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The innovations of injustice and how they can be applied and improved

Injustice has many design features(dd mb charge, safe 50/50s leading to massive damage) that drive me crazy, but there are some brilliant additions which imo simply make fgs better.

[Theory of balance: (credit @BigMilk ) moves can have 2/3 features but not all 3, speed strength safe. If a move has great reach, is quick, and safe,Than it shouldnt be strong. Moves need drawbacks. Mmh tp is op because it has speed, reach, it is strong(huge damage) and is safe, (The exception: limitation of use can fix this and allow overpowered features to be tame because they are not abusAble, in fact they have to be used selectively.)

The revolutions of injustice in fgs:
1. The trait

The trait is a revolutionary mechanic, this is revolutionary because it allows you to give a character an ability that would normally be overpowered but it is limited/balanced by time cooldown/limitation of use. Also the method of input on some traits allows you to instantaneously use it in reaction (in cases like mmh trait and banes, it's not its own animation it's an instantaneous buff.). This is simply a new ability which also adds depth.

How it can be expanded: multiple traits (even 4 or 5, but probably 3 would be better) or abilities that are powerful but have use limitation. This is very similar to a game like league of legends. You could have passive abilities (like bane buffs), specific attacks with cool down like maybe sunder has a giant fireball that recovers every 8 or even 20 seconds or a character with lows has a long range overhead every once in a while, or even super powerful alterations (like a temporary character transformation) or ultimate a which only happen once a match or round, or maybe even supers could be like this because supers are bland and add minimal depth. (Btw you nerds complaining, chars could still have regular specials, these are additions not subtractions)

How it improves casual play: I have a theory that the reason casual players are deterred from fgs is they feel powerless. This is why spamming is so hated, it makes them feel powerless and the control is in the game. Their ability is slimited, and like they have to slave away to play the game and get past exec. Barriers which in some cases are needlessly artificially and stupidly difficult( see kof)Inputs are their to make the game easy to control, exec barriers don't add anything to comp. play, comp. play should be about reaction thought and strategy. Casuals tend to get attracted by supers and cinematic things. When they actually play the game all they really learn is how to shoot something or do a sweep or just mash. This gets rep. And boring. And eventually the cinematics dull to mere exposure. ( a sidenote, moves could be more cinematic, on hit throughout the game and be over the top to add flare and personality to the game)

So how do we make casuals feel powerful??? We give them, easy to use powerful abilities. Temporary beast modes, superpower ful lasers, giant leaps of terror etc. the catch??? They can't be used all the time. So even casuals have to strategize how to land them and it adds more accessible depth thus making the experience more sustainable but also serves as a catching point. Perhaps thus is a small factor in Lols success.

How does this add depth to comp. play?? We can add more unique abilities to games but also increase the situational features of the meta game. Matchups would be more static, and in depth, because the addition and subtraction of tools would increase the variable siutuations. It would enforce more on the fly thinking and situational creativity. Based upon the accessibility of matchup changing tools and their timing. players would have more to strategize with, like when to use An ability and to save it, and how to incorporate the abilities to specific situations. Some powers @SneakyTortoise could even have debuffs or limitation thus forcing real-time risk-reward analysis and add more depths in situations.

Matchups and balancing: typically, their is an axiom, increase of variables decreases performance. So adding more features to the game decreases balance. However, it's important to analyze the limitation of the addition of those features. Features could be altered overtime based on their strength. Also, the main issue with some fgs is the repeated abuse of the overpowered, limitation of that repot ion would be inherent. Also natural limitation of every move, and all moves having intended niche purposes (rather than being all encompassing, superman f23) increase the odds of balance, but would decrease the issue of moves overshadowing other moves thus adding more depth.

2. Mb and selective inputs (mmh pillar distances, zod lasers, etc)
The mb adds serious depth. Rather than guesstimating when to blow meter, it can be used on reaction, this better allows the player to use the enhanced move for its intended purpose, and gives a wider variety of choice to move use. It also adds depth, like mb batmans ranges on reaction to move, or aquas water shield, or delaying sinestro fbs. It allows ex to be used more creatively on specials and different

The ability to quickly alter the location or distance of moves like zod and mmh adds more strategy because it gives a wider range to moves.

How this can be expanded?? What if certain moves had you hold down a button for trajectory, or a button to simply alter the speed of it without using meter??? I guess injustice already does thus but I feel it can be done more readily and creatively
 
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Blazblue had it first. And multiple distances/locations in specials has been in tons of fighting games for years.
 

haketh

Noob
Blazblue had it first. And multiple distances/locations in specials has been in tons of fighting games for years.
Yeah a ton of this stuff you'e had listed as new has been around powerful, especially powerful tool limited but cooldown/resource/or needing to get it. Millia's pin in Guilty Gear is a good example of this.