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Out of the revealed roster movesets which one style sounds the scariest?

Compbros

Man of Tomorrow
Stuff like this leads to unnecessary nerfs or buffs which breaks characters.

Can we just let the game breath a bit before deciding what is good or bad?


Do you honestly think a bunch of people discussing footage from builds that are months old and a small paragraph of information about what the variations do is gonna have NRS scrambling to fix things?


On top of that, when the game does come out, discussions like this make the game better overall. NRS does knee-jerk with some things but Injustice got a LOT better because of discussion, footage, and the like. No matter what there'll always be stronger characters and weaker characters, stronger tactics and weaker tactics, discussing said things are rarely a detriment. Letting a game "breathe" is just such a blanket criticism that doesn't take into account the game as it is. Should we have let day 1 Supes/Black Adam "breathe" just for the sake of the game breathing? Should Aquaman's trait have stayed the same because the game needs to "breathe"? Fix the overtly nonsensical stuff like Supes' breath being + on block and then do big changes down the line but don't just sit on your hands because "oh, the game needs time before we see just how ridiculously strong these characters are".
 

Fractured_Shadow

Really likes to throw things at you.
Do we know what happens when you do the third special move when there's only one orb floating? The EX version of that "activation" move is that electrical force field I believe, but what if you could detonate one orb or create the arc if there's two out?
From my understanding any move with electric properties (i.e any of raidens specials) triggers the chain. From sone footage I have seen nothing happens if you place one orb out and then do another special.
 

Fractured_Shadow

Really likes to throw things at you.
If Laos divekick works like mk9 his variations should be rediculous.

I'll re-break the character in MKX.
I cant see that happening simply because of dedicated dashes. A character with an instant air dive dick would be alomst impossible to move in on if your character had a long dash animation (Ferr/Torr)
 

Eddy Wang

Skarlet scientist
If Laos divekick works like mk9 his variations should be rediculous.

I'll re-break the character in MKX.
The float System MKX has don't allows that to happen, aside from being hard to hit someone from the air, every air attack has recovery landing frames on whiff, also characters can run and backdash out of retarded pressure this time around.

So Good Luck trying to bait out stuff with Bird into 24 spin lol.

:DOGE
 

shaowebb

Get your guns on. Sheriff is back.
This thread isn't about pointing out stuff for NRS to "Fix" folks. Its about pointing out which styles in particular you think will be hard to fight against as a player. We all know what we specialize in and look for as players and what tactics and setups tend to trip us each up or annoy us each individually. That doesn't mean they need fixed its just declaring what you see as the biggest challenges for you as a player that stand out to you right now in the roster's movesets.

I struggle against lockdown zoning. Shang Tsung was a nightmare for me in MK9 and I don't typically fare well vs Zod or MMH in IGAU. I was an Iron Fist main in UMVC3 as well and it got harsh vs MorriDoom and all the pixies. I look at some of the zoner styles in MKX and feel the fear. These will be my personal challenges. Do they need "fixed" ? Are they "OP" and need balanced more? NO. How the fuck would I know if somethings balanced yet in this game? All I know is that certain styles stand out to me and make me think "oh man...I better watch out for that shit if it gets goin' on me."
 

SaltShaker

In Zoning We Trust
This thread isn't about pointing out stuff for NRS to "Fix" folks. Its about pointing out which styles in particular you think will be hard to fight against as a player. We all know what we specialize in and look for as players and what tactics and setups tend to trip us each up or annoy us each individually. That doesn't mean they need fixed its just declaring what you see as the biggest challenges for you as a player that stand out to you right now in the roster's movesets.

I struggle against lockdown zoning. Shang Tsung was a nightmare for me in MK9 and I don't typically fare well vs Zod or MMH in IGAU. I was an Iron Fist main in UMVC3 as well and it got harsh vs MorriDoom and all the pixies. I look at some of the zoner styles in MKX and feel the fear. These will be my personal challenges. Do they need "fixed" ? Are they "OP" and need balanced more? NO. How the fuck would I know if somethings balanced yet in this game? All I know is that certain styles stand out to me and make me think "oh man...I better watch out for that shit if it gets goin' on me."
Great post and I agree with almost everything you wrote.


Though the one thing I haven't seen is a "fear inducing" zoning variation from any character. I mean, I've seen a couple that interest me that I can't wait to try out, but out of all the characters and variations shown so far I've yet to see one that made me go, "oh man that zoning looks deadly". All the "deadly looking" variations have been everything but zoning ones I think.
 

