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Injustice questions.

Hi, I've never played injustice ever before and honestly I wasn't planning on playing it, however I read somewhere here that injustice plays similar to mkx so I have some questions if anyone can answer them for me. Thanks.
1) Is injustice similar to mkx? As in the mechanics of the games, or did I read wrong?

2) Are there 50/50's like in mkx or is it like SF where there's overheads but usually very punishable on block and don't lead to nothing else, just the hit?

3) How does the breaker system work in injustice? And will injustice 2 have it?
 
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omooba

fear the moobs
1)similar in some ways and different in others for example no run button in injustice, you can break projectiles.
2)there are 50/50's a little like mkx and sf. atrocitus has 50/50's in his string like mkx but it's punishable as hell like sf. everyone has a slow street fighter like overhead but unlike street fighter that shit is usually plus on block
3) the breaker system is similar to mkx because you need two bars to tech out of combos but unlike mkx you can make breaker traps similar to mk9. There's also wagers where you can get a guaranteed combo breaker and gain health or do damage depending on how much meter you use.
i think that's everything you asked. i have the beta so i can test whatever you want
 
1)similar in some ways and different in others for example no run button in injustice, you can break projectiles.
2)there are 50/50's a little like mkx and sf. atrocitus has 50/50's in his string like mkx but it's punishable as hell like sf. everyone has a slow street fighter like overhead but unlike street fighter that shit is usually plus on block
3) the breaker system is similar to mkx because you need two bars to tech out of combos but unlike mkx you can make breaker traps similar to mk9. There's also wagers where you can get a guaranteed combo breaker and gain health or do damage depending on how much meter you use.
i think that's everything you asked. i have the beta so i can test whatever you want
Excellent explanation, much appreciated. And also yea actually meant the wagers not the breaker system. So it takes two bars to use the wager? And also how exactly does that work? I've heard people say you can wager more but wouldn't everyone just wager all and it'll be obvious who will win the wager?
 

omooba

fear the moobs
Excellent explanation, much appreciated. And also yea actually meant the wagers not the breaker system. So it takes two bars to use the wager? And also how exactly does that work? I've heard people say you can wager more but wouldn't everyone just wager all and it'll be obvious who will win the wager?
no you don't need 2 bars for wagers, you need two bar to tech out of combos. you can wager even with no meter. you can only gain at most 33% health and it costs meter. you won't wager all if you want to save your meter for something else. 1bar= 15%, 2bars=25% 3bars=30% 4bars=33%. you can only wager after you've lost your first life bar. and you can only wager once a game for each person
 

Eddy Wang

Skarlet scientist
Injustice is b2b (back to block) mechanic, since teleports are real crossups here, there is a neutral crouch that can guard both directions that are not overheads.

D1 into specials used to be true links, not sure about the beta,.
B3 and F3 are universal launchers, and you can add armor into them as well by using a bar straight from the beginning or you can add later after you hold the B3 or F3.

Characters have a physics which affects how they use interactables:
Power characters can smash heavy interactables (like a car) on you (Superman, Supergirl, Aquaman, and now possibly Black Canary)
Acrobatic Characters can bounce off interactables with dive kicks or super jumps (like Flash)
Gadget characters plant a bomb into them before they bounce off, if you're near it the blast can get you (Batman, Deathstroke etc)

You can pushblock pressure, you can counter breakers in the wagering system if you have more meter than the opponent. Of course they can bluff it and you will spend your entire bar, but they won't be able to wager any longer, since break for a wager in injustice can only be used once per game, and you can only wager twice, one as the attacker (when the opponent breaks) one as the defender (when you break)

Health system is also different won't regen at the start of each round, basically the only way to regen health is by winning a wager system and bet your bars into it, if you get owned first round and you win the second round with 15% health, that is the health you will start your fight with in the 3rd round.


