crosshair271
Sub-Xerox
Okay testers.lmfao while 16bit's been posting in this thread the whole time
Okay testers.lmfao while 16bit's been posting in this thread the whole time
That was my response that it wasn't an unblockable but it was stated that it was to counter some resets in the beta (even double hits while airborne). For this scenario the 2 hits shouldn't be a problem. Or as I suggested make Burst out prioritize Shatter. This way we can get the combo and knockdown but lose out on Shatter hit and damage. If the enemy stumbled like when hit with raw Shards it wouldn't be so bad.I could see why they would program a same frame hit interaction to cause a restand for a low and overhead attack hitting at the same time, but I'm not sure 2 mids shouldn't combo in a similar case. This isn't setting up an unblockable... It's taking the hit and making it punishable. The shatter is clearly turning an auto block on, same as Quan's skull used to. This doesn't feel like an "overhaul" to fix this one issue and we're not exactly asking for damage. We just don't want the hit to be unsafe. There are more elegant fixes for this than to restand the opponent. Make the combo achieve max gravity so the opponent falls out or something.
For those of you waiting for SZ nerfs, keep waiting scrubs, you're still going to lose to better players. It's not our character that's the problem, it's you.
Plenty of things can't be converted off, 12 isn't hitconfirmable, the Shatter should knockdown here, instead it leaves you at a disadvantage where it shouldn't which I imagine could mess up Subs corner game at times it shouldn't right ?You aren't suppose to shatter that close anyway. You can't even convert off it.
That's just something you have to keep in mind as a Sub Zero player.
Actually, it's not working at the PROPER spacing.lmao, sub zero players.
"my space-dependent combo isn't working at the improper spacing!!! Fix it!!"
lmao
As a sub player you should recognize 12 shatter isn't going to work in this distance/situation and avoid it.yes it most definitely does. That's not the proper spacing in the video, that's way too close.
I recognized it too but also wanted to understand why it happened, if it was an error/fixable, if any other characters have this. At this point it is a small trade off whether you want to smother an opponent but risk no knockdown or give some space to combo and risk armors.As a sub player you should recognize 12 shatter isn't going to work in this distance/situation and avoid it.
Maybe I'm just different, but when I first encountered that problem my only thoughts were "Okay, that doesn't work let me stop doing it" he has better safer options in the corner when clone is that close anyway.
I just don't see this as an issue..
In this case the bat is completely disregarded, if it is not an autoblock scenario than the game will negate the bat just like it did in order to prevent an unblockable. It's working as intended. It can happen with any mixture of independent projectile and low, mid, high or overhead normal.So I recorded some same frame multi hits using Quan Chi and the results are not consistent with what @16 Bit and @G4S J360 said. The enemy is suppose to autoblock when 2 hits happen at the same time even in the air. Quan seems to be a special case because the enemy is not autoblocking instantly. He even got a combo string off. I tried to replicate scenarios like these with Cassie, D'vorah and Sonya but I couldn't get it to work. Would anyone be willing to help me test this and see if there are inconsistencies?
gut emAs a sub player you should recognize 12 shatter isn't going to work in this distance/situation and avoid it.
Maybe I'm just different, but when I first encountered that problem my only thoughts were "Okay, that doesn't work let me stop doing it" he has better safer options in the corner when clone is that close anyway.
I just don't see this as an issue..
I see, very hectic and chaotic to give different properties instead of keeping consistency but it must be like this for a reason.Jacqui rocket, sonya grenade, reptile slow ball
In this case the bat is completely disregarded, if it is not an autoblock scenario than the game will negate the bat just like it did in order to prevent an unblockable. It's working as intended. It can happen with any mixture of independent projectile and low, mid, high or overhead normal.
There are some cases however where it will not be a high and low, instead it is a high and over head example being reptiles slow ball and b2, it will restand them from any height. It's a property they gave to independent projectiles.
If they just changed the auto-block to connecting shards it would be fine. Drop Burst like the Bat and keep the shards stumble. Can't combo off it so it creates a reset state(Nut punch etc.)It would be a different, less serious issue if the hits knocked down. And of course if it doesn't work, then Sub Zero players won't use it. But the fact remains that this set up is punishable on hit. This kind of interaction should be fixed out of principle alone. If it's not a Sub Zero specific issue, then all the better. If it's working as intended, then bad on NRS. Hopefully they'll do right by us, the consumers, and fix this fundamental flaw so players don't get blown up for successfully getting past our opponents guard.
please buff joker in injustice 2Clone shatter does not combo on hit.
If two moves hit on the same frame one will take priority.
So if clone shatter and burst hit at the same time the shatter is taking priority and since you cannot combo after shatter the burst is blockable.
in this scenario the game is working correctly.