Review of Injustice by Russian Players: Belial and OnYourMark

Discussion in 'Injustice: Gods Among Us' started by Prinz, Sep 21, 2012.

  • by Prinz, Sep 21, 2012 at 8:39 AM
  • Prinz

    Prinz Hai vino si MORI!

    Hi. These two Russian fighting games warriors got their hands on Injustice, the build that is supposed to be at the tournament in Moscow 5-7th of October. Here is their review on the game, I will translate the essentials. The rest you can check out here
    http://www.fighting.ru/forum/viewtopic.php?f=17&p=335768#p335768.
    Keep in mind, Belial played MK9 for some time at its release, but he is a hardcore Soulcalibur player, so don't be judgemental.

    Mechanics:

    Blocking: blocking is indeed by pressing back, but if you don't get hit you just move back. It's automatic. During block you can not input (buffer) anything which makes punishing hard.

    Chip damage: is present, but some moves take so much life that it's scary. We suggest to introduce some kind of a parry or flawless defence system so this doesn't get abused.

    Healthbar, rounds, timer: Thus far, there are no rounds and timer in this build. Instead, all chars have 2 lifebars. The first is grey, the second is red. But, let's say you get hit by a 10% attack, but you only have 5% of the first bar, then you lose only 5% and the "round" finishes and the characters can't move until the damaged one gets up (this is seen clearly in some gameplay videos).

    Attacks: there are 4 attack levels - high, mid, low, overhead - just like MK. Some strings jail; say you have a mid-high string - you can't block the mid and crouch under the high for punishment. Attack buttons still the same: light (1), medium (2) and heavy (3) attacks + gimmick button (4).

    Deffence: still the same as MK: all blocked low but overheads, all blocked high but lows.

    Stance change: the game still has the stance change, as in MK, which is useless at this point (although there is a point to it in MK, see video ).

    Super meter: has 4 bars. Spending bars: 1 - for enhancing specials; 2 - for breakers or bouncing; 4 - for super. You can also spend 0 to 3 bars for wagering. Super meter builds only when you are hit or doing specials. At the moment, chars with fast and spamable specials have advantage.

    Throws: all take 10% and are not techable (at least we didn't find how to). You can throw either forward or backward, just like MK.

    Wager system: A crafty system, one of the few things I liked the most about this build. It took awhile to figure it out. Practically, it's a breaker. Once you input forward+R2 (I think) you lose 2 bars of meter and enter the clash animation. Next, you have the following options: you can wager 0, 1 or 2 bars (interesting fact: in this version, the 2 bar wager indicator is blacked out, but you can still wager 2 bars), the opponent can wager a maximum of 3 bars (because he doesn't lose 2 for clashing); for wagering you have to press 1 (sqare/X) to wager 0 bars, 2 (triangle/Y) for 1 bar or 3 (X/A) for 2 bars. If you don't wager, you automatically lose, even if the opponent didn't do anything himself. If you wager the same amount of bars - nothing happens. If you wager more - you gain health, if less - you lose health. And depending on the difference between the wagered bars you gain a different amount of health: the bigger the difference - the more you gain. So, from I can say, it's approximately 10% health for a bar. This only applies to the player that initiates the wager, the opponent doesn't gain or lose from this.

    Dashing and movement: are different for every char, but the chars are vulnerable during dashes.

    Jumps: are different in hight and properties for every char. Unfortunately, hitting with aerial attacks is pretty hard right now, we managed to do cross-ups only using Flash, the rest are just unable to connect any attacks after jumping over. The chars just don't turn around automatically, but this seems not to be the main problem, the problem seems to be the weird hitboxes.

    Air-dashing: different chars have different aerial stuff: Batman and Wonder Woman can naturally air-dash, while Batman can expand his cape and float with the possibility to do attacks (I've seen this in the Tokyo trailer).

    Environment: despite the announced emphasis, environmental interaction is pretty dull in this build. But they are unblockable and can be inserted into combos.

    Combos and attacks: all chars have around 6 strings and attacks, like in MK.

    Bounces: for 2 bars of meter you can transform any combo into a juggle starter. There are 2 kind of bounces: one bounces the opponent upwards, the second - far forward and if the opponent hits a wall he bounces back and the combo can be continued.

    Specials: all chars have specials, normals cancel into specials, specials don't cancel into specials, just like MK.

    Enhanced specials: all specials can be enhanced for 1 bar and they have different properties than the normal ones, e.g. Grundy's normal coming out of the ground hands give a knockdown, while the enhanced version stuns.