Although i'm not much of a DC fan, i think injustice is a pretty good game, i just kinda wish we could have an MK back again without all these breakers and comeback factors mechanics, Injustice has but can or not be that relevant and isn't that abusable as well, but that is just my personal opinion.
 

bigmiracle

Praise Sheeva
1)similar in some ways and different in others for example no run button in injustice, you can break projectiles.
2)there are 50/50's a little like mkx and sf. atrocitus has 50/50's in his string like mkx but it's punishable as hell like sf. everyone has a slow street fighter like overhead but unlike street fighter that shit is usually plus on block
3) the breaker system is similar to mkx because you need two bars to tech out of combos but unlike mkx you can make breaker traps similar to mk9. There's also wagers where you can get a guaranteed combo breaker and gain health or do damage depending on how much meter you use.
i think that's everything you asked. i have the beta so i can test whatever you want
wait a minute, so if i start a clash and have zero meter, but the opponent has 4 bars, how is the winner determined if we both bet 4 bars? And if the opponent wins, does that drain his entire meter of those 4 bars? I've always found the clash system confusing.
 

GrimJack

Rock paper scissor specialist
wait a minute, so if i start a clash and have zero meter, but the opponent has 4 bars, how is the winner determined if we both bet 4 bars? And if the opponent wins, does that drain his entire meter of those 4 bars? I've always found the clash system confusing.
You can only bet on how much meter you are having. The different between the amounts bet will change the health of the one who clash. If you bet less, you lose health, bet more, you get health back
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
wait a minute, so if i start a clash and have zero meter, but the opponent has 4 bars, how is the winner determined if we both bet 4 bars? And if the opponent wins, does that drain his entire meter of those 4 bars? I've always found the clash system confusing.
The amount of meter you have when the clash begins is how much you can wager up to and however many bars you spend will be gone after the clash as you are spending them to either do damage or get health back.

Hopefully this helps a bit:
 
The amount of meter you have when the clash begins is how much you can wager up to and however many bars you spend will be gone after the clash as you are spending them to either do damage or get health back.

Hopefully this helps a bit:
Why would anyone with less meter initiate a clash in the first place? And even worse why would anyone without meter at all initiate a clash? I'm confused.
 

SM StarGazer

The voice of reason in a Sea of Salt
It's basically a breaker. If Superman hits you with F23 trait, he's prob gonna do 40% into otg divebomb 50/50 to death, so you're better off clashing no matter what.
Listen to this man. Superman hits you twice your fucked
 

SM StarGazer

The voice of reason in a Sea of Salt
Yeah I've been using him. Taking entire life bars in one sequence is quite enjoyable.
Shame. And I mained him at one point. Every1 mad at Supergirl but forgot Atro and Supes. Supermans trait needs to last twwo seconds
 

Tweedy

Champion
Shame. And I mained him at one point. Every1 mad at Supergirl but forgot Atro and Supes. Supermans trait needs to last twwo seconds
Well, Batman might be the best character in the beta. I feel like whenever something good is found people shift to that character for the current day or two. All 4 seem pretty good. Atro might be the worst tbh and he's cheap asf.

Jump 2 man doe.
 
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It's basically a breaker. If Superman hits you with F23 trait, he's prob gonna do 40% into otg divebomb 50/50 to death, so you're better off clashing no matter what.
Oh ok so if you're getting combo'd that can lead to 40%+ damage then you can wager even without meter and take less damage regardless right? So you're right in a way its like a free breaker?
 
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SM StarGazer

The voice of reason in a Sea of Salt
Well, Batman might be the best character in the beta. I feel like whenever something good is found people shift to that character for the current day or two. All 4 seem pretty good. Atro might be the worst tbh and he's cheap asf.

Jump 2 man doe.
Batman? Naw fam. Superman. His flowchart damage is just to good. And f23 is pure Aids
 

TrulyAmiracle

Loud and Klear~
Oh ok so if you're getting combo'd that can lead to 40%+ damage then you can wager even without meter and take less damage regardless right? So you're right in a way its like a free breaker?
Not free, it's a bet and if you have less bar to begin with you can basically waste your "breaker" and eat damage for it.
if you wager when you have no bars and the opponent has 3 or 4. They can bet 3 bars and do 30% and you're knocked down. They can also simply bet 1 bar and get the knockdown and 15%.
Generally wagering when you have less meter is a bad idea unless the damage that'll happen is gonna be huge (superman catches you in a corner combo) or put you near death's door.

