seem to be taking this game. I mean go to Youtube videos and you'll come across comments like "Joker shouldn't have beat Lex!" Yes logically that would have happened, but that's not the case here. Have these people played fighting games before? The purpose is to create matchups of whoever you want and have fun kicking ass. Not to restrict two characters from going head to head or having certain characters always winning because of logistics.

    This is how fighting games are. In Street Fighter, you got joke characters like Dan that can beat someone like Akuma, who's name literally means the devil, because gameplay is different from story. It's like getting mad because Cloud didn't use a Phoenix Down to revive Aerith in FF7. Gameplay =/= story.

    I don't remember these kinds of complaints about the Marvel vs Capcom games. And those had even more over the top stuff. Joker being able to beat Lex is no less ridiculous than Spider-man or Hawkeye being able to beat Thor or Dormammu. And before someone says Spider-man has defeated characters stronger than him, I'm talking about in a straight up fight. As in toe to toe. Not quite the same as a strategic planned out form of attack.

    You have to realize that people who play fighting games are not the target audience. The people they want to have buy this are the ones that have never imagined a video game could have Superman fight Batman and think this is the first time you could do so. This is the popcorn moviegoer who thinks any superhero blockbuster is great and has little interest in anyone else. This game isn't for fighting game fans, this is for the lowest common denominator of videogame consumer, the ones that don't really know much or play often but just manage to recognize the IP.

    Think of all the times you see comic book fans argue over something, surely you must have had a friend who did or seen it on a tv show like Big Bang Theory. These are the videogamers that are being targeted, who get excited and argumentative when they have popular vote "tournaments" put on by the makers of the game. You really think they care about advantage on block as opposed to just know a god would destroy a criminal jester?

    When marvel came out I had a friend who claimed he "loved" all comics. His favorite was Captain America, and he thought the game was trash because they didn't get him right. I asked what he meant, and he said it was because his voice was off and that he couldn't believe he could lose to characters he never heard of like Dormammu. I tried to explain it a bit but I was quickly shrugged off and he said, "whatever, this game is terrible for a comic fan." But he bought it on release and capcom got their money, and now NRS will do the same.

    The mechanics of a fighting game are more than a little beyond them, and they just don't care. Sad thing is their money is worth the same as yours or mine, and there is a fuck of a lot more of them out there than us...

    So, who do you sell to?

    Can't wait for the next tournament match..... sigh...
  • LivewireXLivewireX Joined: Posts: 3,577 ✭✭✭✭

    KCJ506 said:

    It's astounding how seriously some people seem to be taking this game. I mean go to Youtube videos and you'll come across comments like "Joker shouldn't have beat Lex!" Yes logically that would have happened, but that's not the case here. Have these people played fighting games before? The purpose is to create matchups of whoever you want and have fun kicking ass. Not to restrict two characters from going head to head or having certain characters always winning because of logistics.

    This is how fighting games are. In Street Fighter, you got joke characters like Dan that can beat someone like Akuma, who's name literally means the devil, because gameplay is different from story. It's like getting mad because Cloud didn't use a Phoenix Down to revive Aerith in FF7. Gameplay =/= story.

    I don't remember these kinds of complaints about the Marvel vs Capcom games. And those had even more over the top stuff. Joker being able to beat Lex is no less ridiculous than Spider-man or Hawkeye being able to beat Thor or Dormammu. And before someone says Spider-man has defeated characters stronger than him, I'm talking about in a straight up fight. As in toe to toe. Not quite the same as a strategic planned out form of attack.


    Pretty much. I don't care how manly Haggar is, if it was a straight up fight, Dormammu or Phoenix would just incinerate him without blinking.
  • The QuestionThe Question Pitched Battles, here we go. Joined: Posts: 485 ✭✭✭
    I'm hoping that the main this game does is get more people interested in the genre. For the most part you will rope in more comic book fans. It comes from netherrealm roots so that accounts for the MK fans, and honestly I hope it is good enough to warrent thier support of this game and then MK can finally have a rest and hopefully this will take its place at most tournaments. The this character beat that character debate was bound to happen as these are comic book fans with little to no fighting game exp. So hopefully these same people will get fired up enough to prove everyone else why the joker deserves to lose to lex and actually get good at the game and who knows they might actually start showing up to tourneys to support it, and there you have it we have a game with one more new follower. Next time something like this happens hopefully the game will be on a tournament roster and you can post hey this game is going to be at X,Y,Z tourney in the Midwest come show us what you can do with Lex vs Joker because Im sure someone will use him. Thats the most important aspect of it all.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    LivewireX said:

    KCJ506 said:

    It's astounding how seriously some people seem to be taking this game. I mean go to Youtube videos and you'll come across comments like "Joker shouldn't have beat Lex!" Yes logically that would have happened, but that's not the case here. Have these people played fighting games before? The purpose is to create matchups of whoever you want and have fun kicking ass. Not to restrict two characters from going head to head or having certain characters always winning because of logistics.

    This is how fighting games are. In Street Fighter, you got joke characters like Dan that can beat someone like Akuma, who's name literally means the devil, because gameplay is different from story. It's like getting mad because Cloud didn't use a Phoenix Down to revive Aerith in FF7. Gameplay =/= story.

    I don't remember these kinds of complaints about the Marvel vs Capcom games. And those had even more over the top stuff. Joker being able to beat Lex is no less ridiculous than Spider-man or Hawkeye being able to beat Thor or Dormammu. And before someone says Spider-man has defeated characters stronger than him, I'm talking about in a straight up fight. As in toe to toe. Not quite the same as a strategic planned out form of attack.


    Pretty much. I don't care how manly Haggar is, if it was a straight up fight, Dormammu or Phoenix would just incinerate him without blinking.
    That would be a mistake on their part

    Spoiler:


    image

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  • JocelotJocelot Don't give up! Joined: Posts: 4,646 ✭✭✭
    edited February 2013
    This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.

    So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?


    To be fair though, may characters have different mobility tools besides excessive jumping, for instance Wonder Woman and Super Man both have an air dash, Batman has a glide, and I coulda sworn I heard somebody had a double jump.
    With that said, I think it would be cool if every character had a super jump.
    Post edited by Jocelot on
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  • MendisMendis Joined: Posts: 264
    Jocelot said:

    To be fair though, may characters have different mobility tools besides excessive jumping, for instance Wonder Woman and Super Man both have an air dash, Batman has a glide, and I coulda sworn I heard somebody had a double jump.
    With that said, I think it would be cool if every character had a super jump.
    Well son, take a guess ... The god damn Batman has the double jump :-7 Plus the additional glide as you already mentioned it.
  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    rayplay said:
    I remember watching Green Arrow's trailer, and a single dash went like, half screen super fast. Like Makoto's dash on crack.
    Were we watching the same trailer? It looked like his dash went about maybe a fourth of the screen to me.

