Right I get it, but I'm saying that it may solve problems that would otherwise be present in mkx, not mk9.
What kind of problems can you think of that are solved by this mech while being immune to allowing opponent to hit you once and then break? Except when you are at like 5%, at which point being killed isn't exactly a problem.
Am I the only person that has noticed that we don't know how fast meter is built in this game?
Looks similar to MK9. Hitting opponent doesn't give you meter like it did in IGAU too. Specials may give you a little more meter or same. That's what I can pick up by watching story trailer.
Armor didn't work in Injustice the way it did in MK9. In MK9, armor lasted for the duration of a move and had an unlimited number of hits it could absorb from the time the armor started, to the time it ended. In Injustice, it was typically one hit of armor.
Not every move was like that though. I'm pretty positive that some moves either had only 1 hit, or weren't covered from start to finish, enough for even stuff like Raiden's 12... to break.
What I find interesting though...is that both Grundy in Injustice and Rain in MK9 had a lot of armor, and both are considered shitters.
Most of Rain's armor was wasted on him though as he wasn't meter building machine. For Kenshi and Kabal (Ex-ND(c) was enough for him tbh) it mattered because of sick meter building.
Those two weren't bills because of their armor being bad though.
I was never good at fighting game lingo but what makes this different than other breakers we have seen.
Im pretty sure this is in most games and only useful at near death situations considering it takes 2 bars
There are 2 differences I see:
- It can break pressure with moves that don't combo (think Cage's f3 ... f3 .... f3 for days in MK9); useful when you don't want to risk with unsafe armor to blow such pressure up or don't have enough hp, and so there goes second difference:
- It doesn't require you to eat opener in order to break.