Generally you need to try to Wager with more or even meter as the opponent as it creates a mindgame for them, let's say both you and the opponent have full meter and you wager:
They have the option here to tie with you by betting all 4 and deny you regaining life, at the cost of their meter.
Or they can bet only 2 meters so you only get 25% back while losing all your meter.
There's also the option of not betting anything so you gain life back for your meter but they get to keep their full meter.
This option adds the mindgame on your part where you only bet like 1 or 2 bars if you think he values the meter so he won't bet any of it, so you can regain life and keep some of your meter.
Hell there's also you not betting anything if you think he won't so you both keep the meter but reset the situation. This however has a risk as if he bet anything in this scenario he'll win and you lose some life and get knocked down (but you keep the bar).

These are some random examples but they should give you an idea about it's uses and how it can effect the match.The whole wager system is a bit odd but after a few games you'll understand it.
 
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Ok so every character has universal f3/b3 launchers right? If that's the case they seems to have a slow startup, how do you guys actually land these? It seems like anyone could react to them. Can they be combo'd into? I mean like 213~b3/f3? Or how do you use them? Also are there actual combo breakers in injustice 2 like in mk where 2 bars and you can break a combo?
 
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Marinjuana

Up rock incoming, ETA 5 minutes
Ok so every character has universal f3/b3 launchers right? If that's the case they seems to have a slow startup, how do you guys actually land these? It seems like anyone could react to them. Can they be combo'd into? I mean like 213~b3/f3? Or how do you use them? Also are there actual combo breakers in injustice 2 like in mk where 2 bars and you can break a combo?
F3's are overhead and some are easier to react to then others. So simple low attack/f3 mixups can work. B3's open people up with their range. Both have armor when EX'd. You can use two bars to cancel a string into a meter'd F3/B3, and depending on the string it can combo.

There's no traditional combo breakers. After you lose your first health bar, you gain access to a clash, which functions as a combo breaker with the added mind game of betting meter to do damage or heal depending on who activated the clash. If you clash and bet more meter then the opponent, you get healed, if you lose you lose health. There's also air techs which are Injustice 2 exclusive where you lose 2 bars to either do a sort of air dash back or upwards that will allow you to get out of combo's unless the opponent compensates the combo to hit your air dash.
 

Crusty

Retired forever; don’t ask for games.
I'll try to explain as best I can

Hi, I've never played injustice ever before and honestly I wasn't planning on playing it, however I read somewhere here that injustice plays similar to mkx so I have some questions if anyone can answer them for me. Thanks.
1) Is injustice similar to mkx? As in the mechanics of the games, or did I read wrong?
Injustice and MKX are different as night and day in terms of mechanics. Injustice doesn't have a run button and unlike MK, there is no dedicated block button. To block, you hold back. Crossups exist in this game whereas in MK it doesn't. Another thing is that pokes (or poke as you only get one for injustice) can lead into combos, but still serve the purpose of stating offense.

There is a lot more but I don't want to make this long.

2) Are there 50/50's like in mkx or is it like SF where there's overheads but usually very punishable on block and don't lead to nothing else, just the hit?
In IGAU, there are characters with 50/50s, however the offense is much more manageable in the sense that getting in on a zoner is harder work. Whether it is safe or not is debatable asI can say for certain Batgirl's overhead option is unsafe. The problem is so few can punish it.

These 50/50s lead into damage, vortexes (depending on the character) and oki but its like I said, unless you have a character with a teleport, you're not easily getting close to an opponent.

I2 seems to be deviating from that 50/50 aspect. They added a MB roll which can get in on the opponent for a bar of meter as well.

3) How does the breaker system work in injustice? And will injustice 2 have it?
In IGAU, there was a clash system and you can only use it on your red health bar. The difference from breaker, while functioning the same is that, it can only be used once but does not require two bars to use.