    He does, however, have one of the better jump arcs. Even if it is slow as all hell.
    This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.

    So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?
    Actually, I believe MK9 stages were larger from what I can tell. Some MK stages went on forever. But that game managed to stay fast paced. The ability to dash cancel helped that. We'll see how this game handles that. There are characters with air dash, and dive kick type moves, I think the don't cover much ground, but they're pretty quick. I have a feeling this game will stay face paced and rush down centered. 
    MK9's reliance on static dashes was just as bad, but at least about half the cast had a teleport to close the distance.

    In Injustice, everyone's advanced movement is still incredibly slow. Batman's glide doesn't cover much distance, and Superman and Wonder Woman's airdashes are just as bad as their ground dashes (I think it's noteworthy that in any given video, it's incredibly rare that an airdash is actually [i]used[/i]). Even Flash's command run isn't as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.) Cyborg's grapple is the only thing I've seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure. The whole "continuing pressure" thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.

    And that's just one problem. This game is kind of a hot mess of bad design decisions.
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  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    edited February 2013
    EDIT: You know what's also a hot mess of bad design decisions? This forum structure. Double post.
    Post edited by GespenstRitter on
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  • MendisMendis Joined: Posts: 264
    edited February 2013
    In Injustice, everyone's advanced movement is still incredibly slow.

    Just like in MK9 various characters will have various movement speeds in Injustice. Sektor for example walks slowly, but his dash is insanely fast. Reptile walks very fast, but his dash is pure garbage.
    One could say that a character like Solomon Grundy moves slowly, but he will probably have armor on his attacks to make up for it. Nightwing for example walks very slowly, but his dashes are very fast and his overall speed is insane. When you combine that with bouncing off from stage interactives, he can cover up a lot of distance.


    Batman's glide doesn't cover much distance, and Superman and Wonder Woman's airdashes are just as bad as their ground dashes

    Batman's glide isn't supposed to take him from point A to point B. It's there so that he could avoid incoming attacks better. Batman is also the only character with a double jump so far, which will grant him other advantages.
    Superman's and Wonder Woman's airdashes are once again not there to close a lot of distance. They're there to punish spamming zoners and especially if used with a divekick, which both of these characters seem to have. It's damn strong actually.


    (I think it's noteworthy that in any given video, it's incredibly rare that an airdash is actually [i]used[/i]).

    There is not even one single video where a good, competetive player plays the game on a high level. There were some tournaments in Russia and France, but they were garbage. The only acceptable video would be where CDjr tried out Green Arrow and there it looked like everything fights into it's place.
    When it comes to the NRS Injustice videos, don't expect to see all too much dashing around either, since these videos are just there so that they could showcase you combo-potential and cool stuff.


    Even Flash's command run isn't as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.)

    The current Injustice Flash (besides all the easy ass combos which do too much damage) seems to be perfect.
    In MK VS DC he was too fast and therefore had many advantages over the others. He is one of the best characters in the game, if not actually the best by far. In MK9 Kabal is probably the best character and Kabal too has some very nasty specials which are based around his speed.
    This Flash now seems to be more balanced and that's a good thing, since we don't want him to be TOP 3 in the game, just because he is able to kill everyone on the DC Earth, before they even realize what's happening, aight?


    Cyborg's grapple is the only thing I've seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure.

    Just wait for the game to come out. I have a feeling that Cyborg will be a very annoying character to deal with, especially because of his grappeling hook. It seems to be a perfect way to escape pressure, get to stage interactives, get in and punish opponents and so on. No need to bitch about that ability, but by now I don't even think anymore that you know what you're talking about.

    The whole "continuing pressure" thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.

    Every match video features either people who don't know what the fuck they're doing, or people who know what they're doing, but they have the task to showcase you some combos, stage transitions and supers.



    ... that is probably the only video (the one I mentioned before), where you see someone playing who seems to know how you control the space in Injustice.
    The thing with Injustice is that it's not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can't separate from each other that much, while that's the case in Injustice. The gap between them can be gigantic, because of the huge ass levels.
    Still, it's easy to go in and it also happens very fast, just watch the damn video.


    And that's just one problem. This game is kind of a hot mess of bad design decisions.

    By now it should be clear that you don't know what you're talking about. Just wait for the game and play it for yourself. Or wait 1-2 weeks to see how the peoples reactions are. If everyone says the game suck, skip it. But making now false claims and trying to kill the game before it's even out, is just ... damn pathetic man.
    And I really don't know where the bad design decisions are supposed to be. It's a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won't happen (as in does in some other fighters *cough* Shotos *cough*).
    Just chill out and wait 2 more months.


    Post edited by Mendis on
  • trufenixtrufenix Joined: Posts: 230
    In Injustice, everyone's advanced movement is still incredibly slow. Batman's glide doesn't cover much distance, and Superman and Wonder Woman's airdashes are just as bad as their ground dashes (I think it's noteworthy that in any given video, it's incredibly rare that an airdash is actually [i]used[/i]). Even Flash's command run isn't as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.) Cyborg's grapple is the only thing I've seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure. The whole "continuing pressure" thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.

    And that's just one problem. This game is kind of a hot mess of bad design decisions.

    Can we PLEASE stop using footage off players who don't even block to determine tactic viability in a fighting game? 

    Please name one game that doesn't look like a hunk of shit when its players are constantly jumping around, spamming specials and getting hit by every single thing that gets thrown at them.
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  • Lord_RaptorLord_Raptor Joined: Posts: 8,712 ✭✭✭✭✭
    Mobility was not a problem at all in MK9, watch high level matches and dudes are zipping around the screen, dashes are short but their fast and recoer extremely quick.
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  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    edited February 2013
    Mendis said:

    Just like in MK9 various characters will have various movement speeds in Injustice. Sektor for example walks slowly, but his dash is insanely fast. Reptile walks very fast, but his dash is pure garbage.
    Wow, it's as if this feature isn't in every fighting game ever.

