Quan Chihuahua
Noob
Stance Switch: Can't live with it, can't play an NRS game without it. People have asked for 3 games now for it to be removed or replaced, but the simplest change could make it possibly the hypest mechanic in Injustice 2 that could add a whole new layer of depth to the game. It's been suggested before but it's never had its own campaign, and that's giving it invincibility frames on start up; the number of which should be between 6 and 8 out of about 14 total frames for a good reason. Only the top half of the hitbox should be invincible though, that way it wouldn't be invincible to lows or d1s.
One of the most loved mechanics in any fighting game is SF3's parry because it offered a very high reward but only while requiring such a huge amount of skill with SO much risk involved that it could only be used very seldomly for VERY hype, VERY clutch plays usually. Stance switch evasion could take advantage of that same principle and potentially bring over a plethora of SF players to Injustice since parry has never returned since SF3.
They wouldn't function the same way though because Injustice has strings and parrying in SF3 completely canceled the opponent's attack. To make use of stance switch evasion for a whiff punish you would have to evade multiple hits in a string or special by stance switching multiple times with a very strict window of execution for each hit. The window for parrying successfully in SF3 was within 6-10 frames of the first active frame of an attack, but since it canceled an opponent's attack instead of evading it, you didn't have to take active frames into account. With stance switch, the first 2 frames of an attack might whiff but the last 2 might hit because your 6-8 invincibility frames ran out.
Because of this, stance switch evasion would require an even STRICTER window of precision than the 6 frame window of SF3 and would be just as unsafe. However, since Injustice has strings, you could also use stance switch evasion on reaction to an advancing string if the first hit of the string whiffs while the second hit is within blocking range, which would make it easier to time and would help balance out amazing mid strings like Superman's f23 and Atrocitus' 4 hit advancing string without having to make them highs. A Superman player would be forced to space his f23 more conservatively so the first hit would be less likely to whiff due to a well timed stance switch on reaction, or he might choose to do f2 into breath or trait instead of f23 into the same so he wouldn't get evaded and punished, which would create another layer of mind games in the neutral.
Conclusion
The last use it would have would be avoiding chip damage in otherwise guranteed death situations. A player might throw a mid projectile to chip you out and your last hope would be perfectly timing your stance switch to go through it and possibly make a comeback. This would bring SO much more hype, skill and nuance to the game that I could only imagine it being a positive. And if you like this idea, also consider the idea of d3s having 3 invincibility frames on start up. It would be a counter to all attacks including lows but you would have more recovery, a smaller execution window and you'd only get a 7% punish instead of a combo.
One of the most loved mechanics in any fighting game is SF3's parry because it offered a very high reward but only while requiring such a huge amount of skill with SO much risk involved that it could only be used very seldomly for VERY hype, VERY clutch plays usually. Stance switch evasion could take advantage of that same principle and potentially bring over a plethora of SF players to Injustice since parry has never returned since SF3.
They wouldn't function the same way though because Injustice has strings and parrying in SF3 completely canceled the opponent's attack. To make use of stance switch evasion for a whiff punish you would have to evade multiple hits in a string or special by stance switching multiple times with a very strict window of execution for each hit. The window for parrying successfully in SF3 was within 6-10 frames of the first active frame of an attack, but since it canceled an opponent's attack instead of evading it, you didn't have to take active frames into account. With stance switch, the first 2 frames of an attack might whiff but the last 2 might hit because your 6-8 invincibility frames ran out.
Because of this, stance switch evasion would require an even STRICTER window of precision than the 6 frame window of SF3 and would be just as unsafe. However, since Injustice has strings, you could also use stance switch evasion on reaction to an advancing string if the first hit of the string whiffs while the second hit is within blocking range, which would make it easier to time and would help balance out amazing mid strings like Superman's f23 and Atrocitus' 4 hit advancing string without having to make them highs. A Superman player would be forced to space his f23 more conservatively so the first hit would be less likely to whiff due to a well timed stance switch on reaction, or he might choose to do f2 into breath or trait instead of f23 into the same so he wouldn't get evaded and punished, which would create another layer of mind games in the neutral.
Conclusion
The last use it would have would be avoiding chip damage in otherwise guranteed death situations. A player might throw a mid projectile to chip you out and your last hope would be perfectly timing your stance switch to go through it and possibly make a comeback. This would bring SO much more hype, skill and nuance to the game that I could only imagine it being a positive. And if you like this idea, also consider the idea of d3s having 3 invincibility frames on start up. It would be a counter to all attacks including lows but you would have more recovery, a smaller execution window and you'd only get a 7% punish instead of a combo.
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