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Let's talk about the MB roll mechanic.

EDIT:
In this thread we had two things confirmed from NRS. Delay wakeup and that the MB roll is throwable. Thank you to colt and 16 bit for weighing in!!! See this type of communication from NRS really made a lot of people happy.
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The beta is out and some people have it, some people do not. Thank the LORD I was finally able to get a code :) My initial impression is that this is a mix btw injustice 1 and MKX. I love the injustice series more than any other game I have played including SF.

Since it was announced, I have been tremendously concerned about the MB roll and what that does to zoning/pace control. Some of my fears were confirmed in my initial session with the beta. I am not sure the risk/reward is intact here. Remarkably, the MB dash/roll can also be used defensively. I have some suggestions on how to balance it a bit while making it serve its purpose to casual/tournament players.

My initial concerns were "they added a run button to injustice". I like the pace/speed of injustice 1 so adding a mechanic such as this was not favorable for my style of play. Many of the veterans cringed when they saw this. Imagine zoning in injustice 1if this mechanic existed. If sinestro tossed a fear blast and someone guessed it with the MB roll... they would get a full combo punish from full screen. Basically, everyone would have had batgirls teleport. Imagine lex with this mechanic.

Some of my fear was a result of seeing the recovery of the MB roll. In the previous game play trailers, it appeared to recover extremely fast and this has now been confirmed in the Beta. It has very few frames of recovery from the end animation of the roll. You can easily test this by doing the MB roll then holding up. It is the closest thing to a run button I can possibly imagine.

Risk reward does not appear to be intact in that for one bar you either fully punish a projectile from full screen or safely close the distance without fear of punishment. Disclaimer here that I was not able to test it as well as I would have liked, specifically its physical damage inv.

I will acknowledge the move can be used defensively in that you can escape corners if you were able to create a little space. It could possibly add depth to a character like aquaman's already great defense and give him a free way out of the corner in addition to a grounded combo breaker and now air teching (in injustice 1 a strategy was to launch aqua so he couldn't aqua shield). There is potential that it could help aquaman style play/defense but hurt traditional zoning.

What we know. Would like @REO to weigh in here as well.
- cost one bar
- just just under full screen
- little to no recovery
- the MB does not start until the end of a dash animation so you can still punish the dash/startup prior to the roll.
- cannot be used as a wake up
- appears to be fully projectile invincible :(
- its physical damage invincibility has not been full tested yet. hearing different things at this point
- when done at the right ranges it can cause attempted check/punishes to face the wrong way bc the MB roll crossing you up
- possible ways to deal with it could be to neutral jump if you think it is coming or buffer d1 to a special it the roll ends up not having physical damage inv

My major suggestions are to make the roll cost two bars, not be throw inv and/or have some recovery. Thinking about the purpose of the move (i think i am in the devs head here but I could be wrong) it is designed to help novice players get passed zoning and to speed up game play. In novice play the added recovery will not likely have a huge effect of outcomes. Keeping the purpose of the move in mind, it should stay as a way to punish zoning. If done pre-emptively/read or on reaction (see super man jump, MB roll, punish his air laser example) but if the zoner baits it out he should get a check, throw or punish... similar to the balance of batgirls teleport. In my opinion the most fun fighting games are ones that allow different character archetypes to shine. By balancing the MB roll a bit, that can help keep variable play styles in the top 8s. I do not want the roll to be bad but I do want to be able to punish it if I read it is coming.

Summery of suggestions:
- cost two bars
and/or
- not throw inv, possibly widen the throwable hurt box during the roll
and/or
- add some recovery
and/or
- slow the speed of the roll
 
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TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
I haven't played yet but 2 bars AND punishable? That seems a little over kill. That sounds like it's going from low risk/high reward to SUPER high risk/low reward. If it has a lot of recovery what did you spend 2 bars for? Plus there's clashes, F3 and B3 armor moves, MB specials, block breakers, and air techs. I think it would be way more fair for a little more recovery and to stay 1 bar

P.S. Remember this is still a beta so like they said, it could change
 

TKB

Warrior
I would be cool with it working like KOF XIV's roll mechanic, but keep it the cost of a bar.

Slow it down a bit/ add recovery or reduce the range a little, and definitely make it vulnerable to throws/invulnerable to fireballs. Im sure there will be ways to counter it either way though.
 

REO

Undead
Did a quick breakdown with Slayer earlier today if anyone is interested to see how the Meter Burn Rolls look like in action. We test it in various ways:



@PLAYING TO WIN Can't really comment too much on it right now since it's pretty early and most people I play barely use it. I'll come back to this thread in a week or so, though.
 