    I know there are variable movement speeds. The point was that on average, the cast's movement is slow and/or doesn't cover much ground. There's no reason why characters can't do a normal run or that airdashes can't maintain more momentum.
    One could say that a character like Solomon Grundy moves slowly, but he will probably have armor on his attacks to make up for it. Nightwing for example walks very slowly, but his dashes are very fast and his overall speed is insane. When you combine that with bouncing off from stage interactives, he can cover up a lot of distance. 
    Of course Grundy's going to move slowly; he's a grappler character. I'll grant you Nightwing's stage interactive mobility, but I still think his normal movement leaves a bit to be desired. And his car flips and such seem to be more for escape/positioning, anyway.
    Superman's and Wonder Woman's airdashes are once again not there to close a lot of distance. They're there to punish spamming zoners and especially if used with a divekick, which both of these characters seem to have. It's damn strong actually. 
    Isn't this a bit of an oxymoron? One of the ways to punish zoners is closing the distance. If their dashes and airdashes aren't suitable for the job, then how are they effective? 
    There is not even one single video where a good, competetive player plays the game on a high level. There were some tournaments in Russia and France, but they were garbage. The only acceptable video would be where CDjr tried out Green Arrow and there it looked like everything fights into it's place.
    When it comes to the NRS Injustice videos, don't expect to see all too much dashing around either, since these videos are just there so that they could showcase you combo-potential and cool stuff.

    Yeah, that's what's troubling about this whole marketing campaign, is that outside of said Green Arrow video, there hasn't been a single instance of there being any real, solid gameplay. And even that video highlights some of the issues I have with the fighting system in general.

    The current Injustice Flash (besides all the easy ass combos which do too much damage) seems to be perfect.
    In MK VS DC he was too fast and therefore had many advantages over the others. He is one of the best characters in the game, if not actually the best by far. In MK9 Kabal is probably the best character and Kabal too has some very nasty specials which are based around his speed.
    This Flash now seems to be more balanced and that's a good thing, since we don't want him to be TOP 3 in the game, just because he is able to kill everyone on the DC Earth, before they even realize what's happening, aight?

    I honestly couldn't care less about in-universe power levels or his MK vs DC status. I just find it silly that the Flash needs a command run to have actual speed, the startup for which (as well as the actual speed of the run itself) somewhat negates that.
    Just wait for the game to come out. I have a feeling that Cyborg will be a very annoying character to deal with, especially because of his grappeling hook. It seems to be a perfect way to escape pressure, get to stage interactives, get in and punish opponents and so on. No need to bitch about that ability, but by now I don't even think anymore that you know what you're talking about. 
    Currently, Cyborg's forward grapple is a one-direction, one-length shot that sends him about three character heights above the opponent if spaced correctly. Not exactly the best option for pressuring the opponent you can just dash and get away from it. (His backwards one is great for escape, though, because of everyone else's gimped mobility.) I think the grapple would serve him better overall if he could fire at multiple angles.
    Post edited by GespenstRitter on
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  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    edited February 2013
    The thing with Injustice is that it's not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can't separate from each other that much, while that's the case in Injustice. The gap between them can be gigantic, because of the huge ass levels. 
    Still, it's easy to go in and it also happens very fast, just watch the damn video. 

    It's exactly because of the huge-ass levels that the characters are desperately in need of the higher mobility in the first place. There aren't that many fighting games with comparably large arenas, but the ones that do give their characters the movement options to cross that distance quickly. It takes about three to four slow, vulnerable jumps (I don't think this game has air blocking. Correct me on this if I'm wrong.) for Catwoman to make it across the screen in that video. Why is this the case?

    And about the "it's not UMvC3" thing...
    And I really don't know where the bad design decisions are supposed to be. It's a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won't happen (as in does in some other fighters *cough* Shotos *cough*). 
    Just chill out and wait 2 more months. 

    It's pretty ignorant to assume that everyone who doesn't like certain games or design decisions is some sort of Capcom fanboy or apologist. I'm an Arc System Works guy myself, with some KOFXIII and Skullgirls on the side. The only modern Capcom fighter I play is TvC. So saying "It's better than Capcom!" is a complete non-argument.

    The disappointing thing with Netherrealm is that they take this blockbuster set of modes and features that really push the fighting game genre forward in what to expect in terms of content, and then they attach it to games with shoddy base fighting systems. Sometimes I get the feeling that many of the folks at Netherrealms are frustrated filmmakers, because they put a disproportionately-high focus on cinematography as opposed to fine-tuning their gameplay engine. There's no reason why any modern fighting game character should only have one super, and there's even less of a reason for why most of them are used in the same way and all of them have the same effect. Out of the revealed Drives, many of them are rather uninteresting. Flash's time slowing and Batman's attack drone Batarangs are neat, but then you also have three characters with power-up Drives and at least two who eat up their Drive button with a weapon change, when that should just be a special move, granting the characters more normals. EDIT: Also, in true NRS fashion, everyone seems to share the same uppercut and jump-in attack.

    EDIT 2: I can't believe I forgot the most important thing, which is that they still have those 3D-style attack strings in a 2D game, which is awkward and clunky as all hell.

    Aesthetically, it's also a mess. They're going for this super "hardcore," "mature," grimdark look with its character designs and story. And then they have everyone get bounced around and squashed like a Looney Tune during their stage transitions. Combined with the lack of in-game voices aside from standard grunts and the entrance and win poses, it just makes the game look soulless. If you're going to do a hard, gritty look, then sure, go for it. If you want to have wacky cartoonish violence, go for it. Just be consistent.
    Post edited by GespenstRitter on
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  • C-SwordC-Sword Joined: Posts: 322 ✭✭✭
    Supers are overrated, one per character is enough for me. I'm also glad that NRS do not copy the combo systems of other fighting games, they have their own style, they might look clunky at times, but they look realistic. I do agree that they could've done a better job with the character intros, but we've only seen half of them, I'll wait until the completed product to start judging. Not trying to go off topic, but I've tried to get into ASW games so many times, but they always seemed boring to me, just because a game isn't for you doesn't mean it's bad, you don't see me bashing BlazBlue and Guilty Gear.

  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭


    The thing with Injustice is that it's not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can't separate from each other that much, while that's the case in Injustice. The gap between them can be gigantic, because of the huge ass levels. 
    Still, it's easy to go in and it also happens very fast, just watch the damn video. 

    It's exactly because of the huge-ass levels that the characters are desperately in need of the higher mobility in the first place. There aren't that many fighting games with comparably large arenas, but the ones that do give their characters the movement options to cross that distance quickly. It takes about three to four slow, vulnerable jumps (I don't think this game has air blocking. Correct me on this if I'm wrong.) for Catwoman to make it across the screen in that video. Why is this the case?

    And about the "it's not UMvC3" thing...
    And I really don't know where the bad design decisions are supposed to be. It's a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won't happen (as in does in some other fighters *cough* Shotos *cough*). 
    Just chill out and wait 2 more months. 

