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What skills will be rewarded in Injustice compared to SFV

-LD50-

In a relationship with Killer Frost
i didnt say theyre scrubby theyre an improvement and defensive mechanics are better but its the same old inj neutral problems, mb roll gimmick aside. 2 or 3 characters maybe having antiairs sometimes doesnt make aas more rewarding lul especially with airdashes still box dashing, still invincible frames too goodluck on those aas my man

i mean you can jab aa with 3f buttons in sfv into a cross under 50/50 what reward am i missing. we both know you cant even think about jumping on gief or cammy. ive never had that feeling in inj 2 or any nrs game for that matter lul
I felt like I couldn't even think of jumping in on flash

That d2 jesus
 

Paul the Octopus

Slow Starter
i didnt say theyre scrubby theyre an improvement and defensive mechanics are better but its the same old inj neutral problems, mb roll gimmick aside. 2 or 3 characters maybe having antiairs sometimes doesnt make aas more rewarding lul especially with airdashes still box dashing, still invincible frames too goodluck on those aas my man

i mean you can jab aa with 3f buttons in sfv into a cross under 50/50 what reward am i missing. we both know you cant even think about jumping on gief or cammy. ive never had that feeling in inj 2 or any nrs game for that matter lul
Ah gotcha - my bad - misunderstood your point on the backdashes, etc.

On the AAs - don't you think the only reliable anti air jab is Necalli in season 2? And even his gets stuffed by good jump ins. Cammy and Gief have reliable antiairs but the oki afterward isn't as threatening (midscreen, jump back OS often gets you out unless they commit to a hard read or Gief anti air jabbed you really close up and you're in SPD range), compared to Injustice 1 characters getting d2, b3, into strong mixups. Maybe I'm biased because I played Sinestro but i never thought the air dashes messed up my anti air timing as much as Cammy dive kick, Mika body splash, etc.

I think I stick by the AA point... you could be right on some of the other points though
 

B. Shazzy

NRS shill #42069
Ah gotcha - my bad - misunderstood your point on the backdashes, etc.

On the AAs - don't you think the only reliable anti air jab is Necalli in season 2? And even his gets stuffed by good jump ins. Cammy and Gief have reliable antiairs but the oki afterward isn't as threatening (midscreen, jump back OS often gets you out unless they commit to a hard read or Gief anti air jabbed you really close up and you're in SPD range), compared to Injustice 1 characters getting d2, b3, into strong mixups. Maybe I'm biased because I played Sinestro but i never thought the air dashes messed up my anti air timing as much as Cammy dive kick, Mika body splash, etc.

I think I stick by the AA point... you could be right on some of the other points though
Juri, Rashid, Necalli, Chun, Ryu, Akuma, Sim, Bison (cr. lp), Karin, Gief, Kolin all have reliable jab aas outside of special jump ins like Necalli/ Vega claw HP.

I think you're missing the point. Most chracters can aa on reaction or in neutral in sfv thats isnt the problem with jumping in that game. In Inj its basically a read and even then it probably wont workout for you due to the hitboxes/hurtboxea in nrs games. Thats the difference, it doesnt matter how much damage you get the fact that aas arent reliable on reaction makes the damage poitnless. I would take the ability to antiair consistently without worrying if i know my button will actually antiair on a read over the potential damage id get if I get lucky. Especially when its relative anyway - you get more damage if your aa works in inj sure but you take more damage after a jump in as well so its whatever. The damage difference in antiairs isnt that big of deal either comparing damage optimally

Nevermind the fact that you can air grab, walk under jump ins, and invincible dp for sfv . the reward is a deterrent itself. being able to freely antiair reactively shuts down the option in players minds. if 3f antiairs did 20% itd be braindead. inj working D2s are almost reads and then only 4-5 characters could use them effectively and most jump ins seemingly have no hurtbox and theres damage scaling lul
 
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B. Shazzy

NRS shill #42069
Trip guard to combo punish exist on MKX and injustice, I see that it's something doesn't exist in SFV. oh well:p
lul you can and can literally walk under jump ins on reaction in sfv and punish them. a person would definitely have to be garbage to mispace a jump in because someone just walked out of range in nrs games

but i guess thats the best way to deal with them when aas dont work lul
 
lul you can and can literally walk under jump ins on reaction in sfv and punish them. a person would definitely have to be garbage to mispace a jump in because someone just walked out of range in nrs games

but i guess thats the best way to deal with them when aas dont work lul
I went to Youtube and saw tripguard in MKX
but didn't see any of that in SFV
Can you back up your words like I did please?. I definitevely searched but, i didn't found any of that for SFV
 

