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I2 Beta: What Are Your Thoughts?

Compbros

Man of Tomorrow
Are you serious? What does he do in any other situation? F23... that's the issue. It's an all purpose string that's ridiculously safe on block.
F23 is actually negative on block and so is breath. The problem is Superman has no other options as he has no mixup midscreen besides F2D1 which scales heavily. They took away 223 able to combo midscreen, 111 is not a good punish considering it's just a frame faster than F2 and is high, B2 is laughable, 3 is for pressure, so on. His best combo starter, pressure tool, mixup tool, and punisher are all F2. People say F2 is "too good" when the real problem is everything else he isn't just isn't very good.

I'm not a Superman player, so I can't provide an answer, but I can definitely say that I fought a couple of very skilled ones who used a much wider range of moves. I mean they absolutely destroyed me. And they did not resort to f23, f23, f23, f23, ad nauseam.
A "wider range of moves" such as what?
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
Every hit of his WU is a High Except if he MB's it at the end. Just duck and full combo punish. Certain WU's are invincible in this game. Just like Inj1.
I guess I'm just used to MKX where you had to MB a wake-up to get it armored, so I'm still in the wrong mindset. I honestly didn't even remember that from Injustice 1.

Now I'm curious which wake-ups have this invincibility, and if there's a way to tell (other than trial and error).
 

Indecisive

We'll burn you all—that is your fate!
I guess I'm just used to MKX where you had to MB a wake-up to get it armored, so I'm still in the wrong mindset. I honestly didn't even remember that from Injustice 1.

Now I'm curious which wake-ups have this invincibility, and if there's a way to tell (other than trial and error).
It was the same in inj1. Some moves where invinvible. Atroc has Punch Walk. Supergirl has that Up Air thing. Super man has his DP and i think scoop. Idk what canary has. Bettle has his shield dash thing. But ya just test it in practice when the game comes out or test it with a friend in the beta.
 

Lo0py

Apprentice
The online itself is really good, actually feels like an improvement a little bit from MKX. I'm from EU and played 200ms matches and it seems like it didn't rollback as much.
Only lag really is in the character select screen, anyway the thing that i hope gets addressed is nerfing Superman, Supergirl and some of Batman's stuff: Batman's ji2 is way too good, you can anti air it but it's really fuckin tricky and inconsistent. And also his ex batarangs being +34, that's way too plus imo. Would be cool if they reduced that some. And when it comes to superman, nerf his damage, 1 bar 65% is way too much damage for a character. And make f2 like 10 or 11f.

EDIT: Like Compbros mentioned, Canary sure needs a d2 buff. And fix the b133 string, it's so horrible it's not even funny. The string has 3 gaps, the first hit is a high and the start up frames is like 15, 16 or something like that. Doesn't even end there, it's also unsafe on block, i don't think i have seen such a bad string before.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
Lasers lasers lasesrs lasers lasers lasers lasers. Dash punch. Lasers. *Being Sarcastic.*
Ha... That reminds me of the new MB dash. I really like that addition for closing gaps. Except when it doesn't work, and I just dash into a laser in the face, when I'm 100% positive I pressed MB and had a bar available.

In fact, I found that I often missed my MBs on various moves/strings when I know I pressed it. Still have no idea why that happened so often. It's the worst when it would've set me up for a full combo to win, but instead, I get punished and lose the match. Then I rage, knowing full well I pressed MB and it just didn't execute, haha.

Maybe my timing is off, I dunno, but I feel like I should have a pretty good idea of when to use it after Injustice and MKX.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
A "wider range of moves" such as what?
You're asking the same question I just told you I can't answer. I just know it was very flashy and impressive. Not like boring f23, f23, f23, breath, followed by whatever.
 

Compbros

Man of Tomorrow
You're asking the same question I just told you I can't answer. I just know it was very flashy and impressive. Not like boring f23, f23, f23, breath, followed by whatever.

I can't counter it then because it could be some stuff they weren't really supposed to be doing but worked. F23~breath leaves Superman negative so at that point it's your turn and you can d1 or use any more that's 8 frames or less to beat his next F2 attempt.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
The online itself is really good, actually feels like an improvement a little bit from MKX. I'm from EU and played 200ms matches and it seems like it didn't rollback as much.
Only lag really is in the character select screen, anyway the thing that i hope gets addressed is nerfing Superman, Supergirl and some of Batman's stuff: Batman's ji2 is way too good, you can anti air it but it's really fuckin tricky and inconsistent. And also his ex batarangs being +34, that's way too plus imo. Would be cool if they reduced that some. And when it comes to superman, nerf his damage, 1 bar 65% is way too much damage for a character. And make f2 like 10 or 11f.