    It's pretty ignorant to assume that everyone who doesn't like certain games or design decisions is some sort of Capcom fanboy or apologist. I'm an Arc System Works guy myself, with some KOFXIII and Skullgirls on the side. The only modern Capcom fighter I play is TvC. So saying "It's better than Capcom!" is a complete non-argument.

    The disappointing thing with Netherrealm is that they take this blockbuster set of modes and features that really push the fighting game genre forward in what to expect in terms of content, and then they attach it to games with shoddy base fighting systems. Sometimes I get the feeling that many of the folks at Netherrealms are frustrated filmmakers, because they put a disproportionately-high focus on cinematography as opposed to fine-tuning their gameplay engine. There's no reason why any modern fighting game character should only have one super, and there's even less of a reason for why most of them are used in the same way and all of them have the same effect. Out of the revealed Drives, many of them are rather uninteresting. Flash's time slowing and Batman's attack drone Batarangs are neat, but then you also have three characters with power-up Drives and at least two who eat up their Drive button with a weapon change, when that should just be a special move, granting the characters more normals. EDIT: Also, in true NRS fashion, everyone seems to share the same uppercut and jump-in attack.

    EDIT 2: I can't believe I forgot the most important thing, which is that they still have those 3D-style attack strings in a 2D game, which is awkward and clunky as all hell.

    Aesthetically, it's also a mess. They're going for this super "hardcore," "mature," grimdark look with its character designs and story. And then they have everyone get bounced around and squashed like a Looney Tune during their stage transitions. Combined with the lack of in-game voices aside from standard grunts and the entrance and win poses, it just makes the game look soulless. If you're going to do a hard, gritty look, then sure, go for it. If you want to have wacky cartoonish violence, go for it. Just be consistent.

    I agree with certain things, mostly about the big stages, but I'm willing to give some benefit of the doubt for now since we haven't seen any proper gameplay ever, not even that Green Arrow vid was very good, it was just showcasing things for IGN.

    However I do disagree with a lot of other things.

    Only having one super is fine because the gameplay isn't really balanced around them being a factor, they are really there just for a flourish, they are very rarely ever actually worth using in a match, they scale poorly and are not worth the meter cost.

    The hero traits are alright so far, Superman/Bane have the least interesting ones, I disagree about stance switching being a bad one, it completes changers a character, there normals, specials, walk speed, jump arc, everything about them changes, it might be visually boring, but it adds a lot to a character.
    Grundy has a chain grab system with multiple routes, and if you complete a route, you get a buff. Green Arrow has trick arrow system allowing him to swap arrows out on the fly. Catwoman has like a older SF style super meter that gives her a super combo. We don't really have any idea what most of the other characters have though.

    Characters don't have the same uppercut or jump in attack, unless you consider everyone in SF all have the same sweep or jump attacks.

    There is nothing wrong with the 3D strings, I like them a lot, they're basically just function like a magic series chain combo, only characters have like 7 of them and they all have different attributes, usually only 3 or 4 are useful though.

    For the voices, they talk just enough, I don't want Batman yelling Batarang everytime he throws a batarang, it's is very obnoxious, BB and Persona are annoying to play because of it, even Marvel and Street Fighter suffer from it. 3D games have it right, characters should rarely talk in a fight. Though they could tone down the grunting.


  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭
    Even then for the stage's I don't think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.

    The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.
    There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.
    Back dashes seem just as terrible as MK.

    If a character is designed to get in, then they will have the tools to get in. Through faster walk speed, projectiles that knockdown, fast advancing specials, armor, divekicks, or capture specials.
    The revealed characters are already showing glimpses of this, Nightwing has a polevault special, Wonder Woman has a square wave punch, Batman has scorpions spear, but way better, Grundy has a sheeva stomp, Superman has bullshit instant air eye lasers, Catwoman has serveral fast advancing pounce moves, as well as a projectile dodge.

    The stages are big, but there is no real reason to run away unless you are a zoning character, or if you want to run out the clock, but if you do that and just run away with out setting up a solid defense, you're just going to get punished.

    For the record, teleports are not really used to get in on people in MK, they can be used to punish things, but most knock the opponent away from you. The only character who can really abuse his teleport of that is smoke, and only a whiffed one after a knockdown.

    And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.


  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    C-Sword said:
    Supers are overrated, one per character is enough for me. I'm also glad that NRS do not copy the combo systems of other fighting games, they have their own style, they might look clunky at times, but they look realistic. I do agree that they could've done a better job with the character intros, but we've only seen half of them, I'll wait until the completed product to start judging. Not trying to go off topic, but I've tried to get into ASW games so many times, but they always seemed boring to me, just because a game isn't for you doesn't mean it's bad, you don't see me bashing BlazBlue and Guilty Gear.
    Having multiple supers gives you more options and tools to use with your meter, and I like having a lot of options and tools for my meters. Supers here are pretty homogenized; almost all of them are rush-in attack -> cinematic, and don't seem to be useful outside of combo enders and last-chance gambles. With multiple supers, you can have a combo-ender super, a lockdown super, a power-up super, just more fun toys to play with.

    Only having one super is fine because the gameplay isn't really balanced around them being a factor, they are really there just for a flourish, they are very rarely ever actually worth using in a match, they scale poorly and are not worth the meter cost.
    I can't really say I agree with this. Supers aren't like Fatalities or Astral Heats or Instant Kills with the sole purpose of being a spectacle, or at least they shouldn't be. They're a vital tool for the character, and shouldn't so gimped as to have them be largely pointless.
    The hero traits are alright so far, Superman/Bane have the least interesting ones, I disagree about stance switching being a bad one, it completes changers a character, there normals, specials, walk speed, jump arc, everything about them changes, it might be visually boring, but it adds a lot to a character.
    Grundy has a chain grab system with multiple routes, and if you complete a route, you get a buff. Green Arrow has trick arrow system allowing him to swap arrows out on the fly. Catwoman has like a older SF style super meter that gives her a super combo. We don't really have any idea what most of the other characters have though.
    I'm perfectly fine with stance-switching being a thing, but I'm not too thrilled with the stance switching eating up a button. As a BB example, Litchi's stance switches are all tied to attacks, so she doesn't lose normals by having a stance-change button, and Nu's is tied to a special attack (though it isn't her main Drive), so she gets to keep a huge wealth of moves. But on the other hand, you have poor Izayoi, who misses out on an entire button of normals because her Drive button is dedicated entirely to her stance change. (Still looks fun, though.)