B. Shazzy

NRS shill #42069
I felt like I couldn't even think of jumping in on flash

That d2 jesus
its not comparable. imagine if flash's d2 had inviniciblity, a 360
degree hitbox, and was one button, no command input

youre jumpin either punishes something gief did or youre antiaired period lul theres no 2 watys about it. if it somehow trades he actually gets a followup to about 30%

I went to Youtube and saw tripguard in MKX
but didn't see any of that in SFV
Can you back up your words like I did please?. I definitevely searched but, i didn't found any of that for SFV
ya i gurantee punk did it the last tournament ill find a video
 
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Paul the Octopus

Slow Starter
Juri, Rashid, Necalli, Chun, Ryu, Akuma, Sim, Bison (cr. lp), Karin, Gief, Kolin all have reliable jab aas outside of special jump ins like Necalli/ Vega claw HP.

I think you're missing the point. Most chracters can aa on reaction or in neutral in sfv thats isnt the problem with jumping in that game. In Inj its basically a read and even then it probably wont workout for you due to the hitboxes/hurtboxea in nrs games. Thats the difference, it doesnt matter how much damage you get the fact that aas arent reliable on reaction makes the damage poitnless. I would take the ability to antiair consistently without worrying if i know my button will actually antiair on a read over the potential damage id get if I get lucky. Especially when its relative anyway - you get more damage if your aa works in inj sure but you take more damage after a jump in as well so its whatever. The damage difference in antiairs isnt that big of deal either comparing damage optimally

Nevermind the fact that you can air grab, walk under jump ins, and invincible dp for sfv . the reward is a deterrent itself. being able to freely antiair reactively shuts down the option in players minds. if 3f antiairs did 20% itd be braindead. inj working D2s are almost reads and then only 4-5 characters could use them effectively and most jump ins seemingly have no hurtbox and theres damage scaling lul
I don't recall antiairs being that inconsistent in Injustice 1, but I also mainly played Sinestro and haven't played the game at all in a long time ... it's possible you're right.
 

KingHippo

Alternative-Fact Checker
"Trip Guard" is a mechanic built in to prevent hitting people in the feet even if they take an air action. This is seen in the SF Alpha games, where you cannot hit someone if they land at all, even if they do an air attack.

This stems from SF2, where this concept didn't exist at all and one could trip someone with a sweep if they jumped at all.

Later games have "Landing Frames," where you typically have four frames from landing after a jump that you can cancel to a normal, throw, block, etc. provided you didn't do an attack in the air. If you did, you are locked out of doing anything, even blocking, for two frames.

NRS games post MK9 have this mechanic as well, although the window after whiffed jump-in is a bit larger than two frames.

So when you use the term "Trip Guard," you are not saying what you mean to say. This is, in essence, a whiff punish of landing frames.

This has been an impromptu lesson on FGC terminology, you may now resume your previously scheduled penis measuring contest.
 

B. Shazzy

NRS shill #42069
I don't recall antiairs being that inconsistent in Injustice 1, but I also mainly played Sinestro and haven't played the game at all in a long time ... it's possible you're right.
ive been playing @EGP Wonder_Chef inj 1 lately this is what he had to say



he played sinestro too lul


I went to Youtube and saw tripguard in MKX
but didn't see any of that in SFV
Can you back up your words like I did please?. I definitevely searched but, i didn't found any of that for SFV

Skip to 3:10. or just watch the video and see how Karin a character with poor antiairs does in sfv neutral. meanwhile a character with poor antiairs in inj looks like a 10-0 matchup against batman lul


so yeah im not buying it so far on the antiairs comparison. its def more garbage in inj and the game is only more defensive because of a few more mechancics and nothing to do with neutral being better
 
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Well, whatever. The good thing is that You will go away after a month. Enjoy your lag fest online V, and your hour waiting for a challenge online. I did sure enjoy it when I played that game. (full combo punish is better than air jab anyway lol). Edit I also want to Ed boon to make the game as perfect as possible, if they do be saying goodbye to SF. it will be remembered only by SFII and SFIV. not for the current game. LOL
 
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B. Shazzy

NRS shill #42069
Well, whatever. The good thing is that You will go away after a month. Enjoy your lag fest online V, and your hour waiting for a challenge online. I did sure enjoy it when I played that game. (full combo punish is better than air jab anyway lol)
lul hey dont be so upset my man maybe you'll unlock some sick gear that allows you the ability antiair or something who knows prob dlc
 

Red Reaper

The Hyrax Whisperer
Juri, Rashid, Necalli, Chun, Ryu, Akuma, Sim, Bison (cr. lp), Karin, Gief, Kolin all have reliable jab aas outside of special jump ins like Necalli/ Vega claw HP.

