Injustice: Gods Among Us

Animefreak6969

[11] Champion
is it just me or is Catwoman's JI2 hit people at an weird angle.
Q.Q

Anyways, what are you guys' thoughts on Lobo? I tried him out in practice, he's totally badass but not my style.
I wonder why they forgot to list his air dive attack in the movelist? Also he's not mix-ups from half a screen away! (2,1 string/ D,B+3)

Also if you guys didn't know, the people who didn't buy him can also play as him in an online Practice mode with a friend that has bought Lobo as DLC.

Cheers
The air dive attack is in the move list. Was for me.
 

PANDA

[13] Hero
Netherealm is taking another crack at the DC roster but this time it is a DC characters only game. One of the more interesting things is that every stage has multiple levels and interactive objects that can be used to attack opponents, and the objects are used differently depending on what character you are playing as.


I tried to search to see if there was a thread for this already but didn't find anything, sorry if there was already one.

Batman has a parry Super? is this still in the game or did it not make it?
 

Windstar

[13] Hero
Aye it's not the aa/bb Pat spam , you actualy need timing and brain to execute combos (if you know what i mean)!
Yeah, no zombies allowed.

Well, I'm not sure how one finds SC5's ability to combo different attacks together more easily than other fighters to be inherently bad or brain-dead, but my issue wasn't that Injustice's felt difficult, but rigid.

For most part, there doesn't seem to be a clear combo system. No gatlings or similar style systems. Instead, it seems to be a random assortment of strings completely based on individual characters. Very similar to a 3D fighter, but also feels somewhat rigid here too. Playing both Wonder Woman and Batman, I found largely simple strings of forward or back inputs followed by two or three button presses. Further, the buttons themselves (Square Triangle X) didn't really correspond to anything noteworthy. I don't have a tutorial or a manual on the demo, so I thought that these moves would follow some logic. Turns out, they don't really stream together in any particular fashion, which felt odd. Though I guess it does break away from typical masher-friendly fighting systems. So maybe that's a plus? I'm not sure.

At any rate, I just thought the combo system would feel a bit looser and less rigid. Like if I could poke an opponent with a string of light punches or a sweep. But the game doesn't really play like that at all. Its not wrong, just odd. I'm not quite sure I like the way it plays. Feels like I'm stuck to canned combos/strings and special moves.
 

PANDA

[13] Hero
Dude, I felt the game was totally "rigid" too when I first started. I even bitched about how "rigid" this game was coming from a Soul Calibur player on page 7 of this thread (link) >> http://8wayrun.com/threads/injustice-gods-among-us.14032/page-7#post-612090

Truth is, it just needs some getting use to. I'd say about a month or so. In the mean time, try front and back dashing, they serve as space control and footsies. I think back dashing is really overlooked and most people just walk back for block when they could backdash and punish while the opponent is in the middle of their string.

As for strings, they are an essential tool for the game. Strings serve as mind games for mix-ups and pressure (ie. overheads and lows). For instance, with Superman, his main "go to" string is 223 and f+2,3. With 223 string, the last hit is an overhead, however he does have a special move (scoop df+1) that hits low and you can get 30-40% combo if either one connects.

As for pokes, just mash d+1.
Hope this helps.

Cheers
 

Animefreak6969

[11] Champion
I voted Zatanna. I want more ladies in the game and i don't want Power Girl so she is my choice.

Would also like Fate, Beetle and Static.
 

Phragonist

[10] Knight
For most part, there doesn't seem to be a clear combo system. No gatlings or similar style systems. Instead, it seems to be a random assortment of strings completely based on individual characters. Very similar to a 3D fighter, but also feels somewhat rigid here too.

The combo system is as follows: There are normals, there are strings, there are specials. Most normals and most strings can be canceled into a special (re: input the command for the special DURING {{NOT AFTER}} the string animation, and it will come out immediately after the animation for the string finishes). You do NOT have to time this kind of combo. if it's 2,2,3,df2 just input that shit as fast as you can (with no mistakes or double inputs, mind) and it will all come out. Taking this 2,2,3 string in mind, you can go into a special at any point. So you could do 2,2,3,df2 , 2,2,df2 , or 2,df2. I've heard people refer to it as "dial a combo". If there is a launch or a bound in the string though, you can't input the special during the string, and WILL have to take timing into account.

Yes, the strings are based on the individual characters.(...isnt this true in any fighting game?) There are some common ones though. I think every character has a 1,1,2 and a 1,2,3.
*Note that not every string is special cancelable*

Further, the buttons themselves (Square Triangle X) didn't really correspond to anything noteworthy.

Um... wut.... yes they do.
square = 1 = light attack. fastest, but usually high.
triangle = 2 = medium attack. Usually mid. back or forward 2 is probably an overhead
x = 3 = heavy attack. Slowest.
d1 is fast crouching poke, can cancel it into specials
d2 is uppercut launcher that makes combos scale horribly
d3 is sweep

This answer your questions?