    Those other Drives you mentioned (save Catwoman's) sound interesting enough, but I'll have to see more of them before I can really comment, since NRS hasn't had anything dedicated to exploring their Drives in depth. Which is sort of odd.
    Characters don't have the same uppercut or jump in attack, unless you consider everyone in SF all have the same sweep or jump attacks.
    Okay, I was admittedly mistaken on the jump-ins, but according to this, they do share an uppercut and a wall bounce. And I'm fine with universal tools (all my favorite games have them), but characters have to have fairly significant variations in those tools. However, it is possible that the lack of gameplay footage is hiding that they are more different that it looks like.
    There is nothing wrong with the 3D strings, I like them a lot, they're basically just function like a magic series chain combo, only characters have like 7 of them and they all have different attributes, usually only 3 or 4 are useful though.

    For the voices, they talk just enough, I don't want Batman yelling Batarang everytime he throws a batarang, it's is very obnoxious, BB and Persona are annoying to play because of it, even Marvel and Street Fighter suffer from it. 3D games have it right, characters should rarely talk in a fight. Though they could tone down the grunting.
    This is where personal preference plays a huge role, because I still find them really wrong and awkward. I like a freer gatling system instead of being locked into preset combos, and the fact that you input all of the moves in a string earlier than when they actually play out just seems off in a 2D game.

    I like the ASW/SG constant chatter because it feels like I'm really playing a character instead of a set of walking hitboxes. Especially because in many cases, they're not just constantly shouting move names, but stringing together sentences that are different based on the character they're fighting against.

    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭
    edited February 2013
    C-Sword said:




    Supers and X-rays are basically astral heats/fatalities/instant kills though, they're just casual fodder crowd pleasers. It doesn't really gimp a character because they are never balanced around their supers. I'm sure some characters will use them, like in MK9, Kung Lao, Reptile, and Kitana did get good use from the X-rays.


    The hero traits are not as fancy as drives, but they were never really meant to be, they are just something to help set characters a part, and when you have to make one for 30 characters, some might not end up being as interesting as others. Why they chose to give NW and WW a stance button, is probably homage to their past games, which everyone could switch stances like that, well everyone had 3 stances.

    Everyone has a uppercut, but there not really uppercuts, their launchers like in Marvel games, you can even combo off them. Every animation is different, with different startup and recovery, its not like MK.Everyone also has a wall bounce and a ground bounce, which are F3/B3. However these are not just mere universal attacks, their a whole weird system. Easy way to explain it would be to say, their kinda like focus attacks from SF4. You can charge them, you can dash cancel them, for meter you can cancel normals and strings into them, and you can even kinda use them to FADC to make unique juggle combos. If you do a naked one, you can use the meter button to waste 2 bars and give them armor. They also have different animations and all that, Harleys is a very slow mallet attack, where as Catwomans is a very fast advancing pounce.

    I can understand why you don't like strings, maybe its because I played more Soul Calibur then 2d games that I'm cool with it, I like the strings because they usually provide a wide range of visually interesting normals. The whole dial combo feel is kinda weird for MK, but they did that even before they went 3D. MK3 had it. 
    I very VERY much disagree with the voice part, I had to mute BB after a week, and Persona in Japanese is my worst nightmare come true.


    As you said, a lot of it really does come down to personal 
    preference, and in a lot of ways, MK and Injustice are like the antithesis for anime games, they are both very different styles of fighting games.
    The stuff you don't like, others like a lot and wouldn't want changed.
    So really all I can say is that this game, and MK, maybe just aren't for you?

    Post edited by Lord Godfrey on
  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    Even then for the stage's I don't think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.

    I was looking at some MK9 EVO matches for comparison. While the stages are quite long, and it takes a while to reach the corner, the amount the screen stretches as players move away from each other--the actual playing field--seems significantly smaller than in Injustice.

    The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.
    There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.
    Back dashes seem just as terrible as MK.
    Guilty as charged. MK isn't my type of game, and with the initial knowledge that the game would have airdashes, traditional blocking, and my the control scheme of my favorite game, I was sort of hoping for something that strayed further away from MK's mechanics and into some of the games I liked. But that didn't happen, and subsequent reveals about the engine haven't made things better.
    And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.
    I know it's not Ouroboros, but I totally wanted it to be. X D

    I do like how Batman has Hungry Coils.
    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭
    Even then for the stage's I don't think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.

    I was looking at some MK9 EVO matches for comparison. While the stages are quite long, and it takes a while to reach the corner, the amount the screen stretches as players move away from each other--the actual playing field--seems significantly smaller than in Injustice.

    The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.
    There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.
    Back dashes seem just as terrible as MK.
    Guilty as charged. MK isn't my type of game, and with the initial knowledge that the game would have airdashes, traditional blocking, and my the control scheme of my favorite game, I was sort of hoping for something that strayed further away from MK's mechanics and into some of the games I liked. But that didn't happen, and subsequent reveals about the engine haven't made things better.
    And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.
    I know it's not Ouroboros, but I totally wanted it to be. X D

    I do like how Batman has Hungry Coils.

    The stages vary in size pretty drastically in both this and MK, to a point where counter picking stages is a thing, its even a running joke in the MK community, with Kabal and rooftop day.

    Their are small stages in MK like the pit, and the biggest stage is rooftop day.

    Most of the injustice stages are around MK size, however their are a few stages like the first part of metropolis, all of insurgancy(the level in the green arrow vid) and part of Fortress that are bigger then any MK stage, and that is wear some of my worry comes from.

    With out the block button you can't cancel dashes anymore and that was a huge deal for getting in on zoners.
    So I'm very curious to see how characters are designed in this game, to see if their are moves with projectile invincibility and what not, because right now in theory fighter, zoners/keep away characters have a big advantage.

    However in the end it's really pointless to worry right now because in basic NRS fashion, we have no idea how the game will play, or how most characters are set up, so we will just have to wait and see.

    Off topic, not a huge fan of SRK's forums. Hate their quote system.
  • ironboy89ironboy89 Beep Boop Beep Joined: Posts: 4,659 ✭✭✭
    edited February 2013

    [quote]
    I know there are variable movement speeds. The point was that on average, the cast's movement is slow and/or doesn't cover much ground. There's no reason why characters can't do a normal run or that airdashes can't maintain more momentum.[/quote]
    It's too early to tell how fast the cast moves across before the game comes in the hands of playings who know what they are doing.  MK9 character moves across the screen much faster than SF4 characters do

    UMVC3 didn't have Magneto zipping the way he does now.  After release discover Magneto had plink/wavedashing that's not something players who.  Hell UMVC3 double dash glitch too which wouldn't discovered until after release as well.  Advanced movement display very well by pre-release matches.