I think you're missing the point. Most chracters can aa on reaction or in neutral in sfv thats isnt the problem with jumping in that game. In Inj its basically a read and even then it probably wont workout for you due to the hitboxes/hurtboxea in nrs games. Thats the difference, it doesnt matter how much damage you get the fact that aas arent reliable on reaction makes the damage poitnless. I would take the ability to antiair consistently without worrying if i know my button will actually antiair on a read over the potential damage id get if I get lucky. Especially when its relative anyway - you get more damage if your aa works in inj sure but you take more damage after a jump in as well so its whatever. The damage difference in antiairs isnt that big of deal either comparing damage optimally

Nevermind the fact that you can air grab, walk under jump ins, and invincible dp for sfv . the reward is a deterrent itself. being able to freely antiair reactively shuts down the option in players minds. if 3f antiairs did 20% itd be braindead. inj working D2s are almost reads and then only 4-5 characters could use them effectively and most jump ins seemingly have no hurtbox and theres damage scaling lul
Even characters that kould not anti-air kould dash under on reaction a lot of times... I used to do that with Green Arrow against characters like Batman. After you do that, then you kan expect another jump if they are scrubby, or get a better feel for when they like to jump.

I hope they buffed standing 1's to deal with instant air dashes.. I loved abusing them with Martian, but it shouldn't be so free.
 

SM StarGazer

The voice of reason in a Sea of Salt
People who suck at the game will say: "scrub tactics, mindless offense, randomness, braindead tactics"

People who are good at the game will say:
"neutral, footsies, spacing, defence"

People who are GODS at the game will say:
"Spawntral, Spawnsies, Spawncing, Spawnfence.
See I fixed it for you. Your welcome.
 
lul hey dont be so upset my man maybe you'll unlock some sick gear that allows you the ability antiair or something who knows prob dlc
I am a masochist that want to wait an hour to connect with someone online. Maybe I should go back to see lag teleporters online. Not.
 

B. Shazzy

NRS shill #42069
Even characters that kould not anti-air kould dash under on reaction a lot of times... I used to do that with Green Arrow against characters like Batman. After you do that, then you kan expect another jump if they are scrubby, or get a better feel for when they like to jump.

I hope they buffed standing 1's to deal with instant air dashes.. I loved abusing them with Martian, but it shouldn't be so free.
not a reaction that sounds more like a bait to me and theres no punishment, def not a long term strategy.

and idk because they definitely actually give supergirl a crossup air normal to instant air dash with so its like batman on crack. just make a game with real antiairs lul

I am a masochist that want to wait an hour to connect with someone online. Maybe I should go back to see lag teleporters online. Not.
no u lul
 

Red Reaper

The Hyrax Whisperer
"Trip Guard" is a mechanic built in to prevent hitting people in the feet even if they take an air action. This is seen in the SF Alpha games, where you cannot hit someone if they land at all, even if they do an air attack.

This stems from SF2, where this concept didn't exist at all and one could trip someone with a sweep if they jumped at all.

Later games have "Landing Frames," where you typically have four frames from landing after a jump that you can cancel to a normal, throw, block, etc. provided you didn't do an attack in the air. If you did, you are locked out of doing anything, even blocking, for two frames.

NRS games post MK9 have this mechanic as well, although the window after whiffed jump-in is a bit larger than two frames.

So when you use the term "Trip Guard," you are not saying what you mean to say. This is, in essence, a whiff punish of landing frames.

This has been an impromptu lesson on FGC terminology, you may now resume your previously scheduled penis measuring contest.
Yeah... But so many people use "Trip Guard" to mean the punishing of the landing frames...

Kind of like how people use Schrödinger's thought experiment (kat in a box experiment) to explain what he was arguing was preposterous...
 

Red Reaper

The Hyrax Whisperer
not a reaction that sounds more like a bait to me and theres no punishment, def not a long term strategy.
The dash is a reaction, the anti-air is more anticipation.... I wouldn't kall that a bait. How are you baiting anything? You're just prolonging things and buying yourself time, which is sometimes what you need.