AU_JUST_LOST

You just got Skadoodled
D'Vorah
overall scares me but mostly her venomous variation. She has ridiculous far reaching normals, trident rush, kitana's d1, and seemingly decent damage output. To top it all off venomous has d.o.t so you're constantly loosing health.
Scorpion
The ninjitsu variation seems pretty powerful and that whole tele-fake stuff sounds like it could be really annoying. Plus i was watching some vids yesterday and his overhead in this variation reaches very far, and may be impossible for certain chars to punish at max range. He just seems really good right now. Also vortex.
Quan chi
Warlock seems extremely annoying, mainly because of the purple thing that gives him armor. I feel like this is going to make him a HEAVY zoner, since he can combo off of ex pillar with trance and do instant air skulls. His summoner variation seems scary also, since he can throw the bird to make him safe on pretty much anything. I feel like some good pressure/mix-ups will come out of that alone. But im still more worried about the warlock variation than anything else. A lot of people think the teleport variation(don't know name) will be good but it looks to me like he is left open WAY too much and I could just simply run in and attack.
There are other things that scare me but these are the only things that seem REALLY strong. I would complain about kotal(who i actually plan on maining right now) but i already know that ridiculous damage is gonna get nerfed. His normals seem to be only average maybe even a little crappy, but he does have a really good shoulder dash (praying its not a high that can be ducked like nightwolf and jade). His variation with the sword looks almost useless. I would also talk about kung lao but i want to see gamplay before i share my worries, although hat trick sounds the best so far. In no way do i think this stuff is broken or should change(except for maybe that armor thing for quan chi) but it is simply the stuff i think will be really strong in the hands of a great player.
 

SaltShaker

In Zoning We Trust
Everyone needs to remember that things like damage are definitely going to change. DPS speed, healing speed, etc.
People also need to remember that just because they see high damage, for example "Kotal's 1 bar 55% combo is gonna make him OP" talk, not to overreact.

Grundy was doing +50% one bar combos since Day 1 and was never top tier or OP. We can speculate of course, but I wouldn't base "omg character X is gonna be OP" on damage.
 

DreadKnight1

Beaten, by this mere man
Everyone needs to remember that things like damage are definitely going to change. DPS speed, healing speed, etc.
Let's be honest, with decent damage for 1 bar, using 2 damage boosts has to give him huge damage. Obviously the exact values and range in unclear now but unless they make huge changes this is basically set in stone.
 

Swindle

Philanthropist & Asshole
The Raiden variation with those electric orb traps, seems to rely strongly in corner set-ups, and when Raiden has the health bar lead ..... since these traps can catch and paralyze the opponent, could work more or less like Sub-Zero ice clones, in a way that limits somehow the opponent's mobility through the screen, so, I think people will sooner or later find out some usefulness for that .... nothing tricky
Curious as to how long an orb stays on screen unconnected. If you don't have to rush to connect everything, could be a great long-term set up tool.
 

shaowebb

Get your guns on. Sheriff is back.
People also need to remember that just because they see high damage, for example "Kotal's 1 bar 55% combo is gonna make him OP" talk, not to overreact.

Grundy was doing +50% one bar combos since Day 1 and was never top tier or OP. We can speculate of course, but I wouldn't base "omg character X is gonna be OP" on damage.
This is VERY true and if you think Grundy was a good example of this just remember I was an IRON FIST main...all he had was damage and pressure. Justin Wong couldn't even make the guy work after the first few months. Damage does not necessarily mean top tier and tough. Its enough to make me fear a character though. I fear Blood God Kotal Khan's damage if someone got it goin same as I fear a good Hulk or Grundy's damage if someone could land it.

Its pretty hype to watch a power guy unleash the fury though :D
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Let's be honest, with decent damage for 1 bar, using 2 damage boosts has to give him huge damage. Obviously the exact values and range in unclear now but unless they make huge changes this is basically set in stone.
the exact values and range in unclear now but unless they make huge changes this is basically set in stone.
unless they make huge changes this is basically set in stone.
this is basically set in stone.

2:39
 

xenogorgeous

.... they mostly come at night. Mostly.
regarding the other 2 variations besides Displacer, this is a great opportunity to people to try to explore and build strong Raiden's gameplay without relying and depending 100% of time from his teleport special move ..... we know that it's a trademark from Raiden since his creation, but, I'm very curious to see if players are able and can just find out other way to play the character, without using teleport, and this way, trying to be competent using another tools the char has to offer. In fact, trying to be good with Raiden, outside his "comfort zone" (teleport). :D
 

SaltShaker

In Zoning We Trust
This is VERY true and if you think Grundy was a good example of this just remember I was an IRON FIST main...all he had was damage and pressure. Justin Wong couldn't even make the guy work after the first few months. Damage does not necessarily mean top tier and tough. Its enough to make me fear a character though. I fear Blood God Kotal Khan's damage if someone got it goin same as I fear a good Hulk or Grundy's damage if someone could land it.