    There is no telling what Injustice might have after release as well.  You can't really judge how advance movement works yet IMO.

    Post edited by ironboy89 on
  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    Supers and X-rays are basically astral heats/fatalities/instant kills though, they're just casual fodder crowd pleasers.
    I guess I just find it a waste, because they didn't have to be.

    The hero traits are not as fancy as drives, but they were never really meant to be, they are just something to help set characters a part, and when you have to make one for 30 characters, some might not end up being as interesting as others. Why they chose to give NW and WW a stance button, is probably homage to their past games, which everyone could switch stances like that, well everyone had 3 stances.

    I believe that giving 30 characters unique Drives can be done with a little bit of ingenuity. The reason why I absolutely love the Drive mechanic to begin with is because it makes every character play completely differently from one another. Clone characters simply cannot exist.
    Everyone has a uppercut, but there not really uppercuts, their launchers like in Marvel games, you can even combo off them. Every animation is different, with different startup and recovery, its not like MK.
    Everyone also has a wall bounce and a ground bounce, which are F3/B3. However these are not just mere universal attacks, their a whole weird system. Easy way to explain it would be to say, their kinda like focus attacks from SF4. You can charge them, you can dash cancel them, for meter you can cancel normals and strings into them, and you can even kinda use them to FADC to make unique juggle combos. If you do a naked one, you can use the meter button to waste 2 bars and give them armor. They also have different animations and all that, Harleys is a very slow mallet attack, where as Catwomans is a very fast advancing pounce.

    I'll take your word for it, and if this is the case, then it is certainly better than how it read on paper.

    I can understand why you don't like strings, maybe its because I played more Soul Calibur then 2d games that I'm cool with it, I like the strings because they usually provide a wide range of visually interesting normals. The whole dial combo feel is kinda weird for MK, but they did that even before they went 3D. MK3 had it. 

    I very VERY much disagree with the voice part, I had to mute BB after a week, and Persona in Japanese is my worst nightmare come true.
    I completely agree that it's a preference thing. For me, canned strings feel natural in 3D games, because that's the way they've always been, but in 2D, I have different expectations, and it just feels off.

    The DC characters don't have to be complete chatterboxes, but I at least want to feel like I'm playing as Flash instead of Generic NRS Male who happens to have Flash's moves.
    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭



    As you said, a lot of it really does come down to personal 
    preference, and in a lot of ways, MK and Injustice are like the antithesis for anime games, they are both very different styles of fighting games.
    The stuff you don't like, others like a lot and wouldn't want changed.
    So really all I can say is that this game, and MK, maybe just aren't for you?

    Well, I know MK's not for me. I wanted this one to be, since the world is starved for a good DC fighting game, but I don't think it's going to.

    However in the end it's really pointless to worry right now because in basic NRS fashion, we have no idea how the game will play, or how most characters are set up, so we will just have to wait and see.

    Yeah, I do wish there was more information. NRS seems loathe to actually show a straight-up fight.
    Off topic, not a huge fan of SRK's forums. Hate their quote system.

    Oh my god, this. This so much.


    ironboy89 said:

    UMVC3 didn't have Magneto zipping the way he does now.  After release discover Magneto had plink/wavedashing that's not something players who.  Hell UMVC3 double dash glitch too which wouldn't discovered until after release as well.  Advanced movement display very well by pre-release matches.

    There is no telling what Injustice might have after release as well.  You can't really judge how advance movement works yet IMO.

    I was under the impression that wavedashing was purposefully built into the system? Or at least cancelling dashes into crouching was.

    MvC dashing (and I guess SG's too, for that matter, although it only really applies to Filia) is weird in that they limit you with SF-style dashes, but then they intentionally build in wavedashing to make the SF dashes moot, which begs the question of why not just giving them a run in the first place?
    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭


    The DC characters don't have to be complete chatterboxes, but I at least want to feel like I'm playing as Flash instead of Generic NRS Male who happens to have Flash's moves.

    It's Barry Allen, he has about as much personality as a plank of wood.

    As for the talking and trying to give some personality to the characters, that's mostly what the story mode is for.

    Their is also the clash system, which the characters do a quip at the beginning based on who they are fighting.
  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    It's Barry Allen, he has about as much personality as a plank of wood.
    It's not Wally? Damn.
    As for the talking and trying to give some personality to the characters, that's mostly what the story mode is for.

    Their is also the clash system, which the characters do a quip at the beginning based on who they are fighting.
    Didn't they remove the Wager system entirely? They haven't talked about it much lately, and none of the choreographed fights have used it.

    Character personality doesn't have to be entirely bottled up in the story mode. Narrative can be expressed through gameplay.
    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • Lord GodfreyLord Godfrey Joined: Posts: 215 ✭✭
    edited February 2013
    It's Barry Allen, he has about as much personality as a plank of wood.
    It's not Wally? Damn.
    As for the talking and trying to give some personality to the characters, that's mostly what the story mode is for.

    Their is also the clash system, which the characters do a quip at the beginning based on who they are fighting.
    Didn't they remove the Wager system entirely? They haven't talked about it much lately, and none of the choreographed fights have used it.

    Character personality doesn't have to be entirely bottled up in the story mode. Narrative can be expressed through gameplay.

    Wally is basically dead and will never be allowed to be used by anyone ever again, not until Geoff retires.

    The wager system is still in, they did end up changing it though, you can only use it once now, and I don't think it costs meter. 

    Some characters do talk during fights, Green Arrow does. So far its just enough to where it doesn't annoy me.

    Fun fact, in vanilla MK9 Johnny cage used to be much more talkative, every time he did an EX he would yellow out Johnny Cage!, but in the first patch they removed it.
    I'm not sure why, I was cool with it, seemed like something a douche would do, so it fit his character.
    Post edited by Lord Godfrey on
  • JocelotJocelot Don't give up! Joined: Posts: 4,646 ✭✭✭
    edited February 2013
    Supposedly the Wager hasn't been removed, just tweaked.

    I think it was said that now it can only be activated one per round, and it can only be used after you lose your first bar of health.

    edit- Whoops, too late.
    Post edited by Jocelot on
    Party Robot!!
    Now my head can spin. I'll be around for a million years, so let the party begin.
    jak d ripr wrote: »
    That shit had me in stitches. Nigga went for all these flashy set-ups and doom was like hold these boots.
  • ironboy89ironboy89 Beep Boop Beep Joined: Posts: 4,659 ✭✭✭
    I was under the impression that wavedashing was purposefully built into the system? Or at least cancelling dashes into crouching was.

