Vulcan Hades
Champion
I don't even mean online I mean at high level offline. I've noticed a lot of our best players are just ass at it for whatever reason.
I just watched UltraChen's episode about whiff punishing in SF4 and it reminded me that I wanted to make this thread to talk about this some weeks ago.
Ok first of all I admit I kinda suck myself at whiff punishing in Street Fighter. Partly because my reaction time isn' t super godlike, and because the characters I use don't have very fast walkspeeds or long range pokes. But the thing is, all those things are pretty much irrelevant in Injustice.
I mean you have YEARS to react to a whiffed string, right? And yet I lost track of how many times I saw a Superman whiff F23 or a Black Adam whiff B23 or... basically any character whiff a huge string or huge move with infinite recovery and the other guy is just standing there, watching it whiff in slow motion, passing out on a free 40% combo for god knows what reason.
Why is this happening so often? Especially when whiff punishing seems infinitely easier in this game than in SF4 or Tekken for example.
I think it's simply because it's so different tbh. If you come from another game like SF4, MK9 or Tekken, you're used to a certain spacing, you know when you are in range and when you are too far away. You understand the spacings. But you also know that you have a small punish window so you need to react quickly about it. In other words, you recognize when you are "too late".
In Injustice, it's... weird. Because you don't even need to be in "range". And you don't even need quick reactions. This is a game where you can literally dash up whiff punish or do a full jump in whiff punish... or both... Because some strings take so much time to recover that you have enough time to dash up then jump in and they still can't block in time lol! You just need to be ready for the occasion. You have to be anticipating the big whiff in the first place. Just like you sometimes anticipate a big jump and you are ready to AA.
The other thing is that some players are just used to using that one true string/mixup for everything and don't pay attention to X string in their move list because it's terrible on hit/block. But they don't realize that despite being slower and having ass frame data, it's still their best whiff punish option because of the range of the string.
So I think those are the main reasons:
-Not used to the Injustice movement/spacings.
-Not expecting huge whiff opportunities.
-Harder to visualize a whiffed string's reach than to visualize a whiffed poke. Especially because some strings have different possible branches.
-Not immediately knowing what string or what special to use to whiff punish (e.g. probably thinking about which poke can reach but then you realize none of them reach so your brain farts).
-Not immediately thinking about the option to dash in or jump in whiff punish (because it's against player nature).
The other big problem I think is what you believe in. For example I hear a lot of players say Injustice has no footsies because of the slow walkspeeds, general clunky movement and short pokes. They have a very limited/confined definition of what footsies are. So the problem is that if you've come to convince yourself that Injustice has no serious mid-range game, then you will fail at recognizing and capitalizing on all those big trip guard and whiff punish opportunities.
tl;dr: I think too many Injustice players are still trying to play SF/MK footsies. Maybe Injustice has ass/inferior footsies, or maybe we need to stop for a sec and rethink our whole mid-range gameplan. I'm not excluding myself from this as I am a culprit too or at least was for a while.
I just watched UltraChen's episode about whiff punishing in SF4 and it reminded me that I wanted to make this thread to talk about this some weeks ago.
Ok first of all I admit I kinda suck myself at whiff punishing in Street Fighter. Partly because my reaction time isn' t super godlike, and because the characters I use don't have very fast walkspeeds or long range pokes. But the thing is, all those things are pretty much irrelevant in Injustice.
I mean you have YEARS to react to a whiffed string, right? And yet I lost track of how many times I saw a Superman whiff F23 or a Black Adam whiff B23 or... basically any character whiff a huge string or huge move with infinite recovery and the other guy is just standing there, watching it whiff in slow motion, passing out on a free 40% combo for god knows what reason.
Why is this happening so often? Especially when whiff punishing seems infinitely easier in this game than in SF4 or Tekken for example.
I think it's simply because it's so different tbh. If you come from another game like SF4, MK9 or Tekken, you're used to a certain spacing, you know when you are in range and when you are too far away. You understand the spacings. But you also know that you have a small punish window so you need to react quickly about it. In other words, you recognize when you are "too late".
In Injustice, it's... weird. Because you don't even need to be in "range". And you don't even need quick reactions. This is a game where you can literally dash up whiff punish or do a full jump in whiff punish... or both... Because some strings take so much time to recover that you have enough time to dash up then jump in and they still can't block in time lol! You just need to be ready for the occasion. You have to be anticipating the big whiff in the first place. Just like you sometimes anticipate a big jump and you are ready to AA.
The other thing is that some players are just used to using that one true string/mixup for everything and don't pay attention to X string in their move list because it's terrible on hit/block. But they don't realize that despite being slower and having ass frame data, it's still their best whiff punish option because of the range of the string.
So I think those are the main reasons:
-Not used to the Injustice movement/spacings.
-Not expecting huge whiff opportunities.
-Harder to visualize a whiffed string's reach than to visualize a whiffed poke. Especially because some strings have different possible branches.
-Not immediately knowing what string or what special to use to whiff punish (e.g. probably thinking about which poke can reach but then you realize none of them reach so your brain farts).
-Not immediately thinking about the option to dash in or jump in whiff punish (because it's against player nature).
The other big problem I think is what you believe in. For example I hear a lot of players say Injustice has no footsies because of the slow walkspeeds, general clunky movement and short pokes. They have a very limited/confined definition of what footsies are. So the problem is that if you've come to convince yourself that Injustice has no serious mid-range game, then you will fail at recognizing and capitalizing on all those big trip guard and whiff punish opportunities.
tl;dr: I think too many Injustice players are still trying to play SF/MK footsies. Maybe Injustice has ass/inferior footsies, or maybe we need to stop for a sec and rethink our whole mid-range gameplan. I'm not excluding myself from this as I am a culprit too or at least was for a while.