EDIT: Like Compbros mentioned, Canary sure needs a d2 buff. And fix the b133 string, it's so horrible it's not even funny. The string has 3 gaps, the first hit is a high and the start up frames is like 15, 16 or something like that. Doesn't even end there, it's also unsafe on block, i don't think i have seen such a bad string before.
I dunno what it was, but Batman's ji2 was insane. Just about every Batman I played used it constantly as a cross-up combo starter. Rinse and repeat. I really didn't think much of it until you mentioned it, but it was quite tricky to stop for some reason. I think it's the only character that actually used cross-ups on me, to be honest.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
I can't counter it then because it could be some stuff they weren't really supposed to be doing but worked. F23~breath leaves Superman negative so at that point it's your turn and you can d1 or use any more that's 8 frames or less to beat his next F2 attempt.
Oh I see where you're going now. I'm talking more of the actual combo once they land the f23 on me, not my punish when I block. They'll literally do f23 over and over (definitely twice, but for some reason I'm thinking 3 times in a row) before ending the combo with something else, and for some reason it just irritates the hell out of me. Maybe it's the sound that grates on my nerves, or the repetitiveness, or lack of effort... I really don't know. I'm just being petty and salty :)
 

Compbros

Man of Tomorrow
Oh I see where you're going now. I'm talking more of the actual combo once they land the f23 on me, not my punish when I block. They'll literally do f23 over and over (definitely twice, but for some reason I'm thinking 3 times in a row) before ending the combo with something else, and for some reason it just irritates the hell out of me. Maybe it's the sound that grates on my nerves, or the repetitiveness, or lack of effort... I really don't know. I'm just being petty and salty :)

No, that's bad. 2 F23's are about expected, anything more is just not doing a good combo.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
No, that's bad. 2 F23's are about expected, anything more is just not doing a good combo.
And I think that's exactly what irritated me. Just the lack of effort. They don't even try to do something new or extra. But I guess the reason is that they don't need to, since it works? And I hate that type of lazy gameplay. Big damage combos should take skill. They should be forced to somehow mix it up, rather than dealing out big damage with such minimal effort. I don't think any other character had that problem (even Atrocitus bf1 doesn't do nearly as much damage as it looks/sounds).
 

ChatterBox

Searching for an alt.
pushblock needs fixing

input buffer needs a LOT of narrowing

other than that I liked the game a lot, I want beetles trait to take less frames, not for pressure, but less of a sitting duck asking to die situation.

roll is really fun, I like having delayed wakeup a lot in injustice to help with evil looking ambiguous cross ups, wager is more fun this time around with meter having more uses, combo escape is dope
 

foxdie

Noob
the game feels just like a carbon copy of the first with the exception of having the ability to spend meter for an air tech... kind of a let down imho.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
pushblock needs fixing

input buffer needs a LOT of narrowing

other than that I liked the game a lot, I want beetles trait to take less frames, not for pressure, but less of a sitting duck asking to die situation.

roll is really fun, I like having delayed wakeup a lot in injustice to help with evil looking ambiguous cross ups, wager is more fun this time around with meter having more uses, combo escape is dope
Speaking of Blue Beetle's trait... Since it's really just a stance, I wish it would stay active after a "round" finishes. That would always throw me off, even after knowing.

I agree about the new stuff. MB roll and the air escapes are awesome. It actually took me a while to get out of MKX mode. I often found myself holding down for delayed wakeup, or trying to break a combo with f+MB, or trying a nj bounce... none of which work here, obviously, haha.

But to be honest, as much of a huge MK fan as I am, I already feel like Injustice 2 is going to be a lot more fun than MKX. I really like the additional options for meter usage, and there seems to be a lot less 50/50 guessing (though there is still a small amount, just not nearly as excessive).
 

jrock920

Apprentice
it looks a lot of fun and the gear system is a great addition hopefully it adds tons of replay value if they update it regularly
 

rubmytaco

CarriedByClone
F23 is actually negative on block and so is breath. The problem is Superman has no other options as he has no mixup midscreen besides F2D1 which scales heavily. They took away 223 able to combo midscreen, 111 is not a good punish considering it's just a frame faster than F2 and is high, B2 is laughable, 3 is for pressure, so on. His best combo starter, pressure tool, mixup tool, and punisher are all F2. People say F2 is "too good" when the real problem is everything else he isn't just isn't very good.