I2 will keep the clash system but now they added a new separate air tech mechanic which allows you to escape aerial combos for a bar. While it functions like a breaker, the difference here is that the air tech has recovery and it can be baited and punished.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Ok so every character has universal f3/b3 launchers right? If that's the case they seems to have a slow startup, how do you guys actually land these? It seems like anyone could react to them. Can they be combo'd into? I mean like 213~b3/f3? Or how do you use them? Also are there actual combo breakers in injustice 2 like in mk where 2 bars and you can break a combo?
B3s and F3s can be used a few ways
- After a move with long hitstun, you can land a B3 or F3 to launch the opponent for a followup
- From a normal/string with decent cancel advantage you can cancel said normal/string into a bounce cancel, which is like a MB B3/F3 (ie it has armour on it) but you can cancel into it from a normal/string for the cost of two bars
- From a juggle of some sort with enough height you can combo a B3/F3 from it
- F3s also have the property of hitting overhead so some characters can make theirs cross up in certain ways whether it be on oki or just off of a setup of some sort

As for combo breakers the closest thing to a breaker in this game is the wager mechanic, also knows as clash. You only have access to it once in the entire game, and you only get access to it on your second health bar. You initiate it like a breaker, with F+RT/R2 while you're being comboed, but it doesn't cost you any meter.
You'll see something along the lines of this on screen:

And these bars represent how many bars of meter both players have left. You can press 1, 2, 3, or 4 to spend 1, 2, 3, or 4 bars of your meter respectively, but you can only spend up to as many bars of meter as you currently have avilable. The player with the shield icon is the "Defender", the person who initiated the clash, and the person with the two swords icon above their bar is the "Attacker", the opponent.
If the Defender spends more meter than the Attacker, the Defender regenerates health depending on the difference in bars of meter spent between the Defender and Attacker. For example if the Defender spends three bars of meter and the Attacker spends 1 bar of meter then the Defender wins the wager by two bars, and this gives the Defender 25% health back.
If the Attacker spends more meter than the Defender, the Defender loses health depending on the difference in bars of meter spent between the Defender and Attacker. For example if the Attacker spends all four bars of meter and the Defender spends 1 bar of meter then the Attacker wins the wager by a difference of 3 bars, and the Defender takes 25% damage/loses 25% health.
Of course what happens all depends on the meter both players have, you could have any combination like some of the below:



So wager/clash can be a risk if you have less meter than the opponent because it means potentially taking damage instead of getting health back, but you might need to do it just to avoid a combo/setup that'll kill you, but if you have more meter then it's good because you get to regenerate health.
You also cannot be killed by a wager/clash, but you can be put at 1% if you lose enough health from it.
You can also play mindgames with your opponent and feint wagering meter by double tapping the meter burn button (R2/RT) during the wager sequence. This makes it look like you're spending meter even though you're not, and can be used for baiting the opponent into spending meter for example.

However, there is a new mechanic being introduced into Injustice 2 that works a little bit like a breaker called air teching. By pressing up up MB to air tech up the way or back back MB to air tech backwards while being juggled you can spend a bar of meter to perform a flip in the air either straight upwards or behind you and get out of the current combo. However you can be caught during the recovery of the air tech and be put back in the combo so this must be used carefully.

Hope this helps!
 

GAV

Resolution through knowledge and resolve.
I have a question - Do we really need two cat-ladies? Isn't having both Cheetah AND Catwoman a little redundant?

Could have had Ras Al Ghul, but they wanted Catwoman ... REALLY???
 
F3's are overhead and some are easier to react to then others. So simple low attack/f3 mixups can work. B3's open people up with their range. Both have armor when EX'd. You can use two bars to cancel a string into a meter'd F3/B3, and depending on the string it can combo.

There's no traditional combo breakers. After you lose your first health bar, you gain access to a clash, which functions as a combo breaker with the added mind game of betting meter to do damage or heal depending on who activated the clash. If you clash and bet more meter then the opponent, you get healed, if you lose you lose health. There's also air techs which are Injustice 2 exclusive where you lose 2 bars to either do a sort of air dash back or upwards that will allow you to get out of combo's unless the opponent compensates the combo to hit your air dash.
I'll try to explain as best I can



Injustice and MKX are different as night and day in terms of mechanics. Injustice doesn't have a run button and unlike MK, there is no dedicated block button. To block, you hold back. Crossups exist in this game whereas in MK it doesn't. Another thing is that pokes (or poke as you only get one for injustice) can lead into combos, but still serve the purpose of stating offense.