    Supers: all supers that I've seen take a small amount of damage and are monotonous. Meaning, simple unblockable with beautiful cinematic, and the cinematic gets boring after a while. Don't know why. (Btw, he's played only 3 hours :confused:)

    Gimmicks (Circle/B button): or Super Powers - initiates char's super ability. The devs tried to give the every char an "individuality", a radical difference from the others, which will make their gameplay radically different. At least, it was their intention. In practice, it's not that good. They're charging fast, which makes them spamable. Superman increases his damage by 20-30% for 6 seconds, Batman summons some bats, Flash slows down the time, Nightwing and Wonder Woman change their stances, Grundy activates his super grab, Cyborg heals himself, Harley uses arbitrarily one of 3 moves with different properties.

    Stage transitions: useless and long cinematic, which I didn't get how to activate. Got boring after the first view. Recicled.

    Buffering: got it from MK9 = complete fail. More so, you can not buffer anything while blocking, which makes block punishing a complete hell. I mean, to punish an attack you have to block it, then release the block and only then input your punish.

    Graphics:

    Liked them a lot, but the chars are too small imo. The arenas are like fairytales beautiful with lots of small details. The heroes look amazing. Well, 5 stars. The animation is not overwhelming. I was expecting otherwise watching gameplay videos.

    Sound:

    Didn't give it much attention, but it's cool that on Supermans entrance plays the music from the movie :)

    Characters:

    Superman: looks super stylish, but all his specials are super slow. He himself is pretty slow and deals little damage. The special ability makes him do more damage, bat the other chars deal approximately the same. So, the verdict for now is - low tier.
    Interesting specials: full arena laser eyes, can be done while airborne; low-starting command grab; air-grab; aerial divepunch; breath attack, a la Sindel, but doesn't stun; laser beam.
    He has and UPPERCUT! Anyway, his best tools are his opening and super.

    Batman: is not much better than Superman. Has a projectile parry, the bats can be used as projectiles or parry. The bats are following him until he uses them, so the parry is always there. Has a harpoon, like Scorpions, but only the enhanced version sets up for a combo. He also has a Scorpio-like slide and an aerial glide. Has a cool kick string with a low in the middle, cool for trolling noobs.

    Grundy: a hard-to-use character, very slow, with unclear specials a la Sheeva. His command grab is unsafe, a high and blockable :3 If it hits there are 3 options to continue with a chained grab, while every one of the 3 has 2 phases, e.g. grabed the opponent, inserted a special - did the first phase of the grab, then you can do the second (which we couldn't). One of the grabs gives a damage boost, the second - a health boost, the third - negates block damage. Lasts for almost the entire game. If you got the damage boost and health boost, then while doing the third one it'll replace the first.
    His best tool - his winning pose.

    Nightwing: can do nothing without his motorcycle and, unfortunately, the only attack that involves his motorcycle is his super. It may be unbelievable, but he's slower than Grundy, attacks slowly, walks slowly, jumps worse than a granny in a speeding bus, specials are lame. When in sticks stance - is a little faster.

    Wonder Woman: in lasso stance is like Superman - i.e. can't do anything. When she switches to sword stance she gains a string which is a high into low-overhead mix-up! Can be canceled into specials! COMBO POTENTIAL! Also has a double low hitting string. If she gets hit in sword stance, she changes automatically to lasso stance. Not sure why that is.

    Harley Quinn: shoots from pistols dealing very little damage, resembling Stryker. Her super power is either a damage boost, a health boost or a bomb throw which always misses.
    Her best tool - her forward and backward dashes, which look like Sonya's cartwheel that MK players fear a lot.

    Cyborg: interesting char, whom we played very little, unfortunately, can launch unblockable rockets that are set up with a laser on the ground. His super ability is to regenerate health.

    Flash: BROKEN! His analog of Nomad Dash (not cancelable from normals, but we're waiting) is activated by pressing down twice, he gets in a stance and starts glowing. Can be canceled into dash, run, normals, into dash and stance again, whatever you like. Most important - waiting in that stance gives you meter, endlessly. His special ability is to slow down the time, if he gets hit or blocks an attack the time sets to normal. Has a lot of unbalanced specials: db+1 - headbutt - can be comboed 3-4 times into itself and deals approx. 40% damage, also does a lot of chip damage, + it's hard to punish. Bumblebee flight - remind of Raiden's superman, only harder to punish. Also has Jax's dashpunch, but it's unnecessary. Has a nasty low hitting special. A very fast super that can punish almost anything. His ugly win pose and gay costume close the character.

    Stuff from comments:
    The guys played for around 3 hours.
    Special abilities don't take supermeter to activate, but take a long time to initiate (especially those of Flash, Superman, Grundy). Special meter recharges pretty fast - in 5-6 seconds.
    The chars with the most potential at the moment: Batman, Wonder Woman (YES!), Flash.
    Flash is broken.