    MvC dashing (and I guess SG's too, for that matter, although it only really applies to Filia) is weird in that they limit you with SF-style dashes, but then they intentionally build in wavedashing to make the SF dashes moot, which begs the question of why not just giving them a run in the first place?


    Because MVC3 allows character to cancel their normals to a dash, and  cancel their dash into a normal. SF-style dashes don't allow people to cancel dashes into their normals likes Oil-Hakan.  SF character use their walkspeed because they cancel anything they want into a normal by reaction, it's much more flexiable more reliable than dashing like a maniac. SF-style don't allow people to cancel their dashes, so good players don't dash when they need to block or more forward through hazards.   

    UMVC3 Many character basically get extended range by dashing that they wouldn't get, and in addition they get keep the momentum while spamming the dash start up motion.  The ground  dashing MVC3 becomes footsies for most characters, and they give multiple characters a strong ground game. Most of the entire cast have flexible dashes that cover ridiculous amount of ground or have crazy momentum physics.  

    They are intentionally built there, but player weren't able to discover the faster ways of dashing without getting their hands on the game.   Who knows what Injustice might be because developer can't catch everything that players do.

  • GespenstRitterGespenstRitter The Platinum Lucifer Joined: Posts: 1,135 ✭✭✭✭✭
    ironboy89 said:
    I was under the impression that wavedashing was purposefully built into the system? Or at least cancelling dashes into crouching was.

    MvC dashing (and I guess SG's too, for that matter, although it only really applies to Filia) is weird in that they limit you with SF-style dashes, but then they intentionally build in wavedashing to make the SF dashes moot, which begs the question of why not just giving them a run in the first place?


    Because MVC3 allows character to cancel their normals to a dash, and  cancel their dash into a normal. SF-style dashes don't allow people to cancel dashes into their normals likes Oil-Hakan.  SF character use their walkspeed because they cancel anything they want into a normal by reaction, it's much more flexiable more reliable than dashing like a maniac. SF-style don't allow people to cancel their dashes, so good players don't dash when they need to block or more forward through hazards.   

    UMVC3 Many character basically get extended range by dashing that they wouldn't get, and in addition they get keep the momentum while spamming the dash start up motion.  The ground  dashing MVC3 becomes footsies for most characters, and they give multiple characters a strong ground game. Most of the entire cast have flexible dashes that cover ridiculous amount of ground or have crazy momentum physics.  

    They are intentionally built there, but player weren't able to discover the faster ways of dashing without getting their hands on the game.   Who knows what Injustice might be because developer can't catch everything that players do.

    Well, by "SF-Style Dash," I was referring to the short-shuffle-then-stop aspect, as a contrast to the continuous running you see in KOF or ASW games. I wasn't really talking about its other properties.

    And I'm not sure this really answers my question, because in games with runs, you can cancel runs into normals, and dash cancel certain moves as well.
    BB: Λ-11, μ-12, ν-13 | P4A: Akihiko, Yu | TvC: Tekkaman Blade/Ryu | Project M: Lucas, Lucario | SSB4: Shulk, Mii Gunner
  • Reason4UReason4U Joined: Posts: 3,434 ✭✭✭✭
    I'm so tired of people trying to make NRS games more like their games they usually play.  I got tired of explaining to people why NRS have their own style of fighters that people love and not to expect it to be similar to games from a different culture.


    No game is perfect, not Capcom, not Namco, not ASW, not NRS, not SNK, they all have things that people don't like that doesn't mean you change the game to appease another game's fanbases.

    I love what I'm seeing so far if you don't that's fine but stop comparing this to other games. It's like when people wanted no block button in MK9, JUST PLAY SF!!!!  It's one thing to have expectation for NRS to improve their games but some people come in this thread just to complain about how it's not how THEY want it to be.

    Sometimes games are not for you and that doesn't make them bad games.
    You ain't SHIT Wesker!!! - Dormmammu
    MK9-Sub Zero, Sonya VF-Goh, Brad Tekken-Lee, Hwo,Paul,Leo
    SFxT-Cody/Poison
    Skullgirls-Peacock,Cerabella,Painwheel TTT2- Lee/Hwo, Paul/Leo, JC/Steve
  • LivewireXLivewireX Joined: Posts: 3,577 ✭✭✭✭
    Reason4U said:
    I'm so tired of people trying to make NRS games more like their games they usually play.  I got tired of explaining to people why NRS have their own style of fighters that people love and not to expect it to be similar to games from a different culture.


    No game is perfect, not Capcom, not Namco, not ASW, not NRS, not SNK, they all have things that people don't like that doesn't mean you change the game to appease another game's fanbases.

    I love what I'm seeing so far if you don't that's fine but stop comparing this to other games. It's like when people wanted no block button in MK9, JUST PLAY SF!!!!  It's one thing to have expectation for NRS to improve their games but some people come in this thread just to complain about how it's not how THEY want it to be.

    Sometimes games are not for you and that doesn't make them bad games.

    To be honest, what I like about all the different ways the companies do their fighters is well...just that. There's so many fighters doing things so many ways that if you like fighters, chances are you won't have any trouble finding a fighter that suits your style. It's actually awesome and I consider myself lucky to have so many awesome fighters around.
  • trufenixtrufenix Joined: Posts: 230
    edited February 2013
    So here we are, huh.  Still doing it?

    [quote=GespentRitter]Yeah, I do wish there was more information. NRS seems loathe to actually show a straight-up fight.[/quote]

    and yet you've already passed such thorough judgement on the day -1 footage they've given us.

    [quote=GespentRitter]Guilty as charged. MK isn't my type of game, and with the initial knowledge that the game would have airdashes, traditional blocking, and my the control scheme of my favorite game, I was sort of hoping for something that strayed further away from MK's mechanics and into some of the games I liked. But that didn't happen, and subsequent reveals about the engine haven't made things better.[/quote]

    I'm curious just what you're looking for exactly.  The game has no breakers, no block button, a new button scheme, and no universal normals.  They've already shown sf style cross ups, marvel / arc style square jumps and the games equivalent of fadc.  It's got wall bounce and ground bounce combos, supers you can combo into and out of, real actual command grabs and every character has a distinct and useful (except Harley) drive.  They've revamped their training mode to incorporate everything that was missing from MK9, and they've even promised an extra input control scheme for stick players.