B. Shazzy

NRS shill #42069
looking at reo's video you can kill two birds with one stone by taking away the ability to crossup with mb dash. That way you need to space them properly to get in or you'll just keep tumbling at your opponents feet into a free punish for the opponent also so they don't become get out of the corner free cards either

Make it so that you can't crossup with MB dash if the opponent is crouch blocking before you pass through them or something. That or add more recovery because it's too good for the distance traveled
 
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IrishMantis

Most humble shit talker ever!!!
I agree with the throw part

But for most cases it seems like a read on the likes of the zoners like Supergirl.

Superman you need to be in the right range for his straight laser to use so the Superman player should be aware of it but then again he ain't a zoner he's a hybrid

I think Supergirl is intended to be a zoner even though it appears she has everything
 
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looking at reo's video you can kill two birds with one stone by taking away the ability to crossup with mb dash. That way you need to space them properly to get in or you'll just keep tumbling at your opponents feet into a free punish for the opponent also so they don't become get out of the corner free cards either

Make it so that you can't crossup with MB dash if the opponent is crouch blocking before you pass through them or something. That or add more recovery because it's too good for the distance traveled
Good observations. If u are able to creat some space it is a very good tool to get out of the corner. I like that aspect of the move.
 
I haven't played yet but 2 bars AND punishable? That seems a little over kill. That sounds like it's going from low risk/high reward to SUPER high risk/low reward. If it has a lot of recovery what did you spend 2 bars for? Plus there's clashes, F3 and B3 armor moves, MB specials, block breakers, and air techs. I think it would be way more fair for a little more recovery and to stay 1 bar

P.S. Remember this is still a beta so like they said, it could change
Good points
 
Did a quick breakdown with Slayer earlier today if anyone is interested to see how the Meter Burn Rolls look like in action. We test it in various ways:



@PLAYING TO WIN Can't really comment too much on it right now since it's pretty early and most people I play barely use it. I'll come back to this thread in a week or so, though.
I am going to try to find some xboner players tonight to thoroughly test the air tech and mb roll.
 

GAV

Resolution through knowledge and resolve.
Good insight, but I think its perfect already. Give it some time. From what I have heard, this thing has already been through the ringer and its still one of their main focus filters through their server data.

My advice is this ... everyone with a code, get it down and use it ALOT so that the server data from you speaks for itself.

Now, it makes sense why there was no word for so long. There was a lot to do in a very short time. Refurbishing the characters, getting the netkode right (see what I did there) :p, and setting up the server filters couldn't have been a small task in such short order.
 
Good insight, but I think its perfect already. Give it some time. From what I have heard, this thing has already been through the ringer and its still one of their main focus filters through their server data.

My advice is this ... everyone with a code, get it down and use it ALOT so that the server data from you speaks for itself.

Now, it makes sense why there was no word for so long. There was a lot to do in a very short time. Refurbishing the characters, getting the netkode right (see what I did there) :p, and setting up the server filters couldn't have been a small task in such short order.
Ya man the servers feel really good. Just wanted to start a dialogue about this since, imo, it is the biggest change from injustice 1 to 2. Had potential to really change the game. Absolutely it is the beta and I will start mashing the crap out of the roll like I suggested lol
 
Reactions: GAV

GAV

Resolution through knowledge and resolve.
Ya man the servers feel really good. Just wanted to start a dialogue about this since, imo, it is the biggest change from injustice 1 to 2. Had potential to really change the game. Absolutely it is the beta and I will start mashing the crap out of the roll like I suggested lol
Information taken over these servers plays out in pure numbers and isn't weighed by player. In other words, if you play 500 online games, your data counts 5X as much as someone who only plays 100 online games. I'm not sure how offline gameplay is measured, but this tech originated with Deadly Alliance and it, undoubtedly, has come a long way since.

They relied on it almost exclusively for MK9 and Injustice 1 before using the 3 input formula they used on MKX. It will be interesting to see how they evolve their system of tweaking for I2.
 

CrazyFingers

The Power of Lame Compels You
Like I thought a really long time about this (Keep in mind I don't have a code so this isn't based on actual from experience opinion so my opinion IS subject to change but I've watched a decent amount of the game by this point) and I feel as though the balancing behind Meterburn roll and Air-teching goes hand in hand. Meterburn is a primarily offensive tool with some defensive abilities of course but I think we can agree it's primarily offensive while air teching is exclusively defensive. In fact, air teching is SUCH an effective defensive tool that meterburn roll being good, just makes sense to me. Sure the rushdown have a good way in but you have a great way to get them off of you. It really allows players to play characters in a plethora of ways and allows for a ton of creativity to be involved from player to player.