    This is all for now.
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Comments

Discussion in 'Injustice: Gods Among Us' started by Prinz, Sep 21, 2012.

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  1. STB Sgt Reed
    Um, that's the whole point! Smh.
  2. bombrider
    I feel like you missed the point I was trying to make...lol
  3. eskuAdradit0
    I'll take @Belial's word. He is a man of good taste.
  4. kabelfritz
    its a tradition that flash is broken.
  5. FireBreather
    Any reviews from now is like judging a Movie by watching "The making of" in otherwise dont take solid, its not the full Movie and end Result, but at the same time its good for these guys to do this incase someone find something too Broken too fix before its too late "Cough" Cyrax "Cough"
    Damn that Cyrax Bug seems to be effecting everyone, its a pity theres no remedy :D

    But as for Flash? was thinking about maining him since everyone first saw him and thought he looked weak, now that the OP and BROKEN has being put in the mix has me turned off the Char
    i don't like winning because due to the Char being broen

    so they have 2 choices with Flash, either Nerf Flash,,,,, or Buff every Char before patch (if every Char is OP then no Char is OP right, right)but im sure most and hopefully all these things will be fixed in Final build|

    P.S. i hope Grundy is one of those Chars you play and see at first and think is shit,,, but is really a Secret Gem really to kill, like Jax was when MK9 first came out, now he's top tier
  6. Seapeople
    As a long time Sub Zero player, I'm pretty devastated to hear that there's no timer.
    Hopefully that changes cause I have to be as lame as possible :)
    bombrider likes this.
  7. trustinme
    so then what we have so far is a bunch of characters that are ass and the flash who is broken?why am i not surprised.in its defense it looks fun as hell but in all honesty i think we all know its still going to be broken when released.
  8. FireBreather
    Yeah its like KL with MK before release people where saying hes pretty OP,,, then people said the game has long to go before release tehy will balance him,,,, 2 years later hes still OP and unplayable with some,,,
    so wouldn't surprise me if the same happens with Flash
  9. Rathalos
    Kl was overpowered because he was over designed and has a ridiculous toolset, though his vanilla damage didn't help.

    Flash seems broken because he is a pixie character that is doing disproportionate amounts of damage on his specials. He's the type of character that is basically super annoying at very low level of play, a character with fast and spamable specials. Also for some reason he can gain meter like it was a DBZ game, but that's probably not intended.
  10. Killzone
    What I hate about combo breakers is the fact that they simply become too important. Having two bars to have them available is priority number 1 in most cases.
    When it comes to Injustice it would be even more pesky, since you would have to look out for 2 bars of meter and not enhance your moves to really come up with some "over the top" combos, or use the high-damage-dealing super-moves.

    I would rather have the characters have more health and no combo-breakers at all.
    For now it really does look like they don't have any health at all, since if you pick up the bombs in the Batcave and hit the opponent with them, he loses like what ... half of his health? That's crazy.
  11. K.O.E_18
    Attacks should have priority over blocking, so you can punish easier.
  12. Slymind
    There is got to be a timer, timers play a huge role in fighting games.
  13. OllyGolly
    I'm glad that Wonder Woman has a lot of potential over the more famous characters, even though WW should be as famous if not more than Solomon or Harley or Nightwing.

    I'm also glad that my theory was correct: Harley's seemingly useless items are not actually useless. I would assume the flower is the health and the Joker picture is the damage but I have no idea on that.
  14. PizzaMasta
    In the lastest gameplay clip with Flash vs Bats and Harley vs Cyborg, you can see Flash using this ''glowing'' stance, and his meter doesn't move one bit..
  15. Killzone
    From simply watching Nightwing-gameplay videos, I don't agree with his problem regarding the speed at all.

    Yes, Nightwing walks very, very slow, but so does Sektor, and you know how fast Sektor can dash. The same applies for Nightwing. Did you see his dashes? They're insanely fast. Additionally to that, when he hits you with the first hit and starts comboing out of that ... shit goes down VERY FAST!

    Nightwings jumping seems to be weird indeed. He is one of the few characters i would actually expect to have a double jump, but Batman has the double jump instead? Sucks.
    Lame specials? Well, that's a downer :-( But yeah, the kunais / daggers throw out of the air seems kinda lame. I would prefer him to have something as badass as Batmans zip-line, that gets the opponents out of the air. A distance anti-air... Batman is going to be so high tier!
  16. Matador Fiend
    I am really looking forward to this game, and not because of the review. I really do hope they fix the balance issues so this game doesnt release with vanilla mk9 Kung Lao and current version Kano type shit.

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