    At this point other than the aesthetic, which would be a hard swap given the same staff and the same engine, i can scarcely find a similarity between the two games outside of juggle combos, dial a combos, and the name on the box.

    edit:  okay, seriously.  Fuck this new forum code.  I'm out.  See you guys on xbl.
    Post edited by trufenix on
    http://www.fenixware.net/fab - The Fight-A-Base
  • jak d riprjak d ripr Joined: Posts: 7,347 ✭✭✭
    So how many characters do you guys think are left? At the moment we have 17 characters, Im hoping for a total of at least 25 so that leaves 8 more characters if I am correct. Considering we've almost completely covered batman, that leaves a significant number of characters left to be explored
  • MendisMendis Joined: Posts: 264
    So how many characters do you guys think are left? At the moment we have 17 characters, Im hoping for a total of at least 25 so that leaves 8 more characters if I am correct. Considering we've almost completely covered batman, that leaves a significant number of characters left to be explored
    Well, the roster screen says we will have 24 characters, but Hector Sanchez, one of the main dev faces for the game and NRS overall said that these 24 are not the final number and that there could be more characters. I personally expect to see 24 characters and not more at the beginning, but there will probably be additional characters, since you see people always mentioning few certain characters (like Red Hood, Lobo, Martian Manhunter, Blue Beetle, Booster Gold) and if they don't make it in the game I'm sure that NRS will somehow try to make these characters possible and offer them later on, once their done. Out of love to their fans and also to have DLC that people will buy.

    I personally expect this game to have around 30 characters in the end and if we take the fact into consideration that MK9 had around the same number and basically every character plays differently, that's actually quite a LOT variety when it comes to the roster. Basically everyone has their own unique stuff and abilities, so the game won't get boring.
    And if they manage to balance the game, we will see quite a lot of characters in Top 8's of tournaments, I guess, just like it was in case with EVO and MK9 which is amazing.
  • Reason4UReason4U Joined: Posts: 3,434 ✭✭✭✭
    edited February 2013
    image"> TWO NEW CHARACTER GAMEPLAY INCOMING!
    Post edited by Reason4U on
    You ain't SHIT Wesker!!! - Dormmammu
    MK9-Sub Zero, Sonya VF-Goh, Brad Tekken-Lee, Hwo,Paul,Leo
    SFxT-Cody/Poison
    Skullgirls-Peacock,Cerabella,Painwheel TTT2- Lee/Hwo, Paul/Leo, JC/Steve
  • jak d riprjak d ripr Joined: Posts: 7,347 ✭✭✭
    edited February 2013
    Aquaman vs cyborg and solomon grundy vs hal jordan 



    Should be fun to finally see how green lantern plays in this game, I think he's the only character we haven't seen any footage off at this point.

    I do wish they would drop the ugly white gloves on hal, they don't look that bad in the comics(still hate them) but in almost every other type of media they just look odd. If there's one thing that awful GL movie did get right imo its the look of the suit.
    Post edited by jak d ripr on
  • Reason4UReason4U Joined: Posts: 3,434 ✭✭✭✭
    jak d ripr wrote: »
    Aquaman vs cyborg and solomon grundy vs hal jordan <br />
    image />
    <br />
    Should be fun to finally see how green lantern plays in this game, I think he's the only character we haven't seen any footage off at this point.<br />
    I do wish they would drop the ugly white gloves on hal, they don't look that bad in the comics(still hate them) but in almost every other type of media they just look odd. If there's one thing that awful GL movie did get right imo its the look of the suit.
    PLEASE EXPLAIN to me how you post Youtube links on this new SRK. It's so confusing! Anyhelp will be greatly appreciated. I've tried not to bitch about this new format and give it time but GOD I don't like it and everything just seems harder to do for small improvments.
    You ain't SHIT Wesker!!! - Dormmammu
    MK9-Sub Zero, Sonya VF-Goh, Brad Tekken-Lee, Hwo,Paul,Leo
    SFxT-Cody/Poison
    Skullgirls-Peacock,Cerabella,Painwheel TTT2- Lee/Hwo, Paul/Leo, JC/Steve
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 14,292 ✭✭✭✭✭

    1) paste youtube link

    2)??????

    3) Profit

    ( •_•) IT'S NOT RAPE,
    ( •_•)>⌐■-■
    IT'S SURPRISE SEX! (⌐■_■)
    YEAAAAAAAAAAHHH!!
    "Orgasm is a simile for the emotional epiphany a woman has when the shame of penetration is eclipsed by the inherent virtue of servicing a man." ~ Kromo.
    ( •_•)
    ( ಠ_ಠ)
    ( ಥ_ಥ)
  • jak d riprjak d ripr Joined: Posts: 7,347 ✭✭✭
    Reason4U said:
    jak d ripr wrote: »
    Aquaman vs cyborg and solomon grundy vs hal jordan <br />
    image />
    <br />
    Should be fun to finally see how green lantern plays in this game, I think he's the only character we haven't seen any footage off at this point.<br />
    I do wish they would drop the ugly white gloves on hal, they don't look that bad in the comics(still hate them) but in almost every other type of media they just look odd. If there's one thing that awful GL movie did get right imo its the look of the suit.
    PLEASE EXPLAIN to me how you post Youtube links on this new SRK. It's so confusing! Anyhelp will be greatly appreciated. I've tried not to bitch about this new format and give it time but GOD I don't like it and everything just seems harder to do for small improvments.
    I honestly just posted it, I didn't think it would embed, but it did. Maybe its a feature that was stealthily fixed because I agree with you, I originally couldn't post links here either.
  • SaitsuSaitsu SILENCE! Joined: Posts: 20,212 ✭✭✭✭✭
    ...just post the normal link.  It's not a fix, it's just new.
    GT: TrinityRagnarok: Dead End
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  • KaviteeKavitee Joined: Posts: 787 ✭✭
    Oh man, that Hal victory pose, but I still feel blue balled over that lack of GL footage.

    http://www.testyourmight.com/threads/injustice-character-roster-so-far-prediction-of-full-roster.27959/#post-686403
    BDMao brought up a good point, everyone revealed or that's been seriously hinted at has been on DC's characters page, and both of the injustice sites crib directly from the entries, along with linking to them


  • KCJ506KCJ506 Joined: Posts: 54
    I'm voting for GL and Aquaman. As the reward for these characters winning is more gameplay footage of them. That's how all of my votes have been determined. Based on who I want to see more footage of. There's plenty of videos with Cyborg and Grundy's gameplay, it's time for the other two to get a chance to shine. It's why I voted for Captain Marvel/Shazam. Flash has been seen since the game was announced and I wanted more Marvel/Shazam.

    I do have a feeling Aquaman will lose mostly due to people's ignorance about him.
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