There is a lot more but I don't want to make this long.



In IGAU, there are characters with 50/50s, however the offense is much more manageable in the sense that getting in on a zoner is harder work. Whether it is safe or not is debatable asI can say for certain Batgirl's overhead option is unsafe. The problem is so few can punish it.

These 50/50s lead into damage, vortexes (depending on the character) and oki but its like I said, unless you have a character with a teleport, you're not easily getting close to an opponent.

I2 seems to be deviating from that 50/50 aspect. They added a MB roll which can get in on the opponent for a bar of meter as well.



In IGAU, there was a clash system and you can only use it on your red health bar. The difference from breaker, while functioning the same is that, it can only be used once but does not require two bars to use.

I2 will keep the clash system but now they added a new separate air tech mechanic which allows you to escape aerial combos for a bar. While it functions like a breaker, the difference here is that the air tech has recovery and it can be baited and punished.
B3s and F3s can be used a few ways
- After a move with long hitstun, you can land a B3 or F3 to launch the opponent for a followup
- From a normal/string with decent cancel advantage you can cancel said normal/string into a bounce cancel, which is like a MB B3/F3 (ie it has armour on it) but you can cancel into it from a normal/string for the cost of two bars
- From a juggle of some sort with enough height you can combo a B3/F3 from it
- F3s also have the property of hitting overhead so some characters can make theirs cross up in certain ways whether it be on oki or just off of a setup of some sort

As for combo breakers the closest thing to a breaker in this game is the wager mechanic, also knows as clash. You only have access to it once in the entire game, and you only get access to it on your second health bar. You initiate it like a breaker, with F+RT/R2 while you're being comboed, but it doesn't cost you any meter.
You'll see something along the lines of this on screen:

And these bars represent how many bars of meter both players have left. You can press 1, 2, 3, or 4 to spend 1, 2, 3, or 4 bars of your meter respectively, but you can only spend up to as many bars of meter as you currently have avilable. The player with the shield icon is the "Defender", the person who initiated the clash, and the person with the two swords icon above their bar is the "Attacker", the opponent.
If the Defender spends more meter than the Attacker, the Defender regenerates health depending on the difference in bars of meter spent between the Defender and Attacker. For example if the Defender spends three bars of meter and the Attacker spends 1 bar of meter then the Defender wins the wager by two bars, and this gives the Defender 25% health back.
If the Attacker spends more meter than the Defender, the Defender loses health depending on the difference in bars of meter spent between the Defender and Attacker. For example if the Attacker spends all four bars of meter and the Defender spends 1 bar of meter then the Attacker wins the wager by a difference of 3 bars, and the Defender takes 25% damage/loses 25% health.
Of course what happens all depends on the meter both players have, you could have any combination like some of the below:



So wager/clash can be a risk if you have less meter than the opponent because it means potentially taking damage instead of getting health back, but you might need to do it just to avoid a combo/setup that'll kill you, but if you have more meter then it's good because you get to regenerate health.
You also cannot be killed by a wager/clash, but you can be put at 1% if you lose enough health from it.
You can also play mindgames with your opponent and feint wagering meter by double tapping the meter burn button (R2/RT) during the wager sequence. This makes it look like you're spending meter even though you're not, and can be used for baiting the opponent into spending meter for example.

However, there is a new mechanic being introduced into Injustice 2 that works a little bit like a breaker called air teching. By pressing up up MB to air tech up the way or back back MB to air tech backwards while being juggled you can spend a bar of meter to perform a flip in the air either straight upwards or behind you and get out of the current combo. However you can be caught during the recovery of the air tech and be put back in the combo so this must be used carefully.

Hope this helps!
Thanks guys excellent answer from all, I appreciate it. Also only the defender can wager right? This might be a dumb question but can a guy that's performing a combo wager?
 

Crusty

Retired forever; don’t ask for games.
Thanks guys excellent answer from all, I appreciate it. Also only the defender can wager right? This might be a dumb question but can a guy that's performing a combo wager?
Both the attacker and defender can wager.

If defender wagers more meter than the attacker, there is health regeneration equal to the difference in the meter wagered between them.

If the attacker wagers more than the defender, the defender loses health equal to that difference.