Its pretty hype to watch a power guy unleash the fury though :D
I dunno how you hung in there with Iron Fist lol.

Yea man I agree. The power guys are always hype when they get going imo. I'm still waiting on gameplay that makes me feel the fear. I'm seeing some good and great looking stuff, but nothing to go crazy over yet. If anything I think the game looks pretty fair so far.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Let's be honest, with decent damage for 1 bar, using 2 damage boosts has to give him huge damage. Obviously the exact values and range in unclear now but unless they make huge changes this is basically set in stone.
NRS games have never really worked this way, though. There's hella scaling on certain things, and it can be more aggressive scaling the bigger the perceived advantage is.

Not to say that it won't be, but 1+1=2 doesn't always apply to this kind of game design.
 
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shaowebb

Get your guns on. Sheriff is back.
SaltShaker said:
I dont know how you hung in there with Iron Fist lol.
I couldn't run him on point. I had to run a corner carry duo of zoning experts to both protect him once he was out AND to start him with his opponents already pinned into a corner so they couldn't escape his damage. At that point I may as well have played any character though...it'd been the same game plan.
I rocked Taskmaster on point and Arthur on anchor. With Rising Fang assist their zoning got stupid good and they could lock down incoming folks after a kill to pin them for Iron Fist touch of death in the corner...plus you can wave dash INSIDE of dagger assist since it travels slower than Hawkeye Greyhound and beats every projectile in the game. Gave Iron fist the ability to chase...still left him free to jumpers though and teleporters since he has no AA on this team.
God I hate the fucking balance in that game...fuck the haters. Give me NRS any day over that shitty mess.
NRS games have never really worked this way, though. There's hella scaling on certain things, and it can be more aggressive scaling the bigger the perceived advantage is.

Not to say that it won't be, but 1+1=2 doesn't always apply to this game design.
Thats very true. Gravity and Damage scaling in NRS games change your combo options pretty severely. Its not like playing Marvel where only a few moves really made things hard to connect or get damage due to how bad they scaled things.

I get the feeling some high damage stuff will always scale hard though so it can't be done a lot in combos...Kotal Kahn will probably be like Bane in that manner. Small but damaging stuff. Here's hoping his reset game is good.
 
One cariation I can't figure out is Subby's cyromancer variation.

I don't understand the gameplay style. I mean, apparently he can get some longer combos with ice weapons, but they never really explained how it effects his neutral game.
 

Fractured_Shadow

Really likes to throw things at you.
One cariation I can't figure out is Subby's cyromancer variation.

I don't understand the gameplay style. I mean, apparently he can get some longer combos with ice weapons, but they never really explained how it effects his neutral game.
I think he gains an armored combo starter and could have more rangey specials... I think this will be his weakest variation figuring his ice armor looks really strong and ice clone is one of the best specials ever.
 

Eddy Wang

Skarlet scientist
Tyler, Derek and Apathy said Kotal can Double Damage Output by combining chest cutting with damage totem or Double Life recovery blood totem and the chest cutting, even if its not the final damage it clearly will not scale as the same as regular characters do.

I.e: If Kotal can Chest cut and let a blood totem out, if he is able to get 30% in blood pints stacked into the blood totem, that's exactly what he is going to get in return.
I mean while all characters might actually get 75% of Xcaling, he will probably get 65% less than everyone else. At lest that is how i see it.

As for ppl not seeing hellfire scorpion as a threat, just imagine a character that while on fire has his fire radius hitbox expanded by a dash distance away from him, if you step in that radius you will start to take heat damage, its just 2% at every 60 frames, even when he is not attacking you, you're losing 2% by heat alone. Let him lock you in the corner will be a nightmare, considering that he can control space with non trackable teleports, force you to jump because this variation has hellfire, and flame aura lasts 7 seconds active, so is like 14% heat damage without touching you. Chip kills and Danger (Ping) frustrations haha.

#Can'tTouchTYhis
 

Brutal Chimney

vaporus punching bag
Inferno Scorpian, I'm REALLY bad against summoner characters if Persona has proven anything about me. it becomes difficult to tell what I should be defending from at any given time which usually results in both kicking my ass at the same time.