A "wider range of moves" such as what?
Exactly my point, however -2 hardly counts as being minus when you have an 8f mid, have the option to backdash (very very very hard read to chase that down). His other strings need to be useful and f23 needs to be slower or it and ice breath need to be more minus. I've been hit by f23 breath - f23 so many times when trying to poke or use a fast normal. That just isn't right. His 'pressure' with that string is so low risk compared to the reward. Right now Superman is literally a 2 button character.
 

SamZ

Noob
Exactly my point, however -2 hardly counts as being minus when you have an 8f mid, have the option to backdash (very very very hard read to chase that down). His other strings need to be useful and f23 needs to be slower or it and ice breath need to be more minus. I've been hit by f23 breath - f23 so many times when trying to poke or use a fast normal. That just isn't right. His 'pressure' with that string is so low risk compared to the reward. Right now Superman is literally a 2 button character.
F23 too stronk? You missed the boat complaining about superman when he still had his otg damage unscaled.
 

Nivek

Athena guide me, the thunder God...
Even though i was on xbox and the majority of the good players were in ps4 i collected a lot of experience and i can say i was satisfied by a lot of stuff and unsatisfied by some other.

Satisfaction:
  • Most of the interactables are blockable and don't hit otg.Also power characters can control angle like SZ's ice clone toss.
  • The gear was fun even though it serves only for skin in competitive mode.
  • The Inj2 netcode was the best i ever saw.
  • Wake up invisible launchers are out of the game.(they learned their lesson since mkxl. Congrats NRS!)
  • The stage transactions and clashes are faster.
  • They try to take out the cheap stuff(sometimes they succeed).
Unsatisfaction:
  • Why some interactables are still unblockable??
  • If my opponent does not chooce competitive mode i must play in gear mode. Competitive ranked/casuals fights as an option maybe? (Was a stream hint about it?)
  • D2 universal on ALL characters must be a must. I ''dropped'' BC on beta because i had to use early b3mb to anti-air. #BuffD2s
  • Strong abusable strings and moves for example Bat's J2 and Sman's f23 should be nerfed.
  • Balancing was again a big trouble. The sman and sgirl were clearly stronger and bb clearly at the bottom imo. Adjust damage,traits and agility and we're ready!
  • Less cheap damage needed.
The beta left a good taste for me and i hope Nrs will get all the info for the better of the game..
Btw my settings were OFF - ON - OFF and i had much better control of my moves and less random specials.
 

ryublaze

Noob
Some issues I had with the Beta:

- Negative edge was still being turned on even though it's turned off in the settings
- Select screen feels a bit laggy. I think this started happening since the last update
- Sometimes the game slows down at the start of the match for a few seconds
- Random bug after a clash that locks a player out of the game until the next round
- Not sure if it's my controller but I think your character goes back to a neutral state after some frames at the start of a round causing random backdashes or forward dashes
- Mashing X at the rematch screen to get past the obtained gear stuff will have you select rematch. Had this happen when I wanted to leave
- This only happened once but my opponent was able to turn off competitive mode right after we agreed to turn it on and after we both chose a stage. Didn't even realize it was turned off until he started doing 700 damage with Batman lol
 

Kooron Nation

More Ass and Tits for MK11
Even though i was on xbox and the majority of the good players were in ps4 i collected a lot of experience and i can say i was satisfied by a lot of stuff and unsatisfied by some other.

Satisfaction:
  • Most of the interactables are blockable and don't hit otg.Also power characters can control angle like SZ's ice clone toss.
  • The gear was fun even though it serves only for skin in competitive mode.
  • The Inj2 netcode was the best i ever saw.
  • Wake up invisible launchers are out of the game.(they learned their lesson since mkxl. Congrats NRS!)
  • The stage transactions and clashes are faster.
  • They try to take out the cheap stuff(sometimes they succeed).
Unsatisfaction:
  • Why some interactables are still unblockable??
  • If my opponent does not chooce competitive mode i must play in gear mode. Competitive ranked/casuals fights as an option maybe? (Was a stream hint about it?)
  • D2 universal on ALL characters must be a must. I ''dropped'' BC on beta because i had to use early b3mb to anti-air. #BuffD2s
  • Strong abusable strings and moves for example Bat's J2 and Sman's f23 should be nerfed.
  • Balancing was again a big trouble. The sman and sgirl were clearly stronger and bb clearly at the bottom imo. Adjust damage,traits and agility and we're ready!
  • Less cheap damage needed.
The beta left a good taste for me and i hope Nrs will get all the info for the better of the game..
Btw my settings were OFF - ON - OFF and i had much better control of my moves and less random specials.
@Nivek @TheRealOnlyGoonie will you two Raiden Gods be using an electrical character (Black Adam) in this game?