Fabulocity
Noob
I'm surprised this account still exists. For those that don't recognize me, I go by IEBG_HoneyBadger at WNF these days.
Anyways, I'm not one for posting and getting caught up in forum trash -I prefer to just play the games than whine and complain about them- but I did see that NRS said that there is another patch coming, and that they're looking hard at player feed back. Since I play at tournaments rather frequently, I realize this maybe my only chance to make my opinions heard, since there may not be another balance patch after this one. Or worse, this patch will be so bad and full of bad player advice that I'll just give up playing altogether.
As I plan on making a large post, don't expect this first post to be the final of what I will write. Expect updates throughout the day until I have touched all characters. I'm going to try my best to explain everything, per character, so this will be a long write up.
Before I go into my patch ideas, let me first explain the game engine how I see it, and define some terms I'll be using so that you can better understand the ideas I have in mind.
Firstly, IMHO, Injustice is a game played at three "ranges" and how you maneuver those three ranges determines your ability to win. Most characters excel at two of these three, but some are just "ok" at all three instead.
The first range (hence to be Range 1) is up close, where the rushdown happens. Batman, and Batgirl can be found here.
Second (Range 2) is mid range, or the neutral zone. This is where you'll find Green Lantern trying to hang out.
Third is Range 3, the zoning range. Any character that just wants to shoot at you is here. This is full screen away.
Now that we are all on the same page as far as what I am defining as ranges 1, 2, and 3, we can look at the strengths, weaknesses and changes that may be necessary to each character.
Superman: I'm going to go alphabetical after this one, but he's such a high profile character that I feel I must start here.
Style/Ranges/Strengths: Superman is a character who is mostly a jack of all trades, however he does dominate at range 2. His f2, 3 string has a speed and range that makes advancing further difficult. However, he's not useless at ranges 1 and 3. If I had to categorize him though, I'd say he's close to being a hard range 2 character. He can zone at range three, but it's really not as powerful as people have been giving his credit. His rushdown is ok, but there aren't many mixups in his arsenal, ie: there's really no reason to not just crouch block and stand block on reaction to over heads the whole match.
Superman wants to stay around range 2 and either lock you down with f2, 3 breath or whiff punish you with f2, 3 MD breath. His long range game with the lasers is really just to set up a knockdown so he can get back into this range to use the previously mentioned string. Up close he can pressure, but his mix-ups are either reactable or unsafe.
Suggested Changes: Superman is no doubt a strong character, however over nerfing him won't really add to the game. It will just make the next strongest character the new public enemy. What we want to do is make him continue to excel at what he already does, but maybe weaken what he does least best. Superman's biggest strength is keeping you on you toes and not allowing his enemies to gain momentum. He can do this at any range, but mostly uses his tools to set up range 2. To beat him, his main weakness, is to take away his momentum dominance. If he can't dominate you, he has a hard time not being dominated himself.
Let me explain. At close range, he has few mix-ups, and his fastest moves can be ducked. His wake up can be countered with a low block, since he can't wake up with overheads or throws. He has a low grab, and a flying grab. Both can be read, and both are beat by the same counter -the low block. So once you gain momentum on his, he really has to try to get it back.
So to make Superman feel more balanced, but without making him unplayable, the change I propose is to make his hit box extend a little lower to the ground so that he can be easier to sweep. When Superman becomes reckless with his pressure, there are openings to land sweeps. Unfortunately, they often whiff because Superman "floats." I propose to fix that with a longer, lower hit box. That way, if Superman tries to be brain dead with his attacks, he can be swept up.
As I mentioned earlier, if Superman loses momentum, he has a hard time getting it back.. Making him easier to sweep will give you that all important knockdown that will break his run and allow you to set up your own attack patterns. Superman will not lose any tools, but he will be easier to punish if he is irresponsible with them. Often times, the only thing you need to swing things in your favor against the characters against him is a sweep. As it is right now, you rarely get that chance because of his wonky hit box.
If NRS fixes that, I believe people will have a better chance against him, but people who play him can still do what they already do. It will make the fight more of a mind game. They don't have to make him "stand" either. They can keep the flavor of the animation. Just don't make sweeps whiff on most of his attack animations and we're good to go.
Wow, Superman took longer than I thought. I'll have to leave this here for now and come back for the next character in a few. I will continue to update this post until I finish every character, so check back often throughout the day. Next up I go back to the alphabet and tackle Aquaman.
Anyways, I'm not one for posting and getting caught up in forum trash -I prefer to just play the games than whine and complain about them- but I did see that NRS said that there is another patch coming, and that they're looking hard at player feed back. Since I play at tournaments rather frequently, I realize this maybe my only chance to make my opinions heard, since there may not be another balance patch after this one. Or worse, this patch will be so bad and full of bad player advice that I'll just give up playing altogether.
As I plan on making a large post, don't expect this first post to be the final of what I will write. Expect updates throughout the day until I have touched all characters. I'm going to try my best to explain everything, per character, so this will be a long write up.
Before I go into my patch ideas, let me first explain the game engine how I see it, and define some terms I'll be using so that you can better understand the ideas I have in mind.
Firstly, IMHO, Injustice is a game played at three "ranges" and how you maneuver those three ranges determines your ability to win. Most characters excel at two of these three, but some are just "ok" at all three instead.
The first range (hence to be Range 1) is up close, where the rushdown happens. Batman, and Batgirl can be found here.
Second (Range 2) is mid range, or the neutral zone. This is where you'll find Green Lantern trying to hang out.
Third is Range 3, the zoning range. Any character that just wants to shoot at you is here. This is full screen away.
Now that we are all on the same page as far as what I am defining as ranges 1, 2, and 3, we can look at the strengths, weaknesses and changes that may be necessary to each character.
Superman: I'm going to go alphabetical after this one, but he's such a high profile character that I feel I must start here.
Style/Ranges/Strengths: Superman is a character who is mostly a jack of all trades, however he does dominate at range 2. His f2, 3 string has a speed and range that makes advancing further difficult. However, he's not useless at ranges 1 and 3. If I had to categorize him though, I'd say he's close to being a hard range 2 character. He can zone at range three, but it's really not as powerful as people have been giving his credit. His rushdown is ok, but there aren't many mixups in his arsenal, ie: there's really no reason to not just crouch block and stand block on reaction to over heads the whole match.
Superman wants to stay around range 2 and either lock you down with f2, 3 breath or whiff punish you with f2, 3 MD breath. His long range game with the lasers is really just to set up a knockdown so he can get back into this range to use the previously mentioned string. Up close he can pressure, but his mix-ups are either reactable or unsafe.
Suggested Changes: Superman is no doubt a strong character, however over nerfing him won't really add to the game. It will just make the next strongest character the new public enemy. What we want to do is make him continue to excel at what he already does, but maybe weaken what he does least best. Superman's biggest strength is keeping you on you toes and not allowing his enemies to gain momentum. He can do this at any range, but mostly uses his tools to set up range 2. To beat him, his main weakness, is to take away his momentum dominance. If he can't dominate you, he has a hard time not being dominated himself.
Let me explain. At close range, he has few mix-ups, and his fastest moves can be ducked. His wake up can be countered with a low block, since he can't wake up with overheads or throws. He has a low grab, and a flying grab. Both can be read, and both are beat by the same counter -the low block. So once you gain momentum on his, he really has to try to get it back.
So to make Superman feel more balanced, but without making him unplayable, the change I propose is to make his hit box extend a little lower to the ground so that he can be easier to sweep. When Superman becomes reckless with his pressure, there are openings to land sweeps. Unfortunately, they often whiff because Superman "floats." I propose to fix that with a longer, lower hit box. That way, if Superman tries to be brain dead with his attacks, he can be swept up.
As I mentioned earlier, if Superman loses momentum, he has a hard time getting it back.. Making him easier to sweep will give you that all important knockdown that will break his run and allow you to set up your own attack patterns. Superman will not lose any tools, but he will be easier to punish if he is irresponsible with them. Often times, the only thing you need to swing things in your favor against the characters against him is a sweep. As it is right now, you rarely get that chance because of his wonky hit box.
If NRS fixes that, I believe people will have a better chance against him, but people who play him can still do what they already do. It will make the fight more of a mind game. They don't have to make him "stand" either. They can keep the flavor of the animation. Just don't make sweeps whiff on most of his attack animations and we're good to go.
Wow, Superman took longer than I thought. I'll have to leave this here for now and come back for the next character in a few. I will continue to update this post until I finish every character, so check back often throughout the day. Next up I go back to the alphabet and